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https://github.com/thornAvery/kep-hack.git
synced 2026-02-21 06:38:40 +13:00
Finish Post-Game Letter & Citrine Pass
This makes it so that once you clear the game, you will be able to get the Silph Letter from your mom, and the Citrine Pass by beating Professor Oak. You'll now walk to your mother upon leaving your room post-clearing the game, and she'll hand you the letter. This'll basically explain your next quest to you. The Professor Oak event kind of destroyed my sanity but that's fine. It works. Thanks to Martha for the idea. Considerations for a full bag are done and they were annoying. I decided to show off and do some comedy to alleviate the lost sanity.
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6 changed files with 367 additions and 95 deletions
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@ -15,44 +15,47 @@ ChiefLetter1:
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jr nz, .done
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; with the way this is being done, coords will be unnecessary.
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; this will trigger the minute you enter the house.
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call UpdateSprites
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call PlayerSeeMom
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ld a, $ff
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ld [wJoyIgnore], a
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ld a, PLAYER_DIR_DOWN
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ld [wPlayerMovingDirection], a
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call UpdateSprites ; idk most movement scripts use this fsr
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call PlayerSeeMom ; Show a cute little emotion bubble from the player.
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jr MovePlayer ; Now kick the player upstairs. If you do this any other way, the game freaks out (eg. constant emotion bubbles, rsts)
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.done
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ret
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MovePlayer:
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ld a, $ff ; Firstly...
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ld [wJoyIgnore], a ; No joypad inputs. No funny business. RLE is weird as fuck without it.
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ld hl, wSimulatedJoypadStatesEnd
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ld de, PlayerSeeMom_RLEMovement
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call DecodeRLEList
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dec a
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ld [wSimulatedJoypadStatesIndex], a
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call StartSimulatingJoypadStates
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ld a, $2
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ld [wRedsHouse1FCurScript], a
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ld [wCurMapScript], a
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.done
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call StartSimulatingJoypadStates ; By this point, we're auto-moving.
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ld a, $1 ; Now...
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ld [wRedsHouse1FCurScript], a ; Get kicked up another flight to ChiefLetter2.
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ld [wCurMapScript], a ; Safety.
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ret
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ChiefLetter2:
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ld a, [wSimulatedJoypadStatesIndex]
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ld a, [wSimulatedJoypadStatesIndex] ; This ties up the loose ends with the RLE.
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and a
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ret nz
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call Delay3
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ld a, $1
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ldh [hSpriteIndex], a
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call Delay3 ; Next...
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ld a, SPRITE_FACING_LEFT
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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xor a ; Now...
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ld [wJoyIgnore], a ; The player needs to be able to mash A.
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ld a, $1 ; Load Mom's NPC ID
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ldh [hSpriteIndex], a ; Slap it in the index
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ld a, SPRITE_FACING_RIGHT ; Get this ready
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ldh [hSpriteFacingDirection], a ; Now she'll face right, simulatiung talking to her.
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call SetSpriteFacingDirectionAndDelay ; Get this all out.
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call DisplayTextID ; Display her text ID, using the same thing from before.
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; We did a little tomfoolery with her base text to make this work. Look below if you dare.
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ld hl, MomGreeting
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call PrintText
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SetEvent EVENT_LETTER_RECEIVED
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ld a, $1
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ld a, $0 ; Anyway, kick the player back downstairs so the script can ret z for the rest of time.
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ld [wRedsHouse1FCurScript], a
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ld [wCurMapScript], a
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ld [wCurMapScript], a ; aaand safety.
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ret
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PlayerSeeMom:
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@ -75,10 +78,16 @@ PlayerSeeMom_RLEMovement:
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RedsHouse1F_TextPointers:
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dw RedsHouse1FMomText
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dw RedsHouse1FTVText
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dw MomGreeting
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RedsHouse1FMomText:
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text_asm
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CheckEvent EVENT_POST_GAME_ATTAINED ; If the player hasn't got to the post game, we should never deal with this terribleness.
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jr z, .normalProcessing ; So go to normal processing. Also if you go to debug without the post-game and letter events set up then this will loop infinitely. Please be reasonable.
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CheckEvent EVENT_FUCK ; If some bozo triggers this I am going to be shocked.
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jr nz, .bagWasFullButIsntNow ; No, seriously, you have to beat the Elite Four with a full bag. Ain't that a challenge?
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CheckEvent EVENT_LETTER_RECEIVED ; Anyway, this was hell to debug. Let's go through the post-game together.
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jr z, .letterSequence; This was all done so DisplayTextID could be used to get around a ton of bullshit.
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.normalProcessing
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ld a, [wd72e]
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bit 3, a ; received a Pokémon from Oak?
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jr nz, .heal
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@ -87,6 +96,48 @@ RedsHouse1FMomText:
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jr .done
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.heal
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call MomHealPokemon
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jr .done
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.letterSequence ; Look I know this code is cursed as fuck just bear with me
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SetEvent EVENT_LETTER_RECEIVED ; Firstly, set the letter event
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ld hl, MomYoureBack
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call PrintText
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lb bc, SILPHLETTER, 1 ; Alright, let's try to give the letter over.
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call GiveItem ; Attempt is made.
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jr nc, .bag_full ; If this triggers, you are a demented psychopath who needs to touch grass.
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jr .LetterCanBeReceived ; If you're not weird, you can get it. Doing it this way saves a few instructions above.
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.bag_full ; Psycho zone.
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ld hl, MomBagFull
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call PrintText
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SetEvent EVENT_FUCK ; Set the funny event that I really wish I didn't need to have set up.
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jr .done
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.stillHavent ; Giga psycho zone. You get here if you still haven't sorted out your bag.
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ld hl, MomBagStillFull
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call PrintText
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jr .done
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.bagWasFullButIsntNow ; So now, if the weird kid has finally done their bag, we can progress.
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ld hl, MomSavedIt
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call PrintText
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lb bc, SILPHLETTER, 1 ; We do this twice as otherwise it's a jr nightmare I don't want to debug
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call GiveItem
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jr nc, .stillHavent ; If they think they're smart, tough, it's a loop.
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; Otherwise, fallthrough
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.LetterCanBeReceived ; Jump here when getting the letter is possible.
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ld hl, ReceivedChiefLetterText ; So now they get their letter.
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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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ld hl, ChiefLetterText
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call PrintText
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ld a, [wSimulatedJoypadStatesEnd] ; ensuring that the text doesn't autoskip. again. i tried making it a func but it got funky.
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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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ld hl, MomAmazing
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call PrintText
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ResetEvent EVENT_FUCK ; Anyway, unset this and never deal with it again. This resets mom to her normal state.
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; fallthrough
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.done
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jp TextScriptEnd
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@ -145,24 +196,6 @@ TVWrongSideText:
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; Post-Game stuff here.
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MomGreeting:
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text_asm
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ld hl, MomYoureBack
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call PrintText
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lb bc, SILPHLETTER, 1
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call GiveItem
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ld hl, ReceivedChiefLetterText
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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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ld hl, ChiefLetterText
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call PrintText
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ld hl, MomAmazing
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call PrintText
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jp TextScriptEnd
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ChiefLetterText:
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text_far _ChiefLetterText
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text_end
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@ -173,8 +206,21 @@ MomYoureBack:
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ReceivedChiefLetterText:
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text_far _ReceivedChiefLetterText
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sound_get_item_1
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text_end
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MomAmazing:
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text_far _MomAmazing
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text_end
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MomBagFull:
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text_far _MomBagFull
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text_end
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MomSavedIt:
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text_far _MomSavedIt
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text_end
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MomBagStillFull:
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text_far _MomBagStillFull
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text_end
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@ -1,9 +1,37 @@
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Route1_Script:
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jp EnableAutoTextBoxDrawing
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;ld hl, Route1_ScriptPointers
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call EnableAutoTextBoxDrawing
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ld hl, Route1_ScriptPointers
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ld a, [wRoute1CurScript]
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jp CallFunctionInTable
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Route1_ScriptPointers:
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dw Route1Script0
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dw OakVibeCheck
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Route1Script0:
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ret ; yeah it's just a switch-off. shush.
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OakVibeCheck:
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SetEvent EVENT_BEAT_OAK_ONCE ; This is set every time, but it doesn't matter, it sticks at 1 anyway.
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CheckEvent EVENT_RECEIVED_CITRINE_PASS ; Before we do, has the player got the pass?
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jr nz, .skip ; Yes? Now we go to auto-ret.
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jr OakFirstWin ; Otherwise, move to the first win script to set that up.
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.skip
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ld a, $0
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ld [wRoute1CurScript], a
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ret
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OakFirstWin:
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CheckEvent EVENT_RECEIVED_CITRINE_PASS
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jr nz, .skip
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ld a, $3
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ldh [hSpriteIndex], a
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call DisplayTextID
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.skip
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ld a, $0
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ld [wRoute1CurScript], a
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ret
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Route1_TextPointers:
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dw Route1Text1
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dw Route1Text2
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@ -60,10 +88,19 @@ Route1Text3:
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; text
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Route1OakText:
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text_asm
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ld hl, OakBeforeBattleText
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CheckEvent EVENT_BEAT_OAK_ONCE ; But if they've not beaten Oak, we need something else.
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jr z, .skip ; So if they have, skip the next command.
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CheckEvent EVENT_RECEIVED_CITRINE_PASS ; This is used for DisplayTextID. Is checked when Oak has been beaten once.
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jp z, OakReceivePass
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.skip
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CheckEvent EVENT_BEAT_OAK_ONCE ; I am like, 99.9% sure there's another way to do this.
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ld hl, OakFirstBattleText ; Load this only if the Citrine Pass hasn't been obtained yet.
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jr z, .skip2
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ld hl, OakBeforeBattleText ; If he's been beaten before, load the usual prebattle text
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.skip2
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call PrintText
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call YesNoChoice
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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, .refused
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@ -86,40 +123,80 @@ Route1OakText:
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cp STARTER2
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jr nz, .NotSquirtle
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ld a, $2 ; If Charmander, Venusaur
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jr .done
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jr .battleSetup
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.NotSquirtle
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cp STARTER3
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jr nz, .Charmander
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ld a, $3 ; If Bulbasaur, Totartle
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jr .done
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jr .battleSetup
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.Charmander
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cp STARTER1
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jr nz, .Pikachu
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ld a, $1 ; If Squirtle, Charizard
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jr .done
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jr .battleSetup
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.Pikachu
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cp STARTER4
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jr nz, .Eevee
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ld a, $4 ; If Pikachu, all 3
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jr .done
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jr .battleSetup
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.Eevee
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ld a, $5 ; If Eevee, also all 3
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jr .done
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jr .battleSetup
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.refused
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ld hl, OakNo
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call PrintText
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jp TextScriptEnd
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.done
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jr .done
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.battleSetup
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ld [wTrainerNo], a
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ld a, 1
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ld [wIsTrainerBattle], a
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ld a, $2
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ld [wRoute1CurScript], a
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ld hl, OakDefeatedText
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ld de, OakWonText
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call SaveEndBattleTextPointers
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ld a, $1
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ld [wRoute1CurScript], a
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.done
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jp TextScriptEnd
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OakReceivePass:
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CheckEvent EVENT_FUCK ; This is for if the player is stupid
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jp nz, .tryAgain
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ld hl, OakFirstWinText
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call PrintText
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lb bc, CITRINE_PASS, 1
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call GiveItem
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jr nc, .bagFull
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jr .getPass
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.tryAgain
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ld hl, OakTryAgain
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call PrintText
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lb bc, CITRINE_PASS, 1
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call GiveItem
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jr nc, .bagStillFull
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jr .getPass
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.bagFull
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ld hl, OakBagFull
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call PrintText
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SetEvent EVENT_FUCK
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jr .done
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.bagStillFull
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ld hl, OakBagStillFull
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call PrintText
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jr .done
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.getPass
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ld hl, ReceivedCitrinePassText
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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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ld hl, OakCitrineExplain
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call PrintText
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SetEvent EVENT_RECEIVED_CITRINE_PASS
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; fallthrough
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.done
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jp TextScriptEnd
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OakBeforeBattleText:
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@ -140,4 +217,33 @@ OakYes:
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OakNo:
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text_far _OakNo
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text_end
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text_end
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OakFirstBattleText:
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text_far _OakFirstBattleText
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text_end
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OakFirstWinText:
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text_far _OakFirstWin
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text_end
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ReceivedCitrinePassText:
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text_far _ReceivedCitrinePassText
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sound_get_item_2
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text_end
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OakCitrineExplain:
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text_far _OakCitrineExplain
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text_end
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OakTryAgain:
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text_far _OakTryAgain
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text_end
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OakBagFull:
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text_far _OakBagFull
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text_end
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OakBagStillFull:
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text_far _OakBagStillFull
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text_end
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