CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847

This commit is contained in:
bryanthaboi
2026-08-05 11:09:05 -04:00
parent d18824cfae
commit f6392e8932
32 changed files with 2776 additions and 114 deletions
+28 -18
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@@ -1031,23 +1031,31 @@ local championsRoomRivalScript = {
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
{ "play_music", "Music_Cities1", { keep = true } }, -- 11
{ "show_text", "_ChampionsRoomOakText" }, -- 12
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 13
{ "move_npc", 2, "up", 5 }, -- 14 OakEntranceAfterVictoryMovement
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
-- reading of the town theme this scene is known for (#847).
{ "fade_music", 10 }, -- 11
{ "wait", 100 }, -- 12
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
{ "show_text", "_ChampionsRoomOakText" }, -- 14
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
{ "face_object", 1, "left" }, -- 15
{ "face_object", 2, "down" }, -- 16
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 17
{ "face_object", 1, "left" }, -- 17
{ "face_object", 2, "down" }, -- 18
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 18
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 19
{ "face_object", 2, "right" }, -- 20
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
-- OakComeWithMeScript: Oak faces down again, then exits up
{ "face_object", 2, "down" }, -- 20
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 21
{ "move_npc", 2, "up", 2 }, -- 22 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 23
{ "face_object", 2, "down" }, -- 22
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement
-- (PAD_UP 4, PAD_LEFT 1): the player walks out after Oak instead of the
-- screen just fading on the spot (#704). The entrance walk leaves the
@@ -1057,12 +1065,14 @@ local championsRoomRivalScript = {
-- trailing UP/LEFT are dropped. Scripted steps ignore collision here just
-- as they do in the original (CollisionCheckOnLand skips its checks while
-- wSimulatedJoypadStatesIndex is non-zero), so stepping through the
-- rival's cell at (4,2) is the ported behavior, not a clip.
{ "move_player", "up", 3 }, -- 24
-- rival's cell at (4,2) is the ported behavior, not a clip. Re-reported
-- as a clip in #847 and re-checked against home/overworld.asm
-- CollisionCheckOnLand, which is still the authority: do not "fix" it.
{ "move_player", "up", 3 }, -- 26
-- hand the induction off to the HALL_OF_FAME room (consumed by its
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
{ "set_field", "pendingHallOfFame", true }, -- 25
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 26
{ "set_field", "pendingHallOfFame", true }, -- 27
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 28
}
M.CHAMPIONS_ROOM = {
+37 -9
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@@ -18,6 +18,12 @@
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won -- checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
--
-- `itemDialogue` is the tail of that chain the original prints only after
-- GiveItem succeeds; `bagFull` is the gym's *TM*NoRoomText it prints
-- instead when the bag is at capacity (`jr nc, .BagFull` in
-- PewterGymScriptReceiveTM34, scripts/PewterGym.asm, and its siblings).
-- The badge lands either way -- .gymVictory runs from both paths (#797).
local function range(prefix, first, last)
local t = {}
@@ -42,71 +48,93 @@ return {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
},
itemDialogue = {
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
},
bagFull = "_PewterGymTM34NoRoomText" },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
"_CeruleanGymMistyReceivedTM11Text",
} },
},
itemDialogue = { "_CeruleanGymMistyReceivedTM11Text" },
bagFull = "_CeruleanGymMistyTM11NoRoomText" },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
},
itemDialogue = {
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
},
bagFull = "_VermilionGymLTSurgeTM24NoRoomText" },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
},
itemDialogue = {
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
},
bagFull = "_CeladonGymTM21NoRoomText" },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
},
itemDialogue = {
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
},
bagFull = "_FuchsiaGymKogaTM06NoRoomText" },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
},
itemDialogue = {
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
},
bagFull = "_SaffronGymSabrinaTM46NoRoomText" },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
},
itemDialogue = {
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
},
bagFull = "_CinnabarGymBlaineTM38NoRoomText" },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
},
itemDialogue = {
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
},
bagFull = "_ViridianGymGiovanniTM27NoRoomText" },
-- Silph Co. Giovanni: unlocks the president's Master Ball gift.
-- SilphCo11FGiovanniStartBattleScript (scripts/SilphCo11F.asm) hands the