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WIP Omega Event
So this isn't working very well. It's halfway there and worked exactly once with what I can only describe as a cosmic ray event. Here's how it's intended to work: Right as you open the Card Key door, Omega comes barging through, having previously been fighting with Giovanni. The walking and stuff seems to work, but there are three issues: - Omega's battle doesn't start, causing a softlock. `call TalkToTrainer` seems to be the iffy point. Note that this code is usually used when talking to a static entity. - The music bugs out as Omega walks over; this may be linked to the above problem. - Once these issues are alleviated, Omega will have to disappear, but this isn't a massive deal. Also includes a dev door in Red's room to easily access the event, and minor code cleanup with Viridian Pre-Gym and Oak's lab - just unnecessary comments.
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da13aa9a32
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@ -590,8 +590,8 @@
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const EVENT_BEAT_MEW
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const_skip 7
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const EVENT_BEAT_MOLTRES
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const_skip 7
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const EVENT_BEAT_OMEGA
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;const_skip 7
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;const EVENT_BEAT_OMEGA
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const_skip 7
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const EVENT_BEAT_DRAGONITE
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@ -714,7 +714,7 @@
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const_skip 11
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const EVENT_BEAT_SILPH_CO_11F_TRAINER_0
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const EVENT_BEAT_SILPH_CO_11F_TRAINER_1
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const_skip 2
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const EVENT_BEAT_OMEGA ; must be here
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const EVENT_SILPH_CO_11_UNLOCKED_DOOR
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const_skip 4
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const EVENT_GOT_MASTER_BALL
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@ -3,6 +3,7 @@ RedsHouse2F_Object:
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def_warp_events
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warp_event 7, 1, REDS_HOUSE_1F, 3
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warp_event 5, 1, SILPH_CO_11F, 1
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def_bg_events
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@ -4,7 +4,7 @@ SilphCo11F_Object:
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def_warp_events
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; warp_event 9, 0, SILPH_CO_10F, 2
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; warp_event 13, 0, SILPH_CO_ELEVATOR, 1
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warp_event 5, 5, LAST_MAP, 10
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warp_event 2, 2, LAST_MAP, 10
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; warp_event 3, 2, SILPH_CO_5F, 4
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def_bg_events
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@ -15,6 +15,6 @@ SilphCo11F_Object:
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object_event 6, 9, SPRITE_GIOVANNI, STAY, DOWN, 3, OPP_GIOVANNI, 2
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object_event 3, 16, SPRITE_ROCKET, STAY, UP, 4, OPP_ROCKET, 41
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object_event 15, 9, SPRITE_ROCKET, STAY, UP, 5, OPP_ROCKET, 40
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; object_event 0, 0, SPRITE_MONSTER, STAY, DOWN, 1, OMEGA, 45 | OW_POKEMON
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object_event 6, 11, SPRITE_MONSTER, STAY, UP, 7, OMEGA, 45 | OW_POKEMON
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def_warps_to SILPH_CO_11F
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@ -1 +1 @@
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@ -949,9 +949,9 @@ OaksLabScript_1d157:
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jr z, OaksLabLookAtSquirtle
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cp $4
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jr z, OaksLabLookAtBulbasaur
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cp $8 ; these may be the wrong way around.
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cp $8
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jr nz, OaksLabLookAtPikachu
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cp $7 ; ^
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cp $7
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jr nz, OaksLabLookAtEevee
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@ -63,12 +63,27 @@ SilphCo11Script_62137:
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ldh [hUnlockedSilphCoDoors], a
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ret
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SilphCo11Script_62163:
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SilphCo11Script_62163: ; This is altered to have Omega rush you once the door is open.
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ldh a, [hUnlockedSilphCoDoors]
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and a
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ret z
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SetEvent EVENT_SILPH_CO_11_UNLOCKED_DOOR
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ret
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ld a, $6
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ldh [hSpriteIndex], a
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ld de, .OmegaMovement1
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call MoveSprite
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ld a, [wXCoord] ; compare x coord before moving
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cp 6
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ld a, NPC_MOVEMENT_RIGHT
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jp OmegaText
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.OmegaMovement1:
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_DOWN
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db -1 ; end
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SilphCo11Script_6216d:
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ld hl, MissableObjectIDs_6219b
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@ -280,6 +295,7 @@ SilphCo11F_TextPointers:
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dw SilphCo11Text4
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dw SilphCo11Text5
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dw SilphCo11Text6
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dw OmegaText
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SilphCo11TrainerHeaders:
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def_trainers 4
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@ -287,6 +303,8 @@ SilphCo11TrainerHeader0:
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trainer EVENT_BEAT_SILPH_CO_11F_TRAINER_0, 4, SilphCo11BattleText1, SilphCo11EndBattleText1, SilphCo11AfterBattleText1
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SilphCo11TrainerHeader1:
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trainer EVENT_BEAT_SILPH_CO_11F_TRAINER_1, 3, SilphCo11BattleText2, SilphCo11EndBattleText2, SilphCo11AfterBattleText2
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OmegaTrainerHeader:
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trainer EVENT_BEAT_OMEGA, 0, OmegaBattleText, OmegaBattleText, OmegaBattleText
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db -1 ; end
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SilphCo11Text1:
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@ -392,3 +410,20 @@ SilphCo10Text_6236c:
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SilphCo10Text_6237b:
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text_far _SilphCo10Text_6237b
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text_end
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; Omega Boss Fight text begins here.
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OmegaBattleText:
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text_far _OmegaBattleText
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text_asm
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ld a, OMEGA
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call PlayCry
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call WaitForSoundToFinish
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jp TextScriptEnd
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OmegaText:
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call Delay3
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text_asm
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ld hl, OmegaTrainerHeader
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call TalkToTrainer
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ld [wJoyIgnore], a
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jp TextScriptEnd
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@ -86,9 +86,6 @@ YujirouText:
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jr .done
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.done
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jp TextScriptEnd
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; where the hell do i put SetEvent EVENT_BEAT_YUJIROU
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YujirouIntro::
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text_far _YujirouIntro
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@ -133,3 +133,10 @@ _SilphCo10Text_6237b::
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text "The monitor has"
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line "#MON on it!"
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done
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_OmegaBattleText::
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text "ROCKET: Hey, kid!"
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line "Watch out!"
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para "Bzzt! Clank!"
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prompt
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