RedsHouse1F_Script: call EnableAutoTextBoxDrawing ld hl, RedsHouse1F_ScriptPointers ld a, [wRedsHouse1FCurScript] jp CallFunctionInTable RedsHouse1F_ScriptPointers: dw ChiefLetter1 dw ChiefLetter2 ChiefLetter1: CheckEvent EVENT_POST_GAME_ATTAINED jr z, .done CheckEvent EVENT_LETTER_RECEIVED jr nz, .done ; with the way this is being done, coords will be unnecessary. ; this will trigger the minute you enter the house. call UpdateSprites call PlayerSeeMom ld a, $ff ld [wJoyIgnore], a ld hl, wSimulatedJoypadStatesEnd ld de, PlayerSeeMom_RLEMovement call DecodeRLEList dec a ld [wSimulatedJoypadStatesIndex], a call StartSimulatingJoypadStates ld a, $2 ld [wRedsHouse1FCurScript], a ld [wCurMapScript], a .done ret ChiefLetter2: ld a, [wSimulatedJoypadStatesIndex] and a ret nz call Delay3 ld a, $1 ldh [hSpriteIndex], a ld a, SPRITE_FACING_LEFT ldh [hSpriteFacingDirection], a call SetSpriteFacingDirectionAndDelay ld hl, MomGreeting call PrintText SetEvent EVENT_LETTER_RECEIVED ld a, $1 ld [wRedsHouse1FCurScript], a ld [wCurMapScript], a ret PlayerSeeMom: ld c, 10 call DelayFrames ld [wEmotionBubbleSpriteIndex], a xor a ; EXCLAMATION_BUBBLE ld [wWhichEmotionBubble], a predef EmotionBubble ld c, 20 call DelayFrames ret PlayerSeeMom_RLEMovement: db D_LEFT, 1 db D_DOWN, 3 db -1 ; end RedsHouse1F_TextPointers: dw RedsHouse1FMomText dw RedsHouse1FTVText dw MomGreeting RedsHouse1FMomText: text_asm ld a, [wd72e] bit 3, a ; received a Pokémon from Oak? jr nz, .heal ld hl, MomWakeUpText call PrintText jr .done .heal call MomHealPokemon .done jp TextScriptEnd MomWakeUpText: text_far _MomWakeUpText text_end MomHealPokemon: ld hl, MomHealText1 call PrintText call GBFadeOutToWhite call ReloadMapData predef HealParty ld a, MUSIC_PKMN_HEALED ; ld [wNewSoundID], a call PlayMusic call WaitForSongToFinish ;.next ; ld a, [wChannelSoundIDs] ; cp MUSIC_PKMN_HEALED ; jr z, .next ld a, [wMapMusicSoundID] ; ld [wNewSoundID], a call PlayMusic call GBFadeInFromWhite ld hl, MomHealText2 jp PrintText MomHealText1: text_far _MomHealText1 text_end MomHealText2: text_far _MomHealText2 text_end RedsHouse1FTVText: text_asm ld a, [wSpritePlayerStateData1FacingDirection] cp SPRITE_FACING_UP ld hl, TVWrongSideText jr nz, .got_text ld hl, StandByMeText .got_text call PrintText jp TextScriptEnd StandByMeText: text_far _StandByMeText text_end TVWrongSideText: text_far _TVWrongSideText text_end ; Post-Game stuff here. MomGreeting: text_asm ld hl, MomYoureBack call PrintText lb bc, SILPHLETTER, 1 call GiveItem ld hl, ReceivedChiefLetterText call PrintText ld a, [wSimulatedJoypadStatesEnd] ; ensuring that the text doesn't autoskip. and a ; yep, here too. call z, WaitForTextScrollButtonPress ; and here. call EnableAutoTextBoxDrawing ; and here. ld hl, ChiefLetterText call PrintText ld hl, MomAmazing call PrintText jp TextScriptEnd ChiefLetterText: text_far _ChiefLetterText text_end MomYoureBack: text_far _MomYoureBack text_end ReceivedChiefLetterText: text_far _ReceivedChiefLetterText text_end MomAmazing: text_far _MomAmazing text_end