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New starter pathing, beautify Oak's Lab
Please stop asking me about the sprite limit i beg u Ok so this commit does the following; - Oak's Lab now uses the Fossil Lab tileset, featuring lots of new contraptions etc to make up for the old removed aides. - Places the Pikachu and Eevee starters in a new place, which results in a slightly blocky mess, but does the job. - Fossil Lab tileset graphic has many new things. Lots of bad tiles in the blockset in case we want to use this more. - Changes the rival's pathing so he, y'know, works on the new map... - Re-adds the Oak email thing, but I had to do like 4 stupid workarounds because it was broken for unknown reasons. Just made it a generic bg event with no issues. - Removed the old oak email event; no visible difference.
This commit is contained in:
parent
0da18d9101
commit
5ea0fc5de9
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@ -1,2 +1,2 @@
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map_header OaksLab, OAKS_LAB, GYM, 0
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map_header OaksLab, OAKS_LAB, FOSSILLAB, 0
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end_map_header
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@ -1,11 +1,13 @@
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OaksLab_Object:
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db $3 ; border block
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db $17 ; border block
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def_warp_events
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warp_event 6, 11, LAST_MAP, 3
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warp_event 7, 11, LAST_MAP, 3
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def_bg_events
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bg_event 10, 6, 30 ; PC because it keeps breaking
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bg_event 11, 6, 30 ; PC because it keeps breaking
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def_object_events
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object_event 6, 4, SPRITE_BLUE, STAY, NONE, 1, OPP_RIVAL1, 1
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@ -19,7 +21,7 @@ OaksLab_Object:
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;object_event 2, 11, SPRITE_GIRL, WALK, UP_DOWN, 9 ; person
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;object_event 4, 11, SPRITE_SCIENTIST, STAY, NONE, 10 ; person
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;object_event 11, 11, SPRITE_SCIENTIST, STAY, NONE, 11 ; person
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object_event 4, 3, SPRITE_POKE_BALL, STAY, NONE, 28 ; person, Pikachu
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object_event 5, 3, SPRITE_POKE_BALL, STAY, NONE, 29 ; person, Eevee
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object_event 8, 6, SPRITE_POKE_BALL, STAY, NONE, 28 ; person, Pikachu
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object_event 9, 6, SPRITE_POKE_BALL, STAY, NONE, 29 ; person, Eevee
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def_warps_to OAKS_LAB
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@ -11,7 +11,7 @@ TextPredefs::
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add_tx_pre PushStartText ; 05
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add_tx_pre SaveOptionText ; 06
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add_tx_pre StrengthsAndWeaknessesText ; 07
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add_tx_pre OakLabEmailText ; 08
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; add_tx_pre OakLabEmailText ; 08
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add_tx_pre AerodactylFossilText ; 09
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add_tx_pre Route15UpstairsBinocularsText ; 0A
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add_tx_pre KabutopsFossilText ; 0B
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@ -55,10 +55,12 @@ Lobby_Coll::
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Mansion_Coll::
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coll_tiles $01, $05, $11, $12, $14, $1a, $1c, $2c, $53
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FossilLab_Coll:: ; It has the same tileset except the trees are the fossil machine, so...
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Lab_Coll::
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coll_tiles $0c, $26, $16, $1e, $34, $37
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FossilLab_Coll:: ; Originally just the Lab collision, but now that Oak uses it, it's using separate collision. Added plenty just to be sure.
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coll_tiles $0c, $26, $16, $1e, $34, $37, $17, $4C, $47, $58, $57, $59, $27, $4D
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Club_Coll::
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coll_tiles $0f, $1a, $1f, $26, $28, $29, $2c, $2d, $2e, $2f, $41
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@ -1,10 +1,6 @@
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DisplayOakLabEmailText:
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ld a, [wSpritePlayerStateData1FacingDirection]
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cp SPRITE_FACING_UP
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ret nz
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call EnableAutoTextBoxDrawing
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tx_pre_jump OakLabEmailText
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OakLabEmailText::
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text_far _OakLabEmailText
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text_end
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;DisplayOakLabEmailText:
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; ld a, [wSpritePlayerStateData1FacingDirection]
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; cp SPRITE_FACING_UP
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; ret nz
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; call EnableAutoTextBoxDrawing
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; tx_pre_jump OakLabEmailText
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Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
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@ -1 +1,2 @@
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hhhghhhijijmnmnhhhhhh
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# (
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6
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@ -285,25 +285,31 @@ OaksLabScript8:
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ld de, .PikachuMovement1
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jr z, .moveBlue
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.PikachuMovement1
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_DOWN
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db -1 ; end
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.Eevee
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ld de, .EeveeMovement1
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ld a, [wYCoord]
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cp 4 ; is the player standing below the table?
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jr z, .moveBlue
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ld de, .EeveeMovement2
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; ld a, [wYCoord]
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; cp 4 ; is the player standing below the table?
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; jr z, .moveBlue
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; ld de, .EeveeMovement2
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jp .moveBlue
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.EeveeMovement1
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; db NPC_MOVEMENT_DOWN
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; db NPC_MOVEMENT_LEFT
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; db NPC_MOVEMENT_LEFT
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; db NPC_MOVEMENT_UP
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_RIGHT
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db NPC_MOVEMENT_DOWN
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_UP
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db -1 ; end
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.EeveeMovement2
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db NPC_MOVEMENT_LEFT
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db NPC_MOVEMENT_LEFT
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;.EeveeMovement2
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; db NPC_MOVEMENT_LEFT
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; db NPC_MOVEMENT_LEFT
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db -1 ; end
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.moveBlue
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@ -323,9 +329,20 @@ OaksLabScript9: ; This is where Blue picks up the ball and removes the sprite.
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ld [wJoyIgnore], a
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ld a, $1
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ldh [hSpriteIndex], a
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; So when using this new table system, we actually need to add cases for when you have the new starters...
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ld a, [wPlayerStarter]
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cp STARTER4
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jr z, .skip
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cp STARTER5
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jr z, .skip
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; Since he's just moved down, we just need to skip this process. It's actually harder for him to pick up the regular starters!
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ld a, SPRITE_FACING_UP
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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.skip
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ld a, $d
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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@ -361,11 +378,21 @@ OaksLabScript9: ; This is where Blue picks up the ball and removes the sprite.
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ld [wcf91], a
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ld [wd11e], a
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call GetMonName
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; why does he do this twice why does he do this twice why does he do this twice
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ld a, [wPlayerStarter]
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cp STARTER4
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jr z, .skip2
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cp STARTER5
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jr z, .skip2
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ld a, $1
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ldh [hSpriteIndex], a
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ld a, SPRITE_FACING_UP
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ldh [hSpriteFacingDirection], a
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call SetSpriteFacingDirectionAndDelay
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.skip2
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ld a, $e
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ldh [hSpriteIndexOrTextID], a
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call DisplayTextID
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@ -803,6 +830,7 @@ OaksLab_TextPointers:
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dw OaksLabText27
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dw OaksLabTextPikachu
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dw OaksLabTextEevee
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dw OakLabEmailText
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OaksLab_TextPointers2:
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dw OaksLabText1
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@ -1368,3 +1396,15 @@ PikachuEeveeShows:
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db HS_DAMIEN ; Charmander guy
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db HS_VERMILION_JENNY ; Squirtle
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db -1 ; end
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; Moved here to turn into a new bg event
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OakLabEmailText:
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text_asm
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call EnableAutoTextBoxDrawing
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ld hl, OakLabEmailTextGet
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call PrintText
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jp TextScriptEnd
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OakLabEmailTextGet:
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text_far _OakLabEmailText
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text_end
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