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https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
124 lines
2.4 KiB
NASM
Executable File
124 lines
2.4 KiB
NASM
Executable File
BoardSpaceScripts:: ; used only for BANK(BoardSpaceScripts)
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BlueSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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.not_landed
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end
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RedSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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.not_landed
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end
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GreenSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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.not_landed
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end
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ItemSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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.not_landed
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end
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PokemonSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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loadpikachudata
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startbattle
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reloadmapafterbattle
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wait 100
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scall LandedInRegularSpaceScript
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.not_landed
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end
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MinigameSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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.not_landed
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end
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EndSpaceScript::
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; fading out will kick before reaching HandleMapBackground, so update sprites after any change
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scall ArriveToRegularSpaceScript
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wait 400
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playmusic MUSIC_TRAINER_VICTORY
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wait 600
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callasm .FadeOutSlow ; 800 ms
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wait 400
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exitoverworld CLEARED_LEVEL
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endall
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.FadeOutSlow:
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; clear spaces left sprites
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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call UpdateActiveSprites
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; fade out slow to white
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ld b, RGBFADE_TO_WHITE_8BGP_8OBP
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jp DoRGBFadeEffect
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GreySpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript
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.not_landed
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end
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ArriveToRegularSpaceScript:
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playsound SFX_PRESENT
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callasm ArriveToRegularSpace
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iftrue .not_landed
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wait 600
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.not_landed
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end
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ArriveToRegularSpace:
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; load new space
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ld a, [wCurSpaceNextSpace]
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ld [wCurSpace], a
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call LoadCurSpaceData
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; decrease wSpacesLeft and copy to hScriptVar
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ld hl, wSpacesLeft
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dec [hl]
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ld a, [hl]
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ld [hScriptVar], a
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; if landed, clear spaces left sprites
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and a
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jr nz, .not_landed
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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.not_landed
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; update sprites
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jp UpdateActiveSprites
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LandedInRegularSpaceScript:
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callasm LandedInRegularSpace
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end
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LandedInRegularSpace:
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; disable the space effect (turn the space into a grey space)
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ld a, [wCurSpaceXCoord]
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add 4
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ld d, a
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ld a, [wCurSpaceYCoord]
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add 4
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ld e, a
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call GetBlockLocation
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ld a, [hl]
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and UNIQUE_SPACE_METATILES_MASK
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add FIRST_GREY_SPACE_METATILE
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ld [hl], a
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; trigger end of turn
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ld a, BOARDEVENT_END_TURN
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ldh [hCurBoardEvent], a
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ret
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