Sevii Region groundwork

This adds the baseline infrastructure to account for the Sevii Islands, while also fixing a couple of bugs. Zeta, please read the commit carefully!

Only real issue I noticed was that scrolling on the town map is infinite in all three new regions, implying there's something in `pokegear.asm` I haven't accounted for.

I've also ret'd the ezchat order and gen1 orders out of existence to reduce the sheer amount of 8-bit warnings. This abolishes gen1 compatibility (though this was already a bit fucked) in exchange for actually being able to debug things in a reasonable timeframe.
This commit is contained in:
Llinos Evans 2024-08-06 15:30:37 +01:00
parent 08cea5888f
commit 4432dd4d2f
27 changed files with 425 additions and 538 deletions

17
data/wild/sevii_water.asm Normal file
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; Sevii Pokémon in grass
; General philosophies:
; - Alolan Pokemon will be encounterable, as the Sevii Islands are a tropical area.
; - It's still Kanto, so we will feature more Kanto than Johto Pokemon. Basically, this will use the "classic Johto" philosophy of hiding them in the back.
; - Minimal, if any, Nihon Pokemon.
SeviiWaterWildMons:
def_water_wildmons KINDLE_ROAD
db 4 percent ; encounter rates: morn/day/nite
dbw 30, GRENMAR ; Water/Fire, y'know, it's kinda cute
dbw 31, SEADRA
dbw 30, GYARADOS
end_water_wildmons
db -1 ; end