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Post-release bugfixes: Batch 1
This commit fixes the following bugs: - A guy in Celadon University was stuck in a tree due to being placed on the wrong tile. - It was possible to walk out of bounds in Mt. Moon Crater due to buggy collision near the bottom of the map - Hi Jump Kick had a slightly glitched animation - It was possible to walk into a specific rock in both Cerulean Cave and Garnet Cavern. This was a vanilla bug too, but I'm fixing it proper now. - There was no signpost outside Bill's Lighthouse where there should've been. - Fixed two errors in the README - The Fissure TM was not purchasable at the Citrine Rocket house - Even if you had picked one of the original starters, you could still get the Charmander and Squirtle gifts as the NPCs would show up regardless. - Trying to get the Squirtle gift with a full party and box would lock you out from getting it - Fixed a text issue in Celadon Uni where the professor states the wrong TM - Fixed two text issues in Silph Co
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17 changed files with 64 additions and 54 deletions
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@ -16,10 +16,10 @@ MartGuy1Text:
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script_mart TM_SWORDS_DANCE, TM_WHIRLWIND, TM_TOXIC, TM_BODY_SLAM, TM_DOUBLE_EDGE, TM_BUBBLEBEAM, TM_WATER_GUN, TM_ICE_BEAM, TM_BLIZZARD, TM_HYPER_BEAM, TM_PAY_DAY, TM_COUNTER, TM_SEISMIC_TOSS, TM_RAGE
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MartGuy2Text:
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script_mart TM_MEGA_DRAIN, TM_SOLARBEAM, TM_DRAGON_RAGE, TM_THUNDERBOLT, TM_THUNDER, TM_EARTHQUAKE, TM_DIG, TM_PSYCHIC_M, TM_TELEPORT, TM_MIMIC, TM_BIDE, TM_METRONOME, TM_SELFDESTRUCT, TM_FIRE_BLAST
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script_mart TM_MEGA_DRAIN, TM_SOLARBEAM, TM_DRAGON_RAGE, TM_THUNDERBOLT, TM_THUNDER, TM_EARTHQUAKE, TM_FISSURE, TM_DIG, TM_PSYCHIC_M, TM_TELEPORT, TM_MIMIC, TM_BIDE, TM_METRONOME, TM_SELFDESTRUCT
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MartGuy3Text:
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script_mart TM_SWIFT, TM_SKULL_BASH, TM_SOFTBOILED, TM_DREAM_EATER, TM_SKY_ATTACK, TM_REST, TM_THUNDER_WAVE, TM_PSYWAVE, TM_EXPLOSION, TM_ROCK_SLIDE, TM_TRI_ATTACK, TM_SUBSTITUTE
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script_mart TM_FIRE_BLAST, TM_SWIFT, TM_SKULL_BASH, TM_SOFTBOILED, TM_DREAM_EATER, TM_SKY_ATTACK, TM_REST, TM_THUNDER_WAVE, TM_PSYWAVE, TM_EXPLOSION, TM_ROCK_SLIDE, TM_TRI_ATTACK, TM_SUBSTITUTE
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MartGuy4Text:
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script_mart PROTECTOR, UP_GRADE, DUBIOUS_DISC, METAL_COAT, BLK_AUGURITE, DOME_FOSSIL, HELIX_FOSSIL, WING_FOSSIL, OLD_AMBER
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@ -365,9 +365,21 @@ OaksLabScript9: ; This is where Blue picks up the ball and removes the sprite.
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cp $7
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jr nz, .rivalDidNotChoseBall4
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ld a, HS_STARTER_BALL_4
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ld a, HS_DAMIEN ; This makes the starter gifts show up if you and your rival picked Pikachu and Eevee. It used to be coded differently but for some reason they still showed up if you picked Charmander or Squirtle, so I had to change it.
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ld [wMissableObjectIndex], a
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predef ShowObject
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ld a, HS_VERMILION_JENNY
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ld [wMissableObjectIndex], a
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predef ShowObject
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jr .hideBallAndContinue
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.rivalDidNotChoseBall4
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ld a, HS_STARTER_BALL_5
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ld a, HS_DAMIEN
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ld [wMissableObjectIndex], a
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predef ShowObject
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ld a, HS_VERMILION_JENNY
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ld [wMissableObjectIndex], a
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predef ShowObject
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jr .hideBallAndContinue
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.hideBallAndContinue
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ld [wMissableObjectIndex], a
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@ -914,7 +926,6 @@ OaksLabText4:
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; $6 = Eevee
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OaksLabTextPikachu:
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text_asm
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call PikachuEeveeMode
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ld a, STARTER5
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ld [wRivalStarterTemp], a
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ld a, $8
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@ -925,7 +936,6 @@ OaksLabTextPikachu:
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OaksLabTextEevee:
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text_asm
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call PikachuEeveeMode
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ld a, STARTER4
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ld [wRivalStarterTemp], a
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ld a, $7
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@ -1377,26 +1387,6 @@ OaksLabText_1d405:
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text_far _OaksLabText_1d405
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text_end
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; This is used to display Damien and Officer Jenny for Charmander and Squirtle, respectively.
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; It was set up in this way to easily add new things for the mode.
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; By default, all Pikachu/Eevee Mode things are hidden - more efficient.
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PikachuEeveeMode:
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ld hl, PikachuEeveeShows
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.loop
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ld a, [hli]
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cp -1
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ret z
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push hl
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ld [wMissableObjectIndex], a
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predef ShowObject
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pop hl
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jr .loop
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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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@ -287,6 +287,7 @@ OfficerJennySquirtle:
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ld [wDoNotWaitForButtonPressAfterDisplayingText], a
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lb bc, SQUIRTLE, 16
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call GivePokemon
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jp nc, .fullParty
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ld a, [wAddedToParty]
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and a
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call z, WaitForTextScrollButtonPress
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@ -303,6 +304,14 @@ OfficerJennySquirtle:
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.noBadge
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ld hl, OfficerJennyNoBadge
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jr .done
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.fullParty
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ld hl, JennyFullParty
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call PrintText
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ld a, [wSimulatedJoypadStatesEnd] ; ensuring that the text doesn't autoskip.
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and a ; yep, here too.
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call z, WaitForTextScrollButtonPress ; and here.
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call EnableAutoTextBoxDrawing ; and here.
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; falls through to the next quote.
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.refuse
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ld hl, OfficerJennyRefuse
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; fallthrough
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@ -331,6 +340,10 @@ OfficerJennyHowDoing:
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text_far _OfficerJennyText5
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text_end
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JennyFullParty:
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text_far _JennyFullParty
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text_end
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EventVermillionCitySSTicket:
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text_far _SSAnneFlashedTicketText
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text_end
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