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New Citrine map architecture, Kinchou01
This adds all the required architecture for the new maps to work, as well as Kinchou01 to play when in Celeste Hill itself. This doesn't add the events, though.
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25 changed files with 277 additions and 6 deletions
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@ -272,6 +272,9 @@ 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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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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@ -60,6 +60,7 @@
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const MUSIC_MEET_JESSIE_JAMES
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const MUSIC_SAKAKI
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const MUSIC_VICTORY4
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const MUSIC_KINCHOU01
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const NUM_SONGS
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