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Blue's Lab Groundwork
So the scenes are massively unfinished and need some bug fixes, namely; - Make the Silent Hills scene load properly. - Finish the interior scene; have the player walk into the map. - Make the scene loading in the second Blue's Lab room load properly (same issue as Silent Hills) Main issues come from the events not working like RBY: - You cannot be walked directly into a warp! - Coord events don't seem to trigger scenes on their own and I'm just kind of perplexed by it. If anyone more experienced wants to take a stab at it, by all means! This is looking really good!
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29 changed files with 1075 additions and 72 deletions
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@ -1508,7 +1508,15 @@
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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 47 events
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const EVENT_DRAGGED_BY_BLUE
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const EVENT_GOT_POKEMON_FROM_BLUE
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const EVENT_GOT_PALSSIO_FROM_BLUE
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const EVENT_GOT_CUBBURN_FROM_BLUE
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const EVENT_CUBBURN_POKEBALL_IN_BLUES_LAB ; to hide
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const EVENT_PALSSIO_POKEBALL_IN_BLUES_LAB ; to hide
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const EVENT_GONE_THROUGH_STARTER_DOOR
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const EVENT_BRIEFED_BY_BLUE
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; Unused: next 40 events
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const_next 2048
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DEF NUM_EVENTS EQU const_value ; 800
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@ -631,6 +631,7 @@ ENDM
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map_const SINJOH_RUINS_EXTERIOR, 10, 10 ; 13
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map_const SINJOH_RUINS_INTERIOR, 10, 10 ; 14
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map_const ROUTE_49_OLD_CITY_GATE, 5, 4 ; 15
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map_const BLUE_LAB, 12, 10 ; 16
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endgroup
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newgroup BLUE_FOREST ; 36
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@ -8,7 +8,7 @@
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const PHONE_SCHOOLBOY_JACK
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const PHONE_POKEFAN_BEVERLY
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const PHONE_SAILOR_HUEY
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const_skip
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const PHONE_BLUE
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const_skip
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const_skip
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const PHONE_COOLTRAINERM_GAVEN
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@ -47,6 +47,7 @@
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const TILESET_NIHON_SOUTH ; 2D
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const TILESET_NIHON_WEST ; 2E
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const TILESET_LAVENDER_CRYPT ; 2F
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const TILESET_BLUE_LAB ; 30
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DEF NUM_TILESETS EQU const_value - 1
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; wTileset struct size
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@ -25,6 +25,7 @@ DEF CHRIS EQU __trainer_class__
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const PHONECONTACT_BILL
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const PHONECONTACT_ELM
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const PHONECONTACT_BUENA
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const PHONECONTACT_BLUE
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DEF NUM_NONTRAINER_PHONECONTACTS EQU const_value - 1
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DEF KRIS EQU __trainer_class__
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