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https://github.com/thornAvery/kep-hack.git
synced 2026-04-09 03:40:41 +12:00
A few things
- Added a gate between the two halves of Route 10 on the right side of Rock Tunnel that contains the Graveler trade NPC. - Improved Faraway's encounter table. - Made the music go silent before battling both of the postgame bosses for suspense reasons. It also sounds cool. - Minor text fixes
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4c0dfdfedd
commit
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29 changed files with 185 additions and 186 deletions
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@ -25,8 +25,21 @@ MewtwoTrainerHeader:
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MewtwoText:
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text_asm
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ld a, 5
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ld [wMusicFade], a
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xor a
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ld [wMusicFadeID], a
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.waitloop
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ld a, [wMusicFade]
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and a
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jr nz, .waitloop
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ld a, SFX_STOP_ALL_MUSIC
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call PlaySound
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ld hl, MewtwoTrainerHeader
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call TalkToTrainer
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ld a, SFX_STOP_ALL_MUSIC
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call PlaySound
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jp TextScriptEnd
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MewtwoBattleText:
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@ -3,28 +3,12 @@ CinnabarLabTradeRoom_Script:
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CinnabarLabTradeRoom_TextPointers:
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dw Lab2Text1
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dw Lab2Text2
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; dw Lab2Text3
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dw CinnabarLabTrader
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Lab2Text1:
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text_far _Lab2Text1
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text_end
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Lab2Text2:
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text_asm
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ld a, TRADE_FOR_JENNY
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ld [wWhichTrade], a
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jr Lab2DoTrade
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;Lab2Text3:
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; text_asm
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; ld a, TRADE_FOR_CRINKLES
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; ld [wWhichTrade], a
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Lab2DoTrade:
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predef DoInGameTradeDialogue
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jp TextScriptEnd
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CinnabarLabTrader:
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text_asm
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ld a, TRADE_WITH_SELF
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15
scripts/Route10Gate.asm
Normal file
15
scripts/Route10Gate.asm
Normal file
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@ -0,0 +1,15 @@
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Route10Gate_Script:
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jp EnableAutoTextBoxDrawing
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Route10Gate_TextPointers:
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dw Route10GateText1
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Route10GateText1:
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text_asm
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ld a, TRADE_FOR_JENNY
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ld [wWhichTrade], a
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jr Route10GateDoTrade
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Route10GateDoTrade:
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predef DoInGameTradeDialogue
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jp TextScriptEnd
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@ -173,10 +173,6 @@ MissableObjectIDs_6219b:
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db HS_SILPH_CO_7F_2
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db HS_SILPH_CO_7F_3
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db HS_SILPH_CO_7F_4
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db HS_SILPH_CO_10F_1
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db HS_SILPH_CO_10F_2
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db HS_SILPH_CO_11F_1
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db HS_SILPH_CO_11F_3
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db -1 ; end
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SilphCo11Script_62185:
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@ -633,8 +629,6 @@ SaffronCityRockets:
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db HS_SILPH_CO_7F_2
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db HS_SILPH_CO_7F_3
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db HS_SILPH_CO_7F_4
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db HS_SILPH_CO_10F_1
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db HS_SILPH_CO_10F_2
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db HS_SILPH_CO_11F_1
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db HS_SILPH_CO_11F_3
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db -1 ; end
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@ -21,6 +21,17 @@ SilphGauntlet7F_ScriptPointers:
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ChiefScript1:
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CheckEvent EVENT_BEAT_CHIEF
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jr nz, .skip
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ld a, 5
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ld [wMusicFade], a
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xor a
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ld [wMusicFadeID], a
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.waitloop
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ld a, [wMusicFade]
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and a
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jr nz, .waitloop
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ld a, SFX_STOP_ALL_MUSIC
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call PlaySound
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ld a, PLAYER_DIR_UP
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ld [wPlayerMovingDirection], a
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call UpdateSprites
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