Re-frame Red/Green character options

This re-frames the intro to have Red and Green be framed in a gender neutral manner. The main aim here is to be a bit more appealing to the NB types, be more consistent with the modern game's approach to gender, and allow people to feel comfier with Red's androgynous appearance.

Oh, and there's a confirmation option to utilise this more effectively, along with some cool transitions. Very happy with this commit.
This commit is contained in:
Llinos Evans 2023-09-07 21:21:15 +01:00
parent 53988f6147
commit 57186bb2a0
4 changed files with 33 additions and 9 deletions

View file

@ -155,7 +155,7 @@ Improved Areas
QoL Enhancements
====
- A girl option is now available, featuring the sprite from Pokemon Anniversary Red, which is based on Green's manga appearance.
- A feminine character option is now available, featuring the sprite from Pokemon Anniversary Red, which is based on Green's manga appearance.
- To accomodate this, Celadon Gym's trainers use their more neutral text from Crystal.
- The protagonist is also referred to in a gender neutral manner. This changes like, 2-3 lines in the whole game.
- All 151 original Pokemon, plus an additional 100, can be obtained without the use of trading or glitches, including Mew!

View file

@ -1830,8 +1830,7 @@ _PromptToCutText::
done
_BoyGirlText::
text "Firstly, are you a"
line "boy or a girl?"
text "Choose a look!"
done
_MysteryBoxText::

View file

@ -8,7 +8,7 @@ TwoOptionMenuStrings:
table_width 5, TwoOptionMenuStrings
; width, height, blank line before first menu item?, text pointer
two_option_menu 4, 3, FALSE, .YesNoMenu
two_option_menu 5, 3, FALSE, .BoyGirlMenu
two_option_menu 6, 3, FALSE, .BoyGirlMenu
two_option_menu 6, 4, TRUE, .CatsDogsMenu
two_option_menu 6, 3, FALSE, .YesNoMenu
two_option_menu 6, 3, FALSE, .NorthEastMenu
@ -28,8 +28,8 @@ TwoOptionMenuStrings:
; There is probably a better way to word this...
; Replaced North/West
.BoyGirlMenu:
db "BOY"
next "GIRL@"
db "RED"
next "GREEN@"
; For the Vermilion Beauty event.
; Replaced South/East

View file

@ -65,6 +65,8 @@ OakSpeech:
call FadeInIntroPic
ld hl, OakSpeechText1
call PrintText
.charChoice
ld hl, BoyGirlText ; added to the same file as the other oak text
call PrintText ; show this text
call BoyGirlChoice ; added routine at the end of this file
@ -73,6 +75,25 @@ OakSpeech:
call GBFadeOutToWhite
call ClearScreen
ld de, RedPicFront
lb bc, BANK(RedPicFront), $00
ld a, [wPlayerSex] ; check sex
and a ; check sex
jr z, .NotGreen0
ld de, GreenPicFront
lb bc, BANK(GreenPicFront), $00
.NotGreen0
call IntroDisplayPicCenteredOrUpperRight
call FadeInIntroPic
ld hl, IsThisOk
call PrintText
call YesNoChoice ; Do they want in?
ld a, [wCurrentMenuItem]
and a
jr nz, .charChoice
call GBFadeOutToWhite
call ClearScreen
ld a, [wPlayerSex] ; Let's change the Nidorins based on the choice. It's really cute and makes use of an unused command sound.
and a
jr z, .Nidorino
@ -96,7 +117,6 @@ OakSpeech:
call LoadFlippedFrontSpriteByMonIndex
call MovePicLeft
ld hl, OakSpeechText2Red
jr .cont
.cont
call PrintText
@ -293,8 +313,8 @@ IntroDisplayPicCenteredOrUpperRight:
InitBoyGirlTextBoxParameters::
ld a, $1 ; loads the value for the unused North/West choice, that was changed to say Boy/Girl
ld [wTwoOptionMenuID], a
coord hl, 13, 7
ld bc, $80e
coord hl, 12, 7
ld bc, $80d
ret
DisplayBoyGirlChoice::
@ -306,3 +326,8 @@ IntroDisplayPicCenteredOrUpperRight:
BoyGirlText: ; This is new so we had to add a reference to get it to compile
text_far _BoyGirlText
text_end
IsThisOk:
text "Is this OK?"
prompt
text_end