mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00

This is a large-scale compression of KEP's current hide/show constants. RBY's works extremely oddly and is limited to 256 entries. The problem with how RBY's hide/show stuff works, is that even though there are tons of unused constants, you...can't actually remove them. The constant list is tied to the hide/show data entries, so if you replace it with something else, well, now you just have two objects tied to the same constant. If you made the Route 2 item a boss, and someone picked up the item on Route 2, the boss would also disappear, and vice versa. So, we have to get creative. I have reduced what we have to 248, but I think I miscounted when doing the funny list somewhere in the actual list when making sure the hex stuff is ok. Either that, or there's an error somewhere that Martha will, by some obscene miracle of humanity, discover. Anyway, this was achieved by turning multiple current overworld items into hidden ones, keeping them in the game whilst keeping to that all-important limit. I also removed the items in Pokemon Tower 4F for this, just needed a little boost. Well, as you can see by the number, I technically didn't, I just miscounted like 20 times. Look, it's 10:11 PM, my stomach is in pain from an insane injection, and I don't even know if that map will come back, cut me some slack. Or add it back. You definitely can.
149 lines
2.9 KiB
NASM
149 lines
2.9 KiB
NASM
HallOfFame_Script:
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call EnableAutoTextBoxDrawing
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ld hl, HallOfFame_ScriptPointers
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ld a, [wHallOfFameCurScript]
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jp CallFunctionInTable
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HallofFameRoomScript_5a4aa:
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xor a
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ld [wJoyIgnore], a
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ld [wHallOfFameCurScript], a
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ret
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HallOfFame_ScriptPointers:
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dw HallofFameRoomScript0
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dw HallofFameRoomScript1
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dw HallofFameRoomScript2
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dw HallofFameRoomScript3
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HallofFameRoomScript3:
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ret
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HallofFameRoomScript2:
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call Delay3
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ld a, [wLetterPrintingDelayFlags]
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push af
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xor a
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ld [wJoyIgnore], a
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predef HallOfFamePC
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pop af
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ld [wLetterPrintingDelayFlags], a
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ld hl, wFlags_D733
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res 1, [hl]
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inc hl
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set 0, [hl]
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xor a
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ld hl, wLoreleisRoomCurScript
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ld [hli], a ; wLoreleisRoomCurScript
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ld [hli], a ; wBrunosRoomCurScript
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ld [hl], a ; wAgathasRoomCurScript
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ld [wLancesRoomCurScript], a
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ld [wHallOfFameCurScript], a
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; Elite 4 events
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ResetEventRange INDIGO_PLATEAU_EVENTS_START, INDIGO_PLATEAU_EVENTS_END, 1
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xor a
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ld [wHallOfFameCurScript], a
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ld a, PALLET_TOWN
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ld [wLastBlackoutMap], a
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farcall SaveSAVtoSRAM
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ld b, 5
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.delayLoop
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ld c, 600 / 5
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call DelayFrames
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dec b
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jr nz, .delayLoop
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call WaitForTextScrollButtonPress
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jp Init
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HallofFameRoomScript0:
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ld a, $ff
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ld [wJoyIgnore], a
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ld hl, wSimulatedJoypadStatesEnd
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ld de, RLEMovement5a528
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call DecodeRLEList
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dec a
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ld [wSimulatedJoypadStatesIndex], a
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call StartSimulatingJoypadStates
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ld a, $1
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ld [wHallOfFameCurScript], a
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ret
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RLEMovement5a528:
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db D_UP, 5
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db -1 ; end
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HallofFameRoomScript1:
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ld a, [wSimulatedJoypadStatesIndex]
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and a
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ret nz
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ld a, PLAYER_DIR_RIGHT
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ld [wPlayerMovingDirection], a
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ld a, $1
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ldh [hSpriteIndex], a
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call SetSpriteMovementBytesToFF
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ld a, SPRITE_FACING_LEFT
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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call Delay3
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xor a
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ld [wJoyIgnore], a
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inc a ; PLAYER_DIR_RIGHT
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ld [wPlayerMovingDirection], a
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ld a, $1
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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ld a, $ff
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ld [wJoyIgnore], a
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call PostGameSetup
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ld a, $2
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ld [wHallOfFameCurScript], a
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ret
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HallOfFame_TextPointers:
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dw HallofFameRoomText1
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HallofFameRoomText1:
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text_far _HallofFameRoomText1
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text_end
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; Post-Game Functionality
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; This script is adapted from the Silph Co. 11F script that reforms Saffron City.
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; It replaces the Cerulean Cave Guard bit, adapting him into the whole ordeal.
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PostGameSetup:
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SetEvent EVENT_POST_GAME_ATTAINED
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ld hl, ObjectsToHide
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.loop1
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ld a, [hli]
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cp $ff
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jr z, .skip
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push hl
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ld [wMissableObjectIndex], a
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predef HideObject
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pop hl
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jr .loop1
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.skip
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ld hl, ObjectsToShow
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.loop2
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ld a, [hli]
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cp -1
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ret z
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push hl
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ld [wMissableObjectIndex], a
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predef ShowObject
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pop hl
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jr .loop2
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ObjectsToShow:
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db HS_ROUTE_1_OAK ; Oak post-game fight
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db -1 ; end
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ObjectsToHide:
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db HS_BILLS_NIDORINO ; Bill's Garden access
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db HS_MANSION_GUARD ; Pokemon Mansion basement access
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db HS_MT_MOON_CRATER_GUARD ; Mt. Moon Crater access
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db HS_CERULEAN_CAVE_GUY ; Cerulean Cave access
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db -1 ; end
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