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Refactor Giovanni's Room, restore Rocket Hideout B1F
With the way KEP is shaping up, the Rocket Hideout can easily stay with little issue. I don't expect it to be a problem at all. Therefore, in the interest of keeping Lavender Tower's progression the same, it's being restored. I do expect some Lavender Tower floors to be nommed, though. I expect Silph to also be salvageable but I also really hate Silph. Oh, also, the Game Corner guard has been buffed. He sucks. They call that a guard??
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22 changed files with 523 additions and 301 deletions
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@ -262,4 +262,6 @@ DEF SHOW EQU $15
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const HS_MT_MOON_CRATER_ITEM_9 ; FA
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const HS_MT_MOON_CRATER_ITEM_10 ; FB
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const HS_MT_MOON_CRATER_ITEM_11 ; FC
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const HS_GIOVANNIS_ROOM_ITEM_1 ; FD
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const HS_GIOVANNIS_ROOM_ITEM_2 ; FE uh oh
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DEF NUM_HS_OBJECTS EQU const_value
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@ -219,7 +219,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const VERMILION_TRADE_HOUSE, 4, 4 ; $C5
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map_const DIGLETTS_CAVE, 20, 18 ; $C6
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map_const VICTORY_ROAD_3F, 15, 9 ; $C7
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map_const ROCKET_HIDEOUT_B1F, 11, 14 ; $C8
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map_const ROCKET_HIDEOUT_B1F, 15, 14 ; $C8
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map_const ROCKET_HIDEOUT_B2F, 15, 14 ; $C9 - Currently unused
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map_const ROCKET_HIDEOUT_B3F, 15, 14 ; $CA - Currently unused
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map_const ROCKET_HIDEOUT_B4F, 15, 12 ; $CB - Currently unused
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@ -266,8 +266,9 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const BILLS_GARDEN, 10, 10 ; $F4 - Was UNUSED_MAP_F3
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map_const LORELEIS_ROOM, 5, 6 ; $F5
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map_const BRUNOS_ROOM, 5, 6 ; $F6
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map_const AGATHAS_ROOM, 5, 6 ; $F7 - Maps F8 - FE currently have no data, bear in mind we need room for everything in citrine
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map_const AGATHAS_ROOM, 5, 6 ; $F7 - Maps FA - FE currently have no data, bear in mind we need room for everything in citrine
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map_const CINNABAR_VOLCANO_FLOORS, 20, 20 ; $F8
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map_const GIOVANNIS_ROOM, 11, 14 ; $F9
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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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