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Watertower ASM

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Jul 19th, 2019
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  1. const_def 3 ; object constants
  2. const WATER_TOWER_WAKKO
  3. const WATER_TOWER_YAKKO
  4. const WATER_TOWER_DOT
  5.  
  6. WaterTower_MapScripts:
  7. db 0 ; scene scripts
  8.  
  9. db 0 ; callbacks
  10.  
  11. WakkoScript:
  12. jumptextfaceplayer YakkoWin
  13. WaterTowerBookshelf:
  14. jumpstd magazinebookshelf
  15. WaterTowerN64Script:
  16. jumptext WaterTowerN64Text
  17.  
  18. Yakko:
  19. faceplayer
  20. opentext
  21. writetext YakkoBattle
  22. waitbutton
  23. closetext
  24. winlosstext YakkoWin, YakkoLose
  25. loadtrainer SMARTALEC, YAKKO
  26. startbattle
  27. reloadmapafterbattle
  28. special FadeOutMusic
  29. waitbutton
  30. closetext
  31. pause 15
  32. end
  33. WaterTowerN64Text:
  34. text "<PLAYER> played the"
  35. line "N64."
  36.  
  37. para "Better get going--"
  38. line "no time to lose!"
  39. done
  40.  
  41. YakkoBattle:
  42. faceplayer
  43. text "Heya,! Why don't!"
  44.  
  45. para "we try battling? "
  46. line "I'll try to go easy"
  47.  
  48. para "on you. Come on!"
  49. line "Let's go!"
  50. done
  51. YakkoWin:
  52. faceplayer
  53. text "Oh! I guess I "
  54.  
  55. para "didn't go easy"
  56. line "enough on you.."
  57.  
  58. para "Keep your head up!"
  59. line "You still got it!"
  60. done
  61. YakkoLose:
  62. faceplayer
  63. text "Whew! That was a"
  64.  
  65. para "really good battle!"
  66. line "Maybe we should do"
  67.  
  68. para "this again sometime!"
  69. line "I'm proud!"
  70. done
  71.  
  72.  
  73.  
  74. WaterTower_MapEvents:
  75. db 0, 0 ; filler
  76.  
  77. db 3 ; warp events
  78. warp_event 8, 17, CINNABAR_ISLAND, 2
  79. warp_event 9, 17, CINNABAR_ISLAND, 2
  80. warp_event 16, 2, WATER_TOWER_2F, 1
  81.  
  82. db 0 ; coord events
  83.  
  84. db 3 ; bg events
  85. bg_event 15, 1, BGEVENT_READ, WaterTowerBookshelf
  86. bg_event 14, 1, BGEVENT_READ, WaterTowerBookshelf
  87. bg_event 11, 3, BGEVENT_READ, WaterTowerN64Script
  88.  
  89. db 3 ; object events
  90. object_event 5, 11, SPRITE_YAKKO, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, Yakko, -1
  91. object_event 5, 5, SPRITE_WAKKO, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 2, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, YakkoWin, -1
  92. object_event 14, 6, SPRITE_DOT, SPRITEMOVEDATA_WALK_UP_DOWN, 2, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, YakkoWin, -1
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