pokecrystal-board/engine/events/specials.asm

364 lines
5.0 KiB
NASM

Special::
; Run script special de.
ld hl, SpecialsPointers
add hl, de
add hl, de
add hl, de
ld b, [hl]
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
ld a, b
rst FarCall
ret
INCLUDE "data/events/special_pointers.asm"
SetPlayerPalette:
ld a, [wScriptVar]
ld d, a
farcall _SetPlayerPalette
ret
GameCornerPrizeMonCheckDex:
ld a, [wScriptVar]
dec a
call CheckCaughtMon
ret nz
ld a, [wScriptVar]
dec a
call SetSeenAndCaughtMon
call FadeToMenu
ld a, [wScriptVar]
ld [wNamedObjectIndex], a
farcall NewPokedexEntry
call ExitAllMenus
ret
UnusedSetSeenMon:
ld a, [wScriptVar]
dec a
call SetSeenMon
ret
FindPartyMonAboveLevel:
ld a, [wScriptVar]
ld b, a
farcall _FindPartyMonAboveLevel
jr z, FoundNone
jr FoundOne
FindPartyMonAtLeastThatHappy:
ld a, [wScriptVar]
ld b, a
farcall _FindPartyMonAtLeastThatHappy
jr z, FoundNone
jr FoundOne
FindPartyMonThatSpecies:
ld a, [wScriptVar]
ld b, a
farcall _FindPartyMonThatSpecies
jr z, FoundNone
jr FoundOne
FindPartyMonThatSpeciesYourTrainerID:
ld a, [wScriptVar]
ld b, a
farcall _FindPartyMonThatSpeciesYourTrainerID
jr z, FoundNone
jr FoundOne
FoundOne:
ld a, TRUE
ld [wScriptVar], a
ret
FoundNone:
xor a
ld [wScriptVar], a
ret
NameRival:
ld b, NAME_RIVAL
ld de, wRivalName
farcall _NamingScreen
ld hl, wRivalName
ld de, .DefaultName
call InitName
ret
.DefaultName:
db "SILVER@"
NameRater:
farcall _NameRater
ret
OverworldTownMap:
call FadeToMenu
farcall _TownMap
call ExitAllMenus
ret
UnownPrinter:
call FadeToMenu
farcall _UnownPrinter
call ExitAllMenus
ret
DisplayLinkRecord:
call FadeToMenu
farcall _DisplayLinkRecord
call ExitAllMenus
ret
PlayersHousePC:
xor a
ld [wScriptVar], a
farcall _PlayersHousePC
ld a, c
ld [wScriptVar], a
ret
BugContestJudging:
farcall _BugContestJudging
ld a, b
ld [wScriptVar], a
ret
MapRadio:
ld a, [wScriptVar]
ld e, a
farcall PlayRadio
ret
UnownPuzzle:
call FadeToMenu
farcall _UnownPuzzle
ld a, [wSolvedUnownPuzzle]
ld [wScriptVar], a
call ExitAllMenus
ret
SlotMachine:
call CheckCoinsAndCoinCase
ret c
ld a, BANK(_SlotMachine)
ld hl, _SlotMachine
call StartGameCornerGame
ret
CardFlip:
call CheckCoinsAndCoinCase
ret c
ld a, BANK(_CardFlip)
ld hl, _CardFlip
call StartGameCornerGame
ret
UnusedMemoryGame:
call CheckCoinsAndCoinCase
ret c
ld a, BANK(_MemoryGame)
ld hl, _MemoryGame
call StartGameCornerGame
ret
StartGameCornerGame:
call FarQueueScript
call FadeToMenu
ld hl, wQueuedScriptBank
ld a, [hli]
push af
ld a, [hli]
ld h, [hl]
ld l, a
pop af
rst FarCall
call ExitAllMenus
ret
CheckCoinsAndCoinCase:
ld hl, wCoins
ld a, [hli]
or [hl]
jr z, .no_coins
ld a, COIN_CASE
ld [wCurItem], a
ld hl, wNumItems
call CheckItem
jr nc, .no_coin_case
and a
ret
.no_coins
ld hl, .NoCoinsText
jr .print
.no_coin_case
ld hl, .NoCoinCaseText
.print
call PrintText
scf
ret
.NoCoinsText:
text_far _NoCoinsText
text_end
.NoCoinCaseText:
text_far _NoCoinCaseText
text_end
ClearBGPalettesBufferScreen:
call ClearBGPalettes
call BufferScreen
ret
ScriptReturnCarry:
jr c, .carry
xor a
ld [wScriptVar], a
ret
.carry
ld a, 1
ld [wScriptVar], a
ret
ActivateFishingSwarm:
ld a, [wScriptVar]
ld [wFishingSwarmFlag], a
ret
StoreSwarmMapIndices::
ld a, c
and a
jr nz, .yanma
; swarm dark cave violet entrance
ld a, d
ld [wDunsparceMapGroup], a
ld a, e
ld [wDunsparceMapNumber], a
ret
.yanma
ld a, d
ld [wYanmaMapGroup], a
ld a, e
ld [wYanmaMapNumber], a
ret
CheckPokerus:
; Check if a monster in your party has Pokerus
farcall _CheckPokerus
jp ScriptReturnCarry
ResetLuckyNumberShowFlag:
farcall RestartLuckyNumberCountdown
ld hl, wLuckyNumberShowFlag
res LUCKYNUMBERSHOW_GAME_OVER_F, [hl]
farcall LoadOrRegenerateLuckyIDNumber
ret
CheckLuckyNumberShowFlag:
farcall _CheckLuckyNumberShowFlag
jp ScriptReturnCarry
SnorlaxAwake:
; Check if the Poké Flute channel is playing, and if the player is standing
; next to Snorlax.
; outputs:
; wScriptVar is 1 if the conditions are met, otherwise 0.
; check background music
ld a, [wMapMusic]
cp MUSIC_POKE_FLUTE_CHANNEL
jr nz, .nope
ld a, [wXCoord]
ld b, a
ld a, [wYCoord]
ld c, a
ld hl, .ProximityCoords
.loop
ld a, [hli]
cp -1
jr z, .nope
cp b
jr nz, .nextcoord
ld a, [hli]
cp c
jr nz, .loop
ld a, TRUE
jr .done
.nextcoord
inc hl
jr .loop
.nope
xor a
.done
ld [wScriptVar], a
ret
.ProximityCoords:
; x, y
db 33, 8 ; left
db 34, 10 ; below
db 35, 10 ; below
db 36, 8 ; right
db 36, 9 ; right
db -1
PlayCurMonCry:
ld a, [wCurPartySpecies]
jp PlayMonCry
GameboyCheck:
ldh a, [hCGB]
and a
jr nz, .cgb
ldh a, [hSGB]
and a
jr nz, .sgb
; gb
xor a ; GBCHECK_GB
jr .done
.sgb
ld a, GBCHECK_SGB
jr .done
.cgb
ld a, GBCHECK_CGB
.done
ld [wScriptVar], a
ret
FadeOutMusic:
ld a, LOW(MUSIC_NONE)
ld [wMusicFadeID], a
ld a, HIGH(MUSIC_NONE)
ld [wMusicFadeID + 1], a
ld a, $2
ld [wMusicFade], a
ret
Diploma:
call FadeToMenu
farcall _Diploma
call ExitAllMenus
ret
PrintDiploma:
call FadeToMenu
farcall _PrintDiploma
call ExitAllMenus
ret