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Automatically reuse Repel

Damien Doury edited this page Apr 10, 2021 · 16 revisions

Starting in B2/W2, when a Repel, Super Repel, or Max Repel expires and you have another one of the same type, the "Repel's effect wore off…" message will be followed by the option to use another.

Implementing this feature in Gen 2 is relatively simple, but unlike "adding a new X by editing constants/X_constants.asm and data/X/*.asm", it involves a variety of different files, including asm, RAM, event scripts, and text.

Contents

  1. Add space in WRAM and SRAM for the type of Repel used
  2. Store the type when a Repel is used
  3. Check if you have more of the last-used type when one wears off
  4. Ask whether to use another Repel, and do so, if applicable
  5. Define the "Use another?" message

1. Add space in WRAM and SRAM for the type of Repel used

There's already this line in wram.asm:

wRepelEffect:: db ; If a Repel is in use, it contains the nr of steps it's still active

It's between the wPlayerData and wPlayerDataEnd labels. That means it's part of the saved data, so resetting the game will still remember how many Repel steps you have left.

We need to add a wRepelType byte that works the same way. It's just one byte since it stores the item ID. There's free space nearby, so let's use that:

 wLuckyNumberShowFlag:: db ; dc9d
-	ds 1
+wRepelType:: db
 wLuckyIDNumber:: dw ; dc9f

 wRepelEffect:: db ; If a Repel is in use, it contains the nr of steps it's still active
 wBikeStep:: dw
 wKurtApricornQuantity:: db

2. Store the type when a Repel is used

The file that defines item effects is, predictably, engine/items/item_effects.asm. It turns out that Repel, Super Repel, and Max Repel all use the same code, so we don't have to write anything three times.

 SuperRepelEffect:
 	ld b, 200
 	jr UseRepel

 MaxRepelEffect:
 	ld b, 250
 	jr UseRepel

 RepelEffect:
 	ld b, 100

 UseRepel:
 	ld a, [wRepelEffect]
 	and a
 	ld hl, TextJump_RepelUsedEarlierIsStillInEffect
 	jp nz, PrintText

 	ld a, b
 	ld [wRepelEffect], a
+	ld a, [wCurItem]
+	ld [wRepelType], a
 	jp UseItemText

 TextJump_RepelUsedEarlierIsStillInEffect:
 	; The REPEL used earlier is still in effect.
 	text_far Text_RepelUsedEarlierIsStillInEffect
 	text_end

3. Check if you have more of the last-used type when one wears off

Edit engine/overworld/events.asm:

 DoRepelStep:
 	ld a, [wRepelEffect]
 	and a
 	ret z

 	dec a
 	ld [wRepelEffect], a
 	ret nz

+	ld a, [wRepelType]
+	ld [wCurItem], a
+	ld hl, wNumItems
+	call CheckItem
 	ld a, BANK(RepelWoreOffScript)
 	ld hl, RepelWoreOffScript
+	jr nc, .got_script
+	ld a, BANK(UseAnotherRepelScript)
+	ld hl, UseAnotherRepelScript
+.got_script
 	call CallScript
 	scf
 	ret

Note that UseAnotherRepelScript hasn't been defined yet, so we'll do that next.

4. Ask whether to use another Repel of the same type, and do so, if applicable

Edit engine/events/repel.asm:

 RepelWoreOffScript::
 	opentext
 	writetext .text
 	waitbutton
 	closetext
 	end

 .text
 	; REPEL's effect wore off.
 	text_far _RepelWoreOffText
 	text_end

+UseAnotherRepelScript::
+	opentext
+	readmem wRepelType
+	getitemname STRING_BUFFER_3, USE_SCRIPT_VAR
+	writetext .text
+	yesorno
+	iffalse .done
+	callasm DoItemEffect
+.done
+	closetext
+	end
+
+.text:
+	text_far _UseAnotherRepelText
+	text_end

Again, we have not yet defined _UseAnotherRepelText, so let's finish up with that.

5. Define the "Use another?" message

Edit data/text/common_1.asm:

 _RepelWoreOffText::
 	text "REPEL's effect"
 	line "wore off."
 	done

+_UseAnotherRepelText::
+	text "@"
+	text_ram wStringBuffer3
+	text "'s"
+	line "wore off."
+
+	para "Use another?"
+	done

Finally, the feature works!

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