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Fix Giovanni's Room + bits and bobs
- Fixed the Arrow Tiles, it was very silly. - Edited the text in Giovanni's Room to fix a gap, but also ended up adding citations and stuff to the file for the interested. - Edited the map in Giovanni's Room to make a little more sense. - Fixed some post-game Hall of Fame setup stuff. - Edited Install.MD to be more idiot-proof
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9 changed files with 73 additions and 57 deletions
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@ -1,5 +1,10 @@
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GiovannisRoom_Script:
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jp EnableAutoTextBoxDrawing
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call EnableAutoTextBoxDrawing
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ld de, GiovannisRoom_ScriptPointers
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ld a, [wGiovannisRoomCurScript]
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call ExecuteCurMapScriptInTable
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ld [wGiovannisRoomCurScript], a
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ret
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GiovannisRoom_ScriptPointers:
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dw GiovannisRoomScript0
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@ -13,7 +18,7 @@ GiovannisRoomScript0:
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ld hl, GiovannisRoomArrowTilePlayerMovement
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call DecodeArrowMovementRLE
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cp $ff
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jp z, CheckFightingMapTrainers
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jr z, .done ; Normally this checks for map trainers, but since there's none, we can remove them.
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ld hl, wd736
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set 7, [hl]
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call StartSimulatingJoypadStates
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@ -21,10 +26,12 @@ GiovannisRoomScript0:
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call PlaySound
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ld a, $ff
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ld [wJoyIgnore], a
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ld a, $3
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ld a, $1
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ld [wCurMapScript], a
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.done
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ret
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; Some tile movements were removed due to either being unnecessary or ports from Viridian Gym itself.
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GiovannisRoomArrowTilePlayerMovement:
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map_coord_movement 12, 16, GiovannisRoomArrowMovement1
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map_coord_movement 14, 15, GiovannisRoomArrowMovement2
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@ -34,11 +41,8 @@ GiovannisRoomArrowTilePlayerMovement:
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map_coord_movement 15, 8, GiovannisRoomArrowMovement7
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map_coord_movement 12, 9, GiovannisRoomArrowMovement8
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map_coord_movement 14, 9, GiovannisRoomArrowMovement9
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map_coord_movement 13, 10, GiovannisRoomArrowMovement10
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map_coord_movement 15, 10, GiovannisRoomArrowMovement11
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map_coord_movement 12, 11, GiovannisRoomArrowMovement12
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map_coord_movement 14, 11, GiovannisRoomArrowMovement13
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map_coord_movement 14, 5, GiovannisRoomArrowMovement14
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db -1 ; end
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GiovannisRoomArrowMovement1:
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@ -78,32 +82,18 @@ GiovannisRoomArrowMovement9:
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db D_UP, 1
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db -1 ; end
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GiovannisRoomArrowMovement10:
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db D_RIGHT, 5
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db -1 ; end
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GiovannisRoomArrowMovement11:
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db D_RIGHT, 3
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db -1 ; end
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GiovannisRoomArrowMovement12:
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db D_UP, 1
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db D_RIGHT, 2
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db D_UP, 2
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db -1 ; end
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GiovannisRoomArrowMovement13:
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db D_UP, 3
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db -1 ; end
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GiovannisRoomArrowMovement14:
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db D_RIGHT, 4
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db -1 ; end
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GiovannisRoomScript4:
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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jp nz, LoadSpinnerArrowTiles
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jr nz, .GiovannisRoomLoadSpinnerArrow
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xor a
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ld [wJoyIgnore], a
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ld hl, wd736
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@ -111,6 +101,8 @@ GiovannisRoomScript4:
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ld a, $0
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ld [wCurMapScript], a
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ret
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.GiovannisRoomLoadSpinnerArrow
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farjp LoadSpinnerArrowTiles
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GiovannisRoom_TextPointers:
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dw GiovannisRoomText1
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@ -149,14 +149,14 @@ ResetLegendaryPokemon:
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.skipArticuno ; Rinse and repeat.
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ld a, DEX_ZAPDOS
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call HoFIsPokemonBitSet
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jr z, .skipZapdos
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jr nz, .skipZapdos
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ResetEvent EVENT_BEAT_ZAPDOS
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ld a, HS_ZAPDOS
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call ShowThis
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.skipZapdos
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ld a, DEX_MOLTRES
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call HoFIsPokemonBitSet
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jr z, .skipMoltres
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jr nz, .skipMoltres
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ResetEvent EVENT_BEAT_MOLTRES
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ld a, HS_MOLTRES
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call ShowThis
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@ -175,7 +175,7 @@ ResetLegendaryPokemon:
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; So, we put this here.
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ld a, DEX_MEW
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call HoFIsPokemonBitSet
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jr z, .skipMew
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jr nz, .skipMew
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ResetEvent EVENT_BEAT_MEW
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ld a, HS_MEW
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call ShowThis
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@ -184,28 +184,28 @@ ResetLegendaryPokemon:
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jp z, .skipGalarianBirdsAndMewtwo ; If you haven't cleared the game yet, you've not met the Galarian Birds. So we may as well skip processing all this.
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ld a, DEX_ARTICUNO_G
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call HoFIsPokemonBitSet
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jr z, .skipArticunoG
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jr nz, .skipArticunoG
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ResetEvent EVENT_BEAT_ARTICUNO_G
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ld a, HS_GARNET_ARTICUNO_G
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call ShowThis
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.skipArticunoG
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ld a, DEX_ZAPDOS_G
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call HoFIsPokemonBitSet
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jr z, .skipZapdosG
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jr nz, .skipZapdosG
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ResetEvent EVENT_BEAT_ZAPDOSG
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ld a, HS_BRUNSWICK_ZAPDOS_G_2
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call ShowThis
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.skipZapdosG
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ld a, DEX_MOLTRES_G
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call HoFIsPokemonBitSet
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jr z, .skipMoltresG
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jr nz, .skipMoltresG
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ResetEvent EVENT_BEAT_GALARIAN_MOLTRES
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ld a, HS_MOLTRES_G
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call ShowThis
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.skipMoltresG
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ld a, DEX_MEWTWO
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call HoFIsPokemonBitSet
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jr z, .skipGalarianBirdsAndMewtwo
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jr nz, .skipGalarianBirdsAndMewtwo
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ResetEvent EVENT_BEAT_MEWTWO
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ld a, HS_MEWTWO
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call ShowThis
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