Add subdirectories to data/ similar to pokecrystal

Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/.
This commit is contained in:
Rangi 2020-07-03 11:51:00 -04:00
parent c85050497c
commit b29e5ee203
564 changed files with 3511 additions and 3505 deletions

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BikeRidingTilesets::
db OVERWORLD, FOREST, UNDERGROUND, SHIP_PORT, CAVERN, $FF

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; format: db tileset id, bookshelf tile id, text id
BookshelfTileIDs:
db PLATEAU, $30
db_tx_pre IndigoPlateauStatues
db HOUSE, $3D
db_tx_pre TownMapText
db HOUSE, $1E
db_tx_pre BookOrSculptureText
db MANSION, $32
db_tx_pre BookOrSculptureText
db REDS_HOUSE_1, $32
db_tx_pre BookOrSculptureText
db LAB, $28
db_tx_pre BookOrSculptureText
db LOBBY, $16
db_tx_pre ElevatorText
db GYM, $1D
db_tx_pre BookOrSculptureText
db DOJO, $1D
db_tx_pre BookOrSculptureText
db GATE, $22
db_tx_pre BookOrSculptureText
db MART, $54
db_tx_pre PokemonStuffText
db MART, $55
db_tx_pre PokemonStuffText
db POKECENTER, $54
db_tx_pre PokemonStuffText
db POKECENTER, $55
db_tx_pre PokemonStuffText
db LOBBY, $50
db_tx_pre PokemonStuffText
db LOBBY, $52
db_tx_pre PokemonStuffText
db SHIP, $36
db_tx_pre BookOrSculptureText
db $FF

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Underground_Coll::
db $0b, $0c, $13, $15, $18
db -1 ; end
Overworld_Coll::
db $00, $10, $1b, $20, $21, $23, $2c, $2d, $2e, $30, $31, $33, $39, $3c, $3e, $52, $54, $58, $5b
db -1 ; end
RedsHouse1_Coll::
RedsHouse2_Coll::
db $01, $02, $03, $11, $12, $13, $14, $1c, $1a
db -1 ; end
Mart_Coll::
Pokecenter_Coll::
db $11, $1a, $1c, $3c, $5e
db -1 ; end
Dojo_Coll::
Gym_Coll::
db $11, $16, $19, $2b, $3c, $3d, $3f, $4a, $4c, $4d, $03
db -1 ; end
Forest_Coll::
db $1e, $20, $2e, $30, $34, $37, $39, $3a, $40, $51, $52, $5a, $5c, $5e, $5f
db -1 ; end
House_Coll::
db $01, $12, $14, $28, $32, $37, $44, $54, $5c
db -1 ; end
ForestGate_Coll::
Museum_Coll::
Gate_Coll::
db $01, $12, $14, $1a, $1c, $37, $38, $3b, $3c, $5e
db -1 ; end
Ship_Coll::
db $04, $0d, $17, $1d, $1e, $23, $34, $37, $39, $4a
db -1 ; end
ShipPort_Coll::
db $0a, $1a, $32, $3b
db -1 ; end
Cemetery_Coll::
db $01, $10, $13, $1b, $22, $42, $52
db -1 ; end
Interior_Coll::
db $04, $0f, $15, $1f, $3b, $45, $47, $55, $56
db -1 ; end
Cavern_Coll::
db $05, $15, $18, $1a, $20, $21, $22, $2a, $2d, $30
db -1 ; end
db -1 ; unused
Lobby_Coll::
db $14, $17, $1a, $1c, $20, $38, $45
db -1 ; end
Mansion_Coll::
db $01, $05, $11, $12, $14, $1a, $1c, $2c, $53
db -1 ; end
Lab_Coll::
db $0c, $26, $16, $1e, $34, $37
db -1 ; end
Club_Coll::
db $0f, $1a, $1f, $26, $28, $29, $2c, $2d, $2e, $2f, $41
db -1 ; end
Facility_Coll::
db $01, $10, $11, $13, $1b, $20, $21, $22, $30, $31, $32, $42, $43, $48, $52, $55, $58, $5e
db -1 ; end
Plateau_Coll::
db $1b, $23, $2c, $2d, $3b, $45
db -1 ; end

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CutTreeBlockSwaps:
; first byte = tileset block containing the cut tree
; second byte = corresponding tileset block after the cut animation happens
db $32, $6D
db $33, $6C
db $34, $6F
db $35, $4C
db $60, $6E
db $0B, $0A
db $3C, $35
db $3F, $35
db $3D, $36
db $FF ; list terminator

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DoorTileIDPointers:
dbw OVERWORLD, OverworldDoorTileIDs
dbw FOREST, ForestDoorTileIDs
dbw MART, MartDoorTileIDs
dbw HOUSE, HouseDoorTileIDs
dbw FOREST_GATE, TilesetMuseumDoorTileIDs
dbw MUSEUM, TilesetMuseumDoorTileIDs
dbw GATE, TilesetMuseumDoorTileIDs
dbw SHIP, ShipDoorTileIDs
dbw LOBBY, LobbyDoorTileIDs
dbw MANSION, MansionDoorTileIDs
dbw LAB, LabDoorTileIDs
dbw FACILITY, FacilityDoorTileIDs
dbw PLATEAU, PlateauDoorTileIDs
db $ff
OverworldDoorTileIDs:
db $1B,$58,$00
ForestDoorTileIDs:
db $3a,$00
MartDoorTileIDs:
db $5e,$00
HouseDoorTileIDs:
db $54,$00
TilesetMuseumDoorTileIDs:
db $3b,$00
ShipDoorTileIDs:
db $1e,$00
LobbyDoorTileIDs:
db $1c,$38,$1a,$00
MansionDoorTileIDs:
db $1a,$1c,$53,$00
LabDoorTileIDs:
db $34,$00
FacilityDoorTileIDs:
db $43,$58,$1b,$00
PlateauDoorTileIDs:
db $3b,$1b,$00

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DungeonTilesets:
db FOREST, MUSEUM, SHIP, CAVERN, LOBBY, MANSION, GATE, LAB, FACILITY, CEMETERY, GYM, $FF

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LedgeTiles:
; (player direction) (tile player standing on) (ledge tile) (input required)
db SPRITE_FACING_DOWN, $2C,$37,D_DOWN
db SPRITE_FACING_DOWN, $39,$36,D_DOWN
db SPRITE_FACING_DOWN, $39,$37,D_DOWN
db SPRITE_FACING_LEFT, $2C,$27,D_LEFT
db SPRITE_FACING_LEFT, $39,$27,D_LEFT
db SPRITE_FACING_RIGHT,$2C,$0D,D_RIGHT
db SPRITE_FACING_RIGHT,$2C,$1D,D_RIGHT
db SPRITE_FACING_RIGHT,$39,$0D,D_RIGHT
db $FF

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Tilesets:
tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, OUTDOOR
tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, INDOOR
tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, CAVE
tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, OUTDOOR
tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, INDOOR
tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, OUTDOOR
tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, INDOOR
tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, INDOOR
tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, INDOOR
tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, CAVE
tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, CAVE
tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, INDOOR
tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, CAVE
tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, INDOOR
tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, INDOOR
tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, CAVE
tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, CAVE

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WarpTileListPointers:
dw .facingDownWarpTiles
dw .facingUpWarpTiles
dw .facingLeftWarpTiles
dw .facingRightWarpTiles
.facingDownWarpTiles
db $01,$12,$17,$3D,$04,$18,$33,$FF
.facingUpWarpTiles
db $01,$5C,$FF
.facingLeftWarpTiles
db $1A,$4B,$FF
.facingRightWarpTiles
db $0F,$4E,$FF

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; format: db tileset id, tile id, value to be put in [wStandingOnWarpPadOrHole]
WarpPadAndHoleData:
db FACILITY, $20, 1 ; warp pad
db FACILITY, $11, 2 ; hole
db CAVERN, $22, 2 ; hole
db INTERIOR, $55, 1 ; warp pad
db $FF

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data/tilesets/warp_tile_ids.asm Executable file
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WarpTileIDPointers:
dw OverworldWarpTileIDs
dw RedsHouse1WarpTileIDs
dw MartWarpTileIDs
dw ForestWarpTileIDs
dw RedsHouse2WarpTileIDs
dw DojoWarpTileIDs
dw PokecenterWarpTileIDs
dw GymWarpTileIDs
dw HouseWarpTileIDs
dw ForestGateWarpTileIDs
dw MuseumWarpTileIDs
dw UndergroundWarpTileIDs
dw GateWarpTileIDs
dw ShipWarpTileIDs
dw ShipPortWarpTileIDs
dw CemeteryWarpTileIDs
dw InteriorWarpTileIDs
dw CavernWarpTileIDs
dw LobbyWarpTileIDs
dw MansionWarpTileIDs
dw LabWarpTileIDs
dw ClubWarpTileIDs
dw FacilityWarpTileIDs
dw PlateauWarpTileIDs
OverworldWarpTileIDs:
db $1B,$58,$FF
ForestGateWarpTileIDs:
MuseumWarpTileIDs:
GateWarpTileIDs:
db $3B
RedsHouse1WarpTileIDs:
RedsHouse2WarpTileIDs:
db $1A,$1C,$FF
MartWarpTileIDs:
PokecenterWarpTileIDs:
db $5E,$FF
ForestWarpTileIDs:
db $5A,$5C,$3A,$FF
DojoWarpTileIDs:
GymWarpTileIDs:
db $4A,$FF
HouseWarpTileIDs:
db $54,$5C,$32,$FF
ShipWarpTileIDs:
db $37,$39,$1E,$4A,$FF
InteriorWarpTileIDs:
db $15,$55,$04,$FF
CavernWarpTileIDs:
db $18,$1A,$22,$FF
LobbyWarpTileIDs:
db $1A,$1C,$38,$FF
MansionWarpTileIDs:
db $1A,$1C,$53,$FF
LabWarpTileIDs:
db $34,$FF
FacilityWarpTileIDs:
db $43,$58,$20
CemeteryWarpTileIDs:
db $1B
UndergroundWarpTileIDs:
db $13,$FF
PlateauWarpTileIDs:
db $1B,$3B
ShipPortWarpTileIDs:
ClubWarpTileIDs:
db $FF

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; tilesets with water
WaterTilesets:
db OVERWORLD, FOREST, DOJO, GYM, SHIP, SHIP_PORT, CAVERN, FACILITY, PLATEAU
db $ff ; terminator