Brunswick Glade & Celeste Hill Trainers

I fucked up the Brunswick Glade trainers somewhere - some text isn't sync'd and they won't come up to the player. Otherwise, it's done.
This commit is contained in:
Llinos Evans 2023-12-12 22:10:24 +00:00
parent 5ebcc9eac3
commit 4dd40a5818
15 changed files with 495 additions and 27 deletions

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@ -762,8 +762,11 @@
const EVENT_BEAT_MANSION_4_TRAINER_0
const EVENT_BEAT_MANSION_4_TRAINER_1
; Safari Zone events
; Safari Zone events, also used as a jank compression method for Celeste Hill Cave's trainers
const_next $880
const_skip
const EVENT_BEAT_CELESTE_HILL_CAVE_BEAUTY ; Mina
const EVENT_BEAT_CELESTE_HILL_CAVE_COOLTRAINER_M ; Primo
const EVENT_GOT_HM03
const EVENT_GOT_MELTAN
@ -898,6 +901,23 @@ DEF SILPH_GAUNTLET_EVENTS_END EQU const_value - 1
const EVENT_SEAFOAM4_BOULDER2_DOWN_HOLE
const_skip 8
const EVENT_BEAT_ARTICUNO
; ends at $9DB
; Celeste Hill / Brunswick Glade Trainers
const_next $9E0
const_skip
; Celeste Hill Outside
const EVENT_BEAT_CELESTE_HILL_OUTSIDE_BEAUTY ; Selphy
const EVENT_BEAT_CELESTE_HILL_OUTSIDE_COOLTRAINER_M ; Will
const EVENT_BEAT_CELESTE_HILL_OUTSIDE_GENTLEMAN ; Fan Club Chairman
; Brunswick Glade
const_next $9F0
const_skip
const EVENT_BEAT_BRUNSWICK_GLADE_COOLTRAINER_F ; Leaf
const EVENT_BEAT_BRUNSWICK_GLADE_GENTLEMAN ; Fuji
const EVENT_BEAT_BRUNSWICK_GLADE_BEAUTY ; Ariana
const EVENT_BEAT_BRUNSWICK_GLADE_COOLTRAINER_M ; Trace
; End of events
const_next $A00

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@ -64,5 +64,5 @@ HiddenItemCoords:
hidden_item MT_MOON_CRATER, 32, 45 ; Old Amber
hidden_item DAYCARE, 4, 1 ; Daycare PC
hidden_item MT_MOON_SQUARE, 5, 5 ; Moon Stone
hidden_item BRUNSWICK_TRAIL, 23, 11 ; Solar Beam TM below Cactus
hidden_item BRUNSWICK_TRAIL, 24, 11 ; Solar Beam TM next to Cactus
db -1 ; end

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@ -671,5 +671,5 @@ MtMoonSquareHiddenItems:
db -1
BrunswickTrailHiddenItems:
hidden_object 23, 11, TM_SOLARBEAM, HiddenItems
hidden_object 24, 11, TM_SOLARBEAM, HiddenItems
db -1

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@ -8,7 +8,7 @@ BrunswickGlade_Object:
warp_event 9, 0, BRUNSWICK_GROTTO, 2
def_bg_events
bg_event 14, 24, 8 ; Sign
bg_event 14, 24, 12 ; Sign
def_object_events
object_event 32, 25, SPRITE_BIRD, STAY, DOWN, 1
@ -18,5 +18,9 @@ BrunswickGlade_Object:
object_event 5, 21, SPRITE_POKE_BALL, STAY, NONE, 5, LEAF_STONE ; itemball2
object_event 22, 15, SPRITE_POKE_BALL, STAY, NONE, 6, REVIVE ; itemball3
object_event 9, 33, SPRITE_POKE_BALL, STAY, NONE, 7, HYPER_POTION ; itemball4
object_event 16, 8, SPRITE_COOLTRAINER_F, STAY, DOWN, 8, OPP_COOLTRAINER_F, 6 ; Leaf reference Trainer
object_event 7, 28, SPRITE_GENTLEMAN, STAY, UP, 9, OPP_GENTLEMAN, 6 ; Fuji reference Trainer
object_event 15, 30, SPRITE_BEAUTY, STAY, RIGHT, 10, OPP_BEAUTY, 19 ; Ariana reference Trainer
object_event 31, 4, SPRITE_COOLTRAINER_M, STAY, DOWN, 11, OPP_COOLTRAINER_M, 13 ; Trace reference Trainer
def_warps_to BRUNSWICK_GLADE

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@ -13,5 +13,7 @@ CelesteHillCave_Object:
def_bg_events
def_object_events
object_event 22, 14, SPRITE_BEAUTY, STAY, DOWN, 1, OPP_BEAUTY, 17 ; Mina reference Trainer
object_event 21, 5, SPRITE_COOLTRAINER_M, STAY, UP, 2, OPP_COOLTRAINER_M, 12 ; Primo reference Trainer
def_warps_to CELESTE_HILL_CAVE

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@ -14,5 +14,9 @@ CelesteHillOutside_Object:
def_bg_events
def_object_events
object_event 30, 16, SPRITE_BEAUTY, STAY, LEFT, 1, OPP_BEAUTY, 18 ; Selphy reference Trainer
object_event 19, 31, SPRITE_COOLTRAINER_M, STAY, RIGHT, 2, OPP_COOLTRAINER_M, 14 ; Will reference Trainer
object_event 11, 16, SPRITE_GENTLEMAN, STAY, DOWN, 3, OPP_GENTLEMAN, 7; Fan Club Chairman reference Trainer
def_warps_to CELESTE_HILL_OUTSIDE

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@ -662,9 +662,9 @@ CooltrainerMData:
; Celadon Condominiums Morimoto - Team is LGPE's with +10 Levels each.
db 64, KANGASKHAN, FLAREON, VAPOREON, JOLTEON, MACHAMP, DRAGONITE, 0
; Brunswick Trail / Glade
db 68, RATICATE, POLIWRATH, BUTTERFREE, WIGGLYTUFF, MACHAMP, RHYPERIOR, 0 ; Primo
db 68, RATICATE, POLITOED, BUTTERFREE, WIGGLYTUFF, MACHAMP, RHYPERIOR, 0 ; Primo
db 67, PIDGEOT, VILEPLUME, GUARDIA, RAPIDASH, SLOWBRO, JOLTEON, 0 ; Trace
db 70, EXEGGUTOR, SLOWBRO, JYNX, 0 ; Will
db 63, EXEGGUTOR, SLOWBRO, JYNX, 0 ; Will
; Equally varied, nothing to say
CooltrainerFData:

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@ -2021,7 +2021,10 @@ wRedsHouse2FCurScript:: db
wViridianMartCurScript:: db
wRoute22GateCurScript:: db
wCeruleanCityCurScript:: db
ds 5
wCelesteHillOutsideCurScript:: db
wCelesteHillCaveCurScript:: db
wBrunswickGladeCurScript:: db
ds 2
wSSAnneBowCurScript:: db
wViridianForestCurScript:: db
wMuseum1FCurScript:: db

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@ -1,15 +1,42 @@
BrunswickGlade_Script:
jp EnableAutoTextBoxDrawing
call EnableAutoTextBoxDrawing
ld hl, BrunswickGladeTrainerHeaders
ld de, BrunswickGlade_ScriptPointers
ld a, [wBrunswickGladeCurScript]
call ExecuteCurMapScriptInTable
ld [wBrunswickGladeCurScript], a
ret
BrunswickGlade_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
BrunswickGlade_TextPointers:
dw GZapRun1
dw GZapRun2
dw GZapRun3
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw BrunswickGladeTrainer1
dw BrunswickGladeTrainer2
dw BrunswickGladeTrainer3
dw BrunswickGladeTrainer4
dw BrunswickGladeSign1
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
dw PickUpItemText
BrunswickGladeTrainerHeaders:
def_trainers
BrunswickGladeTrainerHeader0:
trainer EVENT_BEAT_BRUNSWICK_GLADE_COOLTRAINER_F, 1, BrunswickGladeBattleText1, BrunswickGladeEndBattleText1, BrunswickGladeAfterBattleText1
BrunswickGladeTrainerHeader2: ; don't ask
trainer EVENT_BEAT_BRUNSWICK_GLADE_GENTLEMAN, 4, BrunswickGladeBattleText3, BrunswickGladeEndBattleText3, BrunswickGladeAfterBattleText3
BrunswickGladeTrainerHeader1:
trainer EVENT_BEAT_BRUNSWICK_GLADE_BEAUTY, 4, BrunswickGladeBattleText2, BrunswickGladeEndBattleText2, BrunswickGladeAfterBattleText2
BrunswickGladeTrainerHeader3:
trainer EVENT_BEAT_BRUNSWICK_GLADE_COOLTRAINER_M, 3, BrunswickGladeBattleText4, BrunswickGladeEndBattleText4, BrunswickGladeAfterBattleText4
db -1 ; end
GZapRun1:
text_far _BirdBattleText
@ -90,19 +117,81 @@ GZapRun3:
jp TextScriptEnd
GZapGladeRunText:
text "It ran away"
line "again..."
done
text_far _GZapGladeRunText
text_end
BrunswickGladeSign1:
text "BRUNSWICK GLADE"
line "The lush..."
para "The sign has been"
line "kicked in. It's"
cont "impossible to"
cont "read..."
done
text_far _BrunswickGladeSign
text_end
BrunswickGladeTrainer1:
text_asm
ld hl, BrunswickGladeTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
BrunswickGladeTrainer2:
text_asm
ld hl, BrunswickGladeTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
BrunswickGladeTrainer3:
text_asm
ld hl, BrunswickGladeTrainerHeader2
call TalkToTrainer
jp TextScriptEnd
BrunswickGladeTrainer4:
text_asm
ld hl, BrunswickGladeTrainerHeader3
call TalkToTrainer
jp TextScriptEnd
BrunswickGladeBattleText1:
text_far _BrunswickGladeBattleText1
text_end
BrunswickGladeEndBattleText1:
text_far _BrunswickGladeEndBattleText1
text_end
BrunswickGladeAfterBattleText1:
text_far _BrunswickGladeAfterBattleText1
text_end
BrunswickGladeBattleText2:
text_far _BrunswickGladeBattleText2
text_end
BrunswickGladeEndBattleText2:
text_far _BrunswickGladeEndBattleText2
text_end
BrunswickGladeAfterBattleText2:
text_far _BrunswickGladeAfterBattleText2
text_end
BrunswickGladeBattleText3:
text_far _BrunswickGladeBattleText3
text_end
BrunswickGladeEndBattleText3:
text_far _BrunswickGladeEndBattleText3
text_end
BrunswickGladeAfterBattleText3:
text_far _BrunswickGladeAfterBattleText3
text_end
BrunswickGladeBattleText4:
text_far _BrunswickGladeBattleText4
text_end
BrunswickGladeEndBattleText4:
text_far _BrunswickGladeEndBattleText4
text_end
BrunswickGladeAfterBattleText4:
text_far _BrunswickGladeAfterBattleText4
text_end

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@ -1,6 +1,62 @@
CelesteHillCave_Script:
jp EnableAutoTextBoxDrawing
call EnableAutoTextBoxDrawing
ld hl, CelesteHillCaveTrainerHeaders
ld de, CelesteHillCave_ScriptPointers
ld a, [wCelesteHillCaveCurScript]
call ExecuteCurMapScriptInTable
ld [wCelesteHillCaveCurScript], a
ret
CelesteHillCave_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
CelesteHillCave_TextPointers:
dw CelesteHillCaveTrainer1
dw CelesteHillCaveTrainer2
CelesteHillCaveTrainerHeaders:
def_trainers
CelesteHillCaveTrainerHeader0:
trainer EVENT_BEAT_CELESTE_HILL_CAVE_BEAUTY, 2, CelesteHillCaveBattleText1, CelesteHillCaveEndBattleText1, CelesteHillCaveAfterBattleText1
CelesteHillCaveTrainerHeader1:
trainer EVENT_BEAT_CELESTE_HILL_CAVE_COOLTRAINER_M, 4, CelesteHillCaveBattleText2, CelesteHillCaveEndBattleText2, CelesteHillCaveAfterBattleText2
db -1 ; end
CelesteHillCaveTrainer1:
text_asm
ld hl, CelesteHillCaveTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CelesteHillCaveTrainer2:
text_asm
ld hl, CelesteHillCaveTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CelesteHillCaveBattleText1:
text_far _CelesteHillCaveBattleText1
text_end
CelesteHillCaveEndBattleText1:
text_far _CelesteHillCaveEndBattleText1
text_end
CelesteHillCaveAfterBattleText1:
text_far _CelesteHillCaveAfterBattleText1
text_end
CelesteHillCaveBattleText2:
text_far _CelesteHillCaveBattleText2
text_end
CelesteHillCaveEndBattleText2:
text_far _CelesteHillCaveEndBattleText2
text_end
CelesteHillCaveAfterBattleText2:
text_far _CelesteHillCaveAfterBattleText2
text_end
text_end ; unused

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@ -1,6 +1,82 @@
CelesteHillOutside_Script:
jp EnableAutoTextBoxDrawing
call EnableAutoTextBoxDrawing
ld hl, CelesteHillOutsideTrainerHeaders
ld de, CelesteHillOutside_ScriptPointers
ld a, [wCelesteHillOutsideCurScript]
call ExecuteCurMapScriptInTable
ld [wCelesteHillOutsideCurScript], a
ret
CelesteHillOutside_ScriptPointers:
dw CheckFightingMapTrainers
dw DisplayEnemyTrainerTextAndStartBattle
dw EndTrainerBattle
CelesteHillOutside_TextPointers:
dw CelesteHillOutsideTrainer1
dw CelesteHillOutsideTrainer2
dw CelesteHillOutsideTrainer3
text_end ; unused
CelesteHillOutsideTrainerHeaders:
def_trainers
CelesteHillOutsideTrainerHeader0:
trainer EVENT_BEAT_CELESTE_HILL_OUTSIDE_BEAUTY, 2, CelesteHillOutsideBattleText1, CelesteHillOutsideEndBattleText1, CelesteHillOutsideAfterBattleText1
CelesteHillOutsideTrainerHeader1:
trainer EVENT_BEAT_CELESTE_HILL_OUTSIDE_COOLTRAINER_M, 4, CelesteHillOutsideBattleText2, CelesteHillOutsideEndBattleText2, CelesteHillOutsideAfterBattleText2
CelesteHillOutsideTrainerHeader2:
trainer EVENT_BEAT_CELESTE_HILL_OUTSIDE_GENTLEMAN, 4, CelesteHillOutsideBattleText3, CelesteHillOutsideEndBattleText3, CelesteHillOutsideAfterBattleText3
db -1 ; end
CelesteHillOutsideTrainer1:
text_asm
ld hl, CelesteHillOutsideTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
CelesteHillOutsideTrainer2:
text_asm
ld hl, CelesteHillOutsideTrainerHeader1
call TalkToTrainer
jp TextScriptEnd
CelesteHillOutsideTrainer3:
text_asm
ld hl, CelesteHillOutsideTrainerHeader2
call TalkToTrainer
jp TextScriptEnd
CelesteHillOutsideBattleText1:
text_far _CelesteHillOutsideBattleText1
text_end
CelesteHillOutsideEndBattleText1:
text_far _CelesteHillOutsideEndBattleText1
text_end
CelesteHillOutsideAfterBattleText1:
text_far _CelesteHillOutsideAfterBattleText1
text_end
CelesteHillOutsideBattleText2:
text_far _CelesteHillOutsideBattleText2
text_end
CelesteHillOutsideEndBattleText2:
text_far _CelesteHillOutsideEndBattleText2
text_end
CelesteHillOutsideAfterBattleText2:
text_far _CelesteHillOutsideAfterBattleText2
text_end
CelesteHillOutsideBattleText3:
text_far _CelesteHillOutsideBattleText3
text_end
CelesteHillOutsideEndBattleText3:
text_far _CelesteHillOutsideEndBattleText3
text_end
CelesteHillOutsideAfterBattleText3:
text_far _CelesteHillOutsideAfterBattleText3
text_end

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@ -298,6 +298,9 @@ INCLUDE "text/GiovannisRoom.asm"
INCLUDE "text/CitrineCity.asm"
INCLUDE "text/MtMoonSquare.asm"
INCLUDE "text/CinnabarVolcanoFloors.asm"
INCLUDE "text/CelesteHillOutside.asm"
INCLUDE "text/CelesteHillCave.asm"
INCLUDE "text/BrunswickGlade.asm"
SECTION "Pokédex Text", ROMX

107
text/BrunswickGlade.asm Normal file
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@ -0,0 +1,107 @@
_BrunswickGladeSign::
text "BRUNSWICK GLADE"
line "The lush..."
para "The sign has been"
line "kicked in. It's"
cont "impossible to"
cont "read..."
done
_GZapGladeRunText::
text "It ran away"
line "again..."
done
_BrunswickGladeBattleText1:: ; Leaf
text "You're from"
line "PALLET TOWN?"
cont "So am I!"
done
_BrunswickGladeEndBattleText1::
text "Dang it!" ; Taken from Smash Ultimate when a Pokemon faints. Cryptid moment.
prompt
_BrunswickGladeAfterBattleText1::
text "PALLET TOWN is" ; Later in the series, this lore is retroactively added. Here, we're using it for worldbuilding.
line "known for its"
cont "strong trainers!"
para "A RATTATA snuck" ; Masters lore
line "into my kitchen"
cont "once! They're"
cont "everywhere!"
done
_BrunswickGladeBattleText2:: ; Ariana - uses stad2 quotes
text "That sharp gaze..."
para "You seem rather"
line "competent."
done
_BrunswickGladeEndBattleText2::
text "I can't"
line "look them in"
cont "the face after"
cont "this!"
prompt
_BrunswickGladeAfterBattleText2::
text "Have you thought"
line "about working"
cont "for TEAM ROCKET?"
para "No? Forget I"
line "said anything."
done
_BrunswickGladeBattleText3:: ; Fuji
text "You seem to have"
line "raised your #-"
cont "MON with love"
cont "and care."
para "Let's see how"
line "they battle!"
done
_BrunswickGladeEndBattleText3::
text "Hm..."
prompt
_BrunswickGladeAfterBattleText3::
text "I've made many"
line "mistakes in my"
cont "life."
para "But as long as"
line "I learn and do"
cont "do better, that"
cont "is what truly"
cont "matters."
done
_BrunswickGladeBattleText4:: ; Trace
text "Whoa!"
para "Oh, you're not"
line "that bird #-"
cont "MON!"
done
_BrunswickGladeEndBattleText4::
text "Whoa!"
line "Seriously?"
prompt
_BrunswickGladeAfterBattleText4::
text "That #MON"
line "looked angry!"
cont "It booked it"
cont "right past me!"
para "Think you can"
line "quell it?"
done

41
text/CelesteHillCave.asm Normal file
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@ -0,0 +1,41 @@
_CelesteHillCaveBattleText1::
text "Want to try"
line "battling my"
cont "fairy #MON?"
done
_CelesteHillCaveEndBattleText1::
text "I'm"
line "shocked at"
cont "your strength!"
prompt
_CelesteHillCaveAfterBattleText1::
text "I should catch"
line "my ferry. I'm"
cont "getting a bit"
cont "homesick!"
done
_CelesteHillCaveBattleText2::
text "All righty, here"
line "goes! The super"
cont "# DUDE SHOW!"
done
_CelesteHillCaveEndBattleText2::
text "...!"
line "You are not an"
cont "ordinary TRAINER!"
prompt
_CelesteHillCaveAfterBattleText2:: ; Allusion to the lack of a Teachy TV
text "Hm? You don't"
line "know me? Argh,"
cont "that can't be"
cont "true!"
para "You're just busy"
line "right now, aren't"
cont "you? Right?"
done

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@ -0,0 +1,63 @@
_CelesteHillOutsideBattleText1:: ; Selphy
text "W-what do you"
line "intend to do"
cont "with me?"
done
_CelesteHillOutsideEndBattleText1::
text "Oh..."
line "I was afraid that"
cont "you meant to harm"
cont "me."
prompt
_CelesteHillOutsideAfterBattleText1::
text "Oh I'm tired of"
line "this. Where is"
cont "my butler?"
done
_CelesteHillOutsideBattleText2:: ; Will
text "I've trained all"
line "around the world!"
cont "I can only keep"
cont "getting better!"
done
_CelesteHillOutsideEndBattleText2::
text "I..."
line "I can't believe"
cont "it..."
prompt
_CelesteHillOutsideAfterBattleText2::
text "I won't let this"
line "sway me. One day,"
cont "I will join the"
cont "ELITE FOUR!"
done
_CelesteHillOutsideBattleText3:: ; Fan Club Chairman
text "I heard that a"
line "beautiful #MON"
cont "resides here."
cont "Do you know"
cont "about it?"
done
_CelesteHillOutsideEndBattleText3::
text "How"
line "disappointing..."
prompt
_CelesteHillOutsideAfterBattleText3::
text "Once, I was a"
line "fierce TRAINER!"
para "My victory was"
line "assured!"
para "...but I'm too"
line "rusty. Perhaps"
cont "I should try"
cont "something else..." ; Contest allusion for RSE
done