; 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 ChiefScript0: 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 call Delay3 ld hl, wd72d set 6, [hl] set 7, [hl] ld hl, ChiefDefeatedText ld de, ChiefVictoryText call SaveEndBattleTextPointers ld a, OPP_CHIEF ld [wCurOpponent], a ld a, 1 ld [wTrainerNo], a ld [wIsTrainerBattle], a ld a, $1 xor a ldh [hJoyHeld], a ld a, $3 ld [wSilphGauntlet7FCurScript], a 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 GaryScript_760c8 ld a, $1 ldh [hSpriteIndex], a call SetSpriteMovementBytesToFF ld a, $4 ld [wSilphGauntlet7FCurScript], a ret SilphGauntlet7F_TextPointers: dw ChiefMonologue ChiefMonologue: text_far _ChiefMonologue text_end ChiefDefeatedText: text_far _ChiefDefeatedText text_end ChiefVictoryText: text_far _ChiefVictoryText text_end ChiefAfterBattleText: text_far _ChiefAfterBattleText text_end text_end