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

@ -181,6 +181,7 @@ ENDM
command startloop ; ae
command curl ; af
command coinhurlpower
command doubleunderwaterdamage
DEF NUM_EFFECT_COMMANDS EQU const_value - 1
const_def -1, -1

View file

@ -1054,6 +1054,30 @@ MACRO getname
db \1 ; memory
ENDM
; divemap macro.
; When adding a divemap to an area, you do it like so;
; callback MAPCALLBACK_NEWMAP, .DiveMap
;.DiveMap:
; divemap MAPCONSTHERE
; return
; Got it?
const divemap_command
MACRO divemap
if _NARG == 1
divemap \1, 0, 0
else
db divemap_command
map_id \1 ; map
db \2 ; delta x
db \3 ; delta y
endc
ENDM
const divewarp_command
MACRO divewarp
db divewarp_command
ENDM
const wait_command ; $a8
MACRO wait
db wait_command