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Copy pathCeladonMartElevator.asm
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CeladonMartElevator.asm
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CeladonMartElevator_Script:
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
push hl
call nz, CeladonMartElevatorScript_4861c
pop hl
bit 7, [hl]
res 7, [hl]
call nz, CeladonMartElevatorScript_48654
xor a
ld [wAutoTextBoxDrawingControl], a
inc a
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ret
CeladonMartElevatorScript_4861c:
ld hl, wWarpEntries
ld a, [wWarpedFromWhichWarp]
ld b, a
ld a, [wWarpedFromWhichMap]
ld c, a
call CeladonMartElevatorScript_4862a
CeladonMartElevatorScript_4862a:
inc hl
inc hl
ld a, b
ld [hli], a
ld a, c
ld [hli], a
ret
CeladonMartElevatorScript_48631:
ld hl, CeladonMartElevatorFloors
call LoadItemList
ld hl, CeladonMartElevatorWarpMaps
ld de, wElevatorWarpMaps
ld bc, CeladonMartElevatorWarpMapsEnd - CeladonMartElevatorWarpMaps
jp CopyData
CeladonMartElevatorFloors:
db 5 ; number of elements in list
db FLOOR_1F
db FLOOR_2F
db FLOOR_3F
db FLOOR_4F
db FLOOR_5F
db $FF
CeladonMartElevatorWarpMaps:
; first byte is warp number
; second byte is map number
; These specify where the player goes after getting out of the elevator.
db $05, CELADON_MART_1F
db $02, CELADON_MART_2F
db $02, CELADON_MART_3F
db $02, CELADON_MART_4F
db $02, CELADON_MART_5F
CeladonMartElevatorWarpMapsEnd:
CeladonMartElevatorScript_48654:
jpba ShakeElevator
CeladonMartElevator_TextPointers:
dw CeladonMartElevatorText1
CeladonMartElevatorText1:
TX_ASM
call CeladonMartElevatorScript_48631
ld hl, CeladonMartElevatorWarpMaps
predef DisplayElevatorFloorMenu
jp TextScriptEnd