kep-hack/scripts/VermilionCity.asm
Llinos Evans 9a24ec74d8 Vermilion Beauty Bug Fixes & more
- Vermilion Beauty no longer skips text to hand you your Pokemon
- Vermilion City text boxes are fixed
- Cancelling TMs and causing crashes when trying different ones is fixed (thanks to some old code by BlueZangoose, it was a vanilla bug!)
- Minor enhancement to the Candy Jar that seems to make Meltan more stable.
- Fixed a fallthrough error that caused Mewtwo's theme to play for every wild encounter (very cool, but also oops)
2023-06-22 18:54:25 +01:00

586 lines
12 KiB
NASM

VermilionCity_Script:
call EnableAutoTextBoxDrawing
ld hl, wCurrentMapScriptFlags
bit 6, [hl]
res 6, [hl]
push hl
call nz, .initCityScript
pop hl
bit 5, [hl]
res 5, [hl]
call nz, .setFirstLockTrashCanIndex
ld hl, VermilionCity_ScriptPointers
ld a, [wVermilionCityCurScript]
jp CallFunctionInTable
.setFirstLockTrashCanIndex
call Random
ldh a, [hRandomSub]
and $e
ld [wFirstLockTrashCanIndex], a
ret
.initCityScript
CheckEventHL EVENT_SS_ANNE_LEFT
ret z
CheckEventReuseHL EVENT_WALKED_PAST_GUARD_AFTER_SS_ANNE_LEFT
SetEventReuseHL EVENT_WALKED_PAST_GUARD_AFTER_SS_ANNE_LEFT
ret nz
ld a, $2
ld [wVermilionCityCurScript], a
ret
VermilionCity_ScriptPointers:
dw VermilionCityScript0
dw VermilionCityScript1
dw VermilionCityScript2
dw VermilionCityScript3
dw VermilionCityScript4
VermilionCityScript0:
ld a, [wSpritePlayerStateData1FacingDirection]
and a ; cp SPRITE_FACING_DOWN
ret nz
ld hl, SSAnneTicketCheckCoords
call ArePlayerCoordsInArray
ret nc
xor a
ldh [hJoyHeld], a
ld [wcf0d], a
ld a, $3
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, [wObtainedBadges] ; ship returns after obtaining the marsh badge
bit 5, a
jr nz, .default
CheckEvent EVENT_SS_ANNE_LEFT
jr nz, .shipHasDeparted
.default
ld b, S_S_TICKET
predef GetQuantityOfItemInBag
ld a, b
and a
ret nz
.shipHasDeparted
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $1
ld [wVermilionCityCurScript], a
ret
SSAnneTicketCheckCoords:
dbmapcoord 18, 30
db -1 ; end
VermilionCityScript4:
ld hl, SSAnneTicketCheckCoords
call ArePlayerCoordsInArray
ret c
ld a, $0
ld [wVermilionCityCurScript], a
ret
VermilionCityScript2:
ld a, $ff
ld [wJoyIgnore], a
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
ld [wSimulatedJoypadStatesEnd + 1], a
ld a, 2
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $3
ld [wVermilionCityCurScript], a
ret
VermilionCityScript3:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
xor a
ld [wJoyIgnore], a
ldh [hJoyHeld], a
ld a, $0
ld [wVermilionCityCurScript], a
ret
VermilionCityScript1:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
ld c, 10
call DelayFrames
ld a, $0
ld [wVermilionCityCurScript], a
ret
; New Pass script begins here
VermillionCityScript_GetPassesInBag:
; Gets a list of Passes in the player's bag.
; Ripped and modified from the fossil guy
xor a
ld [wFilteredBagItemsCount], a
ld de, wFilteredBagItems
ld hl, PassList
.loop
ld a, [hli]
and a
jr z, .done
push hl
push de
ld [wd11e], a
ld b, a
predef GetQuantityOfItemInBag
pop de
pop hl
ld a, b
and a
jr z, .loop
; A Pass is in the bag
ld a, [wd11e]
ld [de], a
inc de
push hl
ld hl, wFilteredBagItemsCount
inc [hl]
pop hl
jr .loop
.done
ld a, $ff
ld [de], a
ret
PassList:
db S_S_TICKET
db OLD_SEA_MAP
db CITRINE_PASS
;db RAINBOW_PASS maybe someday
db 0 ; end
PrintPassesInBag:
; Prints each pass in the player's bag on a separate line in the menu.
ld hl, wFilteredBagItems
xor a
ldh [hItemCounter], a
.loop
ld a, [hli]
cp $ff
ret z
push hl
ld [wd11e], a
call GetItemName
hlcoord 2, 2
ldh a, [hItemCounter]
ld bc, SCREEN_WIDTH * 2
call AddNTimes
ld de, wcd6d
call PlaceString
ld hl, hItemCounter
inc [hl]
pop hl
jr .loop
PassListings:
ld hl, VermillionCityPassSelectionText
call PrintText
call VermillionCityScript_GetPassesInBag
ld hl, wd730
set 6, [hl]
xor a
ld [wCurrentMenuItem], a
ld a, A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, [wFilteredBagItemsCount]
dec a
ld [wMaxMenuItem], a
ld a, 2
ld [wTopMenuItemY], a
ld a, 1
ld [wTopMenuItemX], a
ld a, [wFilteredBagItemsCount]
dec a
ld bc, 2
ld hl, 3
call AddNTimes
dec l
ld b, l
ld c, $d
hlcoord 0, 0
call TextBoxBorder
call UpdateSprites
call PrintPassesInBag
ld hl, wd730
res 6, [hl]
call HandleMenuInput
bit BIT_B_BUTTON, a
jr nz, .cancelledPass
ld hl, wFilteredBagItems
ld a, [wCurrentMenuItem]
ld d, 0
ld e, a
add hl, de
ld a, [hl]
ldh [hItemToRemoveID], a
cp S_S_TICKET
jr z, .choseSSAnne
cp OLD_SEA_MAP
jr z, .choseFaraway
cp CITRINE_PASS
jr z, .choseCitrine
; god bless the safari game and pokemon tower 7f for being the few times a forcewarp exists
; For some reason, these aren't working properly...
.choseSSAnne
jp VermilionCityText3.playerHasTicket ; Saves time and less risk of bugs
.choseFaraway
ld hl, EventVermillionCityOldSeaMap
call PrintText
ld a, FARAWAY_ISLAND_OUTSIDE
ldh [hWarpDestinationMap], a
ld a, $1
ld [wDestinationWarpID], a
call WarpFound2
jr .done
.choseCitrine
ld hl, EventVermillionCityCitrinePass
call PrintText
ld a, CITRINE_CITY
ldh [hWarpDestinationMap], a
ld a, $6
ld [wDestinationWarpID], a
call WarpFound2
jr .done
.cancelledPass
ld hl, PassRefuse
call PrintText
.done
ret
VermilionCity_TextPointers:
dw VermilionCityText1
dw VermilionCityText2
dw VermilionCityText3
dw VermilionCityText4
dw VermilionCityText5
dw VermilionCityText6
dw RoingusText
dw VermilionBeauty
dw VermilionCityText7
dw VermilionCityText8
dw MartSignText
dw PokeCenterSignText
dw VermilionCityText11
dw VermilionCityText12
dw VermilionCityText13
VermilionCityText1:
text_far _VermilionCityText1
text_end
VermilionCityText2:
text_asm
CheckEvent EVENT_SS_ANNE_LEFT
jr nz, .shipHasDeparted
ld hl, VermilionCityTextDidYouSee
call PrintText
jr .end
.shipHasDeparted
ld hl, VermilionCityTextSSAnneDeparted
call PrintText
.end
jp TextScriptEnd
VermilionCityTextDidYouSee:
text_far _VermilionCityTextDidYouSee
text_end
VermilionCityTextSSAnneDeparted:
text_far _VermilionCityTextSSAnneDeparted
text_end
VermilionCityText3:
text_asm
; If you have either of these, go to Pass List.
; You only access these in the post-game, really, so it works out.
ld b, OLD_SEA_MAP
predef GetQuantityOfItemInBag
ld a, b
and a
jp nz, PassListings
ld b, CITRINE_PASS
predef GetQuantityOfItemInBag
ld a, b
and a
jp nz, PassListings
ld a, [wObtainedBadges]
bit 5, a ; after obtaining marsh badge the ship returns
jr nz, .default
CheckEvent EVENT_SS_ANNE_LEFT
jr nz, .shipHasDeparted
.default
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_RIGHT
jr z, .greetPlayer
ld hl, .inFrontOfOrBehindGuardCoords
call ArePlayerCoordsInArray
jr nc, .greetPlayerAndCheckTicket
.greetPlayer
ld hl, SSAnneWelcomeText4
call PrintText
jr .end
.greetPlayerAndCheckTicket
ld hl, SSAnneWelcomeText9
call PrintText
ld b, S_S_TICKET
predef GetQuantityOfItemInBag
ld a, b
and a
jr nz, .playerHasTicket
ld hl, SSAnneNoTicketText
call PrintText
jr .end
.playerHasTicket
ld hl, SSAnneFlashedTicketText
call PrintText
ld a, $4
ld [wVermilionCityCurScript], a
jr .end
.shipHasDeparted
ld hl, SSAnneNotHereText
call PrintText
.end
jp TextScriptEnd
.inFrontOfOrBehindGuardCoords
dbmapcoord 19, 29 ; in front of guard
dbmapcoord 19, 31 ; behind guard
db -1 ; end
SSAnneWelcomeText4:
text_far _SSAnneWelcomeText4
text_end
SSAnneWelcomeText9:
text_far _SSAnneWelcomeText9
text_end
SSAnneFlashedTicketText:
text_far _SSAnneFlashedTicketText
text_end
SSAnneNoTicketText:
text_far _SSAnneNoTicketText
text_end
SSAnneNotHereText:
text_far _SSAnneNotHereText
text_end
VermilionCityText4:
text_far _VermilionCityText4
text_end
VermilionCityText5:
text_far _VermilionCityText5
text_asm
ld a, MACHOP
call PlayCry
call WaitForSoundToFinish
ld hl, VermilionCityText14
ret
VermilionCityText14:
text_far _VermilionCityText14
text_end
VermilionCityText6:
text_asm
ld a, [wObtainedBadges]
bit 5, a ; after obtaining the marsh badge the ship returns
jr z, .default
ld hl, VermilionCityText15
ret
.default
ld hl, VermilionCityText6get
ret
VermilionCityText6get:
text_far _VermilionCityText6
text_end
VermilionCityText15:
text_far _VermilionCityText15
text_end
VermilionCityText7:
text_far _VermilionCityText7
text_end
VermilionCityText8:
text_far _VermilionCityText8
text_end
VermilionCityText11:
text_far _VermilionCityText11
text_end
VermilionCityText12:
text_far _VermilionCityText12
text_end
VermilionCityText13:
text_far _VermilionCityText13
text_end
RoingusText:
text_far _RoingusText
text_end
VermillionCityPassSelectionText:
text_far _VermillionCityPassSelectionText
text_end
EventVermillionCityOldSeaMap:
text_far _VermillionCityOldSeaMap
text_end
EventVermillionCityCitrinePass:
text_far _VermillionCityCitrinePass
text_end
EventVermillionCitySSTicket:
text_far _SSAnneFlashedTicketText
text_end
PassRefuse:
text_far _VermillionCityHarborRefuse
text_end
; LGPE Beauty who gives you a Persian or Arcanine depending on the game.
; Here, we make it a Cats vs Dogs question and change based on that.
; The way it works is it makes the player catch the opposite Pokemon, and then get the one they picked.
; So Meowth gets Arcanine, and Growlithe gets Persian.
; This code is kind of schizophrenic but it does the job.
VermilionBeauty:
text_asm
CheckEvent EVENT_VERMILION_BEAUTY_DONE ; First, check if the event is actually done.
jp nz, BeautyDone ; Yes? Alright, no need for this.
ld a, [wBeautyChoice] ; Next, we check if wBeautyChoice has been set. This saves an event constant.
cp 0 ; It will never be 0 if the player has made their choice.
jr z, .eventStart ; If it is, then the event needs to start.
; We need to do 2 skips here which triggers me but it works.
; You could put the finish check before the choice check, but then it gets a little weird.
; All it really achieves is weird architecture for like 3-4 less machine cycles.
ld a, [wBeautyCounter] ; Alright, if you got here, then the event is in progress.
cp 5 ; Do you have 5 of the scrunklies?
jr z, .eventIsFinished ; Big if true.
jr nz, .eventInProgress ; Small if false.
.eventStart
ld hl, BeautyText1 ; Let's open the text.
call PrintText
call CatsDogsChoice
ld a, [wCurrentMenuItem] ; Let's load what they picked. 0 is cats, 1 is dogs.
and a
jr nz, .getArcanine ; Skip storing Growlithe if dogs.
ld a, GROWLITHE ; If they picked cats, then store Growlithe.
jr .skip ; I know this looks bad, but if it isn't here, it'd store Growlithe and then go to Meowth anyway.
.getArcanine ; If they get here, they picked dogs, so we store Meowth.
ld a, MEOWTH
.skip ; Now we land here.
ld [wBeautyChoice], a ; Finally store the choice in wBeautyChoice.
ld hl, BeautyText2 ; Now spit it out.
call PrintText
.eventInProgress ; This is a jump point for if the event was already started.
ld a, [wBeautyChoice]
ld [wd11e], a
call GetMonName
ld hl, BeautyChoice
call PrintText
jr .done ; no give pokemon. bad.
.eventIsFinished
call SaveScreenTilesToBuffer1 ; saves us from some corruption disasters if nicknaming.
ld a, [wBeautyChoice]
ld [wd11e], a
call GetMonName
ld hl, BeautyFinish
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. GivePokemon is very hasty.
lb bc, PERSIAN, 16 ; because we're elitists, let's see if they chose cats first.
ld a, [wBeautyChoice] ; *sigh*, but if they're dog lovers, let's make sure they actually want Persian.
cp PERSIAN ; Do they? If yes, skip.
jr z, .skip2 ; electric boogaloo
lb bc, ARCANINE, 16 ; ok but skip2 means arc never gets loaded in. very good sequel. disney would NEVER.
.skip2
call GivePokemon
jr nc, .done
call LoadScreenTilesFromBuffer1 ; saves us from some corruption disasters if nicknaming.
SetEvent EVENT_VERMILION_BEAUTY_DONE ; and now we can finally rest.
ld hl, wd72e
set 0, [hl]
.done
jp TextScriptEnd
; This needs to be separate for reasons I refuse to elaborate on for fear of angering God.
BeautyDone:
text_asm
ld a, [wBeautyChoice]
ld [wd11e], a
call GetMonName
ld hl, BeautyExplain
call PrintText
jp TextScriptEnd
; displays cats/dogs choice
CatsDogsChoice:
call SaveScreenTilesToBuffer1
call InitCatsDogsTextBoxParameters
jr DisplayCatsDogsChoice
InitCatsDogsTextBoxParameters:
ld a, $2 ; loads the value for the unused SOUTH/EAST choice, that was changed to say CATS/DOGS
ld [wTwoOptionMenuID], a
hlcoord 12, 8
lb bc, 10, 13
ret
DisplayCatsDogsChoice:
ld a, $14
ld [wTextBoxID], a
call DisplayTextBoxID
jp LoadScreenTilesFromBuffer1
BeautyText1:
text_far _BeautyText1
text_end
BeautyText2:
text_far _BeautyText2
text_end
BeautyChoice:
text_far _BeautyChoice
text_end
BeautyFinish:
text_far _BeautyFinish
text_end
BeautyExplain:
text_far _BeautyExplain
text_end