jep-hack/maps/HauntedHouse2F.asm
Llinos Evans 6e832f06d8 Haunted House groundwork
Adds the Haunted House with wild data, warps, and most of the house itself done.

Gengar Doll is set to be a boss fight, needs walking sprites among other things.

BG events need a bit more fleshing out.

Needs integration for the loose board mechanic.

Otherwise extremely fleshed-out.
2024-08-15 20:49:25 +01:00

262 lines
6 KiB
NASM

; Jessie and Miyamoto's rooms.
; This ports over a lot of stuff from the first movie's radio drama.
; Given Jessie is canon - KEP was a Yellow hack, it makes sense to include.
; It also gives this mansion far more purpose.
; Translation source: http://www.rigelatin.net/copycat/saga/origin/dramaep1.php
object_const_def
HauntedHouse2F_MapScripts:
def_scene_scripts
def_callbacks
; At some point this'll be a boss but I'm a bit tired.
; The idea is you defeat it and it gives you something to progress.
HauntedHouse2FGengarDoll:
jumptext HauntedHouse2FGengarDollText
HauntedHouse2FGengarDollText:
text "It's a GENGAR DOLL!"
para "It stares daggers"
line "into your eyes…"
para "Too scary!"
done
HauntedHouse2FTVScript: ; this will false trigger the rotom fan
jumptext HauntedHouse2FTVText ; in actuality, I consider this to be miyamoto's leisure time!
HauntedHouse2FTVText:
text "It's a dusty old"
line "TV."
done
HauntedHouse2FBed1Script:
jumptext HauntedHouse2FBed1Text
HauntedHouse2FBed1Text:
text "This bed hasn't"
line "been slept in"
cont "for a long time."
done
HauntedHouse2FBed2Script:
jumptext HauntedHouse2FBed2Text
HauntedHouse2FBed2Text:
text "This bed hasn't"
line "been slept in"
cont "for a long time."
para "Under the matt-"
line "ress…"
para "Ew! Bed bugs!" ; One bed will note this.
done
; Miyamoto's diary.
; This will prelude her failed mission to capture Mew, referenced in KEP.
; After Miyamoto disappeared, Jessie went into a foster home.
; I conclude that Jessie lived a rich life initially, as in Holiday Hi-Jynx, she is shown to live in a very privileged household. This presumably took place before Miyamoto disappeared, as she is later shown to live a poverty-stricken life.
; I initially considered Madame Boss, but in KEP, Giovanni had the files.
; Smart, right?
HauntedHouseMiyamotoDiary:
opentext
writetext HauntedHouse2FBookPromptText
waitbutton
yesorno
iffalse .end
writetext HauntedHouse2FBookRead1Text
waitbutton
writetext HauntedHouse2FBookKeepGoingText
waitbutton
yesorno
iffalse .end
writetext HauntedHouse2FBookRead2Text
waitbutton
writetext HauntedHouse2FBookKeepGoingText
waitbutton
yesorno
iffalse .end
writetext HauntedHouse2FBookRead3Text
waitbutton
; fallthrough
.end
closetext
end
HauntedHouse2FBookPromptText:
text "It's a diary."
line "Read it?"
done
HauntedHouse2FBookKeepGoingText:
text "Keep reading?"
done
HauntedHouse2FBookRead1Text:
text "5th Mar 1977"
line "I've finally got"
cont "permission to"
cont "capture MEW."
para "It lives in a far"
line "off land. I mana-"
cont "ged to record a"
cont "tape and show the"
cont "boss."
para "She only cares"
line "about money, but"
cont "I just want to"
cont "pay for my girl…"
done
HauntedHouse2FBookRead2Text:
text "18th Aug 1977"
line "I caught a glimpse"
cont "of MEW! It was at"
cont "a famous harbour."
para "I just barely mis-"
line "sed it! I had the"
cont "gas and all!" ; Gassing it seems like a good way to show brutality.
para "Ugh!"
para "The boss is right."
line "She always said" ; Raise some eyebrows.
cont "I'm too kind."
done
HauntedHouse2FBookRead3Text:
text "20th Dec 1977"
line "This #MON is"
cont "harder to catch"
cont "than anticipated."
para "Were my previous"
line "encounters a mere"
cont "fluke?"
para "But! I came across"
line "some useful info…"
para "It seems to like"
line "MT. SILVER." ; Miyamoto is said to have gone to the Andes. We'll change this to Mt. Silver. It also indirectly references that one creepypasta.
para "…"
para "I'll make sure"
line "everyone knows."
cont "My daughter is"
cont "in safe hands."
para "…"
para "The rest of the"
line "pages are blank."
done
; Miyamoto recorded a tape for Madame Boss.
; This puts it in ad lib.
HauntedHouseMiyamotoRadio:
opentext
writetext HauntedHouseMiyamotoRadioPromptText
waitbutton
yesorno
iffalse .end
writetext HauntedHouseMiyamotoRadioText
waitbutton
cry EEVEE
waitsfx
cry MANKEY
waitsfx
cry BUTTERFREE
waitsfx
writetext HauntedHouseMiyamotoRadioTextCries
waitbutton
cry MEW
waitsfx
writetext HauntedHouseMiyamotoRadioTextWhatWasThat
waitbutton
.end
closetext
end
HauntedHouseMiyamotoRadioPromptText:
text "It's an old radio."
para "…there's a tape"
line "inside! Listen?"
done
HauntedHouseMiyamotoRadioText:
text "Crackle… crackle…"
para "This is MIYAMOTO"
line "speaking!"
para "We have embarked"
line "on FARAWAY ISLAND!" ; It's originally the South American jungle, but this was later made Faraway Island in Emerald. We'll make it this to prompt the player to look. This also makes Mr. Fuji's sign much more haunting.
para "Here, we will find"
line "and record the"
cont "phantom #MON,"
cont "MEW!"
para "…"
para "Country music is"
line "playing…" ; Music native to Guyana
para "…"
done
HauntedHouseMiyamotoRadioTextCries:
text "Now there's some"
line "cries…"
done
HauntedHouseMiyamotoRadioTextMyuu:
text "Myuu!"
done
HauntedHouseMiyamotoRadioTextWhatWasThat:
text "Wait, what was"
line "that?!"
para "It cuts off there…"
done
HauntedHouse2F_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 4, 7, HAUNTED_HOUSE_FOYER, 5
warp_event 3, 7, HAUNTED_HOUSE_FOYER, 5
warp_event 18, 7, HAUNTED_HOUSE_FOYER, 6
warp_event 17, 7, HAUNTED_HOUSE_FOYER, 6
def_coord_events
def_bg_events
bg_event 4, 2, BGEVENT_READ, HauntedHouseMiyamotoDiary
bg_event 5, 2, BGEVENT_READ, HauntedHouseMiyamotoDiary ; need 2 as it covers to spaces. lots of things here do, it's a bit inefficient.
bg_event 3, 2, BGEVENT_READ, HauntedHouseMiyamotoRadio
bg_event 2, 2, BGEVENT_READ, HauntedHouse2FTVScript
bg_event 0, 5, BGEVENT_READ, HauntedHouse2FBed1Script
bg_event 0, 4, BGEVENT_READ, HauntedHouse2FBed1Script
bg_event 14, 5, BGEVENT_READ, HauntedHouse2FBed2Script
bg_event 14, 4, BGEVENT_READ, HauntedHouse2FBed2Script
def_object_events
object_event 20, 4, SPRITE_OWGENGAR, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_EMOTE, OBJECTTYPE_SCRIPT, 2, HauntedHouse2FGengarDoll, -1