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Use constants to delineate map types, and factor out more data
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17 changed files with 126 additions and 135 deletions
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@ -13,6 +13,7 @@ ENDM
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; - MapSpriteSets (see data/maps/sprite_sets.asm)
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; - ExternalMapEntries (see data/maps/town_map_entries.asm)
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; Each map also has associated data in maps.asm.
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; Order: towns/cities, then routes, then indoor/dungeon maps
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const_def
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mapconst PALLET_TOWN, 9, 10 ; $00
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mapconst VIRIDIAN_CITY, 18, 20 ; $01
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@ -25,7 +26,9 @@ ENDM
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mapconst CINNABAR_ISLAND, 9, 10 ; $08
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mapconst INDIGO_PLATEAU, 9, 10 ; $09
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mapconst SAFFRON_CITY, 18, 20 ; $0A
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NUM_CITY_MAPS EQU const_value
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mapconst UNUSED_MAP_0B, 0, 0 ; $0B
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FIRST_ROUTE_MAP EQU const_value
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mapconst ROUTE_1, 18, 10 ; $0C
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mapconst ROUTE_2, 36, 10 ; $0D
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mapconst ROUTE_3, 9, 35 ; $0E
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@ -51,6 +54,7 @@ ENDM
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mapconst ROUTE_23, 72, 10 ; $22
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mapconst ROUTE_24, 18, 10 ; $23
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mapconst ROUTE_25, 9, 30 ; $24
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FIRST_INDOOR_MAP EQU const_value
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mapconst REDS_HOUSE_1F, 4, 4 ; $25
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mapconst REDS_HOUSE_2F, 4, 4 ; $26
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mapconst BLUES_HOUSE, 4, 4 ; $27
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@ -263,7 +267,6 @@ ENDM
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mapconst BRUNOS_ROOM, 6, 5 ; $F6
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mapconst AGATHAS_ROOM, 6, 5 ; $F7
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; Indoor maps, such as houses, use this as the Map ID in their exit warps
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; This map ID takes the player back to the last outdoor map they were on, stored in wLastMap
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LAST_MAP EQU -1
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