Old City is now Sepia City, two houses

Earl now lives in Sepia City and alludes to White City, family house added too. City renamed Sepia City.
This commit is contained in:
Llinos Evans 2024-07-23 12:50:30 +01:00
parent 4eb81eec25
commit e944e11479
13 changed files with 214 additions and 27 deletions

View file

@ -640,6 +640,8 @@ ENDM
map_const OLD_CITY_POKECENTER_1F, 10, 4 ; 2 map_const OLD_CITY_POKECENTER_1F, 10, 4 ; 2
map_const OLD_MART, 8, 4 ; 3 map_const OLD_MART, 8, 4 ; 3
map_const HONEY_GRANDMAS_HOUSE, 5, 5 ; 4 map_const HONEY_GRANDMAS_HOUSE, 5, 5 ; 4
map_const OLD_CITY_EARLS_HOUSE, 4, 4 ; 5
map_const OLD_CITY_FAMILY_HOUSE, 4, 4 ; 6
endgroup endgroup
newgroup BLUE_FOREST ; 36 newgroup BLUE_FOREST ; 36

View file

@ -829,6 +829,8 @@ ENDM
map_attributes OldCityPokecenter1F, OLD_CITY_POKECENTER_1F, $00, 0 map_attributes OldCityPokecenter1F, OLD_CITY_POKECENTER_1F, $00, 0
map_attributes OldMart, OLD_MART, $00, 0 map_attributes OldMart, OLD_MART, $00, 0
map_attributes HoneyGrandmasHouse, HONEY_GRANDMAS_HOUSE, $00, 0 map_attributes HoneyGrandmasHouse, HONEY_GRANDMAS_HOUSE, $00, 0
map_attributes OldCityEarlsHouse, OLD_CITY_EARLS_HOUSE, $00, 0
map_attributes OldCityFamilyHouse, OLD_CITY_FAMILY_HOUSE, $00, 0
map_attributes BlueForest, BLUE_FOREST, $00, 0 ; this is on its own for now. add connections later. map_attributes BlueForest, BLUE_FOREST, $00, 0 ; this is on its own for now. add connections later.

View file

@ -415,6 +415,8 @@ EcruteakLugiaSpeechHouse_Blocks:
EcruteakItemfinderHouse_Blocks: EcruteakItemfinderHouse_Blocks:
VioletNicknameSpeechHouse_Blocks: VioletNicknameSpeechHouse_Blocks:
VioletKylesHouse_Blocks: VioletKylesHouse_Blocks:
OldCityEarlsHouse_Blocks:
OldCityFamilyHouse_Blocks:
INCBIN "maps/House2.ablk" INCBIN "maps/House2.ablk"
UnionCaveB1F_Blocks: UnionCaveB1F_Blocks:

View file

@ -249,5 +249,6 @@ UnknownName: db "?????@"
Route66Name: db "ROUTE 66@" Route66Name: db "ROUTE 66@"
Route49Name: db "ROUTE 49@" Route49Name: db "ROUTE 49@"
QuietCaveName: db "QUIET¯CAVE@" QuietCaveName: db "QUIET¯CAVE@"
OldCityName: db "OLD CITY@" ; I've considered the name "Archaic City", whereas "High Tech" will be "Vogue City". Thoughts? Archaic is considered a little snarly in modern day, so I haven't put it in yet. OldCityName: db "SEPIA¯CITY@"
; High Tech will be called "Vogue City"
BlueForestName: db "BLUE¯FOREST@" BlueForestName: db "BLUE¯FOREST@"

View file

@ -699,6 +699,8 @@ MapGroup_OldCity:
map OldCityPokecenter1F, TILESET_POKECENTER, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE map OldCityPokecenter1F, TILESET_POKECENTER, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE
map OldMart, TILESET_NIHON_MART, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE map OldMart, TILESET_NIHON_MART, INDOOR, LANDMARK_OLD_CITY, MUSIC_POKEMON_CENTER, FALSE, PALETTE_DAY, FISHGROUP_NONE
map HoneyGrandmasHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE map HoneyGrandmasHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
map OldCityEarlsHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
map OldCityFamilyHouse, TILESET_TRADITIONAL_HOUSE, INDOOR, LANDMARK_OLD_CITY, MUSIC_VIOLET_CITY, FALSE, PALETTE_DAY, FISHGROUP_NONE
assert_table_length NUM_OLD_CITY_MAPS assert_table_length NUM_OLD_CITY_MAPS
MapGroup_BlueForest: MapGroup_BlueForest:

View file

@ -582,6 +582,8 @@ INCLUDE "maps/OldCity.asm"
INCLUDE "maps/OldCityPokecenter1F.asm" INCLUDE "maps/OldCityPokecenter1F.asm"
INCLUDE "maps/OldMart.asm" INCLUDE "maps/OldMart.asm"
INCLUDE "maps/HoneyGrandmasHouse.asm" INCLUDE "maps/HoneyGrandmasHouse.asm"
INCLUDE "maps/OldCityEarlsHouse.asm"
INCLUDE "maps/OldCityFamilyHouse.asm"
SECTION "Map Scripts 30", ROMX ; spillover SECTION "Map Scripts 30", ROMX ; spillover
INCLUDE "maps/TanobyRuins.asm" INCLUDE "maps/TanobyRuins.asm"

View file

@ -87,6 +87,7 @@ SoldierGroup:
end_list_items end_list_items
SportsmanGroup: SportsmanGroup:
; one should be called Jet, using Dodrio, Electrode, Rapidash, Tauros, and Bellosom. Manga character.
next_list_item ; SPORTSMAN (1) next_list_item ; SPORTSMAN (1)
db "JACQUES@", TRAINERTYPE_NORMAL db "JACQUES@", TRAINERTYPE_NORMAL
db 23 db 23

View file

@ -26,25 +26,56 @@ HoneyGrandmaSignText:
line "house" line "house"
done done
OldCityEarlsHouseSignScript:
jumptext OldCityEarlsHouseSignText
OldCityEarlsHouseSignText:
text "EARL's house"
done
OldCityGymSignScript:
jumptext OldCityGymSignText
OldCityGymSignText:
text "OLD CITY"
line "#MON GYM"
para "LEADER: WALKER"
para "The Cunning" ; Man I snapped here
line "Corvid of the"
cont "Skies!"
done
OldCitySouthSignScript:
jumptext OldCitySouthSignText
OldCitySouthSignText:
text "SOUTH: ROUTE 50"
done
; Gets its name from sepia often being used to show the romantic old days, while doubling as an orangey, autumny colour.
OldCitySignScript: OldCitySignScript:
jumptext OldCitySignText jumptext OldCitySignText
OldCitySignText: OldCitySignText:
text "OLD CITY" text "SEPIA CITY"
para "The city of gold-" para "The city of gold-"
line "en leaves." ; doubles as a HGSS ref. maybe have a gold/silver leaf maniac somewhere idfk they're in the game and totally useless line "en leaves." ; doubles as a HGSS ref. maybe have a gold/silver leaf maniac somewhere idfk they're in the game and totally useless
done done
; TODO: What are they doing in the tower? Probably something to do with Shi-Shi, but what?
; the five-story pagoda has different statues on each floor; growlithe, pikachu, tentacruel, ho-oh(fearow?), and abra. the pikachu floor specifically has mediums, otherwise sages. it's mainly a battle place, like sprout tower.
; perhaps it's a test, link w/ the museum on having shi-shi's ball? how to integrate?
GrowlitheTowerSignScript: GrowlitheTowerSignScript:
jumptext GrowlitheTowerSignText jumptext GrowlitheTowerSignText
; TODO: What are they doing in the tower? Probably something to do with Shi-Shi, but what?
GrowlitheTowerSignText: GrowlitheTowerSignText:
text "GROWLITHE TOWER" text "GROWLITHE PAGODA"
line "Comment to be" line "Comment to be"
cont "written." cont "written."
done done
; museum could possibly be a collector trying to get certain objects. change when you give him certain things?
OldCityMuseumSignScript: OldCityMuseumSignScript:
jumptext OldCityMuseumSignText jumptext OldCityMuseumSignText
@ -67,7 +98,7 @@ OldCityOldManScript:
jumptextfaceplayer OldCityOldManText jumptextfaceplayer OldCityOldManText
OldCityOldManText: OldCityOldManText:
text "GROWLITHE TOWER" text "GROWLITHE PAGODA"
line "is only open to" line "is only open to"
cont "citizens." cont "citizens."
@ -154,7 +185,7 @@ OldCity_MapEvents:
def_warp_events def_warp_events
warp_event 18, 31, ROUTE_49_OLD_CITY_GATE_1F, 3 warp_event 18, 31, ROUTE_49_OLD_CITY_GATE_1F, 3
warp_event 19, 31, ROUTE_49_OLD_CITY_GATE_1F, 4 warp_event 19, 31, ROUTE_49_OLD_CITY_GATE_1F, 4
warp_event 22, 26, DEBUG_ROOM, 1 ; Right-down house warp_event 22, 26, DEBUG_ROOM, 1 ; Right-down house (Trainer School)
warp_event 3, 26, OLD_MART, 1 ; Mart warp_event 3, 26, OLD_MART, 1 ; Mart
warp_event 27, 12, DEBUG_ROOM, 1 ; gym right warp_event 27, 12, DEBUG_ROOM, 1 ; gym right
warp_event 26, 12, DEBUG_ROOM, 1 ; gym left warp_event 26, 12, DEBUG_ROOM, 1 ; gym left
@ -164,8 +195,8 @@ OldCity_MapEvents:
warp_event 11, 16, DEBUG_ROOM, 1 ; Growlithe Tower left warp_event 11, 16, DEBUG_ROOM, 1 ; Growlithe Tower left
warp_event 3, 31, HONEY_GRANDMAS_HOUSE, 1 ; southwest house (Honey Grandma) warp_event 3, 31, HONEY_GRANDMAS_HOUSE, 1 ; southwest house (Honey Grandma)
warp_event 27, 28, OLD_CITY_POKECENTER_1F, 1 ; pokecenter warp_event 27, 28, OLD_CITY_POKECENTER_1F, 1 ; pokecenter
warp_event 30, 20, DEBUG_ROOM, 1 ; right-up house warp_event 30, 20, OLD_CITY_EARLS_HOUSE, 2 ; right-up house (Earl's House)
warp_event 10, 26, DEBUG_ROOM, 1 ; house by mart warp_event 10, 26, OLD_CITY_FAMILY_HOUSE, 2 ; house by mart (Man with a daughter and son)
; considering a tearoom where the waiters are passive-aggressive. classic kyoto. ; considering a tearoom where the waiters are passive-aggressive. classic kyoto.
def_coord_events def_coord_events
@ -173,11 +204,12 @@ OldCity_MapEvents:
bg_event 20, 22, BGEVENT_READ, OldCitySignScript bg_event 20, 22, BGEVENT_READ, OldCitySignScript
bg_event 4, 32, BGEVENT_READ, HoneyGrandmaSignScript bg_event 4, 32, BGEVENT_READ, HoneyGrandmaSignScript
bg_event 8, 14, BGEVENT_READ, GrowlitheTowerSignScript bg_event 8, 14, BGEVENT_READ, GrowlitheTowerSignScript
bg_event 26, 20, BGEVENT_READ, OldCityMuseumSignScript bg_event 26, 20, BGEVENT_READ, OldCityEarlsHouseSignScript ; Bill's House
bg_event 28, 14, BGEVENT_READ, OldCityMuseumSignScript bg_event 28, 14, BGEVENT_READ, OldCityGymSignScript ; Gym Sign
bg_event 8, 11, BGEVENT_READ, OldCityMuseumSignScript bg_event 8, 11, BGEVENT_READ, OldCityMuseumSignScript
bg_event 28, 28, BGEVENT_READ, OldCityPokecenterSign bg_event 28, 28, BGEVENT_READ, OldCityPokecenterSign
bg_event 4, 26, BGEVENT_READ, OldCityMartSign bg_event 4, 26, BGEVENT_READ, OldCityMartSign
bg_event 20, 30, BGEVENT_READ, OldCitySouthSignScript
def_object_events def_object_events
object_event 24, 3, SPRITE_FRUIT_TREE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFruitTree, -1 object_event 24, 3, SPRITE_FRUIT_TREE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFruitTree, -1

View file

@ -0,0 +1,84 @@
; In the SW97 demo, Bill's House is in Old City.
; Fitting this in is a bit hard: The Sea Cottage is Bill's "home", which is housesat by his grandfather while Bill visits his family in Goldenrod.
; Technically, everything still works, but requires that the Sea Cottage is retconned to being Bill's holiday home or something. In the anime, he is an aristocrat, but isn't it a bit of a reach?
; So instead, I'm using it for Earl, who doesn't have a certain home and can talk about White City.
object_const_def
const OLDCITY_EARL
OldCityEarlsHouse_MapScripts:
def_scene_scripts
def_callbacks
OldCityEarlScript:
faceplayer
applymovement OLDCITY_EARL, OldCityEarlSpin
faceplayer
opentext
writetext OldCityEarlText1
waitbutton
closetext
faceplayer
applymovement OLDCITY_EARL, OldCityEarlSpin
faceplayer
opentext
writetext OldCityEarlText2
waitbutton
closetext
faceplayer
applymovement OLDCITY_EARL, OldCityEarlSpin
end
OldCityEarlText1:
text "Oh! You it is!"
para "Remember me do"
line "you? My smartest"
cont "student!"
para "Live here in SEPIA"
line "CITY I do, my aca-"
cont "emy famous world-"
cont "wide!"
done
OldCityEarlText2:
text "But also! Seminars"
line "across NIHON, I"
cont "hold! Many schools"
cont "my expertise they"
cont "desire!"
para "Ooh, la la! Come"
line "to WHITE CITY,"
cont "you must!"
para "Smartest students"
line "go there!"
done
OldCityEarlSpin:
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
turn_head DOWN
turn_head LEFT
turn_head UP
turn_head RIGHT
step_end
OldCityEarlsHouse_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 4, 7, OLD_CITY, 13
warp_event 3, 7, OLD_CITY, 13
def_coord_events
def_bg_events
def_object_events
object_event 2, 3, SPRITE_FISHER, SPRITEMOVEDATA_STANDING_RIGHT, 2, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, OldCityEarlScript, -1

View file

@ -0,0 +1,60 @@
object_const_def
const OLDCITY_FAMILYMAN
const OLDCITY_FAMILYYOUNGSTER
const OLDCITY_FAMILYGIRL
OldCityFamilyHouse_MapScripts:
def_scene_scripts
def_callbacks
OldCityFamilyManScript:
jumptextfaceplayer OldCityFamilyManText
OldCityFamilyManText:
text "SEPIA CITY is"
line "known for its"
cont "traditional archi-"
cont "tecture."
done
OldCityFamilyYoungsterScript:
jumptextfaceplayer OldCityFamilyYoungsterText
OldCityFamilyYoungsterText:
text "My sister is"
line "always telling"
cont "tall tales!"
para "A month ago, she"
line "said she saw a"
cont "bird with hands!"
done
OldCityFamilyLassScript:
jumptextfaceplayer OldCityFamilyLassText
OldCityFamilyLassText:
text "Daddy! I saw a"
line "huge lion-like"
cont "#MON!"
para "It rode on the"
line "wind!"
done
OldCityFamilyHouse_MapEvents:
db 0, 0 ; filler
def_warp_events
warp_event 4, 7, OLD_CITY, 14
warp_event 3, 7, OLD_CITY, 14
def_coord_events
def_bg_events
def_object_events
object_event 2, 3, SPRITE_POKEFAN_M, SPRITEMOVEDATA_STANDING_RIGHT, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyManScript, -1
object_event 5, 1, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyYoungsterScript, -1
object_event 0, 4, SPRITE_LASS, SPRITEMOVEDATA_WALK_UP_DOWN, 2, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityFamilyLassScript, -1

View file

@ -1,8 +1,8 @@
object_const_def object_const_def
const OLDCITYPOKECENTER1F_NURSE const OLDCITYPOKECENTER1F_NURSE
const OLDCITYPOKECENTER1F_FISHER const OLDCITYPOKECENTER1F_FISHER
const OLDCITYPOKECENTER1F_COOLTRAINER_M
const OLDCITYPOKECENTER1F_COOLTRAINER_F const OLDCITYPOKECENTER1F_COOLTRAINER_F
const OLDCITYPOKECENTER1F_ROCKET
OldCityPokecenter1F_MapScripts: OldCityPokecenter1F_MapScripts:
def_scene_scripts def_scene_scripts
@ -12,17 +12,17 @@ OldCityPokecenter1F_MapScripts:
OldCityPokecenter1FNurseScript: OldCityPokecenter1FNurseScript:
jumpstd PokecenterNurseScript jumpstd PokecenterNurseScript
OldCityPokecenter1FCoolTrainerMScript: ; Seen in the SW97 demo. Purpose? No clue.
jumptextfaceplayer OldCityPokecenter1FCoolTrainerMText ; Possibly like the RBY one.
OldCityPokecenter1FRocketGruntScript:
jumptextfaceplayer OldCityPokecenter1FRocketGruntText
OldCityPokecenter1FCoolTrainerMText: OldCityPokecenter1FRocketGruntText:
text "There's a strange" text "Kekeke! BOSS, this"
line "house full of odd" line "is so great!"
cont "geeks on ROUTE 50."
para "I wonder why? Is" para "Hm? I'm on the"
line "something going" line "phone, here! Shoo!"
cont "on?"
done done
OldCityPokecenter1FCoolTrainerFScript: OldCityPokecenter1FCoolTrainerFScript:
@ -63,4 +63,4 @@ OldCityPokecenter1F_MapEvents:
object_event 5, 1, SPRITE_NURSE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FNurseScript, -1 object_event 5, 1, SPRITE_NURSE, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FNurseScript, -1
object_event 13, 3, SPRITE_FISHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FFisherScript, -1 object_event 13, 3, SPRITE_FISHER, SPRITEMOVEDATA_WALK_LEFT_RIGHT, 0, 1, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FFisherScript, -1
object_event 1, 4, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_WANDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerFScript, -1 object_event 1, 4, SPRITE_COOLTRAINER_F, SPRITEMOVEDATA_WANDER, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerFScript, -1
object_event 7, 5, SPRITE_COOLTRAINER_M, SPRITEMOVEDATA_WANDER, 1, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FCoolTrainerMScript, -1 object_event 7, 5, SPRITE_ROCKET, SPRITEMOVEDATA_STANDING_DOWN, 1, 2, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, OldCityPokecenter1FRocketGruntScript, -1

View file

@ -31,8 +31,8 @@ Route49OldCityGateYoungsterScript:
jumptextfaceplayer Route49OldCityYoungsterText jumptextfaceplayer Route49OldCityYoungsterText
Route49OldCityYoungsterText: Route49OldCityYoungsterText:
text "OLD CITY is just" text "SEPIA CITY is on"
line "on the other side" line "the other side"
cont "of this gate!" cont "of this gate!"
done done
@ -40,10 +40,9 @@ Route49OldCityGateCooltrainerFScript:
jumptextfaceplayer Route49OldCityCooltrainerFText jumptextfaceplayer Route49OldCityCooltrainerFText
Route49OldCityCooltrainerFText: Route49OldCityCooltrainerFText:
text "OLD CITY has a" text "SEPIA CITY has a"
line "famous 5-STORY" line "famous 5-STORY"
cont "PAGODA! We call it" cont "PAGODA!"
cont "GROWLITHE TOWER!"
para "Have you ever" para "Have you ever"
line "been there? You" line "been there? You"

View file

@ -33,7 +33,7 @@ Route49OldCityGate2FTwinText:
text "You're a tourist?" text "You're a tourist?"
line "That's too bad." line "That's too bad."
para "GROWLITHE TOWER" para "GROWLITHE PAGODA"
line "isn't open to just" line "isn't open to just"
cont "anyone." cont "anyone."
done done