A few things

- Added a gate between the two halves of Route 10 on the right side of Rock Tunnel that contains the Graveler trade NPC.

- Improved Faraway's encounter table.

- Made the music go silent before battling both of the postgame bosses for suspense reasons. It also sounds cool.

- Minor text fixes
This commit is contained in:
Martha Schilling 2023-12-31 12:22:36 +00:00
parent 4c0dfdfedd
commit caa8076bcd
29 changed files with 185 additions and 186 deletions

View file

@ -180,82 +180,77 @@ DEF SHOW EQU $15
const HS_SILPH_CO_7F_RIVAL ; A5
const HS_SILPH_CO_7F_ITEM_1 ; A6 X
const HS_SILPH_CO_7F_ITEM_2 ; A7 X
const HS_SILPH_CO_10F_1 ; A8
const HS_SILPH_CO_10F_2 ; A9
const HS_SILPH_CO_10F_ITEM_1 ; AA X
const HS_SILPH_CO_10F_ITEM_2 ; AB X
const HS_SILPH_CO_10F_ITEM_3 ; AC X
const HS_SILPH_CO_11F_1 ; AD
const HS_SILPH_CO_11F_JAMES ; AE
const HS_SILPH_CO_11F_3 ; AF
const HS_SILPH_CO_11F_JESSIE ; B0
const HS_OMEGA ; B1
const HS_OMEGA_2 ; B2
const HS_DRAGONITE ; B3
const HS_MOLTRES ; B4
const HS_POKEMON_MANSION_2F_ITEM ; B5 X
const HS_POKEMON_MANSION_3F_ITEM_1 ; B6 X
const HS_POKEMON_MANSION_3F_ITEM_2 ; B7 X
const HS_POKEMON_MANSION_B1F_ITEM_1 ; B8 X
const HS_POKEMON_MANSION_B1F_ITEM_2 ; B9 X
const HS_POKEMON_MANSION_B1F_ITEM_3 ; BA X
const HS_POKEMON_MANSION_B1F_ITEM_4 ; BB X
const HS_POKEMON_MANSION_B1F_ITEM_5 ; BC X
const HS_MANSION_GUARD ; BD
const HS_SAFARI_ZONE_EAST_ITEM_1 ; BE X
const HS_SAFARI_ZONE_EAST_ITEM_2 ; BF X
const HS_SAFARI_ZONE_EAST_ITEM_3 ; C0 X
const HS_SAFARI_ZONE_EAST_ITEM_4 ; C1 X
const HS_SAFARI_ZONE_NORTH_ITEM_1 ; C2 X
const HS_SAFARI_ZONE_NORTH_ITEM_2 ; C3 X
const HS_SAFARI_ZONE_WEST_ITEM_1 ; C4 X
const HS_SAFARI_ZONE_WEST_ITEM_2 ; C5 X
const HS_SAFARI_ZONE_WEST_ITEM_3 ; C6 X
const HS_SAFARI_ZONE_WEST_ITEM_4 ; C7 X
const HS_SAFARI_ZONE_CENTER_ITEM ; C8 X
const HS_CERULEAN_CAVE_2F_ITEM_1 ; C9 X
const HS_CERULEAN_CAVE_2F_ITEM_2 ; CA X
const HS_CERULEAN_CAVE_2F_ITEM_3 ; CB X
const HS_MEWTWO ; CC X
const HS_CERULEAN_CAVE_B1F_ITEM_1 ; CD X
const HS_CERULEAN_CAVE_B1F_ITEM_2 ; CE X
const HS_VICTORY_ROAD_1F_ITEM_1 ; CF X
const HS_VICTORY_ROAD_1F_ITEM_2 ; D0 X
const HS_CHAMPIONS_ROOM_OAK ; D1
const HS_SEAFOAM_ISLANDS_1F_BOULDER_1 ; D2
const HS_SEAFOAM_ISLANDS_1F_BOULDER_2 ; D3
const HS_SEAFOAM_ISLANDS_B1F_BOULDER_1 ; D4
const HS_SEAFOAM_ISLANDS_B1F_BOULDER_2 ; D5
const HS_SEAFOAM_ISLANDS_B2F_BOULDER_1 ; D6
const HS_SEAFOAM_ISLANDS_B2F_BOULDER_2 ; D7
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_1 ; D8
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_2 ; D9
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_3 ; DA
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_4 ; DB
const HS_SEAFOAM_ISLANDS_B4F_BOULDER_1 ; DC
const HS_SEAFOAM_ISLANDS_B4F_BOULDER_2 ; DD
const HS_ARTICUNO ; DE
const HS_MEW ; DF
const HS_POKEMON_MANSION_B2F_ITEM_1 ; E0
const HS_POKEMON_MANSION_B2F_ITEM_2 ; E1
const HS_MT_MOON_CRATER_ITEM_1 ; E2
const HS_MT_MOON_CRATER_ITEM_2 ; E3
const HS_MT_MOON_CRATER_ITEM_3 ; E4
const HS_MT_MOON_CRATER_ITEM_4 ; E5
const HS_GIOVANNIS_ROOM_ITEM_1 ; E6
const HS_GIOVANNIS_ROOM_ITEM_2 ; E7
const HS_ROCK_TUNNEL_B1F_DOME ; E8
const HS_ROCK_TUNNEL_B1F_HELIX ; E9
const HS_ROCK_TUNNEL_B1F_AMBER ; EA sports. to the game.
const HS_ROCK_TUNNEL_B1F_WING ; EB
const HS_MT_MOON_CRATER_GUARD ; EC
const HS_DAYCARE_BULBASAUR ; ED
const HS_GLADE_GZAP_1 ; EE
const HS_GLADE_GZAP_2 ; EF
const HS_GLADE_GZAP_3 ; F0
const HS_GLADE_ITEM1
const HS_GLADE_ITEM2
const HS_GLADE_ITEM3
const HS_GLADE_ITEM4
const HS_CINNABAR_VOLCANO_FLOORS_ITEM ; F1
const HS_SILPH_CO_11F_1 ; A8
const HS_SILPH_CO_11F_JAMES ; A9
const HS_SILPH_CO_11F_3 ; AA
const HS_SILPH_CO_11F_JESSIE ; AB
const HS_OMEGA ; AC
const HS_OMEGA_2 ; AD
const HS_DRAGONITE ; AE
const HS_MOLTRES ; AF
const HS_POKEMON_MANSION_2F_ITEM ; B0 X
const HS_POKEMON_MANSION_3F_ITEM_1 ; B1 X
const HS_POKEMON_MANSION_3F_ITEM_2 ; B2 X
const HS_POKEMON_MANSION_B1F_ITEM_1 ; B3 X
const HS_POKEMON_MANSION_B1F_ITEM_2 ; B4 X
const HS_POKEMON_MANSION_B1F_ITEM_3 ; B5 X
const HS_POKEMON_MANSION_B1F_ITEM_4 ; B6 X
const HS_POKEMON_MANSION_B1F_ITEM_5 ; B7 X
const HS_MANSION_GUARD ; B8
const HS_SAFARI_ZONE_EAST_ITEM_1 ; B9 X
const HS_SAFARI_ZONE_EAST_ITEM_2 ; BA X
const HS_SAFARI_ZONE_EAST_ITEM_3 ; BB X
const HS_SAFARI_ZONE_EAST_ITEM_4 ; BC X
const HS_SAFARI_ZONE_NORTH_ITEM_1 ; BD X
const HS_SAFARI_ZONE_NORTH_ITEM_2 ; BE X
const HS_SAFARI_ZONE_WEST_ITEM_1 ; BF X
const HS_SAFARI_ZONE_WEST_ITEM_2 ; C0 X
const HS_SAFARI_ZONE_WEST_ITEM_3 ; C1 X
const HS_SAFARI_ZONE_WEST_ITEM_4 ; C2 X
const HS_SAFARI_ZONE_CENTER_ITEM ; C3 X
const HS_CERULEAN_CAVE_2F_ITEM_1 ; C4 X
const HS_CERULEAN_CAVE_2F_ITEM_2 ; C5 X
const HS_CERULEAN_CAVE_2F_ITEM_3 ; C6 X
const HS_MEWTWO ; C7 X
const HS_CERULEAN_CAVE_B1F_ITEM_1 ; C8 X
const HS_CERULEAN_CAVE_B1F_ITEM_2 ; C9 X
const HS_VICTORY_ROAD_1F_ITEM_1 ; CA X
const HS_VICTORY_ROAD_1F_ITEM_2 ; CB X
const HS_CHAMPIONS_ROOM_OAK ; CC
const HS_SEAFOAM_ISLANDS_1F_BOULDER_1 ; CD
const HS_SEAFOAM_ISLANDS_1F_BOULDER_2 ; CE
const HS_SEAFOAM_ISLANDS_B1F_BOULDER_1 ; CF
const HS_SEAFOAM_ISLANDS_B1F_BOULDER_2 ; D0
const HS_SEAFOAM_ISLANDS_B2F_BOULDER_1 ; D1
const HS_SEAFOAM_ISLANDS_B2F_BOULDER_2 ; D2
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_1 ; D3
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_2 ; D4
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_3 ; D5
const HS_SEAFOAM_ISLANDS_B3F_BOULDER_4 ; D6
const HS_SEAFOAM_ISLANDS_B4F_BOULDER_1 ; D7
const HS_SEAFOAM_ISLANDS_B4F_BOULDER_2 ; D8
const HS_ARTICUNO ; D9
const HS_MEW ; DA
const HS_POKEMON_MANSION_B2F_ITEM_1 ; DB
const HS_POKEMON_MANSION_B2F_ITEM_2 ; DC
const HS_MT_MOON_CRATER_ITEM_1 ; DD
const HS_MT_MOON_CRATER_ITEM_2 ; DE
const HS_MT_MOON_CRATER_ITEM_3 ; DF
const HS_MT_MOON_CRATER_ITEM_4 ; E0
const HS_GIOVANNIS_ROOM_ITEM_1 ; E1
const HS_GIOVANNIS_ROOM_ITEM_2 ; E2
const HS_ROCK_TUNNEL_B1F_DOME ; E3
const HS_ROCK_TUNNEL_B1F_HELIX ; E4
const HS_ROCK_TUNNEL_B1F_AMBER ; E5
const HS_ROCK_TUNNEL_B1F_WING ; E6
const HS_MT_MOON_CRATER_GUARD ; E7
const HS_DAYCARE_BULBASAUR ; E8
const HS_GLADE_GZAP_1 ; E9
const HS_GLADE_GZAP_2 ; EA sports. to the game.
const HS_GLADE_GZAP_3 ; EB
const HS_GLADE_ITEM1 ; EC
const HS_GLADE_ITEM2 ; ED
const HS_GLADE_ITEM3 ; EE
const HS_GLADE_ITEM4 ; EF
const HS_CINNABAR_VOLCANO_FLOORS_ITEM ; F0
DEF NUM_HS_OBJECTS EQU const_value ; F2 - FE all go unused.

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@ -253,27 +253,26 @@ DEF FIRST_INDOOR_MAP EQU const_value
map_const CERULEAN_BADGE_HOUSE, 4, 4 ; $E7
map_const CINNABAR_VOLCANO, 14, 12 ; $E8 - Was UNUSED_MAP_E7
map_const CINNABAR_VOLCANO_FLOORS, 20, 20 ; $E9 - Switched with ROCK_TUNNEL_B1F
map_const SILPH_CO_9F, 13, 9 ; $EA (now goes unused)
map_const SILPH_CO_10F, 8, 9 ; $EB (now goes unused)
map_const SILPH_CO_11F, 9, 9 ; $EC
map_const FARAWAY_FERRY_DOCK, 14, 6 ; $ED - was SILPH_CO_ELEVATOR
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
map_const CELADON_UNIVERSITY_INSIDE, 11, 10 ; $F2 - Was UNUSED_MAP_F1
map_const CELADON_UNIVERSITY_POKECENTER, 7, 4 ; $F3 - Was UNUSED_MAP_F2
map_const LORELEIS_ROOM, 5, 6 ; $F4
map_const BRUNOS_ROOM, 5, 6 ; $F5
map_const AGATHAS_ROOM, 5, 6 ; $F6
map_const ROCK_TUNNEL_B1F, 20, 18 ; $F7 - Switched with CINNABAR_VOLCANO_FLOORS
map_const GIOVANNIS_ROOM, 11, 14 ; $F8
map_const BATTLE_TENT, 5, 10 ; $F9
map_const MT_MOON_SQUARE, 13, 7 ; $FA
map_const MT_MOON_SQUARE_HOUSE, 4, 4 ; $FB
map_const CELESTE_HILL_CAVE, 20, 18 ; $FC
map_const CELESTE_HILL_OUTSIDE, 20, 20 ; $FD
map_const BRUNSWICK_GLADE, 19, 20 ; $FE
map_const ROUTE_10_GATE, 5, 4 ; $EA
map_const SILPH_CO_11F, 9, 9 ; $EB
map_const FARAWAY_FERRY_DOCK, 14, 6 ; $EC - was SILPH_CO_ELEVATOR
map_const GARNET_CAVERN_2F, 15, 9 ; $ED - was UNUSED_MAP_ED
map_const UNDERWATER_TUNNEL, 15, 9 ; $EE - Was UNUSED_MAP_EE
map_const TRADE_CENTER, 5, 4 ; $EF
map_const COLOSSEUM, 5, 4 ; $F0
map_const CELADON_UNIVERSITY_INSIDE, 11, 10 ; $F1 - Was UNUSED_MAP_F1
map_const CELADON_UNIVERSITY_POKECENTER, 7, 4 ; $F2 - Was UNUSED_MAP_F2
map_const LORELEIS_ROOM, 5, 6 ; $F3
map_const BRUNOS_ROOM, 5, 6 ; $F4
map_const AGATHAS_ROOM, 5, 6 ; $F5
map_const ROCK_TUNNEL_B1F, 20, 18 ; $F6 - Switched with CINNABAR_VOLCANO_FLOORS
map_const GIOVANNIS_ROOM, 11, 14 ; $F7
map_const BATTLE_TENT, 5, 10 ; $F8
map_const MT_MOON_SQUARE, 13, 7 ; $F9
map_const MT_MOON_SQUARE_HOUSE, 4, 4 ; $FA
map_const CELESTE_HILL_CAVE, 20, 18 ; $FB
map_const CELESTE_HILL_OUTSIDE, 20, 20 ; $FC
map_const BRUNSWICK_GLADE, 19, 20 ; $FD
DEF NUM_MAPS EQU const_value
; Indoor maps, such as houses, use this as the Map ID in their exit warps