mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-17 02:40:50 +12:00

With the way KEP is shaping up, the Rocket Hideout can easily stay with little issue. I don't expect it to be a problem at all. Therefore, in the interest of keeping Lavender Tower's progression the same, it's being restored. I do expect some Lavender Tower floors to be nommed, though. I expect Silph to also be salvageable but I also really hate Silph. Oh, also, the Game Corner guard has been buffed. He sucks. They call that a guard??
170 lines
3.4 KiB
NASM
170 lines
3.4 KiB
NASM
GiovannisRoom_Script:
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call EnableAutoTextBoxDrawing
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ld hl, GiovannisRoomTrainerHeaders
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ld de, RocketHideoutB1F_ScriptPointers
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ld a, [wRocketHideoutB1FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wRocketHideoutB1FCurScript], a
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ret
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GiovannisRoom_ScriptPointers:
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dw GiovannisRoomScript0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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dw GiovannisRoomScript4
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GiovannisRoomScript0:
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ld a, [wYCoord]
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ld b, a
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ld a, [wXCoord]
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ld c, a
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ld hl, GiovannisRoomArrowTilePlayerMovement
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call DecodeArrowMovementRLE
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cp $ff
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jp z, CheckFightingMapTrainers
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ld hl, wd736
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set 7, [hl]
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call StartSimulatingJoypadStates
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ld a, SFX_ARROW_TILES
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call PlaySound
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ld a, $ff
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ld [wJoyIgnore], a
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ld a, $3
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ld [wCurMapScript], a
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ret
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GiovannisRoomArrowTilePlayerMovement:
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map_coord_movement 12, 16, GiovannisRoomArrowMovement1
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map_coord_movement 14, 15, GiovannisRoomArrowMovement2
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map_coord_movement 10, 15, GiovannisRoomArrowMovement3
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map_coord_movement 11, 14, GiovannisRoomArrowMovement4
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map_coord_movement 13, 8, GiovannisRoomArrowMovement5
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map_coord_movement 15, 8, GiovannisRoomArrowMovement7
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map_coord_movement 12, 9, GiovannisRoomArrowMovement8
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map_coord_movement 14, 9, GiovannisRoomArrowMovement9
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map_coord_movement 13, 10, GiovannisRoomArrowMovement10
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map_coord_movement 15, 10, GiovannisRoomArrowMovement11
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map_coord_movement 12, 11, GiovannisRoomArrowMovement12
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map_coord_movement 14, 11, GiovannisRoomArrowMovement13
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map_coord_movement 14, 5, GiovannisRoomArrowMovement14
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db -1 ; end
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GiovannisRoomArrowMovement1:
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db D_UP, 2
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db -1 ; end
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GiovannisRoomArrowMovement2:
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db D_UP, 9
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db D_LEFT, 4
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db -1 ; end
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GiovannisRoomArrowMovement3:
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db D_UP, 9
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db -1 ; end
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GiovannisRoomArrowMovement4:
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db D_RIGHT, 2
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db -1 ; end
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GiovannisRoomArrowMovement5:
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db D_RIGHT, 3
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db D_DOWN, 2
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db D_RIGHT, 2
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db -1 ; end
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GiovannisRoomArrowMovement7:
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db D_RIGHT, 3
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db D_DOWN, 2
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db -1 ; end
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GiovannisRoomArrowMovement8:
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db D_UP, 1
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db D_RIGHT, 2
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db -1 ; end
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GiovannisRoomArrowMovement9:
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db D_UP, 1
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db -1 ; end
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GiovannisRoomArrowMovement10:
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db D_RIGHT, 5
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db -1 ; end
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GiovannisRoomArrowMovement11:
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db D_RIGHT, 3
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db -1 ; end
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GiovannisRoomArrowMovement12:
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db D_UP, 1
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db D_RIGHT, 2
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db D_UP, 2
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db -1 ; end
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GiovannisRoomArrowMovement13:
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db D_UP, 3
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db -1 ; end
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GiovannisRoomArrowMovement14:
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db D_RIGHT, 4
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db -1 ; end
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GiovannisRoomScript4:
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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jp nz, LoadSpinnerArrowTiles
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xor a
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ld [wJoyIgnore], a
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ld hl, wd736
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res 7, [hl]
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ld a, $0
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ld [wCurMapScript], a
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ret
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GiovannisRoom_TextPointers:
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dw GiovannisRoomText1
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dw GiovannisRoomText2
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dw GiovannisRoomText3
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dw GiovannisRoomText4
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dw PickUpItemText
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dw PickUpItemText
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dw GiovannisRoomText7
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GiovannisRoomTrainerHeaders:
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def_trainers
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GiovannisRoomTrainerHeader0:
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trainer EVENT_BEAT_ROCKET_HIDEOUT_1_TRAINER_0, 3, GiovannisRoomBattleText2, GiovannisRoomEndBattleText2, GiovannisRoomAfterBattleTxt2
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db -1 ; end
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GiovannisRoomText1:
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text_far _GiovannisRoomText1
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text_end
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GiovannisRoomText2:
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text_far _GiovannisRoomText2
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text_end
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GiovannisRoomText3:
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text_far _GiovannisRoomText3
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text_end
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GiovannisRoomText4:
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text_far _GiovannisRoomText4
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text_end
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GiovannisRoomText7:
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text_asm
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ld hl, GiovannisRoomTrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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GiovannisRoomBattleText2:
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text_far _GiovannisRoomBattleText2
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text_end
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GiovannisRoomEndBattleText2:
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text_far _GiovannisRoomEndBattleText2
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text_end
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GiovannisRoomAfterBattleTxt2:
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text_far _GiovannisRoomAfterBattleTxt2
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text_end |