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Finish Chief, bug fixes
This finishes Chief's event, with all the necessary components for the post-game Mewtwo fight sorted as well. I added an event the Master Ball sets for modular monologue text, for improved immersion. I have also fixed some bugs; - Fixed the oft-reported walking in trees bug in the Forest tileset. - Fixed the Oak's lab computer issue by just...removing the computer. I made the map symmetrical instead, feels a lot better to look at, at least for me. I think it was meant to have an event on it or something, but I couldn't find anything, felt like I was being gaslit. - Hopefully fixed the issue with the border blocks going weird after saving and resetting, by making the tileset directly point to the gym one, which Oak is meant to use. I am not sure how that glitch happened for ViWalls. - Fixed the Viridian Pre-Gym text scrolling issue. I still cannot replicate the crash bugs that some people have been experiencing and don't see anything that could be causing it. I also changed Trampel in Victory Road to Steelix, as mentioned by Gogocrafter.
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5cf0a7930e
commit
47f2683d85
17 changed files with 162 additions and 46 deletions
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@ -13,16 +13,22 @@ ResetChiefScript:
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ret
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SilphGauntlet7F_ScriptPointers:
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;dw ChiefScript0
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dw ChiefScript1
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dw ChiefScript2
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dw ChiefScript3
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dw ChiefScript10
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ChiefScript0: ; this is used in the champion script but it doesn't seem to be needed here.
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ret
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dw ChiefScript4
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ChiefScript1:
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CheckEvent EVENT_BEAT_CHIEF
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jr nz, .skip
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ld a, PLAYER_DIR_UP
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ld [wPlayerMovingDirection], a
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call UpdateSprites
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jr MovePlayerToChief
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.skip
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ret
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MovePlayerToChief:
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ld a, $ff
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ld [wJoyIgnore], a
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ld hl, wSimulatedJoypadStatesEnd
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@ -31,8 +37,9 @@ ChiefScript1:
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dec a
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ld [wSimulatedJoypadStatesIndex], a
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call StartSimulatingJoypadStates
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ld a, $2
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ld a, $1
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ld [wSilphGauntlet7FCurScript], a
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ld [wCurMapScript], a
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ret
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ChiefEntrance_RLEMovement:
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@ -45,15 +52,16 @@ ChiefScript2:
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ret nz
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call Delay3
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xor a
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ld [wJoyIgnore], a
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ld hl, wOptions
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res 7, [hl] ; Turn on battle animations like with Blue
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;ld a, $1
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;ldh [hSpriteIndexOrTextID], a
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;call DisplayTextID
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ld hl, ChiefText1
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call PrintText
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ld a, $1
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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ld a, $2
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ld [wSilphGauntlet7FCurScript], a
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ret
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ChiefScript3:
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@ -72,18 +80,24 @@ ChiefScript3:
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ld a, $1
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ldh [hSpriteIndex], a
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call SetSpriteMovementBytesToFF
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ld a, $4
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ld a, $3
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ld [wSilphGauntlet7FCurScript], a
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jp TextScriptEnd
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ChiefScript10:
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ChiefScript4:
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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ret nz
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xor a
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ld [wJoyIgnore], a
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; Grant Mewtwo access
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ld a, HS_CERULEAN_CAVE_GUY
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, $0
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ld [wChampionsRoomCurScript], a
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ld [wSilphGauntlet7FCurScript], a
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ret
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ChiefScript_That_Seems_Needed:
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@ -96,16 +110,28 @@ ChiefScript_That_Seems_Needed:
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SilphGauntlet7F_TextPointers:
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dw ChiefText1
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; dw ChiefText2
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dw ChiefPC
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dw ChiefPainting1
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dw ChiefPainting2
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ChiefText1:
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text_asm
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CheckEvent EVENT_BEAT_CHIEF
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ld hl, ChiefAfterBattleText
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jr z, .printText
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CheckEvent EVENT_BEAT_CHIEF ; Check if Chief was beaten
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jr nz, .chiefBeaten ; If Chief has been beaten, skip the trainer loading
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; standard processing
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ld hl, ChiefMonologue
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.printText
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call PrintText
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ld a, [wSimulatedJoypadStatesEnd] ; ensuring that the text doesn't autoskip.
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and a ; yep, here too.
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call z, WaitForTextScrollButtonPress ; and here.
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call EnableAutoTextBoxDrawing ; and here.
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CheckEvent EVENT_USED_MASTER_BALL ; Check if the Master Ball has been used.
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ld hl, ChiefMonologueMasterBallNotUsed ; Load not used by default.
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jr z, .masterBallSkip ; In which case, we can skip.
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ld hl, ChiefMonologueMasterBallUsed ; If you get here, it's been used.
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.masterBallSkip ; Now if it's been used, fall through to here.
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call PrintText ; Now print the text.
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ld c, BANK(Music_MeetEvilTrainer)
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ld a, MUSIC_MEET_EVIL_TRAINER
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@ -125,12 +151,26 @@ ChiefText1:
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ld hl, ChiefDefeatedText
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ld de, ChiefVictoryText
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call SaveEndBattleTextPointers
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jr .done
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.chiefBeaten
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ld hl, ChiefAfterBattleText
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call PrintText
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; fallthrough
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.done
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jp TextScriptEnd
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ChiefMonologue:
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text_far _ChiefMonologue
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text_end
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ChiefMonologueMasterBallUsed:
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text_far _ChiefMonologueMasterBallUsed
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text_end
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ChiefMonologueMasterBallNotUsed:
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text_far _ChiefMonologueMasterBallNotUsed
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text_end
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ChiefDefeatedText:
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text_far _ChiefDefeatedText
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text_end
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@ -143,6 +183,21 @@ ChiefAfterBattleText:
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text_far _ChiefAfterBattleText
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text_end
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ChiefPC:
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text_far _ChiefPCText
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text_end
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ChiefPainting1:
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text_far _ChiefPainting1
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text_end
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ChiefPainting2:
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text_far _ChiefPainting2
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text_end
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; Originally, Chief was going to give you the Candy Jar.
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; But this would relegate Melmetal to the post-game, which feels wrong.
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; Instead, he gives you access to Mewtwo.
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;ChiefText2:
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; text_asm
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; CheckEvent EVENT_GOT_CANDY_JAR
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@ -182,5 +237,3 @@ ChiefAfterBattleText:
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;CandyJarNoRoomText:
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; text_far _CandyJarNoRoomText
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; text_end
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; text_end
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