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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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parent
53988f6147
commit
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4 changed files with 33 additions and 9 deletions
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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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