Routes 26 and 27 with their houses, Tohjo Falls, the Victory Road gate,
Victory Road, Route 23, Indigo Plateau, the Elite Four's rooms, Lance's
room and the Hall of Fame are open.
- halloffame (game/scripts/league.ts): the music fades as SAVING RECORD
shows, the win and the team (without Eggs) are recorded, each Pokémon's
back picture passes and its front picture slides in for its "New Hall of
Famer!" page and cry, then the player's card with the play time and
Professor Oak's rating; the play time stops meanwhile. The world then
continues at New Bark as Continue does after the cartridge's reset.
- credits and the credits after the Hall of Fame (CreditsMachine): the
ROM's script, strings, banner Pokémon and THE END, frame by frame as
VBlank_Credits presents them, with the frames each command group runs
over measured on the cartridge. B shortens credits seen before.
- wait, appear/disappear of the player, and rival names in battle texts
(PlaceEnemysName prints wRivalName alone: "???" before he is named).
- The tile-screen renderer wraps hSCX/hSCY at 256 pixels and gives rows
their own hSCX.
- Reference: the credits match the cartridge on every frame (BG map,
banner tiles, CRAM palettes, LY overrides, parser), with and without B;
the ceremony's pages match for every species and the player's card for
Chris and Kris.
- Playthrough: five stages from Tin Tower to the Hall of Fame (HM07 from
Ice Path, Tohjo Falls' waterfall, Victory Road's ladders, the Elite Four
and Lance); the driver follows warps within a map and fights carefully
from here.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every registered trainer's callee and caller scripts run, with the
missing specials and commands (RandomPhoneWildMon, RandomUnseenWildMon,
swarms, gettrainerclassname, Kenji's break, the Blue Card and Buena's
password variables). Fight counts are saved, so rematches and gifts work
on every open map, and the daily reset clears the phone's flags.
Random calls follow CheckPhoneCall and the 20/10/5/3-minute call timer;
received calls ring twice with the caller's name, and calls play their
ringing, hang-up and no-signal sounds. Grass and fishing swarms use the
swarm tables.
The radio ports PlayRadioShow and every station frame by frame, with its
music: the Pokégear's radio card tunes by knob, house radios play through
MapRadio, and Buena's show takes the day's password for Blue Card points
that her receptionist exchanges for prizes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
POKéGEAR in the start menu runs the clock, Town Map and phone cards with
the original joypad rules. Calls to Elm and Mom run their callee scripts,
with the out-of-area and out-of-hours cases and HangUp's corrected timing.
Mom saves a quarter of trainer prizes once asked, talking to her at home
opens BankOfMom (GET, SAVE, CHANGE and the DST checks) with its digit
amount box, and MomTriesToBuySomething buys items and dolls with her
savings. Saves gain Mom's money, her next item and its trigger balance.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mr. Pokémon's ROM scene gives the Mystery Egg and Pokédex, heals the
party, sets the Cherrygrove spawn with blackoutmod and queues Elm's
call. Cherrygrove's rival scene runs both triggers and all three
RIVAL1_1 parties as a CANLOSE battle; reloadmap returns to the script.
Smart AI is accepted for effects with no AI_Smart_EffectHandlers entry
(Normal Hit, Attack Down, Defense Down) and still refuses others before
any random draw, including for reserve Pokémon.
Special calls read SpecialPhoneCallList: the entry's condition decides,
and the ROM's CheckSpecialPhoneCall.script and Script_ReceivePhoneCall
run its caller script through memcall, ending with HangUp's timed
"Click!". Ringing and the caller box are not presented yet.
In Elm's lab, NameRival shows the ROM's "RIVAL'S NAME?" title (the
prompt previously had no page and soft-locked) and applies InitName's
default to blank names. Handing over the Egg and the aide's Poké Balls
run from the ROM. Saves gain rivalName and specialPhoneCall.
The quest fixtures use a seeded RNG (a constant byte never ends the
damage-variation loop) and no longer carry the house's moved objects
into Cherrygrove.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>