kep-hack/scripts/RedsHouse1F.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

227 lines
6.4 KiB
NASM

RedsHouse1F_Script:
call EnableAutoTextBoxDrawing
ld hl, RedsHouse1F_ScriptPointers
ld a, [wRedsHouse1FCurScript]
jp CallFunctionInTable
RedsHouse1F_ScriptPointers:
dw ChiefLetter1
dw ChiefLetter2
ChiefLetter1:
CheckEvent EVENT_POST_GAME_ATTAINED
jr z, .done
CheckEvent EVENT_LETTER_RECEIVED
jr nz, .done
; with the way this is being done, coords will be unnecessary.
; this will trigger the minute you enter the house.
ld a, PLAYER_DIR_DOWN
ld [wPlayerMovingDirection], a
call UpdateSprites ; idk most movement scripts use this fsr
call PlayerSeeMom ; Show a cute little emotion bubble from the player.
jr MovePlayer ; Now kick the player upstairs. If you do this any other way, the game freaks out (eg. constant emotion bubbles, rsts)
.done
ret
MovePlayer:
ld a, $ff ; Firstly...
ld [wJoyIgnore], a ; No joypad inputs. No funny business. RLE is weird as fuck without it.
ld hl, wSimulatedJoypadStatesEnd
ld de, PlayerSeeMom_RLEMovement
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates ; By this point, we're auto-moving.
ld a, $1 ; Now...
ld [wRedsHouse1FCurScript], a ; Get kicked up another flight to ChiefLetter2.
ld [wCurMapScript], a ; Safety.
ret
ChiefLetter2:
ld a, [wSimulatedJoypadStatesIndex] ; This ties up the loose ends with the RLE.
and a
ret nz
call Delay3 ; Next...
xor a ; Now...
ld [wJoyIgnore], a ; The player needs to be able to mash A.
ld a, $1 ; Load Mom's NPC ID
ldh [hSpriteIndex], a ; Slap it in the index
ld a, SPRITE_FACING_RIGHT ; Get this ready
ldh [hSpriteFacingDirection], a ; Now she'll face right, simulatiung talking to her.
call SetSpriteFacingDirectionAndDelay ; Get this all out.
call DisplayTextID ; Display her text ID, using the same thing from before.
; We did a little tomfoolery with her base text to make this work. Look below if you dare.
ld a, $0 ; Anyway, kick the player back downstairs so the script can ret z for the rest of time.
ld [wRedsHouse1FCurScript], a
ld [wCurMapScript], a ; aaand safety.
ret
PlayerSeeMom:
ld c, 10
call DelayFrames
ld [wEmotionBubbleSpriteIndex], a
xor a ; EXCLAMATION_BUBBLE
ld [wWhichEmotionBubble], a
predef EmotionBubble
ld c, 20
call DelayFrames
ret
PlayerSeeMom_RLEMovement:
db D_LEFT, 1
db D_DOWN, 3
db -1 ; end
RedsHouse1F_TextPointers:
dw RedsHouse1FMomText
dw RedsHouse1FTVText
RedsHouse1FMomText:
text_asm
CheckEvent EVENT_POST_GAME_ATTAINED ; If the player hasn't got to the post game, we should never deal with this terribleness.
jr z, .normalProcessing ; So go to normal processing. Also if you go to debug without the post-game and letter events set up then this will loop infinitely. Please be reasonable.
CheckEvent EVENT_FUCK ; If some bozo triggers this I am going to be shocked.
jr nz, .bagWasFullButIsntNow ; No, seriously, you have to beat the Elite Four with a full bag. Ain't that a challenge?
CheckEvent EVENT_LETTER_RECEIVED ; Anyway, this was hell to debug. Let's go through the post-game together.
jr z, .letterSequence; This was all done so DisplayTextID could be used to get around a ton of bullshit.
.normalProcessing
ld a, [wd72e]
bit 3, a ; received a Pokémon from Oak?
jr nz, .heal
ld hl, MomWakeUpText
call PrintText
jr .done
.heal
call MomHealPokemon
jr .done
.letterSequence ; Look I know this code is cursed as fuck just bear with me
SetEvent EVENT_LETTER_RECEIVED ; Firstly, set the letter event
ld hl, MomYoureBack
call PrintText
lb bc, SILPHLETTER, 1 ; Alright, let's try to give the letter over.
call GiveItem ; Attempt is made.
jr nc, .bag_full ; If this triggers, you are a demented psychopath who needs to touch grass.
jr .LetterCanBeReceived ; If you're not weird, you can get it. Doing it this way saves a few instructions above.
.bag_full ; Psycho zone.
ld hl, MomBagFull
call PrintText
SetEvent EVENT_FUCK ; Set the funny event that I really wish I didn't need to have set up.
jr .done
.stillHavent ; Giga psycho zone. You get here if you still haven't sorted out your bag.
ld hl, MomBagStillFull
call PrintText
jr .done
.bagWasFullButIsntNow ; So now, if the weird kid has finally done their bag, we can progress.
ld hl, MomSavedIt
call PrintText
lb bc, SILPHLETTER, 1 ; We do this twice as otherwise it's a jr nightmare I don't want to debug
call GiveItem
jr nc, .stillHavent ; If they think they're smart, tough, it's a loop.
; Otherwise, fallthrough
.LetterCanBeReceived ; Jump here when getting the letter is possible.
ld hl, ReceivedChiefLetterText ; So now they get their letter.
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, ChiefLetterText
call PrintText
ld a, [wSimulatedJoypadStatesEnd] ; ensuring that the text doesn't autoskip. again. i tried making it a func but it got funky.
and a ; yep, here too.
call z, WaitForTextScrollButtonPress ; and here.
call EnableAutoTextBoxDrawing ; and here.
ld hl, MomAmazing
call PrintText
ResetEvent EVENT_FUCK ; Anyway, unset this and never deal with it again. This resets mom to her normal state.
; fallthrough
.done
jp TextScriptEnd
MomWakeUpText:
text_far _MomWakeUpText
text_end
MomHealPokemon:
ld hl, MomHealText1
call PrintText
call GBFadeOutToWhite
call ReloadMapData
predef HealParty
ld a, MUSIC_PKMN_HEALED
; ld [wNewSoundID], a
call PlayMusic
call WaitForSongToFinish
;.next
; ld a, [wChannelSoundIDs]
; cp MUSIC_PKMN_HEALED
; jr z, .next
ld a, [wMapMusicSoundID]
; ld [wNewSoundID], a
call PlayMusic
call GBFadeInFromWhite
ld hl, MomHealText2
jp PrintText
MomHealText1:
text_far _MomHealText1
text_end
MomHealText2:
text_far _MomHealText2
text_end
RedsHouse1FTVText:
text_asm
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
ld hl, TVWrongSideText
jr nz, .got_text
ld hl, StandByMeText
.got_text
call PrintText
jp TextScriptEnd
StandByMeText:
text_far _StandByMeText
text_end
TVWrongSideText:
text_far _TVWrongSideText
text_end
; Post-Game stuff here.
ChiefLetterText:
text_far _ChiefLetterText
text_end
MomYoureBack:
text_far _MomYoureBack
text_end
ReceivedChiefLetterText:
text_far _ReceivedChiefLetterText
sound_get_item_1
text_end
MomAmazing:
text_far _MomAmazing
text_end
MomBagFull:
text_far _MomBagFull
text_end
MomSavedIt:
text_far _MomSavedIt
text_end
MomBagStillFull:
text_far _MomBagStillFull
text_end