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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.
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@ -155,7 +155,7 @@ Improved Areas
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QoL Enhancements
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====
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- A girl option is now available, featuring the sprite from Pokemon Anniversary Red, which is based on Green's manga appearance.
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- A feminine character option is now available, featuring the sprite from Pokemon Anniversary Red, which is based on Green's manga appearance.
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- To accomodate this, Celadon Gym's trainers use their more neutral text from Crystal.
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- The protagonist is also referred to in a gender neutral manner. This changes like, 2-3 lines in the whole game.
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- All 151 original Pokemon, plus an additional 100, can be obtained without the use of trading or glitches, including Mew!
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@ -1830,8 +1830,7 @@ _PromptToCutText::
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done
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_BoyGirlText::
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text "Firstly, are you a"
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line "boy or a girl?"
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text "Choose a look!"
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done
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_MysteryBoxText::
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@ -8,7 +8,7 @@ TwoOptionMenuStrings:
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table_width 5, TwoOptionMenuStrings
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; width, height, blank line before first menu item?, text pointer
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two_option_menu 4, 3, FALSE, .YesNoMenu
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two_option_menu 5, 3, FALSE, .BoyGirlMenu
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two_option_menu 6, 3, FALSE, .BoyGirlMenu
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two_option_menu 6, 4, TRUE, .CatsDogsMenu
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two_option_menu 6, 3, FALSE, .YesNoMenu
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two_option_menu 6, 3, FALSE, .NorthEastMenu
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@ -28,8 +28,8 @@ TwoOptionMenuStrings:
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; There is probably a better way to word this...
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; Replaced North/West
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.BoyGirlMenu:
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db "BOY"
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next "GIRL@"
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db "RED"
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next "GREEN@"
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; For the Vermilion Beauty event.
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; Replaced South/East
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@ -65,6 +65,8 @@ OakSpeech:
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call FadeInIntroPic
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ld hl, OakSpeechText1
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call PrintText
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.charChoice
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ld hl, BoyGirlText ; added to the same file as the other oak text
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call PrintText ; show this text
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call BoyGirlChoice ; added routine at the end of this file
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@ -73,6 +75,25 @@ OakSpeech:
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call GBFadeOutToWhite
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call ClearScreen
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ld de, RedPicFront
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lb bc, BANK(RedPicFront), $00
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ld a, [wPlayerSex] ; check sex
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and a ; check sex
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jr z, .NotGreen0
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ld de, GreenPicFront
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lb bc, BANK(GreenPicFront), $00
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.NotGreen0
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call IntroDisplayPicCenteredOrUpperRight
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call FadeInIntroPic
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ld hl, IsThisOk
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call PrintText
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call YesNoChoice ; Do they want in?
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .charChoice
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call GBFadeOutToWhite
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call ClearScreen
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ld a, [wPlayerSex] ; Let's change the Nidorins based on the choice. It's really cute and makes use of an unused command sound.
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and a
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jr z, .Nidorino
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@ -96,7 +117,6 @@ OakSpeech:
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call LoadFlippedFrontSpriteByMonIndex
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call MovePicLeft
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ld hl, OakSpeechText2Red
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jr .cont
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.cont
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call PrintText
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@ -293,8 +313,8 @@ IntroDisplayPicCenteredOrUpperRight:
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InitBoyGirlTextBoxParameters::
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ld a, $1 ; loads the value for the unused North/West choice, that was changed to say Boy/Girl
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ld [wTwoOptionMenuID], a
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coord hl, 13, 7
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ld bc, $80e
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coord hl, 12, 7
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ld bc, $80d
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ret
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DisplayBoyGirlChoice::
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@ -306,3 +326,8 @@ IntroDisplayPicCenteredOrUpperRight:
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BoyGirlText: ; This is new so we had to add a reference to get it to compile
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text_far _BoyGirlText
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text_end
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IsThisOk:
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text "Is this OK?"
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prompt
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text_end
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