A few cool changes

- Pokemon Mansion has a Guard NPC now
- Professor Oak now plays the Champion theme when you fight him.
This commit is contained in:
May Evans 2023-02-24 00:05:16 +00:00
parent a85c26b7d3
commit 86f6151a17
9 changed files with 31 additions and 12 deletions

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@ -9,7 +9,7 @@ New Pokemon:
- Evolutions or Pre-evolutions of a Kanto Pokemon found in the SpaceWorld '97 demo are included; eg. Madaamu, Pudi
- Some Pokemon will also use their SW97 designs!
Johto baby Pokemon and regional pre-evolutions were omitted due to memory constraints.
Johto baby Pokemon and regional pre-evolutions were omitted due to memory constraints. This just barely works.
New Types:
====
@ -63,12 +63,13 @@ Improved areas
- Route 25 has been given a facelift, adding Bill's Lighthouse!
- The Route 5-6 underground path contains a shortcut to Celadon City.
- This allows you to skip Route 9 and Rock Tunnel, making them optional areas and opening up central Kanto.
- Cinnabar Island is a lot bigger, and has a new location added to it.
- Cinnabar Island is a lot bigger, and has a new location added to it. The mansion seems different too...
- Pokemon Tower was shortened, being less intensive and adding room for more maps.
- Silph Co's pathing was completely overhauled to make navigating it less tedious.
- Viridian Gym now has a new area once you make Giovanni leave.
- The S.S. Anne now returns after getting your fourth badge!
- Once you've entered the Hall of Fame, try visiting Route 1...
- Mt. Moon has a new location accessible after beating the game.
- After entering the Hall of Fame, try visiting Route 1...
QoL Enhancements
====

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@ -357,7 +357,6 @@ INCLUDE "audio/sfx/cry22_3.asm"
SECTION "Audio Engine 1", ROMX
INCLUDE "audio/play_battle_music.asm"
INCLUDE "audio/engine_1.asm"
INCLUDE "audio/alternate_tempo.asm"
@ -365,6 +364,7 @@ INCLUDE "audio/alternate_tempo.asm"
SECTION "Low Health Alarm (Audio Engine 2)", ROMX
INCLUDE "audio/low_health_alarm.asm"
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
SECTION "Audio Engine 2", ROMX

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@ -25,22 +25,21 @@ PlayBattleMusic::
cp OPP_LANCE
jr z, .Elite4Battle
cp OPP_RIVAL3
;jr z, .finalBattle unnecessary code
;cp OPP_LANCE
;jr nz, .normalTrainerBattle
;ld a, MUSIC_GYM_LEADER_BATTLE
jr z, .finalBattle
cp OPP_PROF_OAK ; may as well, right?
jr z, .finalBattle
jr nz, .normalTrainerBattle
ld a, MUSIC_FINAL_BATTLE
jr .playSong
.Elite4Battle
.Elite4Battle
ld a, MUSIC_GYM_LEADER_BATTLE
jr .playSong
.normalTrainerBattle
ld a, MUSIC_TRAINER_BATTLE
jr .playSong
;.finalBattle
; ld a, MUSIC_FINAL_BATTLE
; jr .playSong
.finalBattle
ld a, MUSIC_FINAL_BATTLE
jr .playSong
.wildBattle
ld a, MUSIC_WILD_BATTLE
.playSong

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@ -246,4 +246,5 @@ DEF SHOW EQU $15
const HS_POKEMON_MANSION_B2F_ITEM_2 ; EA
const HS_ROUTE_1_OAK ; EB
const HS_MT_MOON_CRATER_GUARD ; EC
const HS_MANSION_GUARD ; ED
DEF NUM_HS_OBJECTS EQU const_value

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@ -522,6 +522,7 @@ PokemonMansionB1FHS:
db POKEMON_MANSION_B1F, $05, SHOW
db POKEMON_MANSION_B1F, $06, SHOW
db POKEMON_MANSION_B1F, $08, SHOW
db POKEMON_MANSION_B1F, $09, SHOW ; guard npc
SafariZoneEastHS:
db SAFARI_ZONE_EAST, $01, SHOW
db SAFARI_ZONE_EAST, $02, SHOW

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@ -16,5 +16,6 @@ PokemonMansionB1F_Object:
object_event 5, 4, SPRITE_POKE_BALL, STAY, NONE, 6, TM_SOLARBEAM
object_event 16, 20, SPRITE_POKEDEX, STAY, NONE, 7 ; person
object_event 5, 13, SPRITE_POKE_BALL, STAY, NONE, 8, SECRET_KEY
object_event 2, 1, SPRITE_GUARD, STAY, NONE, 9 ; person
def_warps_to POKEMON_MANSION_B1F

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@ -103,6 +103,9 @@ HallofFameRoomScript1:
ld a, HS_ROUTE_1_OAK
ld [wMissableObjectIndex], a
predef ShowObject
ld a, HS_MANSION_GUARD
ld [wMissableObjectIndex], a
predef HideObject
ld a, $2
ld [wHallOfFameCurScript], a
ret

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@ -68,6 +68,7 @@ PokemonMansionB1F_TextPointers:
dw Mansion4Text7
dw PickUpItemText
dw Mansion3Text6
dw MansionGuardText
Mansion4TrainerHeaders:
def_trainers
@ -116,3 +117,7 @@ Mansion4AfterBattleText2:
Mansion4Text7:
text_far _Mansion4Text7
text_end
MansionGuardText:
text_far _MansionGuardText
text_end

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@ -39,3 +39,11 @@ _Mansion4Text7::
line "it!"
done
_MansionGuardText::
text "This room is"
line "off-limits."
para "Beat it, kid!"
done