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