Merge branch 'master' into mistress

This commit is contained in:
Thorn Avery 2024-01-03 15:13:18 +11:00
commit 178a7fa6be
37 changed files with 593 additions and 456 deletions

View file

@ -259,12 +259,7 @@ and more!
Known Bugs Known Bugs
==== ====
- If you defeat the Elite Four before the Fighing Dojo Karate Master, the Hitmon gift is permanently locked off.
- Occasionally, menu text sets itself to scroll. (hasn't happened for a while, either uncommon or fixed)
- The Tradeback Tutor doesn't work properly with Rhydon for reasons likely related to its index number of 1.
- Fake Tears and Nasty Plot don't quite look right when done from the opponent's side. - Fake Tears and Nasty Plot don't quite look right when done from the opponent's side.
- The Gym Leaders on Floor 6 of Silph Gauntlet don't play the correct music in battle.
- Silph Co. Worker doesn't give Lapras as a gift on occasion (this happened like one time, more testing needed)
Evolution Methods for new Pokemon Evolution Methods for new Pokemon
==== ====

View file

@ -11,57 +11,71 @@ PlayBattleMusic::
and a and a
jr z, .notGymLeaderBattle jr z, .notGymLeaderBattle
ld a, MUSIC_GYM_LEADER_BATTLE ld a, MUSIC_GYM_LEADER_BATTLE
jr .playSong jp .playSong
.notGymLeaderBattle .notGymLeaderBattle
ld a, [wCurOpponent] ; This can probably be made better with a list thing but uhhh idk how to do it. seethe. ld a, [wCurOpponent] ; This can probably be made better with a list thing but uhhh idk how to do it. seethe.
cp MEWTWO ; Needs to be before OPP_ID_OFFSET to skip the wild check. cp MEWTWO ; Needs to be before OPP_ID_OFFSET to skip the wild check.
jr z, .mewtwoBattle jp z, .mewtwoBattle
cp ARTICUNO cp ARTICUNO
jr z, .legendaryBattle jp z, .legendaryBattle
cp ZAPDOS cp ZAPDOS
jr z, .legendaryBattle jp z, .legendaryBattle
cp MOLTRES cp MOLTRES
jr z, .legendaryBattle jp z, .legendaryBattle
cp MEW cp MEW
jr z, .legendaryBattle jp z, .legendaryBattle
cp OMEGADGE cp OMEGADGE
jr z, .legendaryBattle jp z, .legendaryBattle
cp SNORLAX ; Just like LGPE. Snorlax is basically a legendary in RBY, so I love this. cp SNORLAX ; Just like LGPE. Snorlax is basically a legendary in RBY, so I love this.
jr z, .legendaryBattle jp z, .legendaryBattle
cp DRATINI ; In the Tajiri lore, the Dratini family is considered legendary. Also, we have a static Dragonite. I think the appearance of Dratini in the Safari Zone with this theme could also add some reeeeeal nice hype to the whole ordeal. cp DRATINI ; In the Tajiri lore, the Dratini family is considered legendary. Also, we have a static Dragonite. I think the appearance of Dratini in the Safari Zone with this theme could also add some reeeeeal nice hype to the whole ordeal.
jr z, .legendaryBattle jp z, .legendaryBattle
cp DRAGONAIR cp DRAGONAIR
jr z, .legendaryBattle jp z, .legendaryBattle
cp DRAGONITE cp DRAGONITE
jr z, .legendaryBattle jp z, .legendaryBattle
cp ARTICUNO_G cp ARTICUNO_G
jr z, .legendaryBattle jp z, .legendaryBattle
cp ZAPDOS_G cp ZAPDOS_G
jr z, .legendaryBattle jp z, .legendaryBattle
cp MOLTRES_G cp MOLTRES_G
jr z, .legendaryBattle jp z, .legendaryBattle
cp OPP_ID_OFFSET cp OPP_ID_OFFSET
jr c, .wildBattle jp c, .wildBattle
cp OPP_YUJIROU cp OPP_YUJIROU
jr z, .Elite4Battle jp z, .GymOrElite4Battle
cp OPP_KOICHI cp OPP_KOICHI
jr z, .Elite4Battle jp z, .GymOrElite4Battle
cp OPP_BROCK ; there's probably a much better way of doing this, but this allows the Gym leader rematches in SIlph to play the Gym Battle music
jp z, .GymOrElite4Battle
cp OPP_MISTY
jp z, .GymOrElite4Battle
cp OPP_LT_SURGE
jp z, .GymOrElite4Battle
cp OPP_ERIKA
jp z, .GymOrElite4Battle
cp OPP_KOGA
jp z, .GymOrElite4Battle
cp OPP_SABRINA
jp z, .GymOrElite4Battle
cp OPP_BLAINE
jp z, .GymOrElite4Battle
cp OPP_LORELEI ; elite four now play the gym leader battle theme cp OPP_LORELEI ; elite four now play the gym leader battle theme
jr z, .Elite4Battle jr z, .GymOrElite4Battle
cp OPP_BRUNO cp OPP_BRUNO
jr z, .Elite4Battle jr z, .GymOrElite4Battle
cp OPP_AGATHA cp OPP_AGATHA
jr z, .Elite4Battle jr z, .GymOrElite4Battle
cp OPP_LANCE cp OPP_LANCE
jr z, .Elite4Battle jr z, .GymOrElite4Battle
cp OPP_PROF_OAK ; could also use the final battle theme, but I think the gym leader/elite 4 theme fits better instead. I'm happy to change this if it isn't well-liked. cp OPP_PROF_OAK ; could also use the final battle theme, but I think the gym leader/elite 4 theme fits better instead. I'm happy to change this if it isn't well-liked.
jr z, .Elite4Battle jr z, .GymOrElite4Battle
cp OPP_RIVAL3 cp OPP_RIVAL3
jr z, .finalBattle jr z, .finalBattle
cp OPP_CHIEF cp OPP_CHIEF
jr z, .finalBattle jr z, .finalBattle
jr nz, .normalTrainerBattle jr nz, .normalTrainerBattle
.Elite4Battle .GymOrElite4Battle
ld a, MUSIC_GYM_LEADER_BATTLE ld a, MUSIC_GYM_LEADER_BATTLE
jr .playSong jr .playSong
.normalTrainerBattle .normalTrainerBattle

View file

@ -1,5 +1,3 @@
; Demake of Stadium Mewtwo's theme by LuciShrimp
; Features space-like sparkles, making use of the Game Boy's sound library.
Music_Mewtwo01: Music_Mewtwo01:
channel_count 4 channel_count 4
channel 1, Music_Mewtwo01_Ch1 channel 1, Music_Mewtwo01_Ch1
@ -174,365 +172,497 @@ Music_Mewtwo01_Ch1:
octave 8 octave 8
.mainLoop: .mainLoop:
duty_cycle 0 duty_cycle 0
volume_envelope 12, 8
octave 1 octave 1
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 12, 15, 8 note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note A_, 1 note A_, 1
note_type 12, 15, 8 note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 12, 15, 8 note_type 12, 15, 8
octave 2 octave 2
volume_envelope 12, 8
note E_, 1 note E_, 1
octave 1 octave 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note B_, 1 note B_, 1
note_type 12, 15, 8 note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
rest 1 rest 1
note_type 12, 15, 8 note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 12, 15, 8 note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note A_, 1 note A_, 1
note_type 12, 15, 8 note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 6, 15, 8 note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1 note A_, 1
note_type 12, 15, 8 note_type 12, 15, 8
octave 2 octave 2
note E_, 1
note_type 6, 15, 8
note A_, 1
note G_, 1
note F_, 1
note E_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note F_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
octave 1
note F_, 1
note F_, 1
note F_, 1
octave 2
note C_, 1
note_type 12, 15, 8
note C_, 1
note_type 6, 15, 8
note C_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note F_, 1
note_type 12, 15, 8
note F_, 1
octave 1
note_type 6, 15, 8
note F_, 1
note F_, 1
octave 2
note C_, 1
note F_, 1
note E_, 1
note D_, 1
note C_, 1
note_type 12, 15, 8
octave 1
note A#, 1
note_type 6, 15, 8
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A_, 1
note A#, 1
octave 2
note D_, 1
note_type 12, 15, 8
note C_, 1
note_type 6, 15, 8
octave 1
note G_, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A_, 1
note A#, 1
octave 2
note D_, 1
note C_, 1
octave 1
note A#, 1
note G_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
octave 2
note E_, 1
note_type 6, 15, 8
octave 1
note A_, 1
note_type 12, 15, 8
note E_, 1
note_type 6, 15, 8
note G_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
octave 2
note E_, 1
octave 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
note E_, 1
note_type 6, 15, 8
note G_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note F_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note F_, 1
note F_, 1
octave 2
note C_, 1
note_type 12, 15, 8
note C_, 1
note_type 6, 15, 8
note C_, 1
note_type 12, 15, 8
octave 1
note F_, 1
note_type 6, 15, 8
note F_, 1
note_type 12, 15, 8
note F_, 1
note_type 6, 15, 8
note F_, 1
note F_, 1
note_type 12, 15, 8
note F_, 1
octave 2
note_type 6, 15, 8
note C_, 1
octave 1
note A_, 1
octave 2
note C_, 1
note F_, 1
note E_, 1
note D_, 1
note C_, 1
note_type 12, 15, 8
octave 1
note A#, 1
note_type 6, 15, 8
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A#, 1
note A#, 1
octave 2
note F_, 1
octave 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
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note A#, 1
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note A#, 1
note A#, 1
octave 2
note D_, 1
note C_, 1
octave 1
note A#, 1
note G_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
octave 2
note E_, 1
note_type 6, 15, 8
octave 1
note A_, 1
note_type 12, 15, 8
note G_, 1
note_type 6, 15, 8
note E_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
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note A_, 1
note_type 6, 15, 8
note A_, 1
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
octave 2
note E_, 1
octave 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
note G_, 1
note_type 6, 15, 8
note E_, 1
note_type 12, 15, 8
note A_, 1
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note A_, 1
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note A_, 1
note_type 6, 15, 8
note A_, 1
note A_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
note_type 12, 15, 8
octave 2
note E_, 1
note_type 6, 15, 8
octave 1
note A_, 1
note_type 12, 15, 8
note G_, 1
note_type 6, 15, 8
note F_, 1
note_type 12, 15, 8
note A_, 1
note_type 6, 15, 8
note A_, 1
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note A_, 1
note_type 6, 15, 8
note A_, 1
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note A_, 1
note_type 6, 15, 8
note A#, 1
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note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note_type 12, 15, 8
note A#, 1
note_type 6, 15, 8
note A#, 1
note_type 12, 15, 8
duty_cycle 1
volume_envelope 12, 8 volume_envelope 12, 8
note E_, 1 note E_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1
note G_, 1
note F_, 1
note E_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note F_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note F_, 1
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volume_envelope 12, 8
note F_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note F_, 1
note F_, 1
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volume_envelope 12, 8
note F_, 1
note_type 6, 15, 8
octave 1
volume_envelope 12, 8
note F_, 1
note F_, 1
note F_, 1
octave 2
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note_type 12, 15, 8
volume_envelope 12, 8
note C_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note C_, 1
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volume_envelope 12, 8
note F_, 1
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volume_envelope 12, 8
note F_, 1
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note F_, 1
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volume_envelope 12, 8
note F_, 1
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volume_envelope 12, 8
note F_, 1
octave 1
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volume_envelope 12, 8
note F_, 1
note F_, 1
octave 2
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note F_, 1
note E_, 1
note D_, 1
note C_, 1
note_type 12, 15, 8
octave 1
volume_envelope 12, 8
note A#, 1
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volume_envelope 12, 8
note A#, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
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note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
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note A#, 1
octave 2
note D_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note C_, 1
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octave 1
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note G_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
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note A#, 1
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volume_envelope 12, 8
note A#, 1
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note A#, 1
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volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
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note A#, 1
octave 2
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note C_, 1
octave 1
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note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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octave 2
volume_envelope 12, 8
note E_, 1
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octave 1
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note A_, 1
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volume_envelope 12, 8
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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octave 2
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note E_, 1
octave 1
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note A_, 1
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note F_, 1
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note F_, 1
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note F_, 1
note F_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note F_, 1
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volume_envelope 12, 8
note F_, 1
note F_, 1
note F_, 1
octave 2
note C_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note C_, 1
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volume_envelope 12, 8
note C_, 1
note_type 12, 15, 8
octave 1
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note F_, 1
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volume_envelope 12, 8
note F_, 1
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note F_, 1
note F_, 1
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volume_envelope 12, 8
note F_, 1
octave 2
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note C_, 1
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note C_, 1
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note_type 12, 15, 8
octave 1
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note A#, 1
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volume_envelope 12, 8
note A#, 1
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volume_envelope 12, 8
note A#, 1
note A#, 1
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octave 2
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octave 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
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volume_envelope 12, 8
note A#, 1
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note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
note A#, 1
note A#, 1
octave 2
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octave 1
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note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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octave 2
volume_envelope 12, 8
note E_, 1
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octave 1
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note A_, 1
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volume_envelope 12, 8
note G_, 1
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volume_envelope 12, 8
note E_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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octave 2
volume_envelope 12, 8
note E_, 1
octave 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note G_, 1
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volume_envelope 12, 8
note E_, 1
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volume_envelope 12, 8
note A_, 1
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note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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volume_envelope 12, 8
note A_, 1
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octave 2
volume_envelope 12, 8
note E_, 1
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octave 1
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note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note G_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note F_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A_, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
note A#, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 12, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 6, 15, 8
volume_envelope 12, 8
note A#, 1
note_type 12, 15, 8
volume_envelope 9, 8
note E_, 1
note A_, 1 note A_, 1
note G_, 1 note G_, 1
note E_, 1 note E_, 1
@ -739,10 +869,10 @@ Music_Mewtwo01_Ch1:
note F_, 1 note F_, 1
note A_, 1 note A_, 1
note A#, 1 note A#, 1
duty_cycle 2
octave 2 octave 2
note C_, 1 note C_, 1
duty_cycle 3 duty_cycle 3
volume_envelope 12, 8
note D_, 1 note D_, 1
note_type 6, 12, 8 note_type 6, 12, 8
note D_, 1 note D_, 1
@ -1542,7 +1672,7 @@ Music_Mewtwo01_Ch2:
rest 1 rest 1
volume_envelope 15, 7 volume_envelope 15, 7
octave 3 octave 3
vibrato 0, 1, 1 vibrato 0, 1, 5
note A#, 1 note A#, 1
rest 1 rest 1
note A#, 1 note A#, 1
@ -1739,7 +1869,7 @@ Music_Mewtwo01_Ch2:
octave 8 octave 8
.mainLoop: .mainLoop:
octave 3 octave 3
vibrato 0, 2, 2 vibrato 0, 1, 4
note B_, 10 note B_, 10
note A_, 2 note A_, 2
octave 4 octave 4
@ -1927,7 +2057,6 @@ Music_Mewtwo01_Ch2:
rest 2 rest 2
volume_envelope 12, 7 volume_envelope 12, 7
note G_, 3 note G_, 3
vibrato 0, 2, 3
duty_cycle 3 duty_cycle 3
note D_, 7 note D_, 7
note G_, 2 note G_, 2
@ -2542,9 +2671,8 @@ Music_Mewtwo01_Ch3:
note D#, 1 note D#, 1
octave 3 octave 3
note A#, 1 note A#, 1
note D#, 1
rest 1
note_type 12, 3, 4 note_type 12, 3, 4
note D#, 1
note E_, 1 note E_, 1
note A_, 1 note A_, 1
note G_, 1 note G_, 1
@ -3192,6 +3320,7 @@ Music_Mewtwo01_Ch3:
note_type 12, 1, 2 note_type 12, 1, 2
volume_envelope 2, 4 volume_envelope 2, 4
octave 5 octave 5
vibrato 0, 1, 5
note A_, 16 note A_, 16
note A_, 14 note A_, 14
note_type 4, 1, 4 note_type 4, 1, 4

View file

@ -12,12 +12,12 @@ BrunswickGlade_Object:
def_object_events def_object_events
object_event 16, 8, SPRITE_COOLTRAINER_F, STAY, DOWN, 1, OPP_COOLTRAINER_F, 6 ; Leaf reference Trainer object_event 16, 8, SPRITE_COOLTRAINER_F, STAY, DOWN, 1, OPP_COOLTRAINER_F, 6 ; Leaf reference Trainer
object_event 7, 28, SPRITE_GENTLEMAN, STAY, UP, 2, OPP_GENTLEMAN, 6 ; Fuji reference Trainer object_event 7, 30, SPRITE_GENTLEMAN, STAY, UP, 2, OPP_GENTLEMAN, 6 ; Fuji reference Trainer
object_event 15, 30, SPRITE_BEAUTY, STAY, RIGHT, 3, OPP_BEAUTY, 19 ; Ariana reference Trainer object_event 15, 31, SPRITE_BEAUTY, STAY, RIGHT, 3, OPP_BEAUTY, 19 ; Ariana reference Trainer
object_event 31, 4, SPRITE_COOLTRAINER_M, STAY, DOWN, 4, OPP_COOLTRAINER_M, 13 ; Trace reference Trainer object_event 31, 4, SPRITE_COOLTRAINER_M, STAY, DOWN, 4, OPP_COOLTRAINER_M, 13 ; Trace reference Trainer
object_event 32, 25, SPRITE_BIRD, STAY, DOWN, 5 object_event 32, 28, SPRITE_BIRD, STAY, DOWN, 5
object_event 20, 18, SPRITE_BIRD, STAY, RIGHT, 6 object_event 32, 14, SPRITE_BIRD, STAY, RIGHT, 6
object_event 9, 3, SPRITE_BIRD, STAY, UP, 7 object_event 9, 2, SPRITE_BIRD, STAY, UP, 7
object_event 33, 11, SPRITE_POKE_BALL, STAY, NONE, 8, TM_THUNDER ; itemball1 object_event 33, 11, SPRITE_POKE_BALL, STAY, NONE, 8, TM_THUNDER ; itemball1
object_event 5, 21, SPRITE_POKE_BALL, STAY, NONE, 9, LEAF_STONE ; itemball2 object_event 5, 21, SPRITE_POKE_BALL, STAY, NONE, 9, LEAF_STONE ; itemball2
object_event 22, 15, SPRITE_POKE_BALL, STAY, NONE, 10, REVIVE ; itemball3 object_event 22, 15, SPRITE_POKE_BALL, STAY, NONE, 10, REVIVE ; itemball3

View file

@ -5,16 +5,9 @@ RedsHouse2F_Object:
warp_event 7, 1, REDS_HOUSE_1F, 3 warp_event 7, 1, REDS_HOUSE_1F, 3
;warp_event 5, 1, SILPH_GAUNTLET_7F, 1 ; - Test Chief ;warp_event 5, 1, SILPH_GAUNTLET_7F, 1 ; - Test Chief
;warp_event 5, 1, SILPH_CO_1F, 1 ; - Go through Gauntlet ;warp_event 5, 1, SILPH_CO_1F, 1 ; - Go through Gauntlet
;warp_event 5, 1, SILPH_CO_11F, 2 ; - Test J&J, Omega, & Giovanni. To test the Omega refight, change to SHOW in hide/show data, and set warp ID to 1.
;warp_event 5, 1, ROCKET_HIDEOUT_B4F, 2 ; - Test Giovanni 1
;warp_event 5, 1, MT_MOON_SQUARE, 1 ; - Test Shop, NPCs, and Crater ;warp_event 5, 1, MT_MOON_SQUARE, 1 ; - Test Shop, NPCs, and Crater
;warp_event 5, 1, CELESTE_HILL, 1 ; - Test GMolt warp_event 5, 1, HALL_OF_FAME, 1 ; Test post-game setup
;warp_event 5, 1, HALL_OF_FAME, 1 ; Test post-game setup ;warp_event 5, 1, CERULEAN_CAVE_B1F, 1 ; Test Mewtwo theme
;warp_event 5, 1, GARNET_CAVERN_B1F, 1 ; Test GCuno
;warp_event 5, 1, FARAWAY_ISLAND_INSIDE, 1 ; Test Mew
;warp_event 5, 1, GIOVANNIS_ROOM, 1 ; Test spinner tiles
;warp_event 5, 1, CINNABAR_LAB_FOSSIL_ROOM, 1 ; Test new tileset and fossils
warp_event 5, 1, CERULEAN_CAVE_B1F, 1 ; Test Mewtwo theme
def_bg_events def_bg_events

View file

@ -4,7 +4,7 @@ BrunswickGrottoWildMons:
db 51, BEEDRILL db 51, BEEDRILL
db 52, BUTTERFREE db 52, BUTTERFREE
db 52, CARAPTHOR db 52, CARAPTHOR
db 51, VENOMOTH db 51, MINISTARE
db 53, PARASECT db 53, PARASECT
db 53, PARASECT db 53, PARASECT
db 53, GORILLAIMO db 53, GORILLAIMO
@ -14,4 +14,4 @@ BrunswickGrottoWildMons:
end_grass_wildmons end_grass_wildmons
def_water_wildmons 0 ; encounter rate def_water_wildmons 0 ; encounter rate
end_water_wildmons end_water_wildmons

View file

@ -1,15 +1,15 @@
CelesteHillWildMons: ; unfinished CelesteHillWildMons:
def_grass_wildmons 10 ; encounter rate def_grass_wildmons 10 ; encounter rate
db 55, FARFETCHD db 55, FARFETCHD
db 55, PIDGEOT db 55, NIDORINO
db 56, FARFETCHD db 56, FARFETCHD
db 56, FEAROW db 56, NIDORINA
db 57, FEAROW db 57, NIDORINA
db 57, LUXWAN db 57, LUXWAN
db 57, SIRFETCHD db 57, BUU
db 57, DODRIO db 57, WIGGLYTUFF
db 56, GYARADOS db 56, BALUMBA
db 59, DRAGONITE db 59, DRAGONAIR
end_grass_wildmons end_grass_wildmons
def_water_wildmons 0 ; encounter rate def_water_wildmons 0 ; encounter rate

View file

@ -1,18 +1,16 @@
; Pretty generic cave, only it contains the Ground-type tradables.
; Vague reference to the iconic wild Steelix.
CelesteHillCaveWildMons: CelesteHillCaveWildMons:
def_grass_wildmons 10 ; encounter rate def_grass_wildmons 10 ; encounter rate
db 51, GRAVELER db 51, GRAVELER
db 52, MAROWAK db 52, BUU
db 52, GRAVELER db 52, GRAVELER
db 51, MAROWAK db 51, BUU
db 53, CROBAT db 53, CROBAT
db 53, RHYDON db 53, JYNX
db 53, STEELIX db 53, STEELIX
db 54, GOLEM db 54, NIDOREIGN
db 54, RHYPERIOR db 54, CLEFABLE
db 55, RHYPERIOR db 55, CLEFABLE
end_grass_wildmons end_grass_wildmons
def_water_wildmons 0 ; encounter rate def_water_wildmons 0 ; encounter rate
end_water_wildmons end_water_wildmons

View file

@ -1,14 +1,13 @@
; Garnet Cavern will contain a mix of Rock, Ground, Steel, and Psychic-type Pokemon.
GarnetCavern1FWildMons: GarnetCavern1FWildMons:
def_grass_wildmons 10 ; encounter rate def_grass_wildmons 10 ; encounter rate
db 52, RHYDON db 52, MR_MIME
db 52, GRAVELER db 52, GRAVELER
db 53, CROBAT db 53, MAGNETON
db 51, HYPNO db 51, HYPNO
db 50, VENOMOTH db 50, CROAKOZUNA
db 55, SLOWBRO db 55, SLOWBRO
db 54, SLOWBRO db 54, SLOWBRO
db 55, GUARDIA db 55, HAUNTER
db 54, GAVILLAIN db 54, GAVILLAIN
db 55, GAVILLAIN db 55, GAVILLAIN
end_grass_wildmons end_grass_wildmons

View file

@ -1,14 +1,13 @@
; currently unfinished
GarnetCavern2FWildMons: GarnetCavern2FWildMons:
def_grass_wildmons 10 ; encounter rate def_grass_wildmons 10 ; encounter rate
db 52, RHYDON db 52, MR_MIME
db 52, GRAVELER db 52, GRAVELER
db 53, CROBAT db 53, MAGNETON
db 51, HYPNO db 51, HYPNO
db 50, VENOMOTH db 50, CROAKOZUNA
db 55, SLOWBRO db 55, SLOWBRO
db 54, SLOWBRO db 54, SLOWBRO
db 55, GUARDIA db 55, HAUNTER
db 54, GAVILLAIN db 54, GAVILLAIN
db 55, GAVILLAIN db 55, GAVILLAIN
end_grass_wildmons end_grass_wildmons

View file

@ -1,14 +1,13 @@
; currently unfinished
GarnetCavernB1FWildMons: GarnetCavernB1FWildMons:
def_grass_wildmons 5 ; encounter rate def_grass_wildmons 5 ; encounter rate
db 52, RHYDON db 52, MR_MIME
db 52, GRAVELER db 52, GRAVELER
db 53, CROBAT db 53, MAGNETON
db 51, HYPNO db 51, HYPNO
db 50, VENOMOTH db 50, CROAKOZUNA
db 55, SLOWBRO db 55, SLOWBRO
db 54, SLOWBRO db 54, SLOWBRO
db 55, GUARDIA db 55, HAUNTER
db 54, GAVILLAIN db 54, GAVILLAIN
db 55, GAVILLAIN db 55, GAVILLAIN
end_grass_wildmons end_grass_wildmons

View file

@ -108,9 +108,9 @@ TestBattle:
ld [hl], a ld [hl], a
; Player's Pokemon. ; Player's Pokemon.
ld a, GLACEON ld a, GENGAR
ld [wcf91], a ld [wcf91], a
ld a, 16 ld a, 50
ld [wCurEnemyLVL], a ld [wCurEnemyLVL], a
xor a xor a
ld [wMonDataLocation], a ld [wMonDataLocation], a
@ -120,19 +120,19 @@ TestBattle:
; This function gives you a way to waste a turn, never know when you'll need it. ; This function gives you a way to waste a turn, never know when you'll need it.
; Alternatively, add a move to test. ; Alternatively, add a move to test.
ld hl, wPartyMon1Moves ld hl, wPartyMon1Moves
ld a, UPPERCUT ; Something super weak ld a, UPPERCUT ; New move animation test
ld [hli], a ld [hli], a
ld a, POWDER_SNOW ; Test new failure text ld a, POWDER_SNOW ; New move animation test
ld [hli], a ld [hli], a
ld a, LOW_KICK ; Something that'll miss easily ld a, FAKE_TEARS ; New move animation test
ld [hli], a ld [hli], a
ld a, LEER ; Skip turn ld a, NASTY_PLOT ; Skip turn, New move animation test
ld [hli], a ld [hli], a
; Opponent's Pokemon. ; Opponent's Pokemon.
ld a, BUU ; Test new theme ld a, NIDORINO
ld [wCurOpponent], a ld [wCurOpponent], a
ld a, 10 ; Set the level you want here. ld a, 50 ; Set the level you want here.
ld [wCurEnemyLVL], a ld [wCurEnemyLVL], a
predef InitOpponent predef InitOpponent
@ -145,7 +145,7 @@ TestBattle:
jr .loop jr .loop
BattleDebugItemsList: BattleDebugItemsList:
db X_ACCURACY, 99 ; Test Guillotine animation db X_ACCURACY, 99
db FULL_RESTORE, 99 db FULL_RESTORE, 99
db MAX_ELIXER, 99 db MAX_ELIXER, 99
db FULL_HEAL, 99 db FULL_HEAL, 99

View file

@ -21,12 +21,12 @@ SetIshiharaTeam:
jr .loop jr .loop
IshiharaTeam: IshiharaTeam:
db EEVEE, 90
db EXEGGUTOR_A, 90 db EXEGGUTOR_A, 90
db TRAMPEL, 90 db SCREAM_TAIL, 90
db TOTARTLE, 90
db MEWTWO, 90 db MEWTWO, 90
db ELECTRODE, 50 db RHYDON, 50
db FARFETCHD, 50 db EEVEE, 50
db -1 ; end db -1 ; end
DebugStart: DebugStart:
@ -79,15 +79,6 @@ IF DEF(_DEBUG)
ld a, 15 ld a, 15
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
; Jolteon (Pokemon 3) gets Thunderbolt.
; Adjusted for Trampel
ld hl, wPartyMon3Moves + 3
ld a, EARTHQUAKE
ld [hl], a
ld hl, wPartyMon3PP + 3
ld a, 15
ld [hl], a
; Mewtwo (Pokemon 4) has a full moveset ; Mewtwo (Pokemon 4) has a full moveset
; Use for sweeping the 4. ; Use for sweeping the 4.
@ -108,24 +99,14 @@ IF DEF(_DEBUG)
ld a, 99 ld a, 99
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
; Articuno (Pokemon 5) gets Fly.
ld hl, wPartyMon5Moves
ld a, FLY
ld [hl], a
ld hl, wPartyMon5PP
ld a, 15
ld [hl], a
; Kadabra (Pokemon 6) gets Flash and Teleport ; Eevee (Pokemon 6) gets Flash
ld hl, wPartyMon6Moves + 2 ld hl, wPartyMon6Moves + 2
ld a, FLASH ld a, FLASH
ld [hl], a ld [hl], a
ld hl, wPartyMon6PP + 2 ld hl, wPartyMon6PP + 2
ld a, 15 ld a, 15
ld [hl], a ld [hl], a
ld a, TELEPORT
ld [hl], a
; Get some debug items. ; Get some debug items.
ld hl, wNumBagItems ld hl, wNumBagItems

View file

@ -713,7 +713,6 @@ PrepareTradebackMoveList:: ; I still don't know how the fuck you're a single col
ld hl, wPartySpecies ld hl, wPartySpecies
add hl, bc add hl, bc
ld a, [hl] ; a = mon id ld a, [hl] ; a = mon id
dec a
ld [wd0b5], a ;joenote - put mon id into wram for potential later usage of GetMonHeader ld [wd0b5], a ;joenote - put mon id into wram for potential later usage of GetMonHeader
; Get pointer to evos moves data. ; Get pointer to evos moves data.
dec a dec a
@ -743,10 +742,10 @@ PrepareTradebackMoveList:: ; I still don't know how the fuck you're a single col
ld e, l ld e, l
pop hl pop hl
; Skip over evolution data. ; Skip over evolution data.
.skipEvoEntriesLoop ;.skipEvoEntriesLoop
ld a, [hli] ; ld a, [hli]
and a ; and a
jr nz, .skipEvoEntriesLoop ; jr nz, .skipEvoEntriesLoop
; Write list of relearnable moves, while keeping count along the way. ; Write list of relearnable moves, while keeping count along the way.
; de = pointer to mon's currently-known moves ; de = pointer to mon's currently-known moves
; hl = pointer to moves data for our mon ; hl = pointer to moves data for our mon

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@ -64,16 +64,16 @@ INCLUDE "engine/math/bcd.asm"
INCLUDE "engine/movie/oak_speech/init_player_data.asm" INCLUDE "engine/movie/oak_speech/init_player_data.asm"
INCLUDE "engine/items/get_bag_item_quantity.asm" INCLUDE "engine/items/get_bag_item_quantity.asm"
INCLUDE "engine/overworld/pathfinding.asm" INCLUDE "engine/overworld/pathfinding.asm"
INCLUDE "engine/gfx/hp_bar.asm"
INCLUDE "engine/events/hidden_objects/bookshelves.asm" INCLUDE "engine/events/hidden_objects/bookshelves.asm"
INCLUDE "engine/events/hidden_objects/indigo_plateau_statues.asm" INCLUDE "engine/events/hidden_objects/indigo_plateau_statues.asm"
INCLUDE "engine/events/hidden_objects/book_or_sculpture.asm" INCLUDE "engine/events/hidden_objects/book_or_sculpture.asm"
INCLUDE "engine/events/hidden_objects/elevator.asm" INCLUDE "engine/events/hidden_objects/elevator.asm"
INCLUDE "engine/events/hidden_objects/town_map.asm" INCLUDE "engine/events/hidden_objects/town_map.asm"
INCLUDE "engine/events/hidden_objects/pokemon_stuff.asm" INCLUDE "engine/events/hidden_objects/pokemon_stuff.asm"
INCLUDE "engine/overworld/wild_mons.asm"
SECTION "bank3 Spillover", ROMX SECTION "bank3 Spillover", ROMX
INCLUDE "engine/overworld/wild_mons.asm" INCLUDE "engine/gfx/hp_bar.asm"
SECTION "Font Graphics", ROMX SECTION "Font Graphics", ROMX

View file

@ -1,2 +1,2 @@
Xg;"Z7bbb X7;"Z7bbb
7 $g)g. 7779 g):7 )I8 g_:gg_)#g_.bZU_}}}}I_UgU_;_U._8_bUg7.L8_aU_6igbhgY 7 g)g. 7779 g):7 gI8Ig_:gg_)#gH_.bZU_}}}}I_)UgU_;_gU._8_.Ug7)4.L8_bULgM6agbhgY

View file

@ -1 +1 @@
…B@ƒ…B@ƒ…B@ƒ$.%…B@ƒ…B@ƒ…B@ƒaU_a…B@ƒii…B@ƒjVV‰VVˆ…B@†<>)<>‡BDEFYDEF …B@ƒ…B@ƒ…B@ƒ ( …B@ƒ(++…B@ƒZ…B@ƒaU_a…B@ƒii…B@ƒjVV‰VVˆ…B@†<>)<>‡BDEFYDEF

View file

@ -1 +1 @@
ƒ20…ƒ20…ƒ2X0…†<E280A6><E280A0><EFBFBD>s,a`geaW/<2F><><EFBFBD><EFBFBD>‡ƒg…2sˆVVVVVj/ag…†<E280A6>‡2WV<EFBFBD>gaWj<57>cs/<>†<><E280A0>€jV<6A><EFBFBD>/@ABƒg…DFg<>_DdF†€‡g„<67><E2809E><EFBFBD>DF%0ƒgg…AAA†g„<67><E2809E><EFBFBD><EFBFBD><EFBFBD>/sV,„‡AAABsV/sV<73>‡@AAABAAAAB@CD?ACFEEE?B@BDdFggg@B@Bgggggg@B@Bggg@BD?>g<CFD?=>g<CFD?A>g<CFDEFYDF ƒ20…ƒ20…ƒ2X0…†<E280A6><E280A0><EFBFBD>s,a`geaW/<2F><><EFBFBD><EFBFBD>‡ƒg…2sˆVVVVVj/ag…†<E280A6>‡2WVVgaWj<57>cs/<>†<><E280A0>€jV<6A><EFBFBD>/@ABƒg…DFg<>g~DdF†€‡g„<67><E2809E><EFBFBD>DFg~0ƒgg…AAA†g„<67><E2809E><EFBFBD><EFBFBD><EFBFBD>/sV,„‡AAABsV/sV<73>‡@AAABAAAAB@CD?ACFEEE?B@BDdFggg@B@Bgggggg@B@Bggg@BD?>g<CFD?=>g<CFD?A>g<CFDEFYDF

View file

@ -18,20 +18,38 @@ CeladonMansionRoofHouse_ScriptPointers:
dw JackyBeat dw JackyBeat
JackyBeat: JackyBeat:
;joenote - This script will always run after the battle with Jacky.
;Notice how there is no check to see if the player actually lost.
;Let's go ahead and add that real quick.
ld a, [wIsInBattle] ;if wIsInBattle is -1, then the battle was lost
inc a ;if A holds -1, it will increment to 0 and set the z flag (but not the c flag, dec and inc cannot affect it).
jr z, .resetMapScript ;Kick out if the player lost.
CheckEvent EVENT_BEAT_JACKY
jr nz, .resetMapScript ;Kick out if the player already beat Jacky before and got the prize.
SetEvent EVENT_BEAT_JACKY SetEvent EVENT_BEAT_JACKY
ld a, EEVEE ; Getting the Pokemon the player needs before printing the text ; ld a, EEVEE ; Getting the Pokemon the player needs before printing the text
;joenote - the above line is overwritten by the very next line.
ld a, [wPlayerStarter] ; Load the player's starter after Eevee loads. ld a, [wPlayerStarter] ; Load the player's starter after Eevee loads.
cp EEVEE ; Was your starter Eevee? cp EEVEE ; Was your starter Eevee?
ld a, EEVEE ; joenote - you can load EEVEE into A at this line,
; because the LD instruction does not alter the flag bits
jr nz, .skip ; If not, skip this. jr nz, .skip ; If not, skip this.
ld a, PIKACHU ; Load in Pikachu if true ld a, PIKACHU ; Load in Pikachu if true
.skip .skip
;joenote - If the player's starter was EEVEE, then PIKACHU goes into wd11e.
; But if it wasn't EEVEE, then the player's starter would have gone into wd11e.
; With the above alteration, EEVEE is goes into wd11e instead of the starter.
ld [wd11e], a ld [wd11e], a
call GetMonName call GetMonName
ld a, $1 ; Load Jacky's NPC ID ld a, $1 ; Load Jacky's NPC ID
ldh [hSpriteIndex], a ; Slap it in the index ldh [hSpriteIndex], a ; Slap it in the index
call DisplayTextID call DisplayTextID
.resetMapScript ;joenote - adding this label so we can jump to it
ld a, $0 ld a, $0
ld [wCeladonMansionRoofHouseCurScript], a ; kick the player back downstairs ld [wCeladonMansionRoofHouseCurScript], a ; kick the player back downstairs
ld [wCurMapScript], a ;joenote - really, really need to also reset the current map script
TheRetONator: ; fallthrough TheRetONator: ; fallthrough
ret ret
@ -84,6 +102,9 @@ CeladonMansion5Text1:
ld a, $1 ld a, $1
ld [wCeladonMansionRoofHouseCurScript], a ld [wCeladonMansionRoofHouseCurScript], a
ld [wCurMapScript], a ;joenote - really, really need to also set the current map script
;joenote - remember that, win or lose, the next map update after the battle
; will run index number 1 in the map script list which is JackyBeat
jr .done jr .done
.gotGift .gotGift
ld hl, JackyGift ld hl, JackyGift

View file

@ -28,7 +28,7 @@ FarawayIslandInsideText2:
jp TextScriptEnd jp TextScriptEnd
MewBattleText: MewBattleText:
text_far _MewtwoBattleText ; Mew! text_far _MewBattleText
text_asm text_asm
ld a, MEW ld a, MEW
call PlayCry call PlayCry

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@ -21,10 +21,6 @@ FightingDojo_ScriptPointers:
dw FightingDojoScript3 dw FightingDojoScript3
FightingDojoScript1: FightingDojoScript1:
CheckEvent EVENT_POST_GAME_ATTAINED ; Required in the case you have cleared the game, but not cleared the dojo. It's an optional deal.
ret nz
CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
ret nz
call CheckFightingMapTrainers call CheckFightingMapTrainers
ld a, [wTrainerHeaderFlagBit] ld a, [wTrainerHeaderFlagBit]
and a and a
@ -109,11 +105,14 @@ FightingDojoText1: ; gym scaling can be removed to make space
text_asm text_asm
CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious CheckEvent EVENT_POST_GAME_ATTAINED ; No need to view previous stuff, technically you can skip Bide this way but I think that's hilarious
jp z, .normalProcessing jp z, .normalProcessing
CheckEvent EVENT_DEFEATED_FIGHTING_DOJO
jp z, .normalProcessing
ld hl, KoichiRematchPreBattleText ; Rematch functionality. Just loads pre-battle text and his trainer. ld hl, KoichiRematchPreBattleText ; Rematch functionality. Just loads pre-battle text and his trainer.
call PrintText call PrintText
ld c, BANK(Music_MeetMaleTrainer) ld c, BANK(Music_MeetMaleTrainer)
ld a, MUSIC_MEET_MALE_TRAINER ld a, MUSIC_MEET_MALE_TRAINER
call PlayMusic call PlayMusic
ld hl, wd72d
set 6, [hl] set 6, [hl]
set 7, [hl] set 7, [hl]
ldh a, [hSpriteIndex] ldh a, [hSpriteIndex]

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@ -12,6 +12,12 @@ Route1Script0:
ret ; yeah it's just a switch-off. shush. ret ; yeah it's just a switch-off. shush.
OakVibeCheck: OakVibeCheck:
;joenote - Notice how there is no check to see if the player actually lost.
;Let's go ahead and add that real quick.
ld a, [wIsInBattle] ;if wIsInBattle is -1, then the battle was lost
inc a ;if A holds -1, it will increment to 0 and set the z flag (but not the c flag, dec and inc cannot affect it).
jr z, .skip ;Kick out if the player lost.
SetEvent EVENT_BEAT_OAK_ONCE ; This is set every time, but it doesn't matter, it sticks at 1 anyway. SetEvent EVENT_BEAT_OAK_ONCE ; This is set every time, but it doesn't matter, it sticks at 1 anyway.
CheckEvent EVENT_RECEIVED_CITRINE_PASS ; Before we do, has the player got the pass? CheckEvent EVENT_RECEIVED_CITRINE_PASS ; Before we do, has the player got the pass?
jr nz, .skip ; Yes? Now we go to auto-ret. jr nz, .skip ; Yes? Now we go to auto-ret.
@ -19,6 +25,7 @@ OakVibeCheck:
.skip .skip
ld a, $0 ld a, $0
ld [wRoute1CurScript], a ld [wRoute1CurScript], a
ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
ret ret
OakFirstWin: OakFirstWin:
@ -30,6 +37,7 @@ OakFirstWin:
.skip .skip
ld a, $0 ld a, $0
ld [wRoute1CurScript], a ld [wRoute1CurScript], a
ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
ret ret
Route1_TextPointers: Route1_TextPointers:
@ -157,6 +165,7 @@ Route1OakText:
ld a, $1 ld a, $1
ld [wRoute1CurScript], a ld [wRoute1CurScript], a
ld [wCurMapScript], a ;joenote - also set the value for current map script or you will have a bad time
.done .done
jp TextScriptEnd jp TextScriptEnd

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@ -63,7 +63,7 @@ _JackyAfterBattle::
done done
_JackyGift:: _JackyGift::
line "I look forward to" text "I look forward to"
line "our next bout!" line "our next bout!"
done done

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@ -5,3 +5,7 @@ _MewtwoBattleText::
para "...Mew!!!@" para "...Mew!!!@"
text_end text_end
_MewBattleText::
text "Myuu...@"
text_end

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@ -149,8 +149,6 @@ _ChiefAltAfterBattleText::
para "I still have much" para "I still have much"
line "yet to learn..." line "yet to learn..."
para "Go."
done done