BillsHousePC: call EnableAutoTextBoxDrawing ld a, [wSpritePlayerStateData1FacingDirection] cp SPRITE_FACING_UP ret nz CheckEvent EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING jr nz, .displayBillsHousePokemonList CheckEventReuseA EVENT_USED_CELL_SEPARATOR_ON_BILL jr nz, .displayBillsHouseMonitorText CheckEventReuseA EVENT_BILL_SAID_USE_CELL_SEPARATOR jr nz, .doCellSeparator .displayBillsHouseMonitorText tx_pre_jump BillsHouseMonitorText .doCellSeparator ld a, $1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a tx_pre BillsHouseInitiatedText ld c, 32 call DelayFrames ld a, SFX_TINK call PlaySound call WaitForSoundToFinish ld c, 80 call DelayFrames ld a, SFX_SHRINK call PlaySound call WaitForSoundToFinish ld c, 48 call DelayFrames ld a, SFX_TINK call PlaySound call WaitForSoundToFinish ld c, 32 call DelayFrames ld a, SFX_GET_ITEM_1 call PlaySound call WaitForSoundToFinish call PlayDefaultMusic SetEvent EVENT_USED_CELL_SEPARATOR_ON_BILL ret .displayBillsHousePokemonList ld a, $1 ld [wDoNotWaitForButtonPressAfterDisplayingText], a tx_pre BillsHousePokemonList ret BillsHouseMonitorText:: text_far _BillsHouseMonitorText text_end BillsHouseInitiatedText:: text_far _BillsHouseInitiatedText text_promptbutton text_asm ld a, SFX_STOP_ALL_MUSIC ; ld [wNewSoundID], a call PlaySound ld c, 16 call DelayFrames ld a, SFX_SWITCH call PlaySound call WaitForSoundToFinish ld c, 60 call DelayFrames jp TextScriptEnd BillsHousePokemonList:: text_asm call SaveScreenTilesToBuffer1 ld hl, BillsHousePokemonListText1 call PrintText xor a ld [wMenuItemOffset], a ; not used ld [wCurrentMenuItem], a ld [wLastMenuItem], a ld a, A_BUTTON | B_BUTTON ld [wMenuWatchedKeys], a ld a, 4 ld [wMaxMenuItem], a ld a, 2 ld [wTopMenuItemY], a ld a, 1 ld [wTopMenuItemX], a .billsPokemonLoop ld hl, wd730 set 6, [hl] hlcoord 0, 0 ld b, 10 ld c, 9 call TextBoxBorder hlcoord 2, 2 ld de, BillsMonListText call PlaceString ld hl, BillsHousePokemonListText2 call PrintText call SaveScreenTilesToBuffer2 call HandleMenuInput bit BIT_B_BUTTON, a jr nz, .cancel ld a, [wCurrentMenuItem] add EEVEE cp EEVEE jr z, .displayPokedex cp FLAREON jr z, .displayPokedex cp JOLTEON jr z, .displayPokedex cp VAPOREON jr z, .displayPokedex ;cp ESPEON ;jr z, .displayPokedex ;cp UMBREON ;jr z, .displayPokedex ;cp LEAFEON ;jr z, .displayPokedex ;cp GLACEON ;jr z, .displayPokedex ;cp SYLVEON ;jr z, .displayPokedex - these are weird and don't work well jr .cancel .displayPokedex call DisplayPokedex call LoadScreenTilesFromBuffer2 jr .billsPokemonLoop .cancel ld hl, wd730 res 6, [hl] call LoadScreenTilesFromBuffer2 jp TextScriptEnd BillsHousePokemonListText1: text_far _BillsHousePokemonListText1 text_end BillsMonListText: db "EEVEE" next "FLAREON" next "JOLTEON" next "VAPOREON" ;next "ESPEON" The menu needs to scroll - the first few work fine. ;next "UMBREON" ;next "LEAFEON" ;next "GLACEON" ;next "SYLVEON" next "CANCEL@" BillsHousePokemonListText2: text_far _BillsHousePokemonListText2 text_end