kep-hack/scripts/Route1.asm
Llinos Evans a13b1a0a47 Finish Post-Game Letter & Citrine Pass
This makes it so that once you clear the game, you will be able to get the Silph Letter from your mom, and the Citrine Pass by beating Professor Oak.

You'll now walk to your mother upon leaving your room post-clearing the game, and she'll hand you the letter. This'll basically explain your next quest to you.

The Professor Oak event kind of destroyed my sanity but that's fine. It works. Thanks to Martha for the idea.

Considerations for a full bag are done and they were annoying. I decided to show off and do some comedy to alleviate the lost sanity.
2023-07-13 02:11:45 +01:00

250 lines
4.6 KiB
NASM

Route1_Script:
call EnableAutoTextBoxDrawing
ld hl, Route1_ScriptPointers
ld a, [wRoute1CurScript]
jp CallFunctionInTable
Route1_ScriptPointers:
dw Route1Script0
dw OakVibeCheck
Route1Script0:
ret ; yeah it's just a switch-off. shush.
OakVibeCheck:
SetEvent EVENT_BEAT_OAK_ONCE ; This is set every time, but it doesn't matter, it sticks at 1 anyway.
CheckEvent EVENT_RECEIVED_CITRINE_PASS ; Before we do, has the player got the pass?
jr nz, .skip ; Yes? Now we go to auto-ret.
jr OakFirstWin ; Otherwise, move to the first win script to set that up.
.skip
ld a, $0
ld [wRoute1CurScript], a
ret
OakFirstWin:
CheckEvent EVENT_RECEIVED_CITRINE_PASS
jr nz, .skip
ld a, $3
ldh [hSpriteIndex], a
call DisplayTextID
.skip
ld a, $0
ld [wRoute1CurScript], a
ret
Route1_TextPointers:
dw Route1Text1
dw Route1Text2
dw Route1OakText
dw Route1Text3
Route1Text1:
text_asm
CheckAndSetEvent EVENT_GOT_POTION_SAMPLE
jr nz, .got_item
ld hl, Route1ViridianMartSampleText
call PrintText
lb bc, POTION, 1
call GiveItem
jr nc, .bag_full
ld hl, Route1Text_1cae8
jr .done
.bag_full
ld hl, Route1Text_1caf3
jr .done
.got_item
ld hl, Route1Text_1caee
.done
call PrintText
jp TextScriptEnd
Route1ViridianMartSampleText:
text_far _Route1ViridianMartSampleText
text_end
Route1Text_1cae8:
text_far _Route1Text_1cae8
sound_get_item_1
text_end
Route1Text_1caee:
text_far _Route1Text_1caee
text_end
Route1Text_1caf3:
text_far _Route1Text_1caf3
text_end
Route1Text2:
text_far _Route1Text2
text_end
Route1Text3:
text_far _Route1Text3
text_end
; oak stuff begins here
; text
Route1OakText:
text_asm
CheckEvent EVENT_BEAT_OAK_ONCE ; But if they've not beaten Oak, we need something else.
jr z, .skip ; So if they have, skip the next command.
CheckEvent EVENT_RECEIVED_CITRINE_PASS ; This is used for DisplayTextID. Is checked when Oak has been beaten once.
jp z, OakReceivePass
.skip
CheckEvent EVENT_BEAT_OAK_ONCE ; I am like, 99.9% sure there's another way to do this.
ld hl, OakFirstBattleText ; Load this only if the Citrine Pass hasn't been obtained yet.
jr z, .skip2
ld hl, OakBeforeBattleText ; If he's been beaten before, load the usual prebattle text
.skip2
call PrintText
call YesNoChoice ; Do they want in?
ld a, [wCurrentMenuItem]
and a
jr nz, .refused
ld hl, OakYes
call PrintText
ld c, BANK(Music_MeetMaleTrainer)
ld a, MUSIC_MEET_MALE_TRAINER
call PlayMusic
ld hl, wd72d
set 6, [hl]
set 7, [hl]
call Delay3
ld a, OPP_PROF_OAK
ld [wCurOpponent], a
; select which team to use during the encounter
ld a, [wRivalStarter]
cp STARTER2
jr nz, .NotSquirtle
ld a, $2 ; If Charmander, Venusaur
jr .battleSetup
.NotSquirtle
cp STARTER3
jr nz, .Charmander
ld a, $3 ; If Bulbasaur, Totartle
jr .battleSetup
.Charmander
cp STARTER1
jr nz, .Pikachu
ld a, $1 ; If Squirtle, Charizard
jr .battleSetup
.Pikachu
cp STARTER4
jr nz, .Eevee
ld a, $4 ; If Pikachu, all 3
jr .battleSetup
.Eevee
ld a, $5 ; If Eevee, also all 3
jr .battleSetup
.refused
ld hl, OakNo
call PrintText
jr .done
.battleSetup
ld [wTrainerNo], a
ld a, 1
ld [wIsTrainerBattle], a
ld hl, OakDefeatedText
ld de, OakWonText
call SaveEndBattleTextPointers
ld a, $1
ld [wRoute1CurScript], a
.done
jp TextScriptEnd
OakReceivePass:
CheckEvent EVENT_FUCK ; This is for if the player is stupid
jp nz, .tryAgain
ld hl, OakFirstWinText
call PrintText
lb bc, CITRINE_PASS, 1
call GiveItem
jr nc, .bagFull
jr .getPass
.tryAgain
ld hl, OakTryAgain
call PrintText
lb bc, CITRINE_PASS, 1
call GiveItem
jr nc, .bagStillFull
jr .getPass
.bagFull
ld hl, OakBagFull
call PrintText
SetEvent EVENT_FUCK
jr .done
.bagStillFull
ld hl, OakBagStillFull
call PrintText
jr .done
.getPass
ld hl, ReceivedCitrinePassText
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, OakCitrineExplain
call PrintText
SetEvent EVENT_RECEIVED_CITRINE_PASS
; fallthrough
.done
jp TextScriptEnd
OakBeforeBattleText:
text_far _OakBeforeBattleText
text_end
OakDefeatedText:
text_far _OakDefeatedText
text_end
OakWonText:
text_far _OakWonText
text_end
OakYes:
text_far _OakYes
text_end
OakNo:
text_far _OakNo
text_end
OakFirstBattleText:
text_far _OakFirstBattleText
text_end
OakFirstWinText:
text_far _OakFirstWin
text_end
ReceivedCitrinePassText:
text_far _ReceivedCitrinePassText
sound_get_item_2
text_end
OakCitrineExplain:
text_far _OakCitrineExplain
text_end
OakTryAgain:
text_far _OakTryAgain
text_end
OakBagFull:
text_far _OakBagFull
text_end
OakBagStillFull:
text_far _OakBagStillFull
text_end