kep-hack/scripts/HallOfFame.asm
Llinos Evans f9f5a7f1b0 Groundwork
The script currently doesn't work how I want it to, and I don't know why.
2023-07-06 16:02:58 +01:00

269 lines
6.1 KiB
NASM

HallOfFame_Script:
call EnableAutoTextBoxDrawing
ld hl, HallOfFame_ScriptPointers
ld a, [wHallOfFameCurScript]
jp CallFunctionInTable
HallofFameRoomScript_5a4aa:
xor a
ld [wJoyIgnore], a
ld [wHallOfFameCurScript], a
ret
HallOfFame_ScriptPointers:
dw HallofFameRoomScript0
dw HallofFameRoomScript1
dw HallofFameRoomScript2
dw HallofFameRoomScript3
HallofFameRoomScript3:
ret
HallofFameRoomScript2:
call Delay3
ld a, [wLetterPrintingDelayFlags]
push af
xor a
ld [wJoyIgnore], a
predef HallOfFamePC
pop af
ld [wLetterPrintingDelayFlags], a
ld hl, wFlags_D733
res 1, [hl]
inc hl
set 0, [hl]
xor a
ld hl, wLoreleisRoomCurScript
ld [hli], a ; wLoreleisRoomCurScript
ld [hli], a ; wBrunosRoomCurScript
ld [hl], a ; wAgathasRoomCurScript
ld [wLancesRoomCurScript], a
ld [wHallOfFameCurScript], a
; Elite 4 events
ResetEventRange INDIGO_PLATEAU_EVENTS_START, INDIGO_PLATEAU_EVENTS_END, 1
xor a
ld [wHallOfFameCurScript], a
ld a, PALLET_TOWN
ld [wLastBlackoutMap], a
farcall SaveSAVtoSRAM
ld b, 5
.delayLoop
ld c, 600 / 5
call DelayFrames
dec b
jr nz, .delayLoop
call WaitForTextScrollButtonPress
jp Init
HallofFameRoomScript0:
ld a, $ff
ld [wJoyIgnore], a
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEMovement5a528
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $1
ld [wHallOfFameCurScript], a
ret
RLEMovement5a528:
db D_UP, 5
db -1 ; end
HallofFameRoomScript1:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
ld a, PLAYER_DIR_RIGHT
ld [wPlayerMovingDirection], a
ld a, $1
ldh [hSpriteIndex], a
call SetSpriteMovementBytesToFF
ld a, SPRITE_FACING_LEFT
ldh [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
call Delay3
xor a
ld [wJoyIgnore], a
inc a ; PLAYER_DIR_RIGHT
ld [wPlayerMovingDirection], a
ld a, $1
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $ff
ld [wJoyIgnore], a
call PostGameSetup
call ResetLegendaryPokemon
ld a, $2
ld [wHallOfFameCurScript], a
ret
HallOfFame_TextPointers:
dw HallofFameRoomText1
HallofFameRoomText1:
text_far _HallofFameRoomText1
text_end
; Post-Game Functionality
; This script is adapted from the Silph Co. 11F script that reforms Saffron City.
; It replaces the Cerulean Cave Guard bit, adapting him into the whole ordeal.
PostGameSetup:
ld hl, ObjectsToHide
.loop1 ; Hides
ld a, [hli]
cp $ff
jr z, .skip
push hl
ld [wMissableObjectIndex], a
predef HideObject
pop hl
jr .loop1
.skip
ld hl, ObjectsToShow
.loop2 ; Shows
ld a, [hli]
cp -1
ret z
push hl
ld [wMissableObjectIndex], a
predef ShowObject
pop hl
jr .loop2
; Begin conditional shows for Legendary Pokemon.
; Here, we check if a Pokemon is owned, and if it is, we reset their events.
; It's really suboptimal and I think there is a way to make it better.
ResetLegendaryPokemon:
ld a, DEX_ARTICUNO ; Load dex number
ld [wd11e], a ; Store in wd11e (input for IsPokemonBitSet)
ld hl, wPokedexOwned ; Grab the owned thing while you're at it
call HoFIsPokemonBitSet ; Is it owned?
jr nz, .skipArticuno ; If owned, skip
ResetEvent EVENT_BEAT_ARTICUNO ; If not, reset the event...
ld a, HS_ARTICUNO
ld [wMissableObjectIndex], a
predef ShowObject ; And restore the hide/show.
.skipArticuno ; Rinse and repeat.
ld a, DEX_ZAPDOS
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipZapdos
ResetEvent EVENT_BEAT_ZAPDOS
ld a, HS_ZAPDOS
ld [wMissableObjectIndex], a
predef ShowObject
.skipZapdos
ld a, DEX_MOLTRES
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipMoltres
ResetEvent EVENT_BEAT_MOLTRES
ld a, HS_MOLTRES
ld [wMissableObjectIndex], a
predef ShowObject
.skipMoltres
; Omega is special.
; If Omega wasn't obtained, it'll be available somewhere else on Silph Co. 11F.
; Commented out until we actually do this.
; ld a, DEX_OMEGA
; ld [wd11e], a
; call HoFIsPokemonBitSet
; jr nz, .skipOmega
; ResetEvent EVENT_BEAT_OMEGA_2
; ld a, HS_OMEGA_2
; ld [wMissableObjectIndex], a
; predef ShowObject
;.skipOmega
; Mew's hints aren't until the post-game, but is available regardless.
; So, we put this here.
ld a, DEX_MEW
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipMew
ResetEvent EVENT_BEAT_MEW
ld a, HS_MEW
ld [wMissableObjectIndex], a
predef ShowObject
.skipMew
; If you haven't cleared the game yet, you've not met the Galarian Birds.
; So we may as well skip processing all this.
CheckEvent EVENT_POST_GAME_ATTAINED
jp z, .skipGalarianBirdsAndMewtwo
ld a, DEX_ARTICUNO_G
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipArticunoG
ResetEvent EVENT_BEAT_ARTICUNO_G
ld a, HS_GARNET_ARTICUNO_G
ld [wMissableObjectIndex], a
predef ShowObject
.skipArticunoG
ld a, DEX_ZAPDOS_G
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipZapdosG
ResetEvent EVENT_BEAT_ZAPDOSG
ld a, HS_BRUNSWICK_ZAPDOS_G_2
ld [wMissableObjectIndex], a
predef ShowObject
.skipZapdosG
ld a, DEX_MOLTRES_G
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipMoltresG
ResetEvent EVENT_BEAT_GALARIAN_MOLTRES
ld a, HS_MOLTRES_G
ld [wMissableObjectIndex], a
predef ShowObject
.skipMoltresG
ld a, DEX_MEWTWO
ld [wd11e], a
call HoFIsPokemonBitSet
jr z, .skipGalarianBirdsAndMewtwo
ResetEvent EVENT_BEAT_MEWTWO
ld a, HS_MEWTWO
ld [wMissableObjectIndex], a
predef ShowObject
.skipGalarianBirdsAndMewtwo
; We set this last to save on processing earlier in the script.
SetEvent EVENT_POST_GAME_ATTAINED
ret
ObjectsToShow:
db HS_ROUTE_1_OAK ; Oak post-game fight
db -1 ; end
ObjectsToHide:
db HS_BILLS_NIDORINO ; Bill's Garden access
db HS_MANSION_GUARD ; Pokemon Mansion basement access
db HS_MT_MOON_CRATER_GUARD ; Mt. Moon Crater access
db HS_CERULEAN_CAVE_GUY ; Cerulean Cave access
db -1 ; end
; Farcalling this caused weird issues so I'm just using a clone
; This is a function used in engine/menus/pokedex.asm to check if a Pokemon is in the dex.
; We use this to reset Legendary Pokemon after the Elite Four.
; tests if a pokemon's bit is set in the seen or owned pokemon bit fields
; INPUT:
; [wd11e] = pokedex number
; hl = address of bit field
; OUTPUT:
; 0 = Not Owned
; 1 = Owned
HoFIsPokemonBitSet:
ld hl, wPokedexOwned
ld a, [wd11e]
dec a
ld c, a
ld b, FLAG_TEST
predef FlagActionPredef
ld a, c
and a
ret