mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00
96 lines
2.3 KiB
NASM
96 lines
2.3 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 ZapdosGuy
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dw GalarianZapdosText
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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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GalarianZapdosTrainerHeader:
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trainer EVENT_BEAT_ZAPDOSG, 0, GalarianZapdosBattleText, GalarianZapdosBattleText, GalarianZapdosBattleText
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db -1 ; end
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ZapdosGuy:
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text_far _ZapdosGuy
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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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; So look, I tried to make the text work more efficiently with FakeTreeEvent.
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; But one bug literally took me back to the fucking title screen and at that point I gave up and decided to do it this hacky way.
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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, CACTUS
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call PlayCry
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call WaitForSoundToFinish
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jp TextScriptEnd
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GalarianZapdosText:
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text_asm
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ld hl, GalarianZapdosTrainerHeader
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call TalkToTrainer
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jp TextScriptEnd
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GalarianZapdosBattleText:
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text_far _GalarianZapdosBattleText
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text_asm
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ld a, ZAPDOS_G
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call PlayCry
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call WaitForSoundToFinish
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jp TextScriptEnd
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text_end ; unused
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