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https://gitlab.com/xCrystal/pokecrystal-board.git
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276 lines
6.1 KiB
NASM
Executable File
276 lines
6.1 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_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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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_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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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_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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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_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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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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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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wait 200
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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_AfterSpaceEffect
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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_BeforeSpaceEffect
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wait 200
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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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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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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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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wait 300
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turnobject PLAYER, DOWN
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wait 100
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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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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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_BeforeSpaceEffect:
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wait 300
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turnobject PLAYER, DOWN
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wait 100
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end
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LandedInRegularSpaceScript_AfterSpaceEffect:
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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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BranchSpaceScript::
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scall .ArriveToBranchSpaceScript
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.prompt_player
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callasm .PromptPlayerToChooseDirection
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iffalse .print_technique_required
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wait 200
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end
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.print_technique_required
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opentext
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writetext .TechniqueRequiredText
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waitbutton
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closetext
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sjump .prompt_player
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.TechniqueRequiredText:
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text "A new TECHNIQUE is"
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line "required!"
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done
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.ArriveToBranchSpaceScript:
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playsound SFX_TWINKLE
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wait 400
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callasm .ArriveToBranchSpace
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end
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.ArriveToBranchSpace:
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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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; unlike in other cases, wCurSpaceNextSpace will not yet
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; contain the next space after calling LoadCurSpaceData.
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; it will be defined after the player has chosen which direction to take.
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call LoadCurSpaceData
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; load the space's branch data
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call LoadTempSpaceBranchData
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call .DisableDirectionsRequiringLockedTechniques
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; draw arrows for valid directions
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farcall LoadBranchArrowsGFX
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
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; update sprites
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jp UpdateActiveSprites
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.DisableDirectionsRequiringLockedTechniques:
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; set to BRANCH_DIRECTION_UNAVAILABLE each next space byte of the branch struct
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; that has an unavailable direction due to required techniques not yet unlocked.
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ld hl, wTempSpaceBranchStruct + NUM_DIRECTIONS
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ld de, wTempSpaceBranchStruct
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ld bc, wUnlockedTechniques
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rept NUM_DIRECTIONS
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ld a, [bc]
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and [hl]
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cp [hl]
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jr z, .next\@
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ld a, BRANCH_DIRECTION_UNAVAILABLE
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ld [de], a
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.next\@
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inc hl
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inc de
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endr
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ret
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.PromptPlayerToChooseDirection:
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; sample a dpad press
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ld hl, wTempSpaceBranchStruct
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call GetJoypad
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ldh a, [hJoyPressed]
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and D_PAD
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jr z, .PromptPlayerToChooseDirection
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; determine the status (ok/invalid/unavailable) of the chosen direction
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bit D_RIGHT_F, a
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jr z, .not_right
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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.not_right
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inc hl
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bit D_LEFT_F, a
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jr z, .not_left
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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.not_left
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inc hl
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bit D_UP_F, a
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jr z, .not_up
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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.not_up
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inc hl
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, .PromptPlayerToChooseDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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; fallthrough
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.direction_chosen
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; save the next space of the chosen direction to wCurSpaceNextSpace
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ld a, [hl]
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ld [wCurSpaceNextSpace], a
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
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ld a, TRUE
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ldh [hScriptVar], a
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jp PlayClickSFX
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.technique_required
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xor a ; FALSE
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ldh [hScriptVar], a
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jp PlayClickSFX
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UnionSpaceScript::
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callasm .ArriveToUnionSpace
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end
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.ArriveToUnionSpace:
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; these are just transition spaces, so simply load the next 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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end
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