mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 15:45:24 +13:00
Add space between arguments in assembly instructions and remove redundant a in instructions like add a, x
This commit is contained in:
parent
94b9a86c8b
commit
237aeb8fbd
50 changed files with 7221 additions and 7221 deletions
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@ -144,7 +144,7 @@ CeladonGameCornerText2:
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .asm_48d0f
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ld b,COIN_CASE
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ld b, COIN_CASE
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call IsItemInBag
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jr z, .asm_48d19
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call Has9990Coins
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@ -362,7 +362,7 @@ CeladonGameCornerText10:
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jr nz, .asm_48e75
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ld hl, CeladonGameCornerText_48e88
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call PrintText
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ld b,COIN_CASE
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ld b, COIN_CASE
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call IsItemInBag
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jr z, .asm_48e7f
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call Has9990Coins
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@ -113,10 +113,10 @@ CeruleanCityMovement1:
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db $FF
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CeruleanCityScript_1955d:
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ld a,1
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ld [H_SPRITEINDEX],a
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ld a, 1
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ld [H_SPRITEINDEX], a
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xor a ; SPRITE_FACING_DOWN
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ld [hSpriteFacingDirection],a
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ld [hSpriteFacingDirection], a
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jp SetSpriteFacingDirectionAndDelay ; face object
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CeruleanCityScript1:
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@ -302,7 +302,7 @@ FightingDojoText7:
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jr nz, .done
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ld a, [wcf91]
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ld b, a
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ld c,30
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ld c, 30
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call GivePokemon
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jr nc, .done
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SetEvents EVENT_GOT_HITMONCHAN, EVENT_DEFEATED_FIGHTING_DOJO
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@ -12,7 +12,7 @@ FuchsiaHouse2Text1:
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TX_ASM
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CheckEvent EVENT_GOT_HM04
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jr nz, .subtract
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ld b,GOLD_TEETH
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ld b, GOLD_TEETH
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call IsItemInBag
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jr nz, .asm_3f30f
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CheckEvent EVENT_GAVE_GOLD_TEETH
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@ -981,7 +981,7 @@ OaksLabText5:
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predef DisplayDexRating
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jp .asm_1d2ed
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.asm_1d279
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ld b,POKE_BALL
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ld b, POKE_BALL
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call IsItemInBag
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jr nz, .asm_1d2e7
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CheckEvent EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE
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@ -1,11 +1,11 @@
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PalletTownScript:
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CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
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jr z,.next
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jr z, .next
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SetEvent EVENT_PALLET_AFTER_GETTING_POKEBALLS
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.next
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call EnableAutoTextBoxDrawing
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ld hl,PalletTownScriptPointers
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ld a,[wPalletTownCurScript]
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ld hl, PalletTownScriptPointers
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ld a, [wPalletTownCurScript]
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jp CallFunctionInTable
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PalletTownScriptPointers:
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@ -20,126 +20,126 @@ PalletTownScriptPointers:
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PalletTownScript0:
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CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB
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ret nz
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ld a,[wYCoord]
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ld a, [wYCoord]
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cp 1 ; is player near north exit?
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ret nz
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xor a
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ld [hJoyHeld],a
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ld a,PLAYER_DIR_DOWN
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ld [wPlayerMovingDirection],a
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ld a,$FF
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ld [hJoyHeld], a
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ld a, PLAYER_DIR_DOWN
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ld [wPlayerMovingDirection], a
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ld a, $FF
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call PlaySound ; stop music
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ld a, BANK(Music_MeetProfOak)
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ld c,a
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ld c, a
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ld a, MUSIC_MEET_PROF_OAK ; “oak appears” music
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call PlayMusic
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ld a,$FC
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ld [wJoyIgnore],a
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ld a, $FC
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ld [wJoyIgnore], a
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SetEvent EVENT_OAK_APPEARED_IN_PALLET
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; trigger the next script
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ld a,1
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ld [wPalletTownCurScript],a
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ld a, 1
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ld [wPalletTownCurScript], a
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ret
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PalletTownScript1:
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xor a
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ld [wcf0d],a
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ld a,1
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ld [hSpriteIndexOrTextID],a
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ld [wcf0d], a
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ld a, 1
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ld [hSpriteIndexOrTextID], a
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call DisplayTextID
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ld a,$FF
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ld [wJoyIgnore],a
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ld a,HS_PALLET_TOWN_OAK
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ld [wMissableObjectIndex],a
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ld a, $FF
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ld [wJoyIgnore], a
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ld a, HS_PALLET_TOWN_OAK
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ld [wMissableObjectIndex], a
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predef ShowObject
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; trigger the next script
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ld a,2
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ld [wPalletTownCurScript],a
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ld a, 2
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ld [wPalletTownCurScript], a
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ret
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PalletTownScript2:
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ld a,1
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ld [H_SPRITEINDEX],a
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ld a,SPRITE_FACING_UP
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ld [hSpriteFacingDirection],a
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ld a, 1
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ld [H_SPRITEINDEX], a
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ld a, SPRITE_FACING_UP
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ld [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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call Delay3
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ld a,1
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ld [wYCoord],a
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ld a,1
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ld [hNPCPlayerRelativePosPerspective],a
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ld a,1
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ld a, 1
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ld [wYCoord], a
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ld a, 1
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ld [hNPCPlayerRelativePosPerspective], a
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ld a, 1
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swap a
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ld [hNPCSpriteOffset],a
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ld [hNPCSpriteOffset], a
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predef CalcPositionOfPlayerRelativeToNPC
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ld hl,hNPCPlayerYDistance
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ld hl, hNPCPlayerYDistance
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dec [hl]
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predef FindPathToPlayer ; load Oak’s movement into wNPCMovementDirections2
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ld de,wNPCMovementDirections2
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ld a,1 ; oak
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ld [H_SPRITEINDEX],a
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ld de, wNPCMovementDirections2
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ld a, 1 ; oak
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ld [H_SPRITEINDEX], a
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call MoveSprite
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ld a,$FF
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ld [wJoyIgnore],a
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ld a, $FF
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ld [wJoyIgnore], a
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; trigger the next script
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ld a,3
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ld [wPalletTownCurScript],a
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ld a, 3
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ld [wPalletTownCurScript], a
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ret
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PalletTownScript3:
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ld a,[wd730]
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bit 0,a
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ld a, [wd730]
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bit 0, a
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ret nz
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xor a ; ld a, SPRITE_FACING_DOWN
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ld [wSpriteStateData1 + 9],a
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ld a,1
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ld [wcf0d],a
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ld a,$FC
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ld [wJoyIgnore],a
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ld a,1
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ld [hSpriteIndexOrTextID],a
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ld [wSpriteStateData1 + 9], a
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ld a, 1
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ld [wcf0d], a
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ld a, $FC
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ld [wJoyIgnore], a
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ld a, 1
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ld [hSpriteIndexOrTextID], a
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call DisplayTextID
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; set up movement script that causes the player to follow Oak to his lab
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ld a,$FF
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ld [wJoyIgnore],a
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ld a,1
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ld [wSpriteIndex],a
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ld a, $FF
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ld [wJoyIgnore], a
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ld a, 1
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ld [wSpriteIndex], a
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xor a
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ld [wNPCMovementScriptFunctionNum],a
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ld a,1
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ld [wNPCMovementScriptPointerTableNum],a
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ld a,[H_LOADEDROMBANK]
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ld [wNPCMovementScriptBank],a
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ld [wNPCMovementScriptFunctionNum], a
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ld a, 1
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ld [wNPCMovementScriptPointerTableNum], a
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ld a, [H_LOADEDROMBANK]
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ld [wNPCMovementScriptBank], a
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; trigger the next script
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ld a,4
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ld [wPalletTownCurScript],a
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ld a, 4
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ld [wPalletTownCurScript], a
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ret
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PalletTownScript4:
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ld a,[wNPCMovementScriptPointerTableNum]
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ld a, [wNPCMovementScriptPointerTableNum]
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and a ; is the movement script over?
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ret nz
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; trigger the next script
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ld a,5
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ld [wPalletTownCurScript],a
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ld a, 5
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ld [wPalletTownCurScript], a
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ret
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PalletTownScript5:
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CheckEvent EVENT_DAISY_WALKING
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jr nz,.next
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jr nz, .next
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CheckBothEventsSet EVENT_GOT_TOWN_MAP, EVENT_ENTERED_BLUES_HOUSE, 1
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jr nz,.next
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jr nz, .next
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SetEvent EVENT_DAISY_WALKING
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ld a,HS_DAISY_SITTING
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ld [wMissableObjectIndex],a
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ld a, HS_DAISY_SITTING
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a,HS_DAISY_WALKING
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ld [wMissableObjectIndex],a
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ld a, HS_DAISY_WALKING
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ld [wMissableObjectIndex], a
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predef_jump ShowObject
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.next
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CheckEvent EVENT_GOT_POKEBALLS_FROM_OAK
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@ -159,15 +159,15 @@ PalletTownTextPointers:
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PalletTownText1:
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TX_ASM
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ld a,[wcf0d]
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ld a, [wcf0d]
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and a
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jr nz,.next
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ld a,1
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ld [wDoNotWaitForButtonPressAfterDisplayingText],a
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ld hl,OakAppearsText
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jr nz, .next
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ld a, 1
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ld [wDoNotWaitForButtonPressAfterDisplayingText], a
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ld hl, OakAppearsText
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jr .done
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.next
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ld hl,OakWalksUpText
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ld hl, OakWalksUpText
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.done
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call PrintText
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jp TextScriptEnd
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@ -175,14 +175,14 @@ PalletTownText1:
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OakAppearsText:
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TX_FAR _OakAppearsText
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TX_ASM
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ld c,10
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ld c, 10
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call DelayFrames
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xor a
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ld [wEmotionBubbleSpriteIndex],a ; player's sprite
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ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE
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ld [wEmotionBubbleSpriteIndex], a ; player's sprite
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ld [wWhichEmotionBubble], a ; EXCLAMATION_BUBBLE
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predef EmotionBubble
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ld a,PLAYER_DIR_DOWN
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ld [wPlayerMovingDirection],a
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ld a, PLAYER_DIR_DOWN
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ld [wPlayerMovingDirection], a
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jp TextScriptEnd
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OakWalksUpText:
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@ -51,11 +51,11 @@ MomHealText2:
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RedsHouse1FText2: ; TV
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TX_ASM
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ld a,[wSpriteStateData1 + 9]
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ld a, [wSpriteStateData1 + 9]
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cp SPRITE_FACING_UP
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ld hl,TVWrongSideText
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jr nz,.notUp
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ld hl,StandByMeText
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ld hl, TVWrongSideText
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jr nz, .notUp
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ld hl, StandByMeText
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.notUp
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call PrintText
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jp TextScriptEnd
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@ -1,7 +1,7 @@
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RedsHouse2FScript:
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call EnableAutoTextBoxDrawing
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ld hl,RedsHouse2FScriptPointers
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ld a,[wRedsHouse2CurScript]
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ld hl, RedsHouse2FScriptPointers
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ld a, [wRedsHouse2CurScript]
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jp CallFunctionInTable
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RedsHouse2FScriptPointers:
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@ -10,11 +10,11 @@ RedsHouse2FScriptPointers:
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RedsHouse2FScript0:
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xor a
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ld [hJoyHeld],a
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ld a,PLAYER_DIR_UP
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ld [wPlayerMovingDirection],a
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ld a,1
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ld [wRedsHouse2CurScript],a
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ld [hJoyHeld], a
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ld a, PLAYER_DIR_UP
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ld [wPlayerMovingDirection], a
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ld a, 1
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ld [wRedsHouse2CurScript], a
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ret
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RedsHouse2FScript1:
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@ -117,10 +117,10 @@ SafariZoneEntranceScriptPointers:
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SafariZoneEntranceAutoWalk:
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push af
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ld b,0
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ld a,c
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ld [wSimulatedJoypadStatesIndex],a
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ld hl,wSimulatedJoypadStatesEnd
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ld b, 0
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ld a, c
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ld [wSimulatedJoypadStatesIndex], a
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ld hl, wSimulatedJoypadStatesEnd
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pop af
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call FillMemory
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jp StartSimulatingJoypadStates
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@ -146,64 +146,64 @@ SafariZoneEntranceTextPointers:
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TX_FAR SafariZoneEntranceText_9e6e4
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TX_ASM
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ld a, MONEY_BOX
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ld [wTextBoxID],a
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ld [wTextBoxID], a
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call DisplayTextBoxID
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call YesNoChoice
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ld a,[wCurrentMenuItem]
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ld a, [wCurrentMenuItem]
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and a
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jp nz,.PleaseComeAgain
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jp nz, .PleaseComeAgain
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xor a
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ld [hMoney],a
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ld a,$05
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ld [hMoney + 1],a
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ld a,$00
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ld [hMoney + 2],a
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ld [hMoney], a
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ld a, $05
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ld [hMoney + 1], a
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ld a, $00
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ld [hMoney + 2], a
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call HasEnoughMoney
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jr nc,.success
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ld hl,.NotEnoughMoneyText
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jr nc, .success
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ld hl, .NotEnoughMoneyText
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call PrintText
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jr .CantPayWalkDown
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.success
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xor a
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ld [wPriceTemp],a
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ld a,$05
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ld [wPriceTemp + 1],a
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ld a,$00
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ld [wPriceTemp + 2],a
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ld hl,wPriceTemp + 2
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ld de,wPlayerMoney + 2
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ld c,3
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ld [wPriceTemp], a
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ld a, $05
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ld [wPriceTemp + 1], a
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ld a, $00
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ld [wPriceTemp + 2], a
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ld hl, wPriceTemp + 2
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ld de, wPlayerMoney + 2
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ld c, 3
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predef SubBCDPredef
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ld a,MONEY_BOX
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ld [wTextBoxID],a
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ld a, MONEY_BOX
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ld [wTextBoxID], a
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call DisplayTextBoxID
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ld hl,.MakePaymentText
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ld hl, .MakePaymentText
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call PrintText
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ld a,30
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ld [wNumSafariBalls],a
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ld a,502 / $100
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ld [wSafariSteps],a
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ld a, 30
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ld [wNumSafariBalls], a
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ld a, 502 / $100
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ld [wSafariSteps], a
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ld a, 502 % $100
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ld [wSafariSteps + 1],a
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ld a,D_UP
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ld c,3
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ld [wSafariSteps + 1], a
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ld a, D_UP
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ld c, 3
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call SafariZoneEntranceAutoWalk
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SetEvent EVENT_IN_SAFARI_ZONE
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ResetEventReuseHL EVENT_SAFARI_GAME_OVER
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ld a,3
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ld [wSafariZoneEntranceCurScript],a
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ld a, 3
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ld [wSafariZoneEntranceCurScript], a
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jr .done
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.PleaseComeAgain
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ld hl,.PleaseComeAgainText
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ld hl, .PleaseComeAgainText
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call PrintText
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.CantPayWalkDown
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ld a,D_DOWN
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ld c,1
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ld a, D_DOWN
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ld c, 1
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call SafariZoneEntranceAutoWalk
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ld a,4
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ld [wSafariZoneEntranceCurScript],a
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ld a, 4
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ld [wSafariZoneEntranceCurScript], a
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.done
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jp TextScriptEnd
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@ -225,7 +225,7 @@ SafariZoneEntranceTextPointers:
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TX_FAR SafariZoneEntranceText_9e814
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TX_ASM
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call YesNoChoice
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ld a,[wCurrentMenuItem]
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .asm_7539c
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ld hl, .SafariZoneEntranceText_753bb
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@ -268,14 +268,14 @@ SafariZoneEntranceTextPointers:
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.SafariZoneEntranceText2
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TX_ASM
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ld hl,.FirstTimeQuestionText
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ld hl, .FirstTimeQuestionText
|
||||
call PrintText
|
||||
call YesNoChoice
|
||||
ld a,[wCurrentMenuItem]
|
||||
ld a, [wCurrentMenuItem]
|
||||
and a
|
||||
ld hl,.RegularText
|
||||
jr nz,.Explanation
|
||||
ld hl,.ExplanationText
|
||||
ld hl, .RegularText
|
||||
jr nz, .Explanation
|
||||
ld hl, .ExplanationText
|
||||
.Explanation
|
||||
call PrintText
|
||||
jp TextScriptEnd
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue