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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.
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17 changed files with 69 additions and 10 deletions
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@ -99,7 +99,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const CELESTE_HILL, 12, 12 ; $4D - Was copy of above & unused
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map_const ROUTE_7_GATE, 3, 4 ; $4E
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map_const UNDERGROUND_PATH_ROUTE_7, 4, 4 ; $4F
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map_const CITRINE_ROCKET_HOUSE, 5, 5 ; $50 - Unused, was UNDERGROUND_PATH_ROUTE_7_COPY
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map_const CITRINE_ROCKET_HOUSE, 5, 5 ; $50 - was UNDERGROUND_PATH_ROUTE_7_COPY
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map_const ROUTE_8_GATE, 3, 4 ; $51
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map_const UNDERGROUND_PATH_ROUTE_8, 4, 4 ; $52
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map_const ROCK_TUNNEL_POKECENTER, 7, 4 ; $53
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@ -185,7 +185,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const SEAFOAM_ISLANDS_B3F, 15, 9 ; $A3
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map_const SEAFOAM_ISLANDS_B4F, 15, 9 ; $A4
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map_const CITRINE_TRADEBACK_HOUSE, 4, 4 ; $A5 - Was Vermillion Old Rod house
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map_const CITRINE_POKECENTER, 7, 4 ; $A6 - Was Fuschia Good Rod house
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map_const CITRINE_POKECENTER, 7, 4 ; $A6 - Was Fuschia Good Rod house
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map_const POKEMON_MANSION_1F, 15, 14 ; $A7
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map_const CINNABAR_GYM, 10, 9 ; $A8
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map_const CINNABAR_LAB, 9, 4 ; $A9
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@ -257,7 +257,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
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map_const SILPH_CO_10F, 8, 9 ; $EB
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map_const SILPH_CO_11F, 9, 9 ; $EC
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map_const SILPH_CO_ELEVATOR, 2, 2 ; $ED
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map_const GARNET_CAVERN_2F, 15, 9 ; $EE - was UNUSED_MAP_ED
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map_const GARNET_CAVERN_2F, 15, 9 ; $EE - was UNUSED_MAP_ED
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map_const UNDERWATER_TUNNEL, 15, 9 ; $EF - Was UNUSED_MAP_EE
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map_const TRADE_CENTER, 5, 4 ; $F0
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map_const COLOSSEUM, 5, 4 ; $F1
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@ -267,6 +267,7 @@ DEF FIRST_INDOOR_MAP EQU const_value
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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 CINNABAR_VOLCANO_FLOORS, 20, 20 ; $F8
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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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