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Establish Brunswick Grotto
The warp at the moment is an absolute travesty, something on that tileset needs to change. Either that or we figure out something else. Everything in the Grotto is done, except for making Galarian Zapdos disappear after being defeated. At least, to my knowledge... Pokemon Tower 3F is dead until future notice - Martha said she wanted to compress the Diglett's Cave maps, though.
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24 changed files with 117 additions and 66 deletions
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@ -50,7 +50,6 @@ DEF SHOW EQU $15
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const HS_ROUTE_24_ITEM ; 26 X
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const HS_ROUTE_25_ITEM ; 27 X
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const HS_CACTUS ; 28 X
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const HS_BRUNSWICK_ZAPDOS_G ; 29 X
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const HS_DAISY_SITTING ; 2A
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const HS_DAISY_WALKING ; 2B
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const HS_TOWN_MAP ; 2C
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@ -72,7 +71,8 @@ DEF SHOW EQU $15
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const HS_CELESTE_ARTICUNO_G ; 3C
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const HS_MOLTRES_G ; 3D X
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const HS_POKEMON_TOWER_2F_RIVAL ; 3E
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const HS_POKEMON_TOWER_3F_ITEM ; 3F X
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const HS_BRUNSWICK_ZAPDOS_G_1 ; 29 X
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const HS_BRUNSWICK_ZAPDOS_G_2 ;was const HS_POKEMON_TOWER_3F_ITEM ; 3F X
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const HS_POKEMON_TOWER_4F_ITEM_1 ; 40 X
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const HS_POKEMON_TOWER_4F_ITEM_2 ; 41 X
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const HS_POKEMON_TOWER_4F_ITEM_3 ; 42 X
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@ -187,7 +187,7 @@ DEF SHOW EQU $15
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const HS_SILPH_CO_7F_RIVAL ; AF
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const HS_SILPH_CO_7F_ITEM_1 ; B0 X
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const HS_SILPH_CO_7F_ITEM_2 ; B1 X
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const HS_SILPH_CO_7F_8 ; B2 XXX sprite doesn't exist
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const HS_SILPH_CO_7F_8 ; B2 XXX sprite doesn't exist
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const HS_SILPH_CO_8F_1 ; B3
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const HS_SILPH_CO_8F_2 ; B4
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const HS_SILPH_CO_8F_3 ; B5
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@ -166,7 +166,8 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const LAVENDER_POKECENTER, 7, 4 ; $8F
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map_const POKEMON_TOWER_1F, 10, 9 ; $90
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map_const POKEMON_TOWER_2F, 10, 9 ; $91
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map_const POKEMON_TOWER_3F, 10, 9 ; $92 - Currently unused
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map_const BRUNSWICK_GROTTO, 15, 12 ; $FF ; ooo
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;map_const POKEMON_TOWER_3F, 10, 9 ; $92 - Currently unused
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map_const POKEMON_TOWER_4F, 10, 9 ; $93 - Currently unused
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map_const POKEMON_TOWER_5F, 10, 9 ; $94 - Currently unused
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map_const POKEMON_TOWER_6F, 10, 9 ; $95
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@ -272,9 +273,8 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const BATTLE_TENT, 5, 10 ; $FA
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map_const MT_MOON_SQUARE, 13, 7 ; $FB
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map_const MT_MOON_SQUARE_HOUSE, 4, 4 ; $FC
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map_const CELESTE_HILL_CAVE, 20, 19 ; $FD
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map_const CELESTE_HILL_OUTSIDE, 20, 18 ; $FE
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map_const BRUNSWICK_GROTTO, 20, 9 ; $FF ; ooo
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map_const CELESTE_HILL_CAVE, 19, 20 ; $FD
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map_const CELESTE_HILL_OUTSIDE, 18, 20 ; $FE
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DEF NUM_MAPS EQU const_value
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; Indoor maps, such as houses, use this as the Map ID in their exit warps
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