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https://github.com/thornAvery/jep-hack.git
synced 2025-09-16 18:20:50 +12:00

This largely finishes the Blue's Lab commit from last night, adding all the bits and bobs to make the first initial cutscene. This essentially puts all the first plot threads into place: Impostor Oak, the Nihon League, and so on. This stuff is stupid unorthodox, I expect it to be an uphill battle.
870 lines
17 KiB
NASM
870 lines
17 KiB
NASM
; Text in this area uses translations from Minamitoku.
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; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku
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; https://www.youtube.com/watch?v=EyAHU12OKDI&t=1741s&ab_channel=Minamitoku
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; There is much abridging of course, for the purposes of JEP's storyline.
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; Some tweaks are made to be reminiscent of RBY, showing Blue taking after Oak.
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object_const_def
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const BLUELAB_BLUE
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const BLUELAB_CUBBURN
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const BLUELAB_PALSSIO
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const BLUELAB_CHIKORITA
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const BLUELAB_KEN
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const BLUELAB_OAK
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const BLUELAB_POKEDEX1
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const BLUELAB_POKEDEX2
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const BLUELAB_DAISY
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const BLUELAB_AIDE
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BlueLab_MapScripts:
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def_scene_scripts
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scene_script EnterLabWithBlue, SCENE_ENTER_LAB_WITH_BLUE
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scene_script EnterStarterRoomWithBlue, SCENE_ENTER_STARTER_ROOM_WITH_BLUE
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scene_script BlueLabNoopScene, SCENE_BLUELAB_WHERE_GOING
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scene_script BlueLabNoopScene, SCENE_BLUELAB_NOOP
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def_callbacks
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callback MAPCALLBACK_OBJECTS, BlueLabSetup
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BlueLabNoopScene:
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end
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BlueLabSetup:
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checkevent EVENT_BRIEFED_BY_BLUE
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iffalse .skip
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moveobject BLUELAB_OAK, 6, 2
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moveobject BLUELAB_KEN, 23, 19
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disappear BLUELAB_POKEDEX2
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.skip
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endcallback
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end
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EnterLabWithBlue:
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applymovement BLUELAB_BLUE, BlueIllusion
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moveobject BLUELAB_BLUE, 5, 4
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applymovement PLAYER, EnterLabWithBlueMovement
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turnobject BLUELAB_BLUE, UP
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opentext
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writetext BlueIBroughtEm
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waitbutton
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closetext
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opentext
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writetext KenWowText
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waitbutton
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closetext
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opentext
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writetext OakAhYesIAmOak
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waitbutton
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closetext
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.No1
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opentext
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writetext OakStoryAskText
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yesorno
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iffalse .discerningEye
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sjump .Yes1
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.discerningEye
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opentext
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writetext OakDiscerningEye
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waitbutton
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closetext
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sjump .No1
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.Yes1
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opentext
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writetext OakStoryText
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waitbutton
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closetext
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turnobject BLUELAB_KEN, RIGHT
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opentext
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writetext KenResponseText
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waitbutton
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closetext
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opentext
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writetext BlueTakeText
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waitbutton
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closetext
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opentext
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writetext OakThanksText
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waitbutton
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closetext
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applymovement BLUELAB_BLUE, KenBlueMovement
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applymovement BLUELAB_BLUE, BlueEnterStarterRoomMovement
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disappear BLUELAB_BLUE
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playsound SFX_ENTER_DOOR
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pause 10
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applymovement BLUELAB_KEN, KenBlueMovement
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applymovement BLUELAB_KEN, KenEnterStarterRoomMovement
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disappear BLUELAB_KEN
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playsound SFX_ENTER_DOOR
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pause 10
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applymovement PLAYER, EnterStarterRoomMovement1
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; So get this: GSC never actually moves you into a warp. You'll be bounced back.
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; Here, we use Lance's Room's method: An illusion of it actually happening.
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disappear PLAYER
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playsound SFX_ENTER_DOOR
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special FadeOutPalettes
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pause 15
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warpfacing UP, BLUE_LAB, 20, 9
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moveobject BLUELAB_KEN, 19, 4
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setscene SCENE_ENTER_STARTER_ROOM_WITH_BLUE
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setevent EVENT_GONE_THROUGH_STARTER_DOOR
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end
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EnterStarterRoomWithBlue:
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appear BLUELAB_KEN
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; moveobject BLUELAB_KEN, 19, 4
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appear BLUELAB_BLUE
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moveobject BLUELAB_BLUE, 20, 2
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applymovement PLAYER, EnterStarterRoomMovement2
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;turnobject BLUELAB_BLUE, DOWN ; It didn't work the other way, but this makes it kind of sick actually.
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opentext
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writetext BlueChooseText
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waitbutton
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closetext
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opentext
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writetext KenPickText
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waitbutton
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closetext
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applymovement BLUELAB_KEN, KenPickMovement1
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opentext
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writetext KenChikoritaText ; No one wants Chikorita, so...
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waitbutton
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closetext
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disappear BLUELAB_CHIKORITA
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opentext
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writetext KenReceivedChikoritaText
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playsound SFX_CAUGHT_MON
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waitsfx
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waitbutton
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closetext
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applymovement BLUELAB_KEN, KenPickMovement2
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disappear BLUELAB_KEN
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playsound SFX_ENTER_DOOR
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pause 10
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opentext
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writetext BlueWeirdText
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waitbutton
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closetext
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.goBack
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opentext
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writetext BlueProposalText
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yesorno
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iffalse .No
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sjump .Yes
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.No
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opentext
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writetext BlueLabINeedYouText
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yesorno
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iffalse .goBack
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.Yes
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opentext
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writetext BlueAcceptText
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waitbutton
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closetext
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setscene SCENE_BLUELAB_NOOP
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clearevent EVENT_GOT_POKEMON_FROM_BLUE ; Player is now trapped!
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end
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BlueIllusion: ; Blue steps up, then gets directly moved to the right spot once he's off-screen.
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step UP
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step UP
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step UP
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step UP
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step UP
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step_end
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EnterLabWithBlueMovement:
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step UP
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step_end
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EnterStarterRoomMovement1:
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step RIGHT
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step UP
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step UP
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step UP
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step LEFT
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step UP
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step_end
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KenBlueMovement:
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step UP
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step UP
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step UP
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step_end
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KenEnterStarterRoomMovement:
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step RIGHT
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step UP
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step_end
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BlueEnterStarterRoomMovement:
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step LEFT
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step UP
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step_end
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EnterStarterRoomMovement2:
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step UP
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step UP
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step UP
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step UP
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step UP
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step_end
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CubburnPokeBallScript:
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue LookAtBluePokeBallScript
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turnobject BLUELAB_BLUE, DOWN
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refreshscreen
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pokepic CUBBURN
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cry CUBBURN
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waitbutton
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closepokepic
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opentext
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writetext TakeCubburnText
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yesorno
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iffalse BlueDidntChooseStarterScript
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disappear BLUELAB_CUBBURN
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setevent EVENT_GOT_CUBBURN_FROM_BLUE
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writetext BlueChoseCubburnText
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promptbutton
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waitsfx
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getmonname STRING_BUFFER_3, CUBBURN
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writetext BlueLabReceivedStarterText
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playsound SFX_CAUGHT_MON
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waitsfx
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promptbutton
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givepoke CUBBURN, 5
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closetext
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readvar VAR_FACING
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ifequal RIGHT, BlueAfterStarterScript
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applymovement PLAYER, AfterCubburnMovement
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sjump BlueAfterStarterScript
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PalssioPokeBallScript:
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checkevent EVENT_GOT_POKEMON_FROM_BLUE
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iftrue LookAtBluePokeBallScript
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turnobject BLUELAB_BLUE, DOWN
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refreshscreen
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pokepic PALSSIO
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cry PALSSIO
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waitbutton
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closepokepic
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opentext
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writetext TakePalssioText
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yesorno
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iffalse BlueDidntChooseStarterScript
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disappear BLUELAB_PALSSIO
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setevent EVENT_GOT_PALSSIO_FROM_BLUE
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writetext BlueChosePalssioText
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promptbutton
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waitsfx
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getmonname STRING_BUFFER_3, PALSSIO
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writetext BlueLabReceivedStarterText
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playsound SFX_CAUGHT_MON
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waitsfx
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promptbutton
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givepoke PALSSIO, 5
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closetext
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readvar VAR_FACING
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ifequal RIGHT, BlueAfterStarterScript
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applymovement PLAYER, AfterPalssioMovement
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sjump BlueAfterStarterScript
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BlueAfterStarterScript:
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opentext
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writetext BlueAfterStarterText
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waitbutton
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closetext
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addcellnum PHONE_BLUE
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opentext
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writetext GotBluesNumberText
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playsound SFX_REGISTER_PHONE_NUMBER
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waitsfx
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waitbutton
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closetext
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moveobject BLUELAB_OAK, 6, 2
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setevent EVENT_BRIEFED_BY_BLUE
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setevent EVENT_GOT_POKEMON_FROM_BLUE
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end
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BlueDidntChooseStarterScript:
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writetext BlueDidntChooseStarterText
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waitbutton
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closetext
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end
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BlueLabReceivedStarterText:
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text "<PLAYER> received"
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line "@"
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text_ram wStringBuffer3
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text "!"
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done
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BlueChoseCubburnText:
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text "BLUE: This one"
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line "is fierce! I"
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cont "love it!"
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done
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BlueChosePalssioText:
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text "BLUE: This one"
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line "is so smart!"
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para "A favourite of"
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line "mine for sure!"
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done
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BlueDidntChooseStarterText:
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text "Think it over"
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line "carefully."
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para "This is really"
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line "important, after"
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cont "all."
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done
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GotBluesNumberText:
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text "<PLAYER> got BLUE's"
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line "phone number."
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done
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AfterCubburnMovement:
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step LEFT
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step LEFT
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turn_head UP
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step_end
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AfterPalssioMovement:
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step LEFT
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step LEFT
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step LEFT
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turn_head UP
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step_end
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TakeCubburnText:
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text "So! You want the"
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line "FIRE #MON,"
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cont "CUBBURN?"
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done
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TakePalssioText:
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text "So! You want the"
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line "WATER #MON,"
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cont "PALSSIO?"
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done
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LookAtBluePokeBallScript:
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opentext
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writetext BluePokeBallText
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waitbutton
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closetext
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end
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BlueChikoritaPokeBallScript:
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BluePokeBallText:
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text "It contains a"
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line "#MON caught by"
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cont "PROF.OAK."
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done
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KenIfItIsntYouText:
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text "KEN: Haaah, what?"
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line "If it isn't"
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cont "<PLAYER>!"
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para "I thought it was"
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line "strange, so I"
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cont "came here."
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para "But nobody is"
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line "around!"
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done
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BlueLabPC:
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jumptext BlueLabPCText
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BlueLabPCText:
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text "There's some mail"
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line "here!"
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para "… … …"
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para "PROF.OAK!"
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line "Have you vanished?"
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para "The whole world is"
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line "worried!"
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para "That said…"
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para "I still haven't"
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line "been able to"
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cont "find that #MON"
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cont "you wanted to"
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cont "research."
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para "No clues, no"
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line "chances to catch"
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cont "it."
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para "Maybe it really"
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line "is a tall tale…"
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para "- A concerned"
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line "AIDE"
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done
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BlueLabReport:
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jumptext BlueLabReportText
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BlueLabReportText:
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text "Don't forget to"
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line "SAVE!"
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done
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BlueLabPokedex:
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jumptext BlueLabPokedexText
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BlueLabPokedexText:
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text "It's a #DEX!"
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line "It looks diff-"
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cont "erent to the"
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cont "ones in JOHTO!"
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done
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BlueLabDoorLocked:
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jumptext BlueLabDoorLockedText
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BlueLabDoorLockedText:
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text "The door is"
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line "locked."
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done
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BlueLabWhereAreYouGoingText:
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text "BLUE: Whoa, hey,"
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line "you going some-"
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cont "where?"
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done
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BlueLabINeedYouText:
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text "Look, I need you"
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line "to do this with"
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cont "me."
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para "These #MON are"
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line "super rare! You"
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cont "like those, right?"
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done
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BlueIBroughtEm:
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text "BLUE: Hey! Gramps!"
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line "I brought 'em!"
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done
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KenWowText:
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text "KEN: Whoa, it's"
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line "PROF.OAK!"
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para "I didn't expect"
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line "him to be a"
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cont "geez-- I mean,"
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cont "senior…"
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done
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OakAhYesIAmOak:
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text "OAK: Hm? Ah, yes,"
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line "I am OAK!"
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para "So nice of you"
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line "to call me an"
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cont "old geezer!"
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para "Yes! I, PROF.OAK,"
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line "called you two"
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cont "here!"
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done
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OakStoryAskText:
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text "Will you listen"
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line "to my story?"
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done
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OakDiscerningEye:
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text "I suppose I am"
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line "not a good judge"
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cont "of character…"
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para "Hmm…"
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done
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; Mostly translated from the SW97 dialogue, but adapted to KEP/JEP's AU.
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OakStoryText:
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text "OAK: Right! A year" ; In the SW demo, this was technically correct. In modern GSC, it's set 3 years later, coinciding with the game's release schedule. Given the storyline, let's keep the original quote, naturally creating an inconsistency.
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line "ago, I gave two"
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cont "boys #MON so"
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cont "they could carry" ; This can surely be expressed in fewer lines...
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cont "out my dream of"
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cont "filling the"
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cont "#DEX!"
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para "That dream was"
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line "fulfilled! They"
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cont "pulled it off"
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cont "with aplomb!"
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para "They documented"
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line "all 190 #MON!" ; Adjusted for KEP. I accidentally made it the RG prototype numbers, but I actually like this.
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para "But…the world is"
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line "a big place! One"
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cont "after another,"
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cont "#MON have been"
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cont "discovered!"
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para "I moved to this"
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line "place, SILENT"
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cont "HILLS, to conti-"
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cont "nue my research!"
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para "I must see all"
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line "#MON up close!"
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cont "That is my policy!"
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para "… … …"
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para "As you can see,"
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line "my nephew is here" ; He does say this, yes.
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cont "to help, as are"
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cont "everyone else."
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para "But…we're short-"
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line "staffed."
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para "So! You two!"
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para "I need your help!"
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done
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; Ken often words things like this.
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; He seems impressionable and kind, so let's establish him like that.
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KenResponseText:
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text "KEN: Oh, <PLAYER>!"
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line "This is super"
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cont "interesting!"
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done
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BlueTakeText:
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text "BLUE: I'll take"
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line "them in. You need"
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cont "rest, gramps!"
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done
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OakThanksText:
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text "OAK: Ah, thank"
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line "you!"
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done
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BlueChooseText:
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text "BLUE: So here we"
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line "have 3 # BALLS!"
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para "Haha! They contain"
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line "#MON."
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para "I used to be a"
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line "rough and tumble"
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cont "sort of TRAINER,"
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cont "and even became"
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cont "CHAMPION!"
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para "But I was too"
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line "cocky for my own"
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cont "good. My old RIVAL"
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cont "set me straight."
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para "When picking these"
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line "3, please treat"
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cont "them with love"
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cont "and respect."
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|
|
|
para "KEN, care to pick"
|
|
line "first?"
|
|
done
|
|
|
|
KenPickText:
|
|
text "Ah! I already"
|
|
line "know which I want"
|
|
cont "want to pick!"
|
|
|
|
para "I'm so excited!"
|
|
done
|
|
|
|
KenPickMovement1:
|
|
step UP
|
|
step RIGHT
|
|
step RIGHT
|
|
turn_head UP
|
|
step_end
|
|
|
|
KenChikoritaText:
|
|
text "CHIKORITA!"
|
|
line "It's so cute and"
|
|
cont "cuddly!"
|
|
|
|
para "Let's go on an"
|
|
line "adventure!"
|
|
|
|
para "I'll show CAL!"
|
|
done
|
|
|
|
KenReceivedChikoritaText:
|
|
text "KEN received"
|
|
line "CHIKORITA!"
|
|
done
|
|
|
|
KenPickMovement2:
|
|
step DOWN
|
|
step DOWN
|
|
step LEFT
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step DOWN
|
|
step_end
|
|
|
|
BlueWeirdText:
|
|
text "BLUE: Such a"
|
|
line "starry-eyed kid…"
|
|
|
|
para "Well, champ…"
|
|
|
|
para "You saw it too,"
|
|
line "right?"
|
|
|
|
para "That ain't gramps."
|
|
|
|
para "No one believes"
|
|
line "me! Not even"
|
|
cont "DAISY! Gramps's"
|
|
cont "research is top-"
|
|
cont "notch, but this"
|
|
cont "one hardly replies"
|
|
cont "to e-mails!"
|
|
|
|
para "#MON TALK is"
|
|
line "down too, so the"
|
|
cont "news is catching"
|
|
cont "on!"
|
|
done
|
|
|
|
BlueProposalText:
|
|
text "So here's the deal."
|
|
line "I want you to find"
|
|
cont "gramps."
|
|
|
|
para "In return, I'll"
|
|
line "give you one of"
|
|
cont "these #MON."
|
|
|
|
para "Capische?"
|
|
done
|
|
|
|
BlueAcceptText:
|
|
text "I'm counting on"
|
|
line "you, <PLAYER>!"
|
|
done
|
|
|
|
BlueAfterStarterText:
|
|
text "BLUE: Right place"
|
|
line "at the right time,"
|
|
cont "huh, <PLAYER>?"
|
|
|
|
para "I don't have any"
|
|
line "proof that gramps"
|
|
cont "has disappeared,"
|
|
cont "only a hunch."
|
|
|
|
para "I don't even know"
|
|
line "where he could"
|
|
cont "have gone!"
|
|
|
|
para "The NIHON LEAGUE"
|
|
line "is wicked tough,"
|
|
cont "so why not start"
|
|
cont "there?"
|
|
|
|
para "The first GYM is"
|
|
line "in OLD CITY."
|
|
|
|
para "Oh, say, do you"
|
|
line "want my #GEAR"
|
|
cont "number? I'll call"
|
|
cont "you if anything"
|
|
cont "comes up."
|
|
done
|
|
|
|
BlueLabWhereAreYouGoingMovement:
|
|
step UP
|
|
step_end
|
|
|
|
BlueLabWhereGoing:
|
|
checkevent EVENT_GOT_POKEMON_FROM_BLUE
|
|
iftrue .end
|
|
opentext
|
|
writetext BlueLabWhereGoing
|
|
waitbutton
|
|
closetext
|
|
applymovement PLAYER, BlueLabWhereAreYouGoingMovement
|
|
opentext
|
|
writetext BlueLabINeedYouText
|
|
waitbutton
|
|
closetext
|
|
setscene SCENE_BLUELAB_NOOP
|
|
.end
|
|
end
|
|
|
|
OakRegularScript:
|
|
jumptextfaceplayer OakRegularText
|
|
|
|
OakRegularText:
|
|
text "OAK: #MON the"
|
|
line "world over wait"
|
|
cont "for you…"
|
|
|
|
para "What was your"
|
|
line "name again?"
|
|
|
|
para "<PLAYER>?"
|
|
|
|
para "I'll remember it"
|
|
line "for you."
|
|
done
|
|
|
|
KenRegularScript:
|
|
jumptextfaceplayer KenRegularText
|
|
|
|
KenRegularText:
|
|
text "?"
|
|
done
|
|
|
|
; To be expanded on later, a la Elm.
|
|
ProfBlueScript:
|
|
faceplayer
|
|
opentext
|
|
checkevent EVENT_GOT_POKEMON_FROM_BLUE
|
|
iftrue .skip
|
|
writetext BlueDidntChooseStarterText
|
|
sjump .omniSkip
|
|
.skip
|
|
writetext BlueRegularText
|
|
.omniSkip
|
|
waitbutton
|
|
closetext
|
|
end
|
|
|
|
BlueRegularText:
|
|
text "Hey, <PLAYER>!"
|
|
|
|
para "I'll let you know"
|
|
line "If anything comes"
|
|
cont "up."
|
|
done
|
|
|
|
BlueLabBookshelf:
|
|
jumpstd DifficultBookshelfScript
|
|
|
|
BlueLabDaisyScript:
|
|
jumptextfaceplayer BlueLabDaisyText
|
|
|
|
BlueLabDaisyText:
|
|
text "DAISY: Yup, this"
|
|
line "is my day job."
|
|
|
|
para "At the same time,"
|
|
line "seeing BLUE work"
|
|
cont "so hard warms my"
|
|
cont "heart!"
|
|
|
|
para "But I wonder if"
|
|
line "the stress gets"
|
|
cont "to him?"
|
|
done
|
|
|
|
BlueLabAideScript:
|
|
jumptextfaceplayer BlueLabAideText
|
|
|
|
BlueLabAideText:
|
|
text "I'm glad OAK fina-"
|
|
line "lly sees the value"
|
|
cont "in my research!"
|
|
|
|
para "Legendary #-"
|
|
line "MON need more"
|
|
cont "study!"
|
|
done
|
|
|
|
BlueLab_MapEvents:
|
|
db 0, 0 ; filler
|
|
|
|
def_warp_events
|
|
warp_event 3, 19, SILENT_HILLS, 3
|
|
warp_event 4, 19, SILENT_HILLS, 4
|
|
warp_event 4, 0, BLUE_LAB, 4
|
|
warp_event 19, 9, BLUE_LAB, 3
|
|
warp_event 20, 9, BLUE_LAB, 3
|
|
|
|
def_coord_events
|
|
coord_event 4, 19, SCENE_ENTER_LAB_WITH_BLUE, EnterLabWithBlue
|
|
coord_event 20, 9, SCENE_BLUELAB_WHERE_GOING, BlueLabWhereGoing
|
|
coord_event 19, 9, SCENE_BLUELAB_WHERE_GOING, BlueLabWhereGoing
|
|
|
|
def_bg_events
|
|
bg_event 6, 1, BGEVENT_READ, BlueLabPC
|
|
bg_event 2, 0, BGEVENT_READ, BlueLabReport
|
|
bg_event 22, 0, BGEVENT_READ, BlueLabReport
|
|
bg_event 7, 9, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 6, 9, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 5, 9, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 2, 9, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 1, 9, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 0, 9, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 7, 13, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 6, 13, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 19, 1, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 18, 1, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 17, 1, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 16, 1, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 5, 13, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 2, 13, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 1, 13, BGEVENT_READ, BlueLabBookshelf
|
|
bg_event 0, 13, BGEVENT_READ, BlueLabBookshelf
|
|
|
|
def_object_events
|
|
object_event 4, 2, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, ProfBlueScript, -1
|
|
object_event 22, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, CubburnPokeBallScript, EVENT_CUBBURN_POKEBALL_IN_BLUES_LAB
|
|
object_event 23, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PalssioPokeBallScript, EVENT_PALSSIO_POKEBALL_IN_BLUES_LAB
|
|
object_event 21, 2, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueChikoritaPokeBallScript, -1
|
|
object_event 3, 4, SPRITE_ROCKER, SPRITEMOVEDATA_STANDING_UP, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, KenRegularScript, -1
|
|
object_event 4, 2, SPRITE_OAK, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OakRegularScript, -1
|
|
object_event 1, 1, SPRITE_POKEDEX, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabPokedex, -1
|
|
object_event 0, 1, SPRITE_POKEDEX, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabPokedex, -1
|
|
object_event 6, 14, SPRITE_DAISY, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabDaisyScript, -1
|
|
object_event 1, 10, SPRITE_SCIENTIST, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, BlueLabAideScript, -1
|