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
This commit is contained in:
Martha Schilling 2023-12-31 12:22:36 +00:00
parent 4c0dfdfedd
commit caa8076bcd
29 changed files with 185 additions and 186 deletions

View file

@ -25,8 +25,21 @@ MewtwoTrainerHeader:
MewtwoText:
text_asm
ld a, 5
ld [wMusicFade], a
xor a
ld [wMusicFadeID], a
.waitloop
ld a, [wMusicFade]
and a
jr nz, .waitloop
ld a, SFX_STOP_ALL_MUSIC
call PlaySound
ld hl, MewtwoTrainerHeader
call TalkToTrainer
ld a, SFX_STOP_ALL_MUSIC
call PlaySound
jp TextScriptEnd
MewtwoBattleText:

View file

@ -3,28 +3,12 @@ CinnabarLabTradeRoom_Script:
CinnabarLabTradeRoom_TextPointers:
dw Lab2Text1
dw Lab2Text2
; dw Lab2Text3
dw CinnabarLabTrader
Lab2Text1:
text_far _Lab2Text1
text_end
Lab2Text2:
text_asm
ld a, TRADE_FOR_JENNY
ld [wWhichTrade], a
jr Lab2DoTrade
;Lab2Text3:
; text_asm
; ld a, TRADE_FOR_CRINKLES
; ld [wWhichTrade], a
Lab2DoTrade:
predef DoInGameTradeDialogue
jp TextScriptEnd
CinnabarLabTrader:
text_asm
ld a, TRADE_WITH_SELF

15
scripts/Route10Gate.asm Normal file
View file

@ -0,0 +1,15 @@
Route10Gate_Script:
jp EnableAutoTextBoxDrawing
Route10Gate_TextPointers:
dw Route10GateText1
Route10GateText1:
text_asm
ld a, TRADE_FOR_JENNY
ld [wWhichTrade], a
jr Route10GateDoTrade
Route10GateDoTrade:
predef DoInGameTradeDialogue
jp TextScriptEnd

View file

@ -173,10 +173,6 @@ MissableObjectIDs_6219b:
db HS_SILPH_CO_7F_2
db HS_SILPH_CO_7F_3
db HS_SILPH_CO_7F_4
db HS_SILPH_CO_10F_1
db HS_SILPH_CO_10F_2
db HS_SILPH_CO_11F_1
db HS_SILPH_CO_11F_3
db -1 ; end
SilphCo11Script_62185:
@ -633,8 +629,6 @@ SaffronCityRockets:
db HS_SILPH_CO_7F_2
db HS_SILPH_CO_7F_3
db HS_SILPH_CO_7F_4
db HS_SILPH_CO_10F_1
db HS_SILPH_CO_10F_2
db HS_SILPH_CO_11F_1
db HS_SILPH_CO_11F_3
db -1 ; end

View file

@ -21,6 +21,17 @@ SilphGauntlet7F_ScriptPointers:
ChiefScript1:
CheckEvent EVENT_BEAT_CHIEF
jr nz, .skip
ld a, 5
ld [wMusicFade], a
xor a
ld [wMusicFadeID], a
.waitloop
ld a, [wMusicFade]
and a
jr nz, .waitloop
ld a, SFX_STOP_ALL_MUSIC
call PlaySound
ld a, PLAYER_DIR_UP
ld [wPlayerMovingDirection], a
call UpdateSprites