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https://github.com/thornAvery/jep-hack.git
synced 2025-09-16 18:20:50 +12:00
Winner's Path modifications
- Added a Strength Switch puzzle to floor 2, which took an unhealthy amount of time to do. This is possible in GSC but requires a lot of extremely hacky solutions. There is a glitch that causes the boulder not to move once on the switch if you reload the map but I have been doing this for 3-4 hours, shush. - Added a depressed switch tile to accomodate the new functionality. - New switch collision type for boulder puzzles. - Removed a lot of unused/unreferenced stuff that isn't necessary in Crystal to save space.
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@ -62,7 +62,7 @@ DEF COLL_PIT EQU $60
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DEF COLL_VIRTUAL_BOY EQU $61 ; garbage
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DEF COLL_64 EQU $64 ; garbage
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DEF COLL_65 EQU $65 ; garbage
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DEF COLL_PIT_68 EQU $68 ; unused
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DEF COLL_SWITCH EQU $68 ; Previously PIT_68, changed to make a non-warping equivalent to the pit, allowing for RBY cave switch mechanics
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DEF COLL_WARP_CARPET_DOWN EQU $70
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DEF COLL_DOOR EQU $71
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DEF COLL_LADDER EQU $72
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@ -1503,7 +1503,10 @@
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const EVENT_RADIO_TOWER_5F_ULTRA_BALL
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const EVENT_DARK_CAVE_VIOLET_ENTRANCE_DIRE_HIT
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const EVENT_BATTLE_TOWER_OPEN_CIVILIANS
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; Unused: next 48 events
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const EVENT_WINNERS_PATH_ITEM1
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const EVENT_WINNERS_PATH_ITEM2
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const EVENT_WINNERS_PATH_SWITCH_PRESSED
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; Unused: next 45 events
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; Nihon Trainers
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const EVENT_BEAT_BUG_CATCHER_ELWYN
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@ -105,7 +105,7 @@ TileCollisionTable::
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db LAND_TILE ; COLL_65
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db LAND_TILE ; 66
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db LAND_TILE ; 67
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db LAND_TILE ; COLL_PIT_68
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db LAND_TILE ; COLL_SWITCH
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db LAND_TILE ; 69
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db WALL_TILE ; 6a
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db LAND_TILE ; 6b
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Binary file not shown.
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@ -77,7 +77,7 @@
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tilecoll FLOOR, FLOOR, WALL, FLOOR ; 4c
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tilecoll UP_WALL, UP_WALL, FLOOR, FLOOR ; 4d
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tilecoll UP_WALL, UP_WALL, FLOOR, FLOOR ; 4e
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tilecoll FLOOR, FLOOR, FLOOR, FLOOR ; 4f
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tilecoll FLOOR, SWITCH, FLOOR, FLOOR ; 4f
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tilecoll FLOOR, WALL, FLOOR, FLOOR ; 50
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tilecoll WALL, FLOOR, FLOOR, FLOOR ; 51
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tilecoll WALL, FLOOR, FLOOR, LADDER ; 52
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@ -85,4 +85,6 @@
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tilecoll WATER, WATER, WATER, WATER ; 54
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tilecoll WATER, WALL, WATER, WALL ; 55
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tilecoll WATER, WALL, WALL, WALL ; 56
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tilecoll WALL, WALL, FLOOR, WARP_CARPET_DOWN ; 57
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tilecoll WALL, WALL, WALL, FLOOR ; 57
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tilecoll FLOOR, WALL, FLOOR, WARP_CARPET_DOWN ; 58
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tilecoll FLOOR, SWITCH, FLOOR, FLOOR ; 59
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Binary file not shown.
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@ -82,9 +82,6 @@ LoadMapObjects:
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farcall InitializeVisibleSprites
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ret
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MapSetup_DummyFunction: ; unreferenced
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ret
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ResetPlayerObjectAction:
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ld hl, wPlayerSpriteSetupFlags
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set PLAYERSPRITESETUP_RESET_ACTION_F, [hl]
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@ -3,8 +3,6 @@ CheckWarpCollision::
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ld a, [wPlayerTile]
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cp COLL_PIT
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jr z, .warp
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cp COLL_PIT_68
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jr z, .warp
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and $f0
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cp HI_NYBBLE_WARPS
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jr z, .warp
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Binary file not shown.
Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.5 KiB |
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@ -153,7 +153,7 @@ CheckCounterTile::
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CheckPitTile::
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cp COLL_PIT
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ret z
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cp COLL_PIT_68
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cp COLL_SWITCH
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ret
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CheckIceTile::
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@ -519,16 +519,6 @@ _GetMovementIndex::
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ld a, h
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ret
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SetVramState_Bit0:: ; unreferenced
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ld hl, wVramState
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set 0, [hl]
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ret
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ResetVramState_Bit0:: ; unreferenced
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ld hl, wVramState
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res 0, [hl]
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ret
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UpdateSprites::
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ld a, [wVramState]
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bit 0, a
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@ -282,17 +282,17 @@ BurnedTower1F_MapEvents:
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warp_event 9, 15, ECRUTEAK_CITY, 13
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warp_event 10, 15, ECRUTEAK_CITY, 13
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warp_event 10, 9, BURNED_TOWER_B1F, 1
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warp_event 5, 5, BURNED_TOWER_B1F, 1 ; inaccessible, left over from G/S
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warp_event 5, 6, BURNED_TOWER_B1F, 1 ; inaccessible, left over from G/S
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warp_event 4, 6, BURNED_TOWER_B1F, 1 ; inaccessible, left over from G/S
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warp_event 15, 4, BURNED_TOWER_B1F, 2 ; inaccessible, left over from G/S
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warp_event 15, 5, BURNED_TOWER_B1F, 2 ; inaccessible, left over from G/S
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warp_event 10, 7, BURNED_TOWER_B1F, 3 ; inaccessible, left over from G/S
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warp_event 5, 14, BURNED_TOWER_B1F, 4 ; inaccessible, left over from G/S
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warp_event 4, 14, BURNED_TOWER_B1F, 4 ; inaccessible, left over from G/S
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warp_event 14, 14, BURNED_TOWER_B1F, 5 ; inaccessible, left over from G/S
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warp_event 15, 14, BURNED_TOWER_B1F, 5 ; inaccessible, left over from G/S
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warp_event 7, 15, BURNED_TOWER_B1F, 6 ; inaccessible, left over from G/S
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; warp_event 5, 5, BURNED_TOWER_B1F, 1 ; inaccessible, left over from G/S
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; warp_event 5, 6, BURNED_TOWER_B1F, 1 ; inaccessible, left over from G/S
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; warp_event 4, 6, BURNED_TOWER_B1F, 1 ; inaccessible, left over from G/S
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; warp_event 15, 4, BURNED_TOWER_B1F, 2 ; inaccessible, left over from G/S
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; warp_event 15, 5, BURNED_TOWER_B1F, 2 ; inaccessible, left over from G/S
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; warp_event 10, 7, BURNED_TOWER_B1F, 3 ; inaccessible, left over from G/S
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; warp_event 5, 14, BURNED_TOWER_B1F, 4 ; inaccessible, left over from G/S
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; warp_event 4, 14, BURNED_TOWER_B1F, 4 ; inaccessible, left over from G/S
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; warp_event 14, 14, BURNED_TOWER_B1F, 5 ; inaccessible, left over from G/S
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; warp_event 15, 14, BURNED_TOWER_B1F, 5 ; inaccessible, left over from G/S
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; warp_event 7, 15, BURNED_TOWER_B1F, 6 ; inaccessible, left over from G/S
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def_coord_events
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coord_event 11, 9, SCENE_BURNEDTOWER1F_RIVAL_BATTLE, BurnedTowerRivalBattleScript
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@ -155,12 +155,6 @@ BurnedTowerSuicuneMovement2:
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remove_sliding
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step_end
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BurnedTowerUnusedMovement: ; unreferenced
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set_sliding
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big_step DOWN
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remove_sliding
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step_end
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BurnedTowerSuicuneMovement3:
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set_sliding
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big_step UP
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@ -502,7 +502,7 @@ DebugRoom_MapEvents:
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warp_event 19, 34, BLUE_FOREST, 1 ; southern warp
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warp_event 33, 33, BLUE_FOREST, 1 ; southeast warp
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warp_event 5, 3, AZALEA_TOWN, 1
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warp_event 34, 11, WINNERS_PATH_OUTSIDE, 1
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warp_event 34, 11, WINNERS_PATH, 3
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def_coord_events
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@ -420,9 +420,6 @@ IlexForestHiddenSuperPotion:
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IlexForestHiddenFullHeal:
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hiddenitem FULL_HEAL, EVENT_ILEX_FOREST_HIDDEN_FULL_HEAL
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IlexForestBoulder: ; unreferenced
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jumpstd StrengthBoulderScript
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IlexForestSignpost:
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jumptext IlexForestSignpostText
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@ -3,10 +3,10 @@
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A&1@2'
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ST0U
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$&VN#M
....................
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+)K
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)))!
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))(
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( !+JWN#M
....................
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+K
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)O+) )
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(*))((
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( +JXJN#M
....................
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*E*B
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@ -1,9 +1,71 @@
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object_const_def
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const WINNERS_PATH_COOLTRAINERM1
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const WINNERS_PATH_COOLTRAINERM2
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const WINNERS_PATH_BEAUTY
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const WINNERS_PATH_BOULDER1
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const WINNERS_PATH_NPCITEM1
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const WINNERS_PATH_NPCITEM2
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const WINNERS_PATH_ROCK
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WinnersPath_MapScripts:
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def_scene_scripts
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def_callbacks
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callback MAPCALLBACK_TILES, WinnersPathSwitchClickCallback
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callback MAPCALLBACK_CMDQUEUE, WinnersPathSwitchCallback
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; This replicates the boulder switch functionality of RBY.
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; Not sure why they removed this to be honest, it's quite nice.
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; This is extremely hacky and the boulder won't move if you reload the map and put it back on the switch, but given there's no function for switches and I can't be bothered to make one, this will do.
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WinnersPathSwitchCallback:
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checkevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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iftrue .noBoulderNeeded
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writecmdqueue .CommandQueue
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.noBoulderNeeded
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endcallback
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.CommandQueue:
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cmdqueue CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp (or in our case, the switch)
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.StoneTable:
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stonetable 7, WINNERS_PATH_BOULDER1, .Boulder1
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db -1 ; end
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.Boulder1:
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checkevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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iftrue .skip
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pause 30
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scall .switchClicked
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setevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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opentext
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writetext WinnersPathDoorOpenedText
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waitbutton
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closetext
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changeblock 2, 22, $1C ; boulder gate
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changeblock 4, 24, $59 ; switch
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reloadmappart
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delcmdqueue CMDQUEUE_STONETABLE, .StoneTable
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; fallthrough
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.skip
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end
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.switchClicked:
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playsound SFX_STRENGTH
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earthquake 80
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end
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WinnersPathSwitchClickCallback:
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checkevent EVENT_WINNERS_PATH_SWITCH_PRESSED
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iffalse .keepBlock
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changeblock 2, 22, $1C ; boulder gate
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changeblock 4, 24, $59 ; switch
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.keepBlock
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endcallback
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WinnersPathDoorOpenedText:
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text "The switch was"
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line "pressed!"
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done
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WinnersPathSign1Script:
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jumptext WinnersPathSign1Text
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@ -119,16 +181,29 @@ BeautyJaclynAfterBattleText:
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line "CHAMPIONs! Eek!"
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done
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WinnersPathBoulder:
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jumpstd StrengthBoulderScript
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WinnersPathRock:
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jumpstd SmashRockScript
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WinnersPathItem1:
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itemball TM_CURSE
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WinnersPathItem2:
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itemball TM_ROLLOUT
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WinnersPath_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 3, 49, WINNERS_PATH_OUTSIDE, 3
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warp_event 17, 39, WINNERS_PATH, 3
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warp_event 17, 29, WINNERS_PATH, 2
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warp_event 15, 29, WINNERS_PATH, 2
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warp_event 3, 21, WINNERS_PATH, 5
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warp_event 3, 11, WINNERS_PATH, 4
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warp_event 17, 5, WINNERS_PATH_OUTSIDE, 4 ; Some Route...
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warp_event 5, 24, WINNERS_PATH_OUTSIDE, 4 ; Dummy warp for the switch. Hope this works!
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def_coord_events
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@ -138,5 +213,9 @@ WinnersPath_MapEvents:
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def_object_events
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object_event 9, 43, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_LEFT, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerCoolTrainerErick, -1
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object_event 5, 22, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerCoolTrainerAndy, -1
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object_event 8, 22, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerCoolTrainerAndy, -1
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object_event 7, 8, SPRITE_BEAUTY, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_TRAINER, 2, TrainerBeautyJaclyn, -1
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object_event 14, 23, SPRITE_BOULDER, SPRITEMOVEDATA_STRENGTH_BOULDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, WinnersPathBoulder, -1
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object_event 10, 6, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, WinnersPathItem1, EVENT_WINNERS_PATH_ITEM1
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object_event 2, 29, SPRITE_POKE_BALL, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_ITEMBALL, 0, WinnersPathItem2, EVENT_WINNERS_PATH_ITEM2
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object_event 3, 28, SPRITE_ROCK, SPRITEMOVEDATA_SMASHABLE_ROCK, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, WinnersPathRock, -1
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