; Much of this is a recoded version of the Champion's room, which serves the same purpose. SilphGauntlet7F_Script: call EnableAutoTextBoxDrawing ld hl, SilphGauntlet7F_ScriptPointers ld a, [wSilphGauntlet7FCurScript] jp CallFunctionInTable ResetChiefScript: xor a ld [wJoyIgnore], a ld [wSilphGauntlet7FCurScript], a ret SilphGauntlet7F_ScriptPointers: ;dw ChiefScript0 dw ChiefScript1 dw ChiefScript2 dw ChiefScript3 dw ChiefScript10 ChiefScript0: ; this is used in the champion script but it doesn't seem to be needed here. ret ChiefScript1: ld a, $ff ld [wJoyIgnore], a ld hl, wSimulatedJoypadStatesEnd ld de, ChiefEntrance_RLEMovement call DecodeRLEList dec a ld [wSimulatedJoypadStatesIndex], a call StartSimulatingJoypadStates ld a, $2 ld [wSilphGauntlet7FCurScript], a ret ChiefEntrance_RLEMovement: db D_UP, 4 db -1 ; end ChiefScript2: ld a, [wSimulatedJoypadStatesIndex] and a ret nz call Delay3 xor a ld [wJoyIgnore], a ld hl, wOptions res 7, [hl] ; Turn on battle animations like with Blue ;ld a, $1 ;ldh [hSpriteIndexOrTextID], a ;call DisplayTextID ld hl, ChiefText1 call PrintText ret ChiefScript3: ld a, [wIsInBattle] cp $ff jp z, ResetChiefScript xor a ld [wIsTrainerBattle], a call UpdateSprites SetEvent EVENT_BEAT_CHIEF ld a, $f0 ld [wJoyIgnore], a ld a, $1 ldh [hSpriteIndexOrTextID], a call ChiefScript_That_Seems_Needed ld a, $1 ldh [hSpriteIndex], a call SetSpriteMovementBytesToFF ld a, $4 ld [wSilphGauntlet7FCurScript], a jp TextScriptEnd ChiefScript10: ld a, [wSimulatedJoypadStatesIndex] and a ret nz xor a ld [wJoyIgnore], a ld a, $0 ld [wChampionsRoomCurScript], a ret ChiefScript_That_Seems_Needed: ld a, $f0 ld [wJoyIgnore], a call DisplayTextID ld a, $ff ld [wJoyIgnore], a ret SilphGauntlet7F_TextPointers: dw ChiefText1 dw ChiefText2 ChiefText1: text_asm CheckEvent EVENT_BEAT_CHIEF ld hl, ChiefAfterBattleText jr z, .printText ld hl, ChiefMonologue .printText call PrintText ld c, BANK(Music_MeetEvilTrainer) ld a, MUSIC_MEET_EVIL_TRAINER call PlayMusic call Delay3 ld hl, wd72d set 6, [hl] set 7, [hl] ld a, OPP_CHIEF ld [wCurOpponent], a ld a, 1 ld [wTrainerNo], a ld [wIsTrainerBattle], a ld a, $1 ld [wSilphGauntlet7FCurScript], a ld hl, ChiefDefeatedText ld de, ChiefVictoryText call SaveEndBattleTextPointers jp TextScriptEnd ChiefMonologue: text_far _ChiefMonologue text_end ChiefDefeatedText: text_far _ChiefDefeatedText text_end ChiefVictoryText: text_far _ChiefVictoryText text_end ChiefAfterBattleText: text_far _ChiefAfterBattleText text_end ChiefText2: text_asm CheckEvent EVENT_GOT_CANDY_JAR jr nz, .got_item ld hl, CandyJarPreReceiveText call PrintText lb bc, CANDY_JAR, 1 call GiveItem jr nc, .bag_full ld hl, ReceivedCandyJarText call PrintText SetEvent EVENT_GOT_CANDY_JAR jr .done .bag_full ld hl, CandyJarNoRoomText call PrintText jr .done .got_item ld hl, CandyJarExplanationText call PrintText .done jp TextScriptEnd CandyJarPreReceiveText: text_far _CandyJarPreReceiveText text_end ReceivedCandyJarText: text_far _ReceivedCandyJarText sound_get_item_1 text_end CandyJarExplanationText: text_far _CandyJarExplanationText text_end CandyJarNoRoomText: text_far _CandyJarNoRoomText text_end text_end