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Rename map files, labels, and constants to be consistent and work with Polished Map
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1398 changed files with 6631 additions and 6166 deletions
162
scripts/LancesRoom.asm
Executable file
162
scripts/LancesRoom.asm
Executable file
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@ -0,0 +1,162 @@
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LancesRoom_Script:
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call LanceShowOrHideEntranceBlocks
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call EnableAutoTextBoxDrawing
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ld hl, LanceTrainerHeader0
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ld de, LancesRoom_ScriptPointers
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ld a, [wLancesRoomCurScript]
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call ExecuteCurMapScriptInTable
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ld [wLancesRoomCurScript], a
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ret
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LanceShowOrHideEntranceBlocks:
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
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res 5, [hl]
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ret z
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CheckEvent EVENT_LANCES_ROOM_LOCK_DOOR
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jr nz, .closeEntrance
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; open entrance
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ld a, $31
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ld b, $32
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jp LanceSetEntranceBlocks
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.closeEntrance
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ld a, $72
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ld b, $73
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LanceSetEntranceBlocks:
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; Replaces the tile blocks so the player can't leave.
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push bc
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ld [wNewTileBlockID], a
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lb bc, 6, 2
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call LanceSetEntranceBlock
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pop bc
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ld a, b
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ld [wNewTileBlockID], a
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lb bc, 6, 3
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LanceSetEntranceBlock:
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predef_jump ReplaceTileBlock
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ResetLanceScript:
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xor a
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ld [wLancesRoomCurScript], a
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ret
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LancesRoom_ScriptPointers:
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dw LanceScript0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw LanceScript2
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dw LanceScript3
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dw LanceScript4
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LanceScript4:
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ret
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LanceScript0:
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CheckEvent EVENT_BEAT_LANCE
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ret nz
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ld hl, LanceTriggerMovementCoords
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call ArePlayerCoordsInArray
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jp nc, CheckFightingMapTrainers
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xor a
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ld [hJoyHeld], a
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ld a, [wCoordIndex]
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cp $3 ; Is player standing next to Lance's sprite?
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jr nc, .notStandingNextToLance
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ld a, $1
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ld [hSpriteIndexOrTextID], a
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jp DisplayTextID
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.notStandingNextToLance
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cp $5 ; Is player standing on the entrance staircase?
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jr z, WalkToLance
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CheckAndSetEvent EVENT_LANCES_ROOM_LOCK_DOOR
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ret nz
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ld hl, wCurrentMapScriptFlags
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set 5, [hl]
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ld a, SFX_GO_INSIDE
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call PlaySound
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jp LanceShowOrHideEntranceBlocks
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LanceTriggerMovementCoords:
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db $01,$05
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db $02,$06
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db $0B,$05
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db $0B,$06
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db $10,$18
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db $FF
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LanceScript2:
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call EndTrainerBattle
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ld a, [wIsInBattle]
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cp $ff
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jp z, ResetLanceScript
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ld a, $1
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ld [hSpriteIndexOrTextID], a
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jp DisplayTextID
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WalkToLance:
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; Moves the player down the hallway to Lance's room.
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ld a, $ff
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ld [wJoyIgnore], a
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ld hl, wSimulatedJoypadStatesEnd
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ld de, WalkToLance_RLEList
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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, $3
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ld [wLancesRoomCurScript], a
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ld [wCurMapScript], a
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ret
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WalkToLance_RLEList:
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db D_UP, $0C
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db D_LEFT, $0C
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db D_DOWN, $07
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db D_LEFT, $06
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db $FF
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LanceScript3:
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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ret nz
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call Delay3
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xor a
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ld [wJoyIgnore], a
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ld [wLancesRoomCurScript], a
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ld [wCurMapScript], a
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ret
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LancesRoom_TextPointers:
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dw LanceText1
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LanceTrainerHeader0:
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dbEventFlagBit EVENT_BEAT_LANCES_ROOM_TRAINER_0
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db ($0 << 4) ; trainer's view range
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dwEventFlagAddress EVENT_BEAT_LANCES_ROOM_TRAINER_0
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dw LanceBeforeBattleText ; TextBeforeBattle
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dw LanceAfterBattleText ; TextAfterBattle
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dw LanceEndBattleText ; TextEndBattle
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dw LanceEndBattleText ; TextEndBattle
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db $ff
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LanceText1:
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TX_ASM
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ld hl, LanceTrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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LanceBeforeBattleText:
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TX_FAR _LanceBeforeBattleText
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db "@"
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LanceEndBattleText:
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TX_FAR _LanceEndBattleText
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db "@"
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LanceAfterBattleText:
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TX_FAR _LanceAfterBattleText
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TX_ASM
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SetEvent EVENT_BEAT_LANCE
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jp TextScriptEnd
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