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The aim was simply to make the rom build with EVERY currently posited map in it. This adds EVERYTHING. Ground rules; - All temp maps are 10x10 cave tileset goons with nothing in them - Connections are NOT done - Fishgroups and music are likely incorrect and/or unfinished - No wild data This is extremely achievable, as numerous unreferenced maps are unused in the block and script banks. Makes doing this a cinch! All of this basically means: You can get creative now and start brainstorming what to do with all these maps. Get them fleshed out, connected, and...not being nothing. It's like ordering in a bunch of blank canvasses. Go nuts!
17 lines
208 B
NASM
17 lines
208 B
NASM
object_const_def
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SinjohRuinsExterior_MapScripts:
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def_scene_scripts
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def_callbacks
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SinjohRuinsExterior_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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def_coord_events
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def_bg_events
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def_object_events |