Cinnabar Volcano floors

This adds a map for Cinnabar Volcano's floors in the run-up to Moltres. I used a S.S. Anne style compression technique here, having 4 floors on a decently sized map that are just far enough apart for a player to never actually see them. This maintains their suspension of disbelief while giving us way more space to work with. I want to compress a lot of RBY maps like this if push comes to shove - there's a lot of places where this is possible.

In the interests of compression, I started using the Agatha bank again, as I removed a lot of maps from there when making bank 22. There's some space for maps.

Also I made 3 more blocks for cavern which caused it to overflow the bank it was in - fixed that by swapping with PreGym, which is probably much smaller.

Cinnabar Volcano hasn't been changed yet in the interest of Martha finishing that bit up.
This commit is contained in:
Llinos Evans 2023-04-30 23:42:46 +01:00
parent 351b875e3b
commit b6dc6896c3
17 changed files with 69 additions and 10 deletions

View file

@ -99,7 +99,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
map_const CELESTE_HILL, 12, 12 ; $4D - Was copy of above & unused
map_const ROUTE_7_GATE, 3, 4 ; $4E
map_const UNDERGROUND_PATH_ROUTE_7, 4, 4 ; $4F
map_const CITRINE_ROCKET_HOUSE, 5, 5 ; $50 - Unused, was UNDERGROUND_PATH_ROUTE_7_COPY
map_const CITRINE_ROCKET_HOUSE, 5, 5 ; $50 - was UNDERGROUND_PATH_ROUTE_7_COPY
map_const ROUTE_8_GATE, 3, 4 ; $51
map_const UNDERGROUND_PATH_ROUTE_8, 4, 4 ; $52
map_const ROCK_TUNNEL_POKECENTER, 7, 4 ; $53
@ -185,7 +185,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
map_const SEAFOAM_ISLANDS_B3F, 15, 9 ; $A3
map_const SEAFOAM_ISLANDS_B4F, 15, 9 ; $A4
map_const CITRINE_TRADEBACK_HOUSE, 4, 4 ; $A5 - Was Vermillion Old Rod house
map_const CITRINE_POKECENTER, 7, 4 ; $A6 - Was Fuschia Good Rod house
map_const CITRINE_POKECENTER, 7, 4 ; $A6 - Was Fuschia Good Rod house
map_const POKEMON_MANSION_1F, 15, 14 ; $A7
map_const CINNABAR_GYM, 10, 9 ; $A8
map_const CINNABAR_LAB, 9, 4 ; $A9
@ -257,7 +257,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
map_const SILPH_CO_10F, 8, 9 ; $EB
map_const SILPH_CO_11F, 9, 9 ; $EC
map_const SILPH_CO_ELEVATOR, 2, 2 ; $ED
map_const GARNET_CAVERN_2F, 15, 9 ; $EE - was UNUSED_MAP_ED
map_const GARNET_CAVERN_2F, 15, 9 ; $EE - was UNUSED_MAP_ED
map_const UNDERWATER_TUNNEL, 15, 9 ; $EF - Was UNUSED_MAP_EE
map_const TRADE_CENTER, 5, 4 ; $F0
map_const COLOSSEUM, 5, 4 ; $F1
@ -267,6 +267,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
map_const LORELEIS_ROOM, 5, 6 ; $F5
map_const BRUNOS_ROOM, 5, 6 ; $F6
map_const AGATHAS_ROOM, 5, 6 ; $F7 - Maps F8 - FE currently have no data, bear in mind we need room for everything in citrine
map_const CINNABAR_VOLCANO_FLOORS, 20, 20 ; $F8
DEF NUM_MAPS EQU const_value
; Indoor maps, such as houses, use this as the Map ID in their exit warps