jep-hack/constants/collision_constants.asm
Llinos Evans 093bda0253 Strong Arm, Water Sport, and more HMs.
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.

The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?

This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.

I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?

I shall now lay down in a dark room.

Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
2024-12-28 06:26:01 +00:00

132 lines
5.2 KiB
NASM

; collision permissions (see data/collision/collision_permissions.asm)
DEF LAND_TILE EQU $00
DEF WATER_TILE EQU $01
DEF WALL_TILE EQU $0f
DEF TALK EQU $10
; collision data types (see data/tilesets/*_collision.asm)
; TileCollisionTable indexes (see data/collision/collision_permissions.asm)
DEF COLL_FLOOR EQU $00
DEF COLL_01 EQU $01 ; garbage
DEF COLL_03 EQU $03 ; garbage
DEF COLL_04 EQU $04 ; garbage
DEF COLL_ROCKY_WALL EQU $06 ; added using this tutorial https://github.com/pret/pokecrystal/wiki/Rock-Climb
DEF COLL_WALL EQU $07
DEF COLL_CUT_08 EQU $08 ; unused
DEF COLL_TALL_GRASS_10 EQU $10 ; unused
DEF COLL_CUT_TREE EQU $12
DEF COLL_LONG_GRASS EQU $14
DEF COLL_HEADBUTT_TREE EQU $15
DEF COLL_TALL_GRASS EQU $18
DEF COLL_CUT_TREE_1A EQU $1a ; unused
DEF COLL_LONG_GRASS_1C EQU $1c ; unused
DEF COLL_HEADBUTT_TREE_1D EQU $1d ; unused
DEF COLL_WATER_21 EQU $21 ; unused
DEF COLL_ICE EQU $23
DEF COLL_WHIRLPOOL EQU $24
DEF COLL_BUOY EQU $27
DEF COLL_CUT_28 EQU $28 ; garbage
DEF COLL_WATER EQU $29
DEF COLL_DIVE_DOWN EQU $2a
DEF COLL_DIVE_UP EQU $2b
DEF COLL_WHIRLPOOL_2C EQU $2c ; unused
DEF COLL_WATERFALL_RIGHT EQU $30 ; unused
DEF COLL_WATERFALL_LEFT EQU $31 ; unused
DEF COLL_WATERFALL_UP EQU $32 ; unused
DEF COLL_WATERFALL EQU $33
DEF COLL_CURRENT_RIGHT EQU $38 ; unused
DEF COLL_CURRENT_LEFT EQU $39 ; unused
DEF COLL_CURRENT_UP EQU $3a ; unused
DEF COLL_CURRENT_DOWN EQU $3b ; unused
DEF COLL_BRAKE EQU $40 ; unused
DEF COLL_WALK_RIGHT EQU $41 ; unused
DEF COLL_WALK_LEFT EQU $42 ; unused
DEF COLL_WALK_UP EQU $43 ; unused
DEF COLL_WALK_DOWN EQU $44 ; unused
DEF COLL_BRAKE_45 EQU $45 ; garbage
DEF COLL_BRAKE_46 EQU $46 ; unused
DEF COLL_BRAKE_47 EQU $47 ; unused
DEF COLL_GRASS_48 EQU $48 ; unused
DEF COLL_GRASS_49 EQU $49 ; unused
DEF COLL_GRASS_4A EQU $4a ; garbage
DEF COLL_GRASS_4B EQU $4b ; garbage
DEF COLL_GRASS_4C EQU $4c ; unused
DEF COLL_WALK_RIGHT_ALT EQU $50 ; unused
DEF COLL_WALK_LEFT_ALT EQU $51 ; unused
DEF COLL_WALK_UP_ALT EQU $52 ; unused
DEF COLL_WALK_DOWN_ALT EQU $53 ; unused
DEF COLL_BRAKE_ALT EQU $54 ; unused
DEF COLL_BRAKE_55 EQU $55 ; unused
DEF COLL_BRAKE_56 EQU $56 ; unused
DEF COLL_BRAKE_57 EQU $57 ; unused
DEF COLL_5B EQU $5b ; garbage
DEF COLL_PIT EQU $60
DEF COLL_VIRTUAL_BOY EQU $61 ; garbage
DEF COLL_64 EQU $64 ; garbage
DEF COLL_65 EQU $65 ; garbage
DEF COLL_SWITCH EQU $68 ; Previously PIT_68, changed to make a non-warping equivalent to the pit, allowing for RBY cave switch mechanics
DEF COLL_WARP_CARPET_DOWN EQU $70
DEF COLL_DOOR EQU $71
DEF COLL_LADDER EQU $72
DEF COLL_STAIRCASE_73 EQU $73 ; unused
DEF COLL_CAVE_74 EQU $74 ; unused
DEF COLL_DOOR_75 EQU $75 ; unused
DEF COLL_WARP_CARPET_LEFT EQU $76
DEF COLL_WARP_77 EQU $77 ; unused
DEF COLL_WARP_CARPET_UP EQU $78
DEF COLL_DOOR_79 EQU $79 ; unused
DEF COLL_STAIRCASE EQU $7a
DEF COLL_CAVE EQU $7b
DEF COLL_WARP_PANEL EQU $7c
DEF COLL_DOOR_7D EQU $7d ; unused
DEF COLL_WARP_CARPET_RIGHT EQU $7e
DEF COLL_WARP_7F EQU $7f ; unused
DEF COLL_COUNTER EQU $90
DEF COLL_BOOKSHELF EQU $91
DEF COLL_PC EQU $93
DEF COLL_RADIO EQU $94
DEF COLL_TOWN_MAP EQU $95
DEF COLL_MART_SHELF EQU $96
DEF COLL_TV EQU $97
DEF COLL_COUNTER_98 EQU $98 ; unused
DEF COLL_9C EQU $9c ; garbage
DEF COLL_WINDOW EQU $9d
DEF COLL_INCENSE_BURNER EQU $9f
DEF COLL_HOP_RIGHT EQU $a0
DEF COLL_HOP_LEFT EQU $a1
DEF COLL_HOP_UP EQU $a2 ; unused
DEF COLL_HOP_DOWN EQU $a3
DEF COLL_HOP_DOWN_RIGHT EQU $a4
DEF COLL_HOP_DOWN_LEFT EQU $a5
DEF COLL_HOP_UP_RIGHT EQU $a6 ; unused
DEF COLL_HOP_UP_LEFT EQU $a7 ; unused
DEF COLL_RIGHT_WALL EQU $b0
DEF COLL_LEFT_WALL EQU $b1
DEF COLL_UP_WALL EQU $b2
DEF COLL_DOWN_WALL EQU $b3 ; unused
DEF COLL_DOWN_RIGHT_WALL EQU $b4 ; unused
DEF COLL_DOWN_LEFT_WALL EQU $b5 ; unused
DEF COLL_UP_RIGHT_WALL EQU $b6 ; unused
DEF COLL_UP_LEFT_WALL EQU $b7 ; unused
DEF COLL_RIGHT_BUOY EQU $c0 ; unused
DEF COLL_LEFT_BUOY EQU $c1 ; unused
DEF COLL_UP_BUOY EQU $c2 ; unused
DEF COLL_DOWN_BUOY EQU $c3 ; unused
DEF COLL_DOWN_RIGHT_BUOY EQU $c4 ; unused
DEF COLL_DOWN_LEFT_BUOY EQU $c5 ; unused
DEF COLL_UP_RIGHT_BUOY EQU $c6 ; unused
DEF COLL_UP_LEFT_BUOY EQU $c7 ; unused
DEF COLL_FF EQU $ff ; garbage
; collision data type nybbles
DEF LO_NYBBLE_GRASS EQU $07
DEF HI_NYBBLE_TALL_GRASS EQU $10
DEF HI_NYBBLE_WATER EQU $20
DEF HI_NYBBLE_CURRENT EQU $30
DEF HI_NYBBLE_WALK EQU $40
DEF HI_NYBBLE_WALK_ALT EQU $50
DEF HI_NYBBLE_WARPS EQU $70
DEF HI_NYBBLE_LEDGES EQU $a0
DEF HI_NYBBLE_SIDE_WALLS EQU $b0
DEF HI_NYBBLE_SIDE_BUOYS EQU $c0