Strong Arm, Water Sport, and more HMs.

This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.

The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?

This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.

I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?

I shall now lay down in a dark room.

Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
This commit is contained in:
Llinos Evans 2024-12-28 06:26:01 +00:00
parent 4b11121836
commit 093bda0253
77 changed files with 993 additions and 97 deletions

View file

@ -29,6 +29,12 @@ EventFlagAction::
call FlagAction
ret
ResetDiveMap::
xor a
ld [wDiveMapGroup], a
ld [wDiveMapNumber], a
ret
FlagAction::
; Perform action b on bit de in flag array hl.

View file

@ -25,4 +25,9 @@ IsHMMove::
dw FLASH
dw WATERFALL
dw WHIRLPOOL
dw UPROOT
dw WATER_SPORT
dw STRONG_ARM
dw BRIGHT_MOSS ; this will be added as a hm in the 16bit patch
dw WIND_RIDE
dw -1 ; end

View file

@ -159,8 +159,6 @@ CheckPitTile::
CheckIceTile::
cp COLL_ICE
ret z
cp COLL_ICE_2B
ret z
scf
ret
@ -173,6 +171,12 @@ CheckWhirlpoolTile::
scf
ret
CheckDiveTile::
cp COLL_DIVE_UP
ret z
cp COLL_DIVE_DOWN
ret
CheckWaterfallTile::
cp COLL_WATERFALL
ret z
@ -563,3 +567,7 @@ GetSpriteDirection::
ld a, [hl]
maskbits NUM_DIRECTIONS, 2
ret
CheckRockyWallTile::
cp COLL_ROCKY_WALL
ret