jep-hack/maps/SilentHills.asm
Llinos Evans 61aeb76705 Nihon Gate maps/tileset
This adds the Nihon Gate tileset and gives Nihon its own gate style.

Kanto can be done another time.
2024-07-21 16:32:20 +01:00

291 lines
6.3 KiB
NASM

; Text in this area uses translations from Minamitoku.
; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku
object_const_def
const SILENT_HILLS_POKEFAN_F
const SILENT_HILLS_YOUNGSTER
const SILENT_HILLS_BLUE
SilentHills_MapScripts:
def_scene_scripts
scene_script SilentHillsNoopScene, SCENE_SILENT_HILLS_BLUE
def_callbacks
callback MAPCALLBACK_NEWMAP, SilentHillsFlypointCallback
SilentHillsNoopScene:
end
SilentHillsBlue1:
checkevent EVENT_GOT_POKEMON_FROM_BLUE
iftrue .end
playmusic MUSIC_PROF_OAK
opentext
writetext BlueWaitText1
waitbutton
closetext
pause 15
applymovement PLAYER, KrisWantsLefties
moveobject SILENT_HILLS_BLUE, 6, 9
disappear SILENT_HILLS_BLUE
appear SILENT_HILLS_BLUE
opentext
writetext BlueWaitText2
waitbutton
closetext
appear SILENT_HILLS_BLUE
turnobject PLAYER, RIGHT
showemote EMOTE_SHOCK, PLAYER, 15
applymovement SILENT_HILLS_BLUE, BlueStrideMovement
opentext
writetext BlueFollowMeText
waitbutton
closetext
follow SILENT_HILLS_BLUE, PLAYER
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1B
disappear SILENT_HILLS_BLUE
playsound SFX_ENTER_DOOR
stopfollow
pause 10
applymovement PLAYER, KrisWantsUppies
disappear PLAYER
playsound SFX_ENTER_DOOR
special FadeOutPalettes
pause 15
warpfacing UP, BLUE_LAB, 4, 19
setevent EVENT_DRAGGED_BY_BLUE
setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
.end
end
SilentHillsBlue2:
checkevent EVENT_GOT_POKEMON_FROM_BLUE
iftrue .end
playmusic MUSIC_PROF_OAK
opentext
writetext BlueWaitText1
waitbutton
closetext
pause 15
applymovement PLAYER, KrisWantsLefties
moveobject SILENT_HILLS_BLUE, 6, 8
disappear SILENT_HILLS_BLUE
appear SILENT_HILLS_BLUE
opentext
writetext BlueWaitText2
waitbutton
closetext
turnobject PLAYER, RIGHT
showemote EMOTE_SHOCK, PLAYER, 15
applymovement SILENT_HILLS_BLUE, BlueStrideMovement
opentext
writetext BlueFollowMeText
waitbutton
closetext
follow SILENT_HILLS_BLUE, PLAYER
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement1A
applymovement SILENT_HILLS_BLUE, BlueFollowMeMovement2 ; don't need 1B as we use a fallthrough instead
disappear SILENT_HILLS_BLUE
playsound SFX_ENTER_DOOR
stopfollow
pause 10
applymovement PLAYER, KrisWantsUppies
disappear PLAYER
playsound SFX_ENTER_DOOR
special FadeOutPalettes
pause 15
warpfacing UP, BLUE_LAB, 4, 19
setevent EVENT_DRAGGED_BY_BLUE
setevent EVENT_GOT_POKEMON_FROM_BLUE ; It's only for the moment, it gets reset once you're actually picking one. Just handles potentially stupid scenarios.
.end
end
SilentHillsFlypointCallback:
setflag ENGINE_FLYPOINT_SILENT_HILLS
endcallback
SilentHillsSign1:
jumptext SilentHillsSign1Text
SilentHillsSign1Text:
text "CAL's House"
done
SilentHillsSign2:
jumptext SilentHillsSign2Text
SilentHillsSign2Text:
text "SILENT HILLS"
line "Ever peaceful..."
done
SilentHillsSign3:
jumptext SilentHillsSign3Text
SilentHillsSign3Text:
text "TO LET" ; It technically says "HOUSE TO RENT" but this is more natural.
done
SilentHillsSign4:
jumptext SilentHillsSign4Text
SilentHillsSign4Text:
text "Huh? The door is"
line "closed..."
done
SilentHillsSign5:
jumptext SilentHillsSign5Text
SilentHillsSign5Text:
text "<RIVAL>'s House"
done
SilentHillsPokecenterSign:
jumpstd PokecenterSignScript
SilentHillPokefanF:
jumptextfaceplayer SilentHillPokefanFText
SilentHillPokefanFText:
text "Your PACK is so"
line "cool! Where did"
cont "you get it?"
done
SilentHillYoungster:
jumptextfaceplayer SilentHillManText
SilentHillManText:
text "Do some people"
line "hate nocturnal"
cont "#MON?"
done
BlueWaitText1:
text "Hey! Hey! Wait!"
line "Don't go out!"
done
BlueWaitText2:
text "I said WAIT, bozo!"
done
BlueFollowMeText:
text "BLUE: Do you not"
line "know--"
para "Huh?! It's you!"
line "You wiped the flo-"
cont "or with me before!"
para "What are you doing"
line "in NIHON?!"
para "…"
para "You may be useful,"
line "actually. Come on,"
cont "follow me!"
done
BlueStrideMovement:
step LEFT
step LEFT
step LEFT
step LEFT
step LEFT
step_end
; I got really annoyed at the inefficiency and decided to do things like this.
; There is probably a fallthrough you can use somewhere.
BlueFollowMeMovement1A:
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step_end
BlueFollowMeMovement1:
step DOWN
step DOWN
step DOWN
step_end
BlueFollowMeMovement2:
step DOWN
step DOWN
step DOWN
step DOWN
; fallthrough
BlueFollowMeMovement1B:
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step RIGHT
step UP
step_end
KrisWantsUppies:
step UP
step_end
KrisWantsLefties: ; Wasn't funny enough
step LEFT
step_end
; A little message for the cheaters.
SilentHillsWhatScript:
jumptextfaceplayer SilentHillsWhatText
SilentHillsWhatText:
text "How on earth did"
line "you get here?!"
para "You stinker!"
para "…"
para "Well, you must be"
line "smart…."
para "So, props! Thanks"
line "for playing!"
done
SilentHills_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 13, 4, SILENT_HILLS_POKECENTER_1F, 1 ; Pokecenter
warp_event 5, 4, CALS_HOUSE_1F, 1 ; Cal's House
warp_event 14, 11, BLUE_LAB, 1
warp_event 15, 11, BLUE_LAB, 2
warp_event 3, 12, SILVERS_HOUSE, 1
def_coord_events
coord_event 1, 9, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue1
coord_event 1, 8, SCENE_SILENT_HILLS_BLUE, SilentHillsBlue2
def_bg_events
bg_event 8, 4, BGEVENT_READ, SilentHillsSign1
bg_event 16, 5, BGEVENT_READ, SilentHillsSign2
bg_event 10, 11, BGEVENT_READ, SilentHillsSign3
bg_event 15, 11, BGEVENT_READ, SilentHillsSign4
bg_event 14, 11, BGEVENT_READ, SilentHillsSign4
bg_event 6, 12, BGEVENT_READ, SilentHillsSign5
bg_event 14, 4, BGEVENT_READ, SilentHillsPokecenterSign
def_object_events
object_event 8, 7, SPRITE_POKEFAN_F, SPRITEMOVEDATA_WALK_UP_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillPokefanF, -1
object_event 9, 13, SPRITE_YOUNGSTER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, SilentHillYoungster, -1
object_event 0, 0, SPRITE_BLUE, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_SCRIPT, 0, SilentHillsWhatScript, -1