mirror of
https://github.com/pret/pokeyellow.git
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170 lines
3.6 KiB
NASM
Executable File
170 lines
3.6 KiB
NASM
Executable File
VictoryRoad3F_Script:
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call VictoryRoad3Script_44996
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call EnableAutoTextBoxDrawing
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ld hl, VictoryRoad3TrainerHeader0
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ld de, VictoryRoad3F_ScriptPointers
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ld a, [wVictoryRoad3FCurScript]
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call ExecuteCurMapScriptInTable
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ld [wVictoryRoad3FCurScript], a
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ret
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VictoryRoad3Script_44996:
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
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res 5, [hl]
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ret z
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CheckEventHL EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1
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ret z
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ld a, $1d
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ld [wNewTileBlockID], a
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lb bc, 5, 3
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predef_jump ReplaceTileBlock
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VictoryRoad3F_ScriptPointers:
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dw VictoryRoad3Script0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw EndTrainerBattle
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VictoryRoad3Script0:
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ld hl, wFlags_0xcd60
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bit 7, [hl]
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res 7, [hl]
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jp z, .asm_449fe
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ld hl, .coordsData_449f9
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call CheckBoulderCoords
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jp nc, .asm_449fe
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ld a, [wCoordIndex]
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cp $1
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jr nz, .asm_449dc
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ld hl, wCurrentMapScriptFlags
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set 5, [hl]
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SetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH1
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ret
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.asm_449dc
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CheckAndSetEvent EVENT_VICTORY_ROAD_3_BOULDER_ON_SWITCH2
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jr nz, .asm_449fe
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ld a, HS_VICTORY_ROAD_3F_BOULDER
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, HS_VICTORY_ROAD_2F_BOULDER
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ld [wMissableObjectIndex], a
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predef_jump ShowObject
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.coordsData_449f9:
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db $05,$03
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db $0F,$17
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db $FF
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.asm_449fe
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ld a, VICTORY_ROAD_2F
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ld [wDungeonWarpDestinationMap], a
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ld hl, .coordsData_449f9
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call IsPlayerOnDungeonWarp
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ld a, [wCoordIndex]
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cp $1
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jr nz, .asm_44a1b
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ld hl, wd72d
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res 4, [hl]
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ld hl, wd732
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res 4, [hl]
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ret
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.asm_44a1b
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ld a, [wd72d]
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bit 4, a
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jp z, CheckFightingMapTrainers
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ret
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VictoryRoad3F_TextPointers:
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dw VictoryRoad3Text1
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dw VictoryRoad3Text2
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dw VictoryRoad3Text3
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dw VictoryRoad3Text4
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dw PickUpItemText
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dw PickUpItemText
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dw BoulderText
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dw BoulderText
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dw BoulderText
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dw BoulderText
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VictoryRoad3TrainerHeader0:
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trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_0, 1, VictoryRoad3BattleText2, VictoryRoad3EndBattleText2, VictoryRoad3AfterBattleText2
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VictoryRoad3TrainerHeader1:
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trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_1, 4, VictoryRoad3BattleText3, VictoryRoad3EndBattleText3, VictoryRoad3AfterBattleText3
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VictoryRoad3TrainerHeader2:
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trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_2, 4, VictoryRoad3BattleText4, VictoryRoad3EndBattleText4, VictoryRoad3AfterBattleText4
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VictoryRoad3TrainerHeader3:
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trainer EVENT_BEAT_VICTORY_ROAD_3_TRAINER_3, 4, VictoryRoad3BattleText5, VictoryRoad3EndBattleText5, VictoryRoad3AfterBattleText5
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db -1 ; end
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VictoryRoad3Text1:
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text_asm
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ld hl, VictoryRoad3TrainerHeader0
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad3Text2:
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text_asm
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ld hl, VictoryRoad3TrainerHeader1
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad3Text3:
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text_asm
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ld hl, VictoryRoad3TrainerHeader2
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad3Text4:
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text_asm
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ld hl, VictoryRoad3TrainerHeader3
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call TalkToTrainer
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jp TextScriptEnd
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VictoryRoad3BattleText2:
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text_far _VictoryRoad3BattleText2
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text_end
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VictoryRoad3EndBattleText2:
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text_far _VictoryRoad3EndBattleText2
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text_end
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VictoryRoad3AfterBattleText2:
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text_far _VictoryRoad3AfterBattleText2
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text_end
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VictoryRoad3BattleText3:
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text_far _VictoryRoad3BattleText3
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text_end
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VictoryRoad3EndBattleText3:
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text_far _VictoryRoad3EndBattleText3
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text_end
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VictoryRoad3AfterBattleText3:
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text_far _VictoryRoad3AfterBattleText3
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text_end
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VictoryRoad3BattleText4:
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text_far _VictoryRoad3BattleText4
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text_end
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VictoryRoad3EndBattleText4:
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text_far _VictoryRoad3EndBattleText4
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text_end
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VictoryRoad3AfterBattleText4:
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text_far _VictoryRoad3AfterBattleText4
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text_end
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VictoryRoad3BattleText5:
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text_far _VictoryRoad3BattleText5
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text_end
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VictoryRoad3EndBattleText5:
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text_far _VictoryRoad3EndBattleText5
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text_end
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VictoryRoad3AfterBattleText5:
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text_far _VictoryRoad3AfterBattleText5
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text_end
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