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https://github.com/thornAvery/kep-hack.git
synced 2025-12-05 02:54:32 +13:00
minor things for testing celeste hill
trying to debug this. made the warp better and moved cuno's cry. fixed some minor shitty code too.
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@ -7,7 +7,7 @@ RedsHouse2F_Object:
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;warp_event 5, 1, SILPH_CO_11F, 1 ; - Test Omega & Giovanni
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;warp_event 5, 1, SILPH_CO_11F, 1 ; - Test Omega & Giovanni
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;warp_event 5, 1, ROCKET_HIDEOUT_B4F, 2 ; - Test Giovanni 1
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;warp_event 5, 1, ROCKET_HIDEOUT_B4F, 2 ; - Test Giovanni 1
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;warp_event 5, 1, MT_MOON_SQUARE, 1 ; - Test Shop, NPCs, and Crater
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;warp_event 5, 1, MT_MOON_SQUARE, 1 ; - Test Shop, NPCs, and Crater
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warp_event 5, 1, CELESTE_HILL, 1 ; - Test Birds
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warp_event 5, 1, CELESTE_HILL, 2 ; - Test Birds
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def_bg_events
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def_bg_events
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@ -291,7 +291,3 @@ RivalIDs:
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db OPP_RIVAL3
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db OPP_RIVAL3
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db -1 ; end
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db -1 ; end
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RLEList_PlayerGZapMovement::
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db D_DOWN, 1
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db D_LEFT, 1
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db -1 ; end
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@ -13,22 +13,18 @@ CelesteHillCoords1:
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GalarianBirdScript1:
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GalarianBirdScript1:
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; CheckEvent EVENT_BIRDS_FOUND
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; CheckEvent EVENT_BIRDS_FOUND
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; jr z, .cont
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; jr nz, .done
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; jr nz, .done
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;.cont - This code is unfinished and bad.
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; If you have any ideas lmk :3
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ld hl, CelesteHillCoords1
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ld hl, CelesteHillCoords1
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call ArePlayerCoordsInArray
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call ArePlayerCoordsInArray
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jp nc, .done
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jp nc, .done
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ld [wJoyIgnore], a
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ld [wJoyIgnore], a
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SetEvent EVENT_BIRDS_FOUND
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SetEvent EVENT_BIRDS_FOUND
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ld a, ARTICUNO_G
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call PlayCry
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ld a, $1
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ld a, $1
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ldh [hSpriteIndexOrTextID], a
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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call DisplayTextID
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ld a, ARTICUNO_G
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call PlayCry
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call WaitForSoundToFinish
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call WaitForSoundToFinish
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pop hl
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pop hl
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ld de, BirdSprite
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ld de, BirdSprite
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@ -66,16 +62,16 @@ GalarianBirdScript1:
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ld a, ZAPDOS_G
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ld a, ZAPDOS_G
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call PlayCry
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call PlayCry
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call ZapdosRunThrough
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call ZapdosRunThrough ; something breaks here. i do not know what.
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ld a, HS_CELESTE_ZAPDOS_G
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ld a, HS_CELESTE_ZAPDOS_G
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ld [wMissableObjectIndex], a
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ld [wMissableObjectIndex], a
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predef ShowObject
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predef ShowObject
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ld a, $1
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; ld a, $1
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ldh [hSpriteIndex], a
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; ldh [hSpriteIndex], a
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call SetSpriteMovementBytesToFF
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; call SetSpriteMovementBytesToFF
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ld a, [wXCoord]
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; ld a, [wXCoord]
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jr .done
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jr .done
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.done
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.done
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@ -136,36 +132,21 @@ GalarianArticunoFlyScreenCoords2:
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db $F0, $00
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db $F0, $00
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; This function currently causes the game to crash. It happens right as GZap walks towards the player.
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; Interestingly, this happens after a single step. I have tried dividing this, but it doesn't seem to help.
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; Could be worth cutting the event entirely.
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ZapdosRunThrough:
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ZapdosRunThrough:
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call Delay3
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call Delay3
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ld a, $2
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ld a, $2
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ldh [hSpriteIndex], a
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ldh [hSpriteIndex], a
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ld de, GalarianZapdosMovement1
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ld de, GalarianZapdosMovement
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call MoveSprite
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ld hl, wSimulatedJoypadStatesEnd
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ld de, RLEList_PlayerGZapMovement
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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, $1
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ldh [hSpriteIndex], a
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xor a
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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ld a, $2
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ldh [hSpriteIndex], a
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ld de, GalarianZapdosMovement2
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call MoveSprite
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call MoveSprite
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ret
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ret
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GalarianZapdosMovement1:
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GalarianZapdosMovement:
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db -1
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_LEFT
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GalarianZapdosMovement2:
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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@ -188,5 +169,3 @@ CelesteHillSign2:
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text_far _CelesteHillSign2
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text_far _CelesteHillSign2
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text_end
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text_end
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text_end ; unused
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