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Bug squashing and translation mods (#311)
* audio timing stuff * bug fixes and translation additions * translation stuff * Update modkit.py * better asset resolution
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@@ -1,13 +1,21 @@
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-- pokered/scripts/PewterNidoranHouse.asm
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-- PewterNidoranHouseNidoranText: text_far _PewterNidoranHouseNidoranText, then
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-- text_asm plays the NIDORAN_M cry (PlayCry/WaitForSoundToFinish) before ending.
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-- No sound-effect command exists in Commands.lua, so we port the dialogue line
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-- only; the cry SFX is cosmetic and has no gameplay effect.
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-- play_cry only stashes ctx.pendingCry for the very next show_text row, so it
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-- has to sit immediately before that row (src/script/Commands.lua); the cry
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-- then sounds once the box has typed out, matching the asm's print-then-cry
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-- order. Its waitForButton form keeps DisplayTextID's trailing
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-- WaitForTextScrollButtonPress -- PewterNidoranHouse_Script is
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-- `jp EnableAutoTextBoxDrawing`, which zeroes
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-- wDoNotWaitForButtonPressAfterDisplayingText -- so the box still holds until
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-- A/B. The cry row was missing, leaving the NIDORAN silent (#247).
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return {
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PEWTER_NIDORAN_HOUSE = {
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talk = {
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TEXT_PEWTERNIDORANHOUSE_NIDORAN = {
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{ "face_player" },
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-- text_asm: ld a, NIDORAN_M / call PlayCry
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{ "play_cry", "NIDORAN_M", true },
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{ "show_text", "_PewterNidoranHouseNidoranText" },
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},
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},
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