yellow alpha

This commit is contained in:
bryanthaboi
2026-07-29 11:46:32 -04:00
parent d6e36d457f
commit dde25ec7d0
54 changed files with 55593 additions and 698 deletions
+79 -24
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@@ -1,33 +1,88 @@
-- Celadon Mansion 3F Game Designer (pokered/scripts/CeladonMansion3F.asm
-- CeladonMansion3FGameDesignerText): text_asm counts set bits in
-- wPokedexOwned and compares against NUM_POKEMON - 1 (discounts Mew).
-- If the player owns >= 150 species, shows the "completed" text
-- (originally followed by DisplayDiploma, which has no equivalent UI
-- in this port, so we just show the congratulatory text); otherwise
-- shows the normal encouragement text.
-- Celadon Mansion 3F, the GAME FREAK dev floor
-- (pokered+pokeyellow/scripts/CeladonMansion3F.asm). Every dev's
-- text_asm counts set bits in wPokedexOwned against NUM_POKEMON - 1
-- (150, discounting Mew). The game designer shows the diploma
-- (DisplayDiploma -> src/ui/Diploma.lua) on a completed dex; Yellow's
-- graphic artist then offers the printed copy (PrintDiploma, stood in
-- by src/core/Printer.lua's PNG export like the Pokédex PRNT item).
local function ownedCount(game)
local dex = game.save.pokedex
local owned = 0
if dex and dex.owned then
for _ in pairs(dex.owned) do owned = owned + 1 end
end
return owned
end
return {
CELADON_MANSION_3F = {
talk = {
TEXT_CELADONMANSION3F_GAME_DESIGNER = function(game, ow, npc, done)
local t = game.data.text
local dex = game.save.pokedex
local owned = 0
if dex and dex.owned then
for _ in pairs(dex.owned) do
owned = owned + 1
end
end
-- NUM_POKEMON - 1 = 150 (discounts Mew, per pokered)
local label, fallback
if owned >= 150 then
label, fallback = "_CeladonMansion3FGameDesignerCompletedDexText",
"Wow! Excellent!\nYou completed\nyour POKeDEX!\nCongratulations!"
else
label, fallback = "_CeladonMansion3FGameDesignerText",
"Is that right?\nI'm the game\ndesigner!\nFilling up your\nPOKeDEX is tough,\nbut don't quit!\nWhen you finish,\ncome tell me!"
end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, t[label] or fallback, done))
if ownedCount(game) < 150 then
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGameDesignerText
or "Is that right?\nI'm the game\ndesigner!\fFilling up your\nPOKéDEX is tough,\nbut don't quit!",
done))
return
end
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGameDesignerCompletedDexText
or "Wow! Excellent!\nYou completed\nyour POKéDEX!\nCongratulations!",
function()
local Diploma = require("src.ui.Diploma")
game.stack:push(Diploma.new(game, function()
-- Yellow tags on the unlocked-printing line (CompletedDexText2)
local after = require("src.core.GameVersion").isYellow()
and (t._CeladonMansion3FGameDesignerCompletedDexText2
or "You can print out\nyour diploma with\nthe GAME BOY\nPrinter!")
or nil
if after then
game.stack:push(TextBox.new(game, after, done))
else
done()
end
end))
end))
end,
TEXT_CELADONMANSION3F_GRAPHIC_ARTIST = function(game, ow, npc, done)
local t = game.data.text
local TextBox = require("src.render.TextBox")
local yellow = require("src.core.GameVersion").isYellow()
if not (yellow and ownedCount(game) >= 150) then
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGraphicArtistText
or "I'm the graphic\nartist!\nI drew you!", done))
return
end
-- _CeladonMansion3FGraphicArtistText2: offer to print the diploma
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGraphicArtistText2
or "I'm the graphic\nartist!\fShould I print\nyour diploma?",
function()
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
game.stack:push(TextBox.new(game,
t._CeladonMansion3FGraphicArtistText3
or "Oh. But it's a\nspecial diploma!", done))
return
end
local Printer = require("src.core.Printer")
local Diploma = require("src.ui.Diploma")
local Strings = require("src.core.Strings")
local saved, err = Printer.save("diploma", 160, 144, function()
Diploma.render(game)
end)
-- the PRNT stand-in always reports where the PNG landed
game.stack:push(TextBox.new(game, saved
and Strings("There you go!\fSaved as\n%s\vin the save\nfolder.", saved)
or Strings("Printer error!\n%s", tostring(err)), done))
end))
end))
end,
},
},
+20 -1
View File
@@ -12,11 +12,18 @@
-- different files can each add NPCs to the same map), and mod
-- contributions from the map_scripts registry compose on top of it.
local GameVersion = require("src.core.GameVersion")
local MapScripts = require("src.script.MapScripts")
-- OaksLab is a full Yellow rewrite (one Eevee ball + forced Pikachu);
-- Red/Blue keep the three-starter choose flow.
local oaksLab = GameVersion.isYellow()
and "data.scripts.oaks_lab_yellow"
or "data.scripts.oaks_lab"
for _, mapEntry in ipairs({
{ "PALLET_TOWN", "data.scripts.pallet_town" },
{ "OAKS_LAB", "data.scripts.oaks_lab" },
{ "OAKS_LAB", oaksLab },
{ "REDS_HOUSE_1F", "data.scripts.reds_house" },
{ "CELADON_MANSION_ROOF_HOUSE", "data.scripts.celadon_eevee" },
}) do
@@ -36,6 +43,18 @@ for _, file in ipairs({ "data.scripts.story", "data.scripts.story2",
end
end
-- Yellow-only content on top of the shared tables (talk keys merge per
-- TEXT constant): the Kanto-starter gift quests and Jessie & James.
if GameVersion.isYellow() then
for _, file in ipairs({ "data.scripts.yellow_gifts",
"data.scripts.yellow_jessie_james",
"data.scripts.yellow_beach_house" }) do
for mapId, mod in pairs(require(file)) do
MapScripts.attachBase(mapId, mod)
end
end
end
local M = {}
function M.get(mapId)
+296
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@@ -0,0 +1,296 @@
-- Hand-ported from pret/pokeyellow scripts/OaksLab.asm.
-- Yellow: one Eevee ball on the table. Rival snatches it; Oak then
-- gives the player the wild Pikachu he caught earlier (STARTER_PIKACHU).
-- Object indices differ from Red (no Charmander/Squirtle/Bulbasaur balls):
-- 1 RIVAL (4,3), 2 EEVEE_POKE_BALL (7,3), 3 OAK1 (5,2),
-- 4-5 POKEDEX (2,1)/(3,1), 6 OAK2 (door), 7 GIRL, 8-9 SCIENTIST.
--
-- wRivalStarter rides in save.rivalStarter (RIVAL_STARTER_* 1 JOLTEON /
-- 2 FLAREON / 3 VAPOREON): JOLTEON baseline at the snatch
-- (OaksLabRivalTakesPokeballScript), FLAREON on a lab win / VAPOREON on
-- a lab loss (OaksLabRivalEndBattleScript), and Route 22's first battle
-- upgrades FLAREON back to JOLTEON (Route22Rival1AfterBattleScript).
local OAK1 = 3
local RIVAL = 1
return {
talk = {
TEXT_OAKSLAB_OAK1 = {
{ "face_player" },
-- Yellow's OaksLabOak1Text leads with the dex-rating branch: once
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS is set (converted saves) or
-- 2+ species are owned, Oak asks how the Pokédex is coming and
-- rates it (predef DisplayDexRating)
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
{ "jump_if_true", "dex_rating" },
{ "check_dex_owned", 2 },
{ "jump_if_true", "dex_rating" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
{ "jump_if_true", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "around_world" },
{ "check_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" },
{ "jump_if_false", "pre_lab_battle" },
{ "check_item", "OAKS_PARCEL" },
{ "jump_if_false", "raise_young" },
-- .DeliverParcelText: parcel handover, then the Pokédex scene
-- (OaksLabRivalArrivesAtOaksRequestScript -> OakGivesPokedexScript)
{ "show_text", "_OaksLabOak1DeliverParcelText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabOak1ParcelThanksText" },
{ "take_item", "OAKS_PARCEL", 1 },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalGrampsText" },
{ "show_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "place_npc", RIVAL, 4, 7, "up" },
{ "move_npc_to", RIVAL, 4, 3 },
{ "play_music", "Music_OaksLab" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
-- Yellow opens with the rival bragging, not Red's "what did you
-- call me for" (OaksLabOakGivesPokedexScript text order)
{ "show_text", "_OaksLabRivalMyPokemonHasGrownStrongerText" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakIHaveARequestText" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakMyInventionPokedexText" },
{ "show_text", "_OaksLabOakGotPokedexText" },
{ "play_sound", "Get_Key_Item" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX1" },
{ "hide_object", "OAKS_LAB", "OAKSLAB_POKEDEX2" },
{ "face_object", RIVAL, "up" },
{ "face_object", OAK1, "down" },
{ "show_text", "_OaksLabOakThatWasMyDreamText" },
{ "face_object", RIVAL, "right" },
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", RIVAL, 4, 7 },
{ "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" },
{ "play_music", "Music_OaksLab" },
{ "set_flag", "EVENT_1ST_ROUTE22_RIVAL_BATTLE" },
{ "clear_flag", "EVENT_2ND_ROUTE22_RIVAL_BATTLE" },
{ "set_flag", "EVENT_ROUTE22_RIVAL_WANTS_BATTLE" },
{ "show_object", "ROUTE_22", "ROUTE22_RIVAL1" },
{ "jump", "end" },
{ "label", "raise_young" },
-- Yellow: talk-to-it (starter Pikachu) instead of Red raise-young line.
{ "show_text", "_OaksLabOak1YouShouldTalkToIt" },
{ "jump", "end" },
{ "label", "pre_lab_battle" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_true", "can_fight" },
{ "show_text", "_OaksLabOak1GoAheadItsYours" },
{ "jump", "end" },
{ "label", "can_fight" },
{ "show_text", "_OaksLabOak1YourPokemonCanFightText" },
{ "jump", "end" },
{ "label", "around_world" },
{ "show_text", "_OaksLabOak1PokemonAroundTheWorldText" },
{ "jump", "end" },
{ "label", "give_balls" },
{ "check_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "jump_if_true", "come_see" },
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "give_item", "POKE_BALL", 5, false },
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
{ "play_sound", "Get_Key_Item" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
{ "jump", "end" },
{ "label", "dex_rating" },
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
{ "dex_rating" },
},
-- OaksLabEeveePokeBallText / OaksLabRivalExclamationScript ->
-- OaksLabChoseStarterScript..OaksLabPlayerReceivesPikachuScript:
-- before Oak's choose speech the ball is just flavor; after it, the
-- rival "!"s, shoves the player off the table, snatches the ball,
-- then the player is walked over to Oak and handed Pikachu.
TEXT_OAKSLAB_EEVEE_POKE_BALL = function(game, ow, npc, done)
local flags = game.save.flags
if flags.EVENT_GOT_STARTER then
done()
return
end
if not flags.EVENT_OAK_ASKED_TO_CHOOSE_MON then
ow.runner:run({
{ "show_text", "_OaksLabThatsAPokeball" },
}, { onDone = done })
return
end
local px, py = ow.player.cellX, ow.player.cellY
local rows = {
-- OaksLabRivalExclamationScript: "!" over the rival
{ "emote", RIVAL, "shock" },
}
-- .RivalPushesPlayerAwayFromEeveeBall + the PAD_RIGHT x2 shove:
-- the rival cuts across to the ball WHILE the player standing
-- below it is bumped two tiles right (both movements run in the
-- same beat, so the walk overlaps the shove like the original)
if py == 4 then
rows[#rows + 1] = { "walk_npc", RIVAL,
{ "down", "right", "right", "right" }, { wait = false } }
rows[#rows + 1] = { "face_player_dir", "left" }
rows[#rows + 1] = { "move_player", "right", 2 }
-- let the rival finish the last stretch to (7,4)
rows[#rows + 1] = { "wait", 40 }
else
rows[#rows + 1] = { "move_npc_to", RIVAL, 7, 4 }
end
rows[#rows + 1] = { "face_object", RIVAL, "up" }
rows[#rows + 1] = { "hide_object", "OAKS_LAB", "OAKSLAB_EEVEE_POKE_BALL" }
-- rival starter baseline (RIVAL_STARTER_JOLTEON) at snatch time
rows[#rows + 1] = { "set_field", "rivalStarter", 1 }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText1" }
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText2" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText3" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText4" }
rows[#rows + 1] = { "show_text", "_OaksLabRivalTakesText5" }
-- OaksLabRLE_PlayerWalksToOak: the simulated-joypad buffer plays
-- its RLE list BACKWARDS (StartSimulatingJoypadStates consumes
-- from wSimulatedJoypadStatesEnd), so the real order is LEFT 1,
-- DOWN 1, LEFT 3, UP 2 -- from the shove spot (9,4) the player
-- rounds the BOTTOM of the table to (5,3), directly below Oak
if py == 4 then
rows[#rows + 1] = { "walk_npc", "player",
{ "left", "down", "left", "left", "left", "up", "up" } }
else
rows[#rows + 1] = { "walk_npc", "player", { "left" } }
end
rows[#rows + 1] = { "face_player_dir", "up" }
rows[#rows + 1] = { "face_object", OAK1, "down" }
-- OaksLabPlayerReceivedMonText: no nickname prompt -- the starter
-- Pikachu keeps its species name
rows[#rows + 1] = { "show_text", "_OaksLabOakGivesText" }
rows[#rows + 1] = { "play_sound", "Get_Key_Item" }
rows[#rows + 1] = { "show_text", "_OaksLabReceivedText", { RAM = "PIKACHU" } }
rows[#rows + 1] = { "give_pokemon", "PIKACHU", 5, true }
rows[#rows + 1] = { "set_flag", "EVENT_GOT_STARTER" }
rows[#rows + 1] = { "set_flag", "EVENT_CHOSE_PIKACHU" }
ow.runner:run(rows, { npc = npc, onDone = done })
end,
TEXT_OAKSLAB_RIVAL = {
{ "face_player" },
{ "check_flag", "EVENT_GOT_STARTER" },
{ "jump_if_false", "pre_starter" },
{ "show_text", "_OaksLabRivalMyPokemonLooksStrongerText" },
{ "jump", "end" },
{ "label", "pre_starter" },
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB_2" },
{ "jump_if_false", "gramps_gone" },
{ "show_text", "_OaksLabRivalIllGetABetterPokemonThanYou" },
{ "jump", "end" },
{ "label", "gramps_gone" },
{ "show_text", "_OaksLabRivalGrampsIsntAroundText" },
},
},
onEnter = function(game, ow)
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
end
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX1")
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_POKEDEX2")
end,
onStep = function(game, ow, x, y)
local flags = game.save.flags
-- OaksLabPlayerDontGoAwayScript: y==6 without the starter walks the
-- player back up a tile
if flags.EVENT_FOLLOWED_OAK_INTO_LAB and not flags.EVENT_GOT_STARTER
and y >= 6 then
ow.runner:run({
{ "face_object", OAK1, "down" },
{ "face_object", RIVAL, "down" },
{ "show_text", "_OaksLabOakDontGoAwayYetText" },
{ "move_player", "up", 1 },
}, {})
return true
end
-- OaksLabRivalChallengesPlayerScript..OaksLabPikachuDislikesPokeballsScript:
-- heading for the door with Pikachu starts the rival battle, his
-- exit walk, then Pikachu pops out of its ball.
if flags.EVENT_GOT_STARTER and not flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB
and y >= 6 then
local rival = ow:npcByIndex(RIVAL)
if not rival then return false end
local rows = {
{ "face_player_dir", "up" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalIllTakeYouOnText" },
}
-- FindPathToPlayer with the Y distance decremented: the rival
-- stops one tile above the player
local target
for _, c in ipairs({ { x, y - 1 }, { x - 1, y }, { x + 1, y },
{ x, y + 1 } }) do
if ow.map:inBounds(c[1], c[2]) and ow.map:isWalkableCell(c[1], c[2]) then
target = c
break
end
end
if target then
table.insert(rows, { "move_npc_to", RIVAL, target[1], target[2] })
end
table.insert(rows, { "face_object", RIVAL,
target and target[2] < y and "down"
or target and target[2] > y and "up"
or target and target[1] < x and "right" or "left" })
table.insert(rows, { "start_battle", "trainer", "OPP_RIVAL1", 1 })
table.insert(rows, { "heal_party" })
table.insert(rows, { "set_flag", "EVENT_BATTLED_RIVAL_IN_OAKS_LAB" })
-- OaksLabRivalEndBattleScript: his Eevee's future evolution is
-- decided here -- FLAREON if the player won, VAPOREON otherwise
table.insert(rows, { "check_battle_result", "win" })
table.insert(rows, { "jump_if_false", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 2 })
table.insert(rows, { "jump", "exit" })
table.insert(rows, { "label", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 3 })
table.insert(rows, { "label", "exit" })
-- OaksLabRivalStartsExitScript: parting shot, walk out past the
-- player, restore the lab theme
table.insert(rows, { "wait", 20 })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
-- OaksLabPikachuEscapesPokeballScript: Pikachu hates its ball.
-- The overworld follower itself is still an open port
-- (docs/yellow-version.md runtime backlog); the story beat plays.
table.insert(rows, { "play_cry", "PIKACHU" })
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText1" })
table.insert(rows, { "show_text", "_OaksLabPikachuDislikesPokeballsText2" })
ow.runner:run(rows, { npc = rival })
return true
end
return false
end,
}
+54 -8
View File
@@ -19,19 +19,60 @@ local FEE = 500
local BALLS = 30
local STEPS = 502
local function startGame(game, t, done)
game.save.money = game.save.money - FEE
game.save.safari = { balls = BALLS, steps = STEPS }
local function startGame(game, t, done, balls, introText)
game.save.safari = { balls = balls or BALLS, steps = STEPS }
game.save.safariNags = nil
local TextBox = require("src.render.TextBox")
local paid = (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
:gsub("{PLAYER}", game.save.player.name)
local paid = introText
or (t._SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText
or "That'll be ¥500\nplease!\f{PLAYER} received\n30 SAFARI BALLs!")
:gsub("{NUM:[^}]*}", "500")
paid = paid:gsub("{PLAYER}", game.save.player.name)
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
end
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
-- the full fee still gets in.
-- 0 < money < 500: SafariZoneEntranceCalculateLowCostAdmission takes
-- everything and hands over min(money/23 + 1, 29) balls.
-- money == 0: SafariZoneEntranceGetLowCostAdmissionText nags four times
-- (LowCostText5/6/7/8), then relents -- free entry, one ball.
local function yellowLowCost(game, ow, t, done, back)
local TextBox = require("src.render.TextBox")
if game.save.money > 0 then
local balls = math.min(math.floor(game.save.money / 23) + 1, 29)
game.save.money = 0
local intro =
(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
or "Oops! Not enough\nmoney!")
.. (t._SafariZoneLowCostText1
or "\fOh, all right, pay\nme what you have.")
.. "\f" .. (t._SafariZoneLowCostText2
or "But, I can't give\nyou all 30 BALLs.")
startGame(game, t, done, balls, intro)
return
end
local nag = game.save.safariNags or 0
game.save.safariNags = nag + 1
if nag >= 3 then
local intro =
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
.. (t._SafariZoneLowCostText3
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
startGame(game, t, done, 1, intro)
return
end
local nags = {
t._SafariZoneLowCostText5 or "I'm sorry, but you\nhave to pay to\nenter.",
t._SafariZoneLowCostText6 or "You can't enter\nwithout paying!",
t._SafariZoneLowCostText7 or "I said, no money,\nno entry!",
}
back(nags[nag + 1])
end
local function joinPrompt(game, ow, done)
done = done or function() end
local TextBox = require("src.render.TextBox")
@@ -51,9 +92,14 @@ local function joinPrompt(game, ow, done)
back(t._SafariZoneGateSafariZoneWorker1PleaseComeAgainText
or "OK! Please come\nagain!")
elseif game.save.money < FEE then
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
or "Oops! Not enough\nmoney!")
if require("src.core.GameVersion").isYellow() then
yellowLowCost(game, ow, t, done, back)
else
back(t._SafariZoneGateSafariZoneWorker1NotEnoughMoneyText
or "Oops! Not enough\nmoney!")
end
else
game.save.money = game.save.money - FEE
startGame(game, t, done)
end
end))
+104 -90
View File
@@ -1,6 +1,10 @@
-- More hand-ported events: the Pallet Town intro, the thirsty Saffron
-- gate guards, the Bike Voucher chain, fossils and the day-care.
-- Registered via data/scripts/init.lua; each cites its pokered source.
-- Registered via data/scripts/init.lua; Red/Blue cite pokered, Yellow
-- cites pokeyellow (Pallet stop row, Oak spawn, walk RLE, and the
-- wild-Pikachu beat before the lab escort).
local GameVersion = require("src.core.GameVersion")
local M = {}
@@ -35,72 +39,79 @@ function escort.findPath(fromX, fromY, toX, toY)
return path
end
-- PalletTownOakWalksToPlayerScript: Oak appears at his object spot
-- (8,5) and zigzags to one tile below the player (hNPCPlayerYDistance
-- is pre-decremented before predef FindPathToPlayer).
-- Red: Oak object (8,5) -> one tile below the player at y=1.
-- Yellow: Oak object (10,4); stop fires at y=0 (pokeyellow PalletTown).
function escort.oakApproach(playerX)
if GameVersion.isYellow() then
return escort.findPath(10, 4, playerX, 1)
end
return escort.findPath(8, 5, playerX, 2)
end
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm):
-- DOWN x5, LEFT, DOWN x5, RIGHT x3, UP -- Oak's last step lands on the
-- lab door (12,11). (The trailing NPC_CHANGE_FACING is a march-in-
-- place beat on the mat; here Oak just stands his final beat.)
escort.oakSteps = {
"down", "down", "down", "down", "down",
"left",
"down", "down", "down", "down", "down",
"right", "right", "right",
"up",
}
-- RLEList_ProfOakWalkToLab (engine/overworld/auto_movement.asm).
-- Yellow differs: first DOWN is x6 (Oak starts one tile farther north).
local function buildOakSteps()
if GameVersion.isYellow() then
return {
"down", "down", "down", "down", "down", "down",
"left",
"down", "down", "down", "down", "down",
"right", "right", "right",
"up",
}
end
return {
"down", "down", "down", "down", "down",
"left",
"down", "down", "down", "down", "down",
"right", "right", "right",
"up",
}
end
-- RLEList_PlayerWalkToLab decodes to UP x2, RIGHT x3, DOWN x5, LEFT,
-- DOWN x6 and plays in REVERSE buffer order (wSimulatedJoypadStatesEnd
-- grows downward): DOWN x6, LEFT, DOWN x5, RIGHT x3, UP x2 -- Oak's
-- exact path one step behind. The 17th press (the second UP) is eaten
-- by the door-warp frame (WarpFound clears hJoyHeld via EnterMap), so
-- only 16 real steps happen; the walk ends on the door at (12,11).
escort.oakSteps = buildOakSteps()
-- Player stays one step behind Oak (simplified reverse-RLE port).
escort.playerSteps = { "down" }
for _, d in ipairs(escort.oakSteps) do
escort.playerSteps[#escort.playerSteps + 1] = d
end
local function npcNamed(ow, name)
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == name then return n end
end
return nil
end
M.PALLET_TOWN = {
talk = require("data.scripts.pallet_town").talk,
escort = escort,
-- Oak stops you at the north row (PalletTownDefaultScript's
-- `wYCoord == 1` check), walks up from (8,5), and leads you to his
-- lab with the player one step behind (scripts/PalletTown.asm +
-- PalletMovementScriptPointerTable in
-- engine/overworld/auto_movement.asm), then the lab walk-in and the
-- choose-mon exchange (scripts/OaksLab.asm OaksLabDefaultScript ..
-- OaksLabOakChooseMonSpeechScript).
-- Red: stop at y==1 from (8,5). Yellow: stop at y==0 from (10,4),
-- then a wild Pikachu battle before the lab escort (pokeyellow
-- PalletTownPikachuBattleScript).
onStep = function(game, ow, x, y)
if y ~= 1 or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
local yellow = GameVersion.isYellow()
local stopY = yellow and 0 or 1
if y ~= stopY or game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB
or game.save.flags.EVENT_GOT_STARTER then
return false
end
local TextBox = require("src.render.TextBox")
local Commands = require("src.script.Commands")
local Music = require("src.core.Music")
local BattleState = require("src.battle.BattleState")
local t = game.data.text
local ctx = { save = game.save, game = game, overworld = ow }
-- PalletTownDefaultScript: stop the player, turn them around
-- (wPlayerMovingDirection = PLAYER_DIR_DOWN applies on the very
-- next frame, before the text box opens) and strike up the "oak
-- appears" theme (MUSIC_MEET_PROF_OAK)
ow.player.facing = "down"
-- Red turns the player down; Yellow faces up at the north exit.
ow.player.facing = yellow and "up" or "down"
Music.play(game.data, "Music_MeetProfOak")
-- DelayFrames-style hold: the world pauses (input stays locked)
-- for `frames` frames, then cb runs. Reuses the emote pause slot;
-- with an `npc` the "!" bubble draws above it (EmotionBubble).
local function hold(frames, npc, cb)
ow.emote = { frames = frames, npc = npc, onDone = cb }
end
-- chain single-tile scriptMoves through a direction list
local function walkList(entity, steps, done)
local i = 0
local function nextStep()
@@ -114,10 +125,8 @@ M.PALLET_TOWN = {
nextStep()
end
-- ---- Oak's Lab side (scripts/OaksLab.asm) ----------------------
-- OaksLabOakChooseMonSpeechScript: the fed-up / choose-mon /
-- what-about-me / be-patient exchange, Delay3 between boxes
-- OaksLabOakChooseMonSpeechScript. Yellow's OakChooseMon text is
-- the single-ball speech, not Red's "there are 3 POKéMON".
local function chooseMonSpeech()
local function say(key, fb, next)
game.stack:push(TextBox.new(game, t[key] or fb, next))
@@ -126,7 +135,9 @@ M.PALLET_TOWN = {
"{RIVAL}: Gramps!\nI'm fed up with\nwaiting!", function()
hold(3, nil, function()
say("_OaksLabOakChooseMonText",
"OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
yellow
and "OAK: Look, {PLAYER}! Do\nyou see that ball\non the table?"
or "OAK: Here, {PLAYER}!\fThere are 3\nPOKéMON here!\fYou can have one!\nChoose!", function()
hold(3, nil, function()
say("_OaksLabRivalWhatAboutMeText",
"{RIVAL}: Hey!\nGramps! What\nabout me?", function()
@@ -143,30 +154,18 @@ M.PALLET_TOWN = {
end)
end
-- entering the lab: the door Oak (OAKSLAB_OAK2, (5,10)) walks up 3
-- ahead of the player (OaksLabOakEntersLabScript OakEntryMovement),
-- swaps for the desk Oak (OAKSLAB_OAK1, (5,2)), then the player
-- walks up 8 from the mat (PlayerEntryMovementRLE) while the rival
-- and Oak turn with them (OaksLabPlayerEntersLabScript /
-- OaksLabFollowedOakScript)
-- Door Oak is OAKSLAB_OAK2: Red index 8, Yellow index 6 (one ball).
local function labWalkIn()
local oak2 = ow:npcByIndex(8)
local oak2 = npcNamed(ow, "OAKSLAB_OAK2") or ow:npcByIndex(yellow and 6 or 8)
local function swapOaks()
Commands.hide_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK1")
hold(3, nil, function() -- Delay3
Commands.face_object(ctx, 1, "down") -- rival watches you pass
hold(3, nil, function()
Commands.face_object(ctx, 1, "down")
ow:scriptMove(ow.player, "up", 8, function()
-- OaksLabFollowedOakScript: flags only after the walk-in, so a
-- stray step on the door mat can't fire the "don't go away"
-- push-up (oaks_lab.lua onStep) mid-cutscene. Outdoor escort
-- still re-arms on F1 mid-escort -- these flags stay clear
-- until the lab walk finishes.
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
game.save.flags.EVENT_FOLLOWED_OAK_INTO_LAB_2 = true
Commands.face_object(ctx, 1, "up")
-- res BIT_NO_MAP_MUSIC + PlayDefaultMusic: the lab theme
-- only starts once the walk-in is done
Music.playMap(game.data, "OAKS_LAB")
chooseMonSpeech()
end)
@@ -179,9 +178,6 @@ M.PALLET_TOWN = {
end
end
-- PalletMovementScript_Done + the door warp: Oak is hidden as the
-- player steps into the doorway; PALLET_TOWN warp 3 -> OAKS_LAB
-- warp 2 = (5,11), with the door SFX (WarpFound -> SFX_GO_INSIDE)
local function enterLab()
Commands.hide_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
Commands.show_object(ctx, "OAKS_LAB", "OAKSLAB_OAK2")
@@ -190,10 +186,6 @@ M.PALLET_TOWN = {
{ keepMusic = true })
end
-- PalletMovementScript_WalkToLab: Oak's NPC movement and the
-- player's simulated joypad run simultaneously, in lockstep; the
-- player retraces Oak's path one step behind and follows him into
-- the doorway on the final beat
local function walkToLab(oak)
local i = 0
local function tick()
@@ -206,9 +198,6 @@ M.PALLET_TOWN = {
if oak and escort.oakSteps[i] then
ow:scriptMove(oak, escort.oakSteps[i], 1)
elseif oak then
-- RLEList_ProfOakWalkToLab's trailing NPC_CHANGE_FACING beat:
-- Oak marches in place on the door mat while the player takes
-- the final step up behind him (movement.asm ChangeFacingDirection)
ow:marchInPlace(oak)
end
ow:scriptMove(ow.player, playerStep, 1, tick)
@@ -216,9 +205,6 @@ M.PALLET_TOWN = {
tick()
end
-- PalletMovementScript_OakMoveLeft/_PlayerMoveLeft: from the right
-- tile (x == 11) Oak sidesteps left first, then the player follows
-- left (wNumStepsToTake = wXCoord - 10), and only then both walk
local function escortToLab(oak)
local numSteps = x - 10
if oak and numSteps > 0 then
@@ -232,37 +218,65 @@ M.PALLET_TOWN = {
end
end
-- ---- Pallet Town side (scripts/PalletTown.asm) -----------------
-- After Oak reaches the player: Red goes straight to "It's unsafe!".
-- Yellow (PalletTownOakGreetsPlayerScript..AfterPikachuBattleScript):
-- ThatWasClose -> Oak faces the grass patch -> BATTLE_TYPE_PIKACHU
-- (the old-man-style simulated battle where PROF.OAK throws the ball
-- and always catches the lv5 Pikachu) -> Whew -> ComeWithMe.
local function afterOakArrives(oak)
if not yellow then
game.stack:push(TextBox.new(game,
t._PalletTownOakItsUnsafeText
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
function() escortToLab(oak) end))
return
end
local function comeWithMe()
game.stack:push(TextBox.new(game,
t._PalletTownOakComeWithMe
or "OAK: Here, come with\nme!",
function() escortToLab(oak) end))
end
local function afterPikaBattle()
if oak then oak.facing = "up" end
game.stack:push(TextBox.new(game,
t._PalletTownOakWhewText or "OAK: Whew...",
comeWithMe))
end
game.stack:push(TextBox.new(game,
t._PalletTownOakThatWasCloseText
or "OAK: That was\nclose!\fWild POKéMON live\nin tall grass!",
function()
-- Oak turns toward the horizontally adjacent grass (left exit
-- looks right, right exit looks left -- the
-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch)
if oak then oak.facing = x == 10 and "right" or "left" end
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle:makeOldManDemo("PROF.OAK")
battle.onFinish = function()
afterPikaBattle()
end
game.stack:push(battle)
end))
end
-- PalletTownOakWalksToPlayerScript: Oak appears at (8,5), faces up
-- (SetSpriteFacingDirectionAndDelay + Delay3), then zigzags to the
-- player; the "It's unsafe!" text follows and the escort begins
local function oakAppearsAndWalks()
Commands.show_object(ctx, "PALLET_TOWN", "PALLETTOWN_OAK")
local oak = ow:npcByIndex(1)
local oak = npcNamed(ow, "PALLETTOWN_OAK") or ow:npcByIndex(1)
if oak then oak.facing = "up" end
hold(6, nil, function()
walkList(oak, escort.oakApproach(x), function()
-- PalletTownOakNotSafeComeWithMeScript: the second text waits
-- for a button, then the escort starts
game.stack:push(TextBox.new(game,
t._PalletTownOakItsUnsafeText
or "OAK: It's unsafe!\nWild POKéMON\nlive in tall grass!",
function() escortToLab(oak) end))
afterOakArrives(oak)
end)
end)
end
-- The "Hey! Wait!" box ends without a button wait (auto), then the
-- "!" bubble shows over the player WHILE the box is still on screen
-- (PalletTownOakText: DelayFrames 10 then EmotionBubble, box not yet
-- cleared). onOverlap sets the bubble during the box's last frames;
-- the box pops after `overlap`, and the bubble's 60-frame hold then
-- runs to Oak's appearance (the bubble is static while the box is up,
-- since the overworld pauses under it, so 10 overlap + 50 = 60).
game.stack:push(TextBox.new(game,
t._PalletTownOakHeyWaitDontGoOutText or "OAK: Hey! Wait!\nDon't go out!",
nil, { auto = { delay = 10, overlap = 10, onOverlap = function()
-- .HeyWaitDontGoOutText turns the player to face down (toward
-- the approaching Oak) before the exclamation bubble
ow.player.facing = "down"
ow.emote = { npc = ow.player, frames = 50, onDone = oakAppearsAndWalks }
end } }))
return true
+39
View File
@@ -173,7 +173,46 @@ local function syncGymGatesAfterBattle(game, ow)
applyGymGates(game, ow)
end
-- Yellow's quiz-first rule (scripts/CinnabarGym.asm SuperNerd2..7): a
-- gate guardian refuses to battle until his quiz was attempted -- a
-- wrong answer sics him on you (the onInteract path below), a right one
-- opens his gate; walking up and talking first just gets the room's
-- CinnabarGymText_N lecture (Func_f2150's pointer table).
local function yellowQuizTalk(machineIndex)
return function(game, ow, npc, done)
local yellow = require("src.core.GameVersion").isYellow()
local defeated = ow:trainerDefeated(npc)
local gateOpen = game.save.flags[gymGateFlag(machineIndex)]
if yellow and not defeated and not gateOpen then
local TextBox = require("src.render.TextBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
t["_CinnabarGymText_" .. machineIndex]
or "You have to take\nthe quiz first!", done))
return
end
-- gate open (or Red/Blue): the ordinary trainer engagement /
-- after-battle line, mirroring talkTo's generic trainer branch
npc:facePlayer(ow.player)
if not defeated then
ow:engageTrainer(npc, done)
return
end
local header = game.data:trainerHeader(ow.map.def.label, npc.def.index)
local after = header and header.after and game.data.text[header.after]
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, after or "...", done))
end
end
M.CINNABAR_GYM = {
talk = (function()
local talk = {}
for i = 1, 6 do
talk["TEXT_CINNABARGYM_SUPER_NERD" .. (i + 1)] = yellowQuizTalk(i)
end
return talk
end)(),
onEnter = applyGymGates,
onVictory = syncGymGatesAfterBattle,
onInteract = function(game, ow, fx, fy)
+131
View File
@@ -0,0 +1,131 @@
-- Summer Beach House (scripts/SummerBeachHouse.asm), Yellow's Route 19
-- surf shack. The Surfin' Dude only lets a party Pikachu that knows
-- SURF ride (IsSurfingPikachuInParty, home/map_objects.asm); saying yes
-- runs the Surfing Pikachu minigame (src/ui/SurfingMinigame.lua). The
-- corner printer shows/prints the high score once you have surfed this
-- visit (BIT_PIKACHU_MAP_SURF_SELECT is a per-map-load flag, so the
-- session markers live on the overworld state, not the save).
local function surfingPikachu(game)
for _, mon in ipairs(game.save.party or {}) do
if mon.species == "PIKACHU" then
for _, mv in ipairs(mon.moves or {}) do
if mv.id == "SURF" then return mon end
end
end
end
return nil
end
local function push(game, text, done)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, text, done))
end
-- the two-variant posters: the surf-capable line once a surfing
-- Pikachu is along, the plain one otherwise
local function poster(n)
return function(game, ow, npc, done)
local t = game.data.text
local key = ("_SummerBeachHousePoster%dText%d"):format(
n, surfingPikachu(game) and 1 or 2)
push(game, t[key] or "A surfing poster.", done)
end
end
return {
SUMMER_BEACH_HOUSE = {
talk = {
TEXT_SUMMERBEACHHOUSE_SURFINDUDE = function(game, ow, npc, done)
local t = game.data.text
if not surfingPikachu(game) then
push(game, t._SummerBeachHouseSurfinDudeText4
or "Dogs and burgers\non special today!", done)
return
end
-- Text1 on the first ask each visit, the short Text3 after
local ask = ow.surfinDudeAsked
and (t._SummerBeachHouseSurfinDudeText3 or "Wanna go SURF?")
or (t._SummerBeachHouseSurfinDudeText1
or "Whoa!\nYour PIKACHU knows\nhow to SURF!\fGive it a go?")
ow.surfinDudeAsked = true
push(game, ask, function()
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
push(game, t._SummerBeachHouseSurfinDudeText2
or "Come SURF anytime,\nmy friend!", done)
return
end
local SurfingMinigame = require("src.ui.SurfingMinigame")
game.stack:push(SurfingMinigame.new(game, function()
ow.surfedThisVisit = true -- BIT_PIKACHU_MAP_SURF_SELECT
require("src.core.Music").playMap(game.data, ow.map.id)
done()
end))
end))
end)
end,
TEXT_SUMMERBEACHHOUSE_PIKACHU = function(game, ow, npc, done)
local t = game.data.text
push(game, t._SummerBeachHousePikachuText or "PIKACHU: Pikaa!",
function()
require("src.core.Sound").playCry(game.data, "PIKACHU")
done()
end)
end,
TEXT_SUMMERBEACHHOUSE_POSTER1 = poster(1),
TEXT_SUMMERBEACHHOUSE_POSTER2 = poster(2),
TEXT_SUMMERBEACHHOUSE_POSTER3 = poster(3),
TEXT_SUMMERBEACHHOUSE_PRINTER = function(game, ow, npc, done)
local t = game.data.text
if not surfingPikachu(game) then
push(game, t._SummerBeachHousePrinterText1
or "It's some sort of\na machine...", done)
return
end
push(game, t._SummerBeachHousePrinterText2
or "SUMMER BEACH HOUSE\nPRINTER, it says.", function()
if not ow.surfedThisVisit then
done()
return
end
push(game, t._SummerBeachHousePrinterText3
or "The Hi-Score is\nshown.\fPRINT it out?", function()
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
done()
return
end
-- PrintSurfingMinigameHighScore -> PNG stand-in
local Printer = require("src.core.Printer")
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local hi = game.save.surfingHighScore or 0
local name = game.save.player.name or "RED"
local saved, err = Printer.save("surf_hiscore", 160, 64,
function()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 64)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", 2.5, 2.5, 155, 59)
Font.draw(Strings("SUMMER BEACH HOUSE"), 8, 10)
Font.draw(Strings("SURFING Hi-Score"), 8, 24)
Font.draw(name, 8, 40)
Font.draw(Strings("%d pts", hi), 96, 40)
end)
push(game, saved
and Strings("Printed!\fSaved as\n%s\vin the save\nfolder.",
saved)
or Strings("Printer error!\n%s", tostring(err)), done)
end))
end)
end)
end,
},
},
}
+102
View File
@@ -0,0 +1,102 @@
-- Yellow's three Kanto-starter side-quests, hand-ported from
-- scripts/CeruleanMelaniesHouse.asm, scripts/Route24.asm
-- (Route24CooltrainerM4Text) and scripts/VermilionCity_2.asm
-- (VermilionCityPrintOfficerJennyText). Registered on top of the shared
-- Red map scripts by data/scripts/init.lua on a Yellow boot only, so the
-- table keys compose with story.lua / story4.lua's existing entries.
local M = {}
-- Melanie hands over her Bulbasaur once the starter Pikachu trusts you
-- (wPikachuHappiness >= 147).
M.CERULEAN_MELANIES_HOUSE = {
talk = {
TEXT_CERULEANMELANIESHOUSE_MELANIE = function(game, ow, npc, done)
local rows = { { "face_player" } }
if game.save.flags.EVENT_GOT_BULBASAUR_IN_CERULEAN then
rows[#rows + 1] = { "show_text", "MelanieText4" }
elseif (game.save.pikachuHappiness or 90) < 147 then
rows[#rows + 1] = { "show_text", "MelanieText1" }
else
rows[#rows + 1] = { "show_text", "MelanieText1" }
rows[#rows + 1] = { "ask", "MelanieText2" }
rows[#rows + 1] = { "jump_if_false", "declined" }
rows[#rows + 1] = { "give_pokemon", "BULBASAUR", 10 }
rows[#rows + 1] = { "jump_if_false", "end" } -- party + box full
rows[#rows + 1] = { "show_text", "MelanieText3" }
rows[#rows + 1] = { "hide_object", "CERULEAN_MELANIES_HOUSE",
"CERULEANMELANIESHOUSE_BULBASAUR" }
rows[#rows + 1] = { "set_flag", "EVENT_GOT_BULBASAUR_IN_CERULEAN" }
rows[#rows + 1] = { "jump", "end" }
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "MelanieText5" }
end
ow.runner:run(rows, { npc = npc, onDone = done })
end,
-- pet flavor: the text with the species' cry over it
TEXT_CERULEANMELANIESHOUSE_BULBASAUR = {
{ "play_cry", "BULBASAUR" },
{ "show_text", "MelanieBulbasaurText" },
},
TEXT_CERULEANMELANIESHOUSE_ODDISH = {
{ "play_cry", "ODDISH" },
{ "show_text", "MelanieOddishText" },
},
TEXT_CERULEANMELANIESHOUSE_SANDSHREW = {
{ "play_cry", "SANDSHREW" },
{ "show_text", "MelanieSandshrewText" },
},
},
}
-- Damian gives away the Charmander he thinks is too weak (EVENT_54F).
M.ROUTE_24 = {
talk = {
TEXT_ROUTE24_COOLTRAINER_M4 = {
{ "face_player" },
{ "check_flag", "EVENT_54F" },
{ "jump_if_true", "after" },
{ "ask", "_Route24DamianText1" },
{ "jump_if_false", "declined" },
{ "give_pokemon", "CHARMANDER", 10 },
{ "jump_if_false", "end" },
{ "show_text", "_Route24DamianText2" },
{ "set_flag", "EVENT_54F" },
{ "jump", "end" },
{ "label", "declined" },
{ "show_text", "_Route24DamianText3" },
{ "jump", "end" },
{ "label", "after" },
{ "show_text", "_Route24DamianText4" },
},
},
}
-- Officer Jenny's Squirtle: kept until you carry the Thunder Badge.
M.VERMILION_CITY = {
talk = {
TEXT_VERMILIONCITY_OFFICER_JENNY = function(game, ow, npc, done)
local rows = { { "face_player" } }
if game.save.flags.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY then
rows[#rows + 1] = { "show_text", "_OfficerJennyText5" }
elseif not (game.save.inventory
and game.save.inventory.THUNDERBADGE) then
rows[#rows + 1] = { "show_text", "_OfficerJennyText1" }
else
rows[#rows + 1] = { "ask", "_OfficerJennyText2" }
rows[#rows + 1] = { "jump_if_false", "declined" }
rows[#rows + 1] = { "give_pokemon", "SQUIRTLE", 10 }
rows[#rows + 1] = { "jump_if_false", "end" }
rows[#rows + 1] = { "show_text", "_OfficerJennyText3" }
rows[#rows + 1] = { "set_flag",
"EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY" }
rows[#rows + 1] = { "jump", "end" }
rows[#rows + 1] = { "label", "declined" }
rows[#rows + 1] = { "show_text", "_OfficerJennyText4" }
end
ow.runner:run(rows, { npc = npc, onDone = done })
end,
},
}
return M
+261
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-- Jessie & James, Yellow's Team Rocket duo, at all four ambush sites:
-- Mt Moon B2F (scripts/MtMoonB2F.asm), Rocket Hideout B4F
-- (scripts/RocketHideoutB4F.asm), Pokemon Tower 7F
-- (scripts/PokemonTower7F.asm) and Silph Co 11F (scripts/SilphCo11F.asm).
-- Every site shares one shape: a coordinate trigger swaps the map theme
-- for Music_MeetJessieJames, the motto plays, the duo closes in, one
-- battle against the shared OPP_ROCKET party fights them both, and after
-- their parting lines they vanish together under a second sting of the
-- theme before the map theme resumes (PlayDefaultMusic ->
-- play_default_music).
--
-- Registered on top of the shared tables by data/scripts/init.lua on a
-- Yellow boot; MT_MOON_B2F's onStep chains story2's Super Nerd / fossil
-- trigger and SILPH_CO_11F's chains story's Giovanni trigger, since
-- non-talk hooks replace rather than merge.
local M = {}
-- Capture the FUNCTION, not the table: attachBase stores the module
-- table itself, so once this file's onStep is attached the table's slot
-- points back here -- delegating through the table would self-recurse.
local baseMtMoonStep = require("data.scripts.story2").MT_MOON_B2F.onStep
local baseSilph11Step = require("data.scripts.story").SILPH_CO_11F.onStep
M.MT_MOON_B2F = {
talk = {
TEXT_MTMOONB2F_JESSIE = {
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
},
TEXT_MTMOONB2F_JAMES = {
{ "face_player" }, { "show_text", "_MtMoonJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
if baseMtMoonStep and baseMtMoonStep(game, ow, x, y) then
return true
end
local f = game.save.flags
if x ~= 3 or y ~= 5 then return false end
if f.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES then return false end
if not (f.EVENT_GOT_DOME_FOSSIL or f.EVENT_GOT_HELIX_FOSSIL) then
return false
end
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
{ "show_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
{ "show_text", "_MtMoonJessieJamesText1" },
{ "face_player_dir", "right" },
{ "show_text", "_MtMoonJessieJamesText2" },
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_MtMoonJessieJamesText3" },
{ "show_text", "_MtMoonJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JESSIE" },
{ "hide_object", "MT_MOON_B2F", "MTMOONB2F_JAMES" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES" },
}, {})
return true
end,
}
-- -------------------------------------------------------------------
-- Rocket Hideout B4F (RocketHideoutB4FScript_455a5..Script13): the
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
-- (24,10) and whichever of them shares the player's column ($18=24 or
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
-- tiles down to loom over the player while the other steps one. A loss
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
-- trigger re-arms clean.
-- -------------------------------------------------------------------
M.ROCKET_HIDEOUT_B4F = {
talk = {
TEXT_ROCKETHIDEOUTB4F_JESSIE = {
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
},
TEXT_ROCKETHIDEOUTB4F_JAMES = {
{ "face_player" }, { "show_text", "_RocketHideoutJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
local f = game.save.flags
if y ~= 14 or (x ~= 24 and x ~= 25) then return false end
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
-- ON_LEFT: player under James's column (25); movement data pairs
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
-- column-mate walks 3, the other 1.
local onLeft = (x == 25)
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_text", "_RocketHideoutJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
-- James (object 2) then Jessie (object 3), Script4..Script9 order
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
{ "face_object", 3, onLeft and "right" or "down" },
{ "show_text", "_RocketHideoutJessieJamesText2" },
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
{ "check_battle_result", "win" },
{ "jump_if_false", "lost" },
{ "show_text", "_RocketHideoutJessieJamesText3" },
{ "show_text", "_RocketHideoutJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES" },
{ "jump", "end" },
{ "label", "lost" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "hide_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
}, {})
return true
end,
}
-- -------------------------------------------------------------------
-- Pokemon Tower 7F (PokemonTower7FScript_60d2a..Script10): same beat
-- one floor below Fuji, except the duo pops in BEFORE the motto and
-- Jessie ($a=10 column) leads the walk-down; ON_LEFT ($b=11) hands the
-- three-tile walk to James instead. On a loss vanilla only resets the
-- script counter (the blackout warp reloads the map anyway).
-- -------------------------------------------------------------------
M.POKEMON_TOWER_7F = {
talk = {
TEXT_POKEMONTOWER7F_JESSIE = {
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
},
TEXT_POKEMONTOWER7F_JAMES = {
{ "face_player" }, { "show_text", "_PokemonTowerJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
local f = game.save.flags
if y ~= 12 or (x ~= 10 and x ~= 11) then return false end
if f.EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES then return false end
local onLeft = (x == 11) -- EVENT_POKEMONTOWER_7_JESSIE_JAMES_ON_LEFT
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
{ "show_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
{ "show_text", "_PokemonTowerJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
-- Jessie (object 1) then James (object 2), Script1..Script6 order
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
{ "face_object", 1, onLeft and "right" or "down" },
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "show_text", "_PokemonTowerJessieJamesText2" },
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_PokemonTowerJessieJamesText3" },
{ "show_text", "_PokemonTowerJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JESSIE" },
{ "hide_object", "POKEMON_TOWER_7F", "POKEMONTOWER7F_JAMES" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_POKEMONTOWER_7_JESSIE_JAMES" },
}, {})
return true
end,
}
-- -------------------------------------------------------------------
-- Silph Co 11F (SilphCo11FScript_6229c..Script14): the only site where
-- the duo starts VISIBLE (toggleable_objects.asm keeps SILPHCO11F_JAMES
-- / _JESSIE ON), flanking Giovanni at (2,8)/(3,8), so they are talkable
-- before the ambush (SilphCo11FJessieJamesText = the full motto). The
-- trigger is the top row (y=3, x<4); EVENT_780/EVENT_781 pick one of
-- three approach paths (SilphCo11FMovementData_622f5..62311, $5=up
-- $6=left) that route James then Jessie up to the player without ever
-- crossing the player's tile. Their duo text lives in
-- text/SilphCo10F.asm (_SilphCoJessieJamesText*).
-- -------------------------------------------------------------------
M.SILPH_CO_11F = {
talk = {
TEXT_SILPHCO11F_JESSIE = {
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
},
TEXT_SILPHCO11F_JAMES = {
{ "face_player" }, { "show_text", "_SilphCoJessieJamesText1" },
},
},
onStep = function(game, ow, x, y)
if baseSilph11Step and baseSilph11Step(game, ow, x, y) then
return true
end
local f = game.save.flags
if y ~= 3 or x > 3 then return false end
if f.EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES then return false end
-- x==3 -> base path, x==2 -> EVENT_780 variant, x<=1 -> EVENT_781
local jamesDirs, jamesFace, jessieDirs, jessieFace
if x == 3 then
jamesDirs, jamesFace = { "up", "up", "up", "up", "up" }, "right"
jessieDirs, jessieFace = { "up", "up", "up", "up" }, "up"
elseif x == 2 then
jamesDirs, jamesFace = { "up", "up", "up", "up" }, "up"
jessieDirs, jessieFace = { "up", "up", "up", "up", "up" }, "left"
else
jamesDirs = { "up", "up", "left", "up", "up" }
jamesFace = "up"
jessieDirs = { "up", "up", "up", "left", "up", "up" }
jessieFace = "left"
end
ow.runner:run({
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "show_text", "_SilphCoJessieJamesText1" },
{ "face_player_dir", "down" },
{ "emote", "player", "shock", 30 },
-- James (object 4) then Jessie (object 6), Script5..Script10 order
{ "walk_npc", 4, jamesDirs },
{ "face_object", 4, jamesFace },
{ "walk_npc", 6, jessieDirs },
{ "face_object", 6, jessieFace },
{ "show_text", "_SilphCoJessieJamesText2" },
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_SilphCoJessieJamesText3" },
{ "show_text", "_SilphCoJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
{ "fade", "out" },
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JAMES" },
{ "hide_object", "SILPH_CO_11F", "SILPHCO11F_JESSIE" },
{ "fade", "in" },
{ "play_default_music" },
{ "set_flag", "EVENT_BEAT_SILPH_CO_11F_JESSIE_JAMES" },
}, {})
return true
end,
}
return M