Z34guy
Pretty Little Psycho
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- Seen Apr 10, 2022
Pikachu able to learn Surf
![[PokeCommunity.com] Pokémon Tri-Color Nostalgia Series [PokeCommunity.com] Pokémon Tri-Color Nostalgia Series](https://orig07.deviantart.net/783b/f/2013/231/3/4/sparkly_rin_gif_by_thatawkwardmeister-d6ix8f9.gif)
Best. Thing. Ever.
I'll be keeping an eye on this hack. Keep up the fantastic work.
Pikachu able to learn Surf
I'm also thinking of including Togepi and Marill (called Pikablu in this hack as a nod to early info) and their respective evolutions.
; move_npc ID, MovementData
; ID is the index of the object on the map (defined in data/mapObjects)
; MovementData is a pointer to the movement data
; example: move_npc $3, MovementData_PewterMuseumGuyExit
move_npc: MACRO
ld a, \1
ld [H_SPRITEINDEX], a
ld de, \2
call MoveSprite
ENDM
; example NPC movement data
MovementData_PewterMuseumGuyExit:
db NPC_MOVEMENT_DOWN
db NPC_MOVEMENT_DOWN
db NPC_MOVEMENT_DOWN
db NPC_MOVEMENT_DOWN
db $FF
; move_player RLEList
; RLEList is a pointer to pairs of buttons and press counts, terminated by $ff
; example: move_player WalkToLance_RLEList
move_player: MACRO
ld a, $ff
ld [wJoyIgnore], a
ld hl, wSimulatedJoypadStatesEnd
ld de, \1
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
xor a
ld [wJoyIgnore], a
ENDM
; example player movement data
WalkToLance_RLEList:
db D_UP, $0C
db D_LEFT, $0C
db D_DOWN, $07
db D_LEFT, $06
db $FF
; hide_object ID
; ID is the hideable object constant (defined in constants/hide_show_constants.asm)
; example: hide_object HS_OAKS_LAB_RIVAL
hide_object: MACRO
ld a, \1
ld [wMissableObjectIndex], a
predef HideObject
ENDM
CeladonCityAfterBattleText:
TX_ASM
ld hl, IronTailMoveTutorPreText
call PrintText
ld a, 5
jp CeladonCityTutors
jr c, .Success2
ld hl, IronTailMoveTutorFails
call PrintText
jr .Done
.Success2
xor a
ld [hJoyHeld], a
call PlayerMovement
ld a, $a
ld [hSpriteIndexOrTextID], a
call MoveSprite
ld a, NPC_MOVEMENT_LEFT
ld a, $b
ld [hSpriteIndexOrTextID], a
ld a, HS_CELADON_CITY_LILY
ld [wMissableObjectIndex], a
predef ShowObject
call MoveSprite
ld a, NPC_MOVEMENT_DOWN
PlayerMovement:
call StartSimulatingJoypadStates
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
ld a, D_DOWN
ld [wSimulatedJoypadStatesEnd], a
xor a
ld [wSpriteStateData1 + 9], a
ld [wJoyIgnore], a
ret
Still looking for scripting assistance regarding the above scenario.