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

Whoa, this one's been in the making for a while now. This one has been my attempt to fix as much as I could within a little over a month. Here's what I've got for you. - Fixed a bug in Silph Gauntlet where the trainers would not see you unless you spoke to them - Removed the unnecessary Gawarhed and Wugtrio static encounters. In what was once Gawarhed's place is a Rare Candy. - Implemented a working ferry system (huge thanks to Red++) that allows travelling to Faraway Island and Citrine City with the right tickets. Currently both maps use a copy of the SS Anne, which may be revised later. - Bittybat, Magnetite and Burgela have been removed to fix a Pokedex bug where entries wouldn't display correctly if the total number wasn't a multiple of 8. - Fixed a bug where fishing up a Wiglett and Wugtrio would play the trainer battle and Champion battle themes respectively - Restructured the Pokedex a little. Don't worry, Lickitung's still number 108! - All references to betamon in the disassembly have had their names updated to match the new Ogasawara ones - Removed Blastyke as a Game Corner prize, replacing it with Squeamata. - Garnet Cavern is now properly listed as a dungeon map - Fixed an issue where trying to leave Bill's House after entering the garden would put you back in the garden - Moved Silph Gauntlet's Beauty down 1 floor to make the number of trainers on each floor more consistent - Finished Gauntlet 6F except for the trainer text (PvK please help) - Gavillain's stats updated to match KEP 1.4 on the Showdown server. It's now a Dragon/Electric type with less Ice coverage. - Fixed Clefable's and Wigglytuff's starting movesets from an earlier commit - Fixed an ABSOLUTELY HORRIBLE, EGREGIOUSLY FRUSTRATING BUG that caused the Pokedex's seen counter to rarely update. This is what caused this commit to be delayed for so long. No joke. - New sprites, courtesy of Albatross, for Sylveon's back sprite, Alolan Marowak, Alolan Muk, Galarian Weezing and Magnezone! - Fixed a bug preventing the trade for Haunter from being accessed.
190 lines
3.9 KiB
NASM
190 lines
3.9 KiB
NASM
BrunswickTrail_Script:
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call EnableAutoTextBoxDrawing
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ld hl, BrunswickTrailTrainerHeaders
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ld de, BrunswickTrail_ScriptPointers
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ld a, [wBrunswickTrailCurScript]
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call ExecuteCurMapScriptInTable
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ld [wBrunswickTrailCurScript], a
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ret
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BrunswickTrail_ScriptPointers:
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dw CheckFightingMapTrainers
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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BrunswickTrail_TextPointers:
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dw FakeTreeEvent
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dw BrunswickTrainer1
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dw BrunswickTrainer2
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dw BrunswickTrainer3
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dw CaveGuy
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dw GZapFound
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dw Lover1
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dw Lover2
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BrunswickTrailTrainerHeaders:
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def_trainers
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CactusTrainerHeader:
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trainer EVENT_BEAT_CACTUS, 0, CactusBattleText, CactusBattleText, CactusBattleText
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BrunswickTrainerHeader0:
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trainer EVENT_BEAT_BRUNSWICK_TRAINER_0, 4, BrunswickBattleText1, BrunswickEndBattleText1, BrunswickAfterBattleText1
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BrunswickTrainerHeader1:
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trainer EVENT_BEAT_BRUNSWICK_TRAINER_1, 4, BrunswickBattleText2, BrunswickEndBattleText2, BrunswickAfterBattleText2
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BrunswickTrainerHeader2:
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trainer EVENT_BEAT_BRUNSWICK_TRAINER_2, 1, BrunswickBattleText3, BrunswickEndBattleText3, BrunswickAfterBattleText3
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db -1 ; end
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Lover1:
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text_far _Lover1
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text_end
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Lover2:
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text_far _Lover2
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text_end
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BrunswickTrainer1:
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text_asm
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ld hl, BrunswickTrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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BrunswickBattleText1:
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text_far _BrunswickBattleText1
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text_end
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BrunswickEndBattleText1:
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text_far _BrunswickEndBattleText1
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text_end
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BrunswickAfterBattleText1:
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text_far _BrunswickAfterBattleText1
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text_end
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BrunswickTrainer2:
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text_asm
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ld hl, BrunswickTrainerHeader1
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call TalkToTrainer
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jp TextScriptEnd
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BrunswickBattleText2:
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text_far _BrunswickBattleText2
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text_end
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BrunswickEndBattleText2:
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text_far _BrunswickEndBattleText2
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text_end
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BrunswickAfterBattleText2:
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text_far _BrunswickAfterBattleText2
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text_end
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BrunswickTrainer3:
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text_asm
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ld hl, BrunswickTrainerHeader2
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call TalkToTrainer
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jp TextScriptEnd
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BrunswickBattleText3:
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text_far _BrunswickBattleText3
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text_end
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BrunswickEndBattleText3:
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text_far _BrunswickEndBattleText3
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text_end
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BrunswickAfterBattleText3:
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text_far _BrunswickAfterBattleText3
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text_end
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CaveGuy:
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text_far _CaveGuy
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text_end
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FakeTreeNoCut:
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text_far _FakeTreeNoCut
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text_end
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FakeTreePrompt:
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text_far _FakeTreePrompt
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text_end
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; Ok, so here's how it is.
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; I tried to make the text work more efficiently here, but nothing worked.
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; One bug literally took me back to the fucking title screen and at that point I gave up.
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; I wanted to have some text before the CUT check. It did not work. It was terrifying.
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; So instead I have two different versions of the same text, despite some being the same.
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; It is inefficient, but it works. There's a lot to see in this life, and I'm not wasting it in Notepad++.
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FakeTreeEvent:
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text_asm
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; ld d, CUT
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; farcall HasPartyMove
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; jr z, .NoCut
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; jr nz, .HasCut
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;.HasCut
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ld hl, FakeTreePrompt
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call PrintText
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call YesNoChoice
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .refused
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ld a, SFX_CUT
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call PlaySound
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ld hl, CactusTrainerHeader
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call TalkToTrainer
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jp TextScriptEnd ; I have tried a lot of things and it's not disappearing AAA
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;.NoCut
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; ld hl, FakeTreeNoCut ; Why do you have to be this way? I scream, for I do not know.
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; call PrintText
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; ret
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.refused
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jp TextScriptEnd
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CactusBattleText:
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text_far _FakeTreeAttack
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text_asm
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ld a, CACTORMUS
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call PlayCry
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call WaitForSoundToFinish
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jp TextScriptEnd
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GZapFound:
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text_asm
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ld hl, BirdTextCall
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call PrintText
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ld a, ZAPDOS_G
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call PlayCry
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call WaitForSoundToFinish
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ld a, $ff
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ld [wJoyIgnore], a
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call GBFadeOutToBlack
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ld a, SFX_RUN
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call PlaySound
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ld a, HS_BRUNSWICK_ZAPDOS_G_1
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, HS_GLADE_GZAP_1
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ld [wMissableObjectIndex], a
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predef ShowObject
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call UpdateSprites
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call Delay3
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call GBFadeInFromBlack
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ld a, 0
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ld [wJoyIgnore], a
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ld hl, GZapRunText
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call PrintText
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jp TextScriptEnd
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GZapRunText:
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text "It ran off"
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line "somewhere..."
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done
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text_end
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BirdTextCall:
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text_far _BirdBattleText
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text_end
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