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Remove Warp Fadescreen
Fyreire edited this page Jan 5, 2022
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3 revisions
credits to ghoulslash
There might come a day where you want to fade the screen to black in a script and play a fanfare, print a message, or do something else, and immediately warp. If you try this in vanilla emerald, the screen will fade FROM black, and then back TO black. Instead, let's create a flag that removes the fadescreen part of the warp script commands and we can do something like this:
Before: After:
Add or replace a flag with FLAG_REMOVE_WARP_FADE
in include/constants/flags.h
- Find
WarpFadeOutScreen
in field_screen_effect.c and replace the entire function with:
void WarpFadeOutScreen(void)
{
u8 currentMapType = GetCurrentMapType();
if (!FlagGet(FLAG_REMOVE_WARP_FADE)) // fadescreen if flag not set
{
switch (GetMapPairFadeToType(currentMapType, GetDestinationWarpMapHeader()->mapType))
{
case 0:
FadeScreen(FADE_TO_BLACK, 0);
break;
case 1:
FadeScreen(FADE_TO_WHITE, 0);
}
}
else
{
FlagClear(FLAG_REMOVE_WARP_FADE); // reset flag internally
}
}
VerdanturfTown_EventScript_Camper::
lock
faceplayer
msgbox sText_1, MSGBOX_AUTOCLOSE
fadescreen FADE_TO_BLACK
setflag FLAG_REMOVE_WARP_FADE
msgbox sText_2, MSGBOX_AUTOCLOSE
warp MAP_RUSTBORO_CITY, 0, 0, 0
end
The flag is cleared internally, so need to worry about that after warping!