CLOSES #415, CLOSES #484, CLOSES #488, CLOSES #492, CLOSES #497, CLOSES #541, CLOSES #559, CLOSES #562, CLOSES #563, CLOSES #564, CLOSES #565, CLOSES #566, CLOSES #567, CLOSES #568, CLOSES #569, CLOSES #570, CLOSES #571, CLOSES #572

This commit is contained in:
bryanthaboi
2026-08-01 08:10:20 -04:00
parent a33f3b1ceb
commit 9326b07583
70 changed files with 6791 additions and 208 deletions
+31 -8
View File
@@ -518,9 +518,12 @@ end
-- pikachu_emotions.asm): pick a scripted emotion, then play its bubble
-- and voiced PCM clip, and raise the framed Pikachu picture the original
-- puts over the map (pikaemotion_pikapic -> pikachu_pic_animation.asm
-- PlacePikapicTextBoxBorder), drawn by OverworldController:drawUI. The
-- per-emotion animation frames (gfx/pikachu/unknown_*) are not extracted,
-- so the front pic stands in for all twenty of them (#407).
-- PlacePikapicTextBoxBorder), drawn by OverworldController:drawUI. Each
-- script's BASE 5x5 frame is ripped as pikachu/pikapic_N.png (#561); the
-- pikaframe overlays it alternates with are a second full-body pose out of
-- the same blob and are still unported, so picLift below stands in for
-- their motion and the battle front pic covers caches built before the
-- rip (#407).
-- ---------------------------------------------------------------------
-- PikachuEmotionTable, reduced to each entry's bubble + pikaemotion_pcm
@@ -715,9 +718,17 @@ function PikachuFollower.talk(game, ow, npc, done)
-- 40x40 front pic is the size of PikaAnimTilemap_1's 5x5 base frame;
-- Sprites.path keeps a mod's replacement skin in play.
local Sprites = require("src.pokemon.Sprites")
local pic = Sprites.path(game.data, "PIKACHU", "front",
{ kind = "overworld" })
local anim = PIKAPIC[PIKAPIC_SCRIPT[emotion] or emotion] or PIKAPIC[1]
-- The chosen script's own base frame (its first pikapic_loadgfx, ripped as
-- pikachu/pikapic_N.png). Red/Blue have no such art and Yellow caches
-- built before the rip do not carry it, so both fall back to the battle
-- front pic that stood in for every script before (#561).
local script = PIKAPIC_SCRIPT[emotion] or emotion
local pic = "assets/generated/pikachu/pikapic_" .. script .. ".png"
if not require("src.render.Assets").exists(pic) then
pic = Sprites.path(game.data, "PIKACHU", "front",
{ kind = "overworld" })
end
local anim = PIKAPIC[script] or PIKAPIC[1]
local hold = anim.dur * PIKAPIC_TICK
ow.emote = {
npc = npc, frames = hold, bubble = bi or false, pikaPic = pic,
@@ -790,10 +801,22 @@ function PikachuFollower.onBillEnteredMachine(game, ow)
if not (GameVersion.isYellow() and ow.pikachuBillsScene) then return end
local npc = findFollower(ow)
if not npc then return end
-- BillsHouseScript3 (pokeyellow scripts/BillsHouse.asm:100-115). The two
-- movement tables are named the wrong way round in the cartridge source:
-- hl is seeded with ..._EnterCellSeparatorDown, then
-- and a ; cp SPRITE_FACING_DOWN (SPRITE_FACING_DOWN is 0)
-- jr nz, .applyPikachuMovement
-- keeps that seeded table when the player is NOT facing down, and only the
-- fallthrough -- facing down -- swaps in ..._EnterCellSeparatorNotDown.
-- So facing down takes the long way round the cell separator and every
-- other facing walks straight up. Following the label names instead of the
-- branch inverts the scene (#455).
local steps = ow.player.facing == "down"
and { { "up", 3 } }
or { { "up", 1 }, { "left", 1 }, { "up", 2 }, { "right", 1 } }
and { { "up", 1 }, { "left", 1 }, { "up", 2 }, { "right", 1 } }
or { { "up", 3 } }
movePikachu(ow, npc, steps, function()
-- PIKAMOVEMENT_LOOK_UP closes the detour table before the bubble
npc.facing = "up"
billsHouseEmotion(game, ow, npc, "QUESTION_BUBBLE")
end)
end