Groundwork for new Vermilion Pass system

Alright so this is the start of producing a new and improved pass system - one that actually works.

Long story short: Now there are three dock entrances. One for the S.S. Anne, one for Citrine City, and one for Faraway Island. I don't like it, but the old system literally just would not work, and with the time span in mind, I just want to use this instead.

Here's how it works;
- Usual S.S. Anne trigger is used, but with a new coordinate range.
- When triggered, check the coordinates the player is in; if it's not the usual S.S. Anne one, they're getting kicked to a new script.
- Use that to flag the player as usual.

Glitches:
- Triggering these multiple times causes strange jank, including crashes. I have the player forced into the new maps for now, but even going back can cause issues. I don't understand it.
- Citrine City's warp just...doesn't work, presumably due to a warp limit. However, after chopping off the warps so there's one each, it still happens.

These glitches need fixing before KEP can launch.
This commit is contained in:
Llinos Evans 2023-08-19 22:11:12 +01:00
parent fe45fe99c1
commit 72a372dcde
5 changed files with 335 additions and 172 deletions

View file

@ -48,7 +48,7 @@ ChiefLetter2:
ld a, $1 ; Load Mom's NPC ID
ldh [hSpriteIndex], a ; Slap it in the index
ld a, SPRITE_FACING_RIGHT ; Get this ready
ldh [hSpriteFacingDirection], a ; Now she'll face right, simulatiung talking to her.
ldh [hSpriteFacingDirection], a ; Now she'll face right, simulating talking to her.
call SetSpriteFacingDirectionAndDelay ; Get this all out.
call DisplayTextID ; Display her text ID, using the same thing from before.
; We did a little tomfoolery with her base text to make this work. Look below if you dare.