kep-hack/scripts/HallOfFame.asm
Martha Schilling 4c0dfdfedd Improvements to Chief!
- Now has a rematch team, just with boosted levels

- Has unique dialogue if you never picked up the Master Ball before fighting him, including after winning

- Has new dialogue on subsequent matches

We're nearly done.
2023-12-30 22:39:09 +00:00

284 lines
6.4 KiB
NASM

HallOfFame_Script:
call EnableAutoTextBoxDrawing
ld hl, HallOfFame_ScriptPointers
ld a, [wHallOfFameCurScript]
jp CallFunctionInTable
HallofFameRoomScript_5a4aa:
xor a
ld [wJoyIgnore], a
ld [wHallOfFameCurScript], a
ret
HallOfFame_ScriptPointers:
dw HallofFameRoomScript0
dw HallofFameRoomScript1
dw HallofFameRoomScript2
dw HallofFameRoomScript3
HallofFameRoomScript3:
ret
HallofFameRoomScript2:
call Delay3
ld a, [wLetterPrintingDelayFlags]
push af
xor a
ld [wJoyIgnore], a
predef HallOfFamePC
pop af
ld [wLetterPrintingDelayFlags], a
ld hl, wFlags_D733
res 1, [hl]
inc hl
set 0, [hl]
xor a
ld hl, wLoreleisRoomCurScript
ld [hli], a ; wLoreleisRoomCurScript
ld [hli], a ; wBrunosRoomCurScript
ld [hl], a ; wAgathasRoomCurScript
ld [wLancesRoomCurScript], a
ld [wHallOfFameCurScript], a
; Elite 4 events
ResetEventRange INDIGO_PLATEAU_EVENTS_START, INDIGO_PLATEAU_EVENTS_END, 1
xor a
ld [wHallOfFameCurScript], a
ld a, PALLET_TOWN
ld [wLastBlackoutMap], a
farcall SaveSAVtoSRAM
ld b, 5
.delayLoop
ld c, 600 / 5
call DelayFrames
dec b
jr nz, .delayLoop
call WaitForTextScrollButtonPress
jp Init
HallofFameRoomScript0:
ld a, $ff
ld [wJoyIgnore], a
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEMovement5a528
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $1
ld [wHallOfFameCurScript], a
ret
RLEMovement5a528:
db D_UP, 5
db -1 ; end
HallofFameRoomScript1:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
ld a, PLAYER_DIR_RIGHT
ld [wPlayerMovingDirection], a
ld a, $1
ldh [hSpriteIndex], a
call SetSpriteMovementBytesToFF
ld a, SPRITE_FACING_LEFT
ldh [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
call Delay3
xor a
ld [wJoyIgnore], a
inc a ; PLAYER_DIR_RIGHT
ld [wPlayerMovingDirection], a
ld a, $1
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $ff
ld [wJoyIgnore], a
call PostGameSetup
call ResetLegendaryPokemon
ld a, $2
ld [wHallOfFameCurScript], a
ret
HallOfFame_TextPointers:
dw HallofFameRoomText1
HallofFameRoomText1:
text_far _HallofFameRoomText1
text_end
; Post-Game Functionality
; This script is adapted from the Silph Co. 11F script that reforms Saffron City.
; It replaces the Cerulean Cave Guard bit, adapting him into the whole ordeal.
PostGameSetup:
ld hl, ObjectsToHide
.loop1 ; Hides
ld a, [hli]
cp $ff
jr z, .skip
push hl
ld [wMissableObjectIndex], a
predef HideObject
pop hl
jr .loop1
.skip
ld hl, ObjectsToShow
.loop2 ; Shows
ld a, [hli]
cp -1
ret z
push hl
call ShowThis
pop hl
jr .loop2
; do NOT put a ret here it's going to ret if zero earlier in the script BE EFFICIENT ffs
; Begin conditional shows for Legendary Pokemon.
; Here, we check if a Pokemon is owned, and if it is, we reset their events.
; It's really suboptimal and I think there is a way to make it better.
ResetLegendaryPokemon:
ld a, DEX_ARTICUNO ; Load dex number
call HoFIsPokemonBitSet ; Is it owned?
jr nz, .skipArticuno ; If owned, skip
ResetEvent EVENT_BEAT_ARTICUNO ; If not, reset the event...
ld a, HS_ARTICUNO
call ShowThis ; And restore the hide/show.
.skipArticuno ; Rinse and repeat.
ld a, DEX_ZAPDOS
call HoFIsPokemonBitSet
jr nz, .skipZapdos
ResetEvent EVENT_BEAT_ZAPDOS
ld a, HS_ZAPDOS
call ShowThis
.skipZapdos
ld a, DEX_MOLTRES
call HoFIsPokemonBitSet
jr nz, .skipMoltres
ResetEvent EVENT_BEAT_MOLTRES
ld a, HS_MOLTRES
call ShowThis
.skipMoltres
; Omega is special.
; If Omega wasn't caught, it'll be available in the empty room of Silph Co. 11F.
; In my mind, Omega was sent there, pending eventual scrapping for spare parts.
ld a, DEX_OMEGADGE
call HoFIsPokemonBitSet
jr nz, .skipOmega
ResetEvent EVENT_BEAT_OMEGA ; Reusing the old event - it's completely free to use.
ld a, HS_OMEGA_2 ; However, we want to use the different Omega placement!
call ShowThis
.skipOmega
; Mew's hints aren't until the post-game, but is available regardless.
; So, we put this here.
ld a, DEX_MEW
call HoFIsPokemonBitSet
jr nz, .skipMew
ResetEvent EVENT_BEAT_MEW
ld a, HS_MEW
call ShowThis
.skipMew
CheckEvent EVENT_POST_GAME_ATTAINED
jp z, .skipGalarianBirdsAndMewtwo
ld a, DEX_ARTICUNO_G
call HoFIsPokemonBitSet
jr nz, .skipArticunoG
ResetEvent EVENT_BEAT_ARTICUNO_G
ld a, HS_GARNET_ARTICUNO_G
call ShowThis
.skipArticunoG
ld a, DEX_ZAPDOS_G
call HoFIsPokemonBitSet
jr nz, .skipZapdosG
ResetEvent EVENT_BEAT_ZAPDOSG
ld a, HS_BRUNSWICK_ZAPDOS_G_2
call ShowThis
.skipZapdosG
ld a, DEX_MOLTRES_G
call HoFIsPokemonBitSet
jr nz, .skipMoltresG
ResetEvent EVENT_BEAT_GALARIAN_MOLTRES
ld a, HS_MOLTRES_G
call ShowThis
.skipMoltresG
ld a, DEX_MEWTWO
call HoFIsPokemonBitSet
jr nz, .skipGalarianBirdsAndMewtwo
ResetEvent EVENT_BEAT_MEWTWO
ld a, HS_MEWTWO
call ShowThis
.skipGalarianBirdsAndMewtwo
; trade flags are in groups based on the
; ordering in data/events/trades.asm
; the numbering follows LSB -> MSB
; (ie, trades 8 and 9 are the rightmost two bits)
; trades 0-7
; ld b, %11111111
; ld a, [wCompletedInGameTradeFlags]
; and b
; ld [wCompletedInGameTradeFlags], a
; trades 8-15
ld b, %00000011
ld a, [wCompletedInGameTradeFlags+1]
and b
ld [wCompletedInGameTradeFlags+1], a
; trades 16-23
ld b, %00000000
ld a, [wCompletedInGameTradeFlags+2]
and b
ld [wCompletedInGameTradeFlags+2], a
; trades 24-31
ld b, %00000000
ld a, [wCompletedInGameTradeFlags+3]
and b
ld [wCompletedInGameTradeFlags+3], a
; We set this last to save on processing earlier in the script.
SetEvent EVENT_POST_GAME_ATTAINED
ret
ShowThis:
ld [wMissableObjectIndex], a
predef ShowObject
ret
ObjectsToShow:
db HS_ROUTE_1_OAK ; Oak post-game fight
db HS_MORIMOTO ; LGPE Morimoto Boss Fight
db -1 ; end
ObjectsToHide:
db HS_BILLS_NIDORINO ; Bill's Garden access
db HS_MANSION_GUARD ; Pokemon Mansion basement access
db HS_MT_MOON_CRATER_GUARD ; Mt. Moon Crater access
db -1 ; end
; Farcalling this caused weird issues so I'm just using a clone
; This is a function used in engine/menus/pokedex.asm to check if a Pokemon is in the dex.
; We use this to reset Legendary Pokemon after the Elite Four.
; It does have the optimisation of loading wPokedexOwned for processing, anyway.
; tests if a pokemon's bit is set in the seen or owned pokemon bit fields
; INPUT:
; [wd11e] = pokedex number
; hl = address of bit field
; OUTPUT:
; 0 = Not Owned
; 1 = Owned
HoFIsPokemonBitSet:
ld [wd11e], a
ld hl, wPokedexOwned
ld a, [wd11e]
dec a
ld c, a
ld b, FLAG_TEST
predef FlagActionPredef
ld a, c
and a
ret