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New starter pathing, beautify Oak's Lab
Please stop asking me about the sprite limit i beg u Ok so this commit does the following; - Oak's Lab now uses the Fossil Lab tileset, featuring lots of new contraptions etc to make up for the old removed aides. - Places the Pikachu and Eevee starters in a new place, which results in a slightly blocky mess, but does the job. - Fossil Lab tileset graphic has many new things. Lots of bad tiles in the blockset in case we want to use this more. - Changes the rival's pathing so he, y'know, works on the new map... - Re-adds the Oak email thing, but I had to do like 4 stupid workarounds because it was broken for unknown reasons. Just made it a generic bg event with no issues. - Removed the old oak email event; no visible difference.
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9 changed files with 69 additions and 28 deletions
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@ -285,25 +285,31 @@ OaksLabScript8:
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ld de, .PikachuMovement1
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jr z, .moveBlue
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.PikachuMovement1
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_DOWN
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db -1 ; end
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.Eevee
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ld de, .EeveeMovement1
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ld a, [wYCoord]
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cp 4 ; is the player standing below the table?
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jr z, .moveBlue
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ld de, .EeveeMovement2
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; ld a, [wYCoord]
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; cp 4 ; is the player standing below the table?
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; jr z, .moveBlue
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; ld de, .EeveeMovement2
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jp .moveBlue
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.EeveeMovement1
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; db NPC_MOVEMENT_DOWN
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; db NPC_MOVEMENT_LEFT
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; db NPC_MOVEMENT_LEFT
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; db NPC_MOVEMENT_UP
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_UP
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db -1 ; end
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.EeveeMovement2
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_LEFT
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;.EeveeMovement2
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; db NPC_MOVEMENT_LEFT
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; db NPC_MOVEMENT_LEFT
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db -1 ; end
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.moveBlue
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@ -323,9 +329,20 @@ OaksLabScript9: ; This is where Blue picks up the ball and removes the sprite.
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ld [wJoyIgnore], a
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ld a, $1
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ldh [hSpriteIndex], a
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; So when using this new table system, we actually need to add cases for when you have the new starters...
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ld a, [wPlayerStarter]
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cp STARTER4
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jr z, .skip
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cp STARTER5
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jr z, .skip
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; Since he's just moved down, we just need to skip this process. It's actually harder for him to pick up the regular starters!
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ld a, SPRITE_FACING_UP
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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.skip
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ld a, $d
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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@ -361,11 +378,21 @@ OaksLabScript9: ; This is where Blue picks up the ball and removes the sprite.
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ld [wcf91], a
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ld [wd11e], a
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call GetMonName
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; why does he do this twice why does he do this twice why does he do this twice
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ld a, [wPlayerStarter]
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cp STARTER4
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jr z, .skip2
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cp STARTER5
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jr z, .skip2
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ld a, $1
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ldh [hSpriteIndex], a
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ld a, SPRITE_FACING_UP
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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.skip2
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ld a, $e
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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@ -803,6 +830,7 @@ OaksLab_TextPointers:
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dw OaksLabText27
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dw OaksLabTextPikachu
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dw OaksLabTextEevee
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dw OakLabEmailText
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OaksLab_TextPointers2:
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dw OaksLabText1
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@ -1368,3 +1396,15 @@ PikachuEeveeShows:
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db HS_DAMIEN ; Charmander guy
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db HS_VERMILION_JENNY ; Squirtle
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db -1 ; end
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; Moved here to turn into a new bg event
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OakLabEmailText:
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text_asm
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call EnableAutoTextBoxDrawing
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ld hl, OakLabEmailTextGet
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call PrintText
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jp TextScriptEnd
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OakLabEmailTextGet:
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text_far _OakLabEmailText
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text_end
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