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A few cool changes
- Pokemon Mansion has a Guard NPC now - Professor Oak now plays the Champion theme when you fight him.
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@ -9,7 +9,7 @@ New Pokemon:
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- Evolutions or Pre-evolutions of a Kanto Pokemon found in the SpaceWorld '97 demo are included; eg. Madaamu, Pudi
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- Some Pokemon will also use their SW97 designs!
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Johto baby Pokemon and regional pre-evolutions were omitted due to memory constraints.
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Johto baby Pokemon and regional pre-evolutions were omitted due to memory constraints. This just barely works.
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New Types:
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====
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@ -63,12 +63,13 @@ Improved areas
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- Route 25 has been given a facelift, adding Bill's Lighthouse!
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- The Route 5-6 underground path contains a shortcut to Celadon City.
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- This allows you to skip Route 9 and Rock Tunnel, making them optional areas and opening up central Kanto.
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- Cinnabar Island is a lot bigger, and has a new location added to it.
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- Cinnabar Island is a lot bigger, and has a new location added to it. The mansion seems different too...
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- Pokemon Tower was shortened, being less intensive and adding room for more maps.
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- Silph Co's pathing was completely overhauled to make navigating it less tedious.
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- Viridian Gym now has a new area once you make Giovanni leave.
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- The S.S. Anne now returns after getting your fourth badge!
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- Once you've entered the Hall of Fame, try visiting Route 1...
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- Mt. Moon has a new location accessible after beating the game.
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- After entering the Hall of Fame, try visiting Route 1...
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QoL Enhancements
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====
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@ -357,7 +357,6 @@ INCLUDE "audio/sfx/cry22_3.asm"
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SECTION "Audio Engine 1", ROMX
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INCLUDE "audio/play_battle_music.asm"
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INCLUDE "audio/engine_1.asm"
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INCLUDE "audio/alternate_tempo.asm"
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@ -365,6 +364,7 @@ INCLUDE "audio/alternate_tempo.asm"
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SECTION "Low Health Alarm (Audio Engine 2)", ROMX
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INCLUDE "audio/low_health_alarm.asm"
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INCLUDE "audio/play_battle_music.asm" ; This is usually in engine 1, but with the changes to the elite four and oak, it overflows. Testing showed swapping was fine. ~ PvK
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SECTION "Audio Engine 2", ROMX
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@ -25,22 +25,21 @@ PlayBattleMusic::
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cp OPP_LANCE
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jr z, .Elite4Battle
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cp OPP_RIVAL3
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;jr z, .finalBattle unnecessary code
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;cp OPP_LANCE
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;jr nz, .normalTrainerBattle
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;ld a, MUSIC_GYM_LEADER_BATTLE
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jr z, .finalBattle
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cp OPP_PROF_OAK ; may as well, right?
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jr z, .finalBattle
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jr nz, .normalTrainerBattle
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ld a, MUSIC_FINAL_BATTLE
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jr .playSong
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.Elite4Battle
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.Elite4Battle
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ld a, MUSIC_GYM_LEADER_BATTLE
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jr .playSong
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.normalTrainerBattle
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ld a, MUSIC_TRAINER_BATTLE
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jr .playSong
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;.finalBattle
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; ld a, MUSIC_FINAL_BATTLE
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; jr .playSong
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.finalBattle
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ld a, MUSIC_FINAL_BATTLE
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jr .playSong
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.wildBattle
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ld a, MUSIC_WILD_BATTLE
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.playSong
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@ -246,4 +246,5 @@ DEF SHOW EQU $15
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const HS_POKEMON_MANSION_B2F_ITEM_2 ; EA
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const HS_ROUTE_1_OAK ; EB
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const HS_MT_MOON_CRATER_GUARD ; EC
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const HS_MANSION_GUARD ; ED
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DEF NUM_HS_OBJECTS EQU const_value
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@ -522,6 +522,7 @@ PokemonMansionB1FHS:
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db POKEMON_MANSION_B1F, $05, SHOW
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db POKEMON_MANSION_B1F, $06, SHOW
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db POKEMON_MANSION_B1F, $08, SHOW
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db POKEMON_MANSION_B1F, $09, SHOW ; guard npc
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SafariZoneEastHS:
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db SAFARI_ZONE_EAST, $01, SHOW
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db SAFARI_ZONE_EAST, $02, SHOW
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@ -16,5 +16,6 @@ PokemonMansionB1F_Object:
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object_event 5, 4, SPRITE_POKE_BALL, STAY, NONE, 6, TM_SOLARBEAM
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object_event 16, 20, SPRITE_POKEDEX, STAY, NONE, 7 ; person
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object_event 5, 13, SPRITE_POKE_BALL, STAY, NONE, 8, SECRET_KEY
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object_event 2, 1, SPRITE_GUARD, STAY, NONE, 9 ; person
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def_warps_to POKEMON_MANSION_B1F
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@ -103,6 +103,9 @@ HallofFameRoomScript1:
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ld a, HS_ROUTE_1_OAK
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ld [wMissableObjectIndex], a
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predef ShowObject
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ld a, HS_MANSION_GUARD
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ld [wMissableObjectIndex], a
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predef HideObject
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ld a, $2
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ld [wHallOfFameCurScript], a
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ret
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@ -68,6 +68,7 @@ PokemonMansionB1F_TextPointers:
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dw Mansion4Text7
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dw PickUpItemText
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dw Mansion3Text6
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dw MansionGuardText
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Mansion4TrainerHeaders:
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def_trainers
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@ -116,3 +117,7 @@ Mansion4AfterBattleText2:
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Mansion4Text7:
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text_far _Mansion4Text7
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text_end
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MansionGuardText:
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text_far _MansionGuardText
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text_end
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@ -39,3 +39,11 @@ _Mansion4Text7::
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line "it!"
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done
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_MansionGuardText::
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text "This room is"
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line "off-limits."
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para "Beat it, kid!"
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done
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