kep-hack/data/tilesets/pair_collision_tile_ids.asm
Martha Schilling 2b2c95e52b Actually working postgame warps!
FINALLY managed to get this working. The bugged warps are now working and the jank ones are less jank. Also removed the cocoon's pre-evolved moves again.
2023-12-08 17:37:41 +00:00

33 lines
869 B
NASM

; FORMAT: tileset number, tile 1, tile 2
; terminated by -1
; these entries indicate that the player may not cross between tile 1 and tile 2
; it's mainly used to simulate differences in elevation
TilePairCollisionsLand::
db CAVERN, $20, $05
db CAVERN, $41, $05
db CELESTE, $30, $2E
db CELESTE, $18, $2E
db CELESTE, $5E, $2E
db FOREST, $30, $2E
db CAVERN, $2A, $05
db CAVERN, $05, $21
db FOREST, $52, $2E
db FOREST, $55, $2E
db FOREST, $56, $2E
db FOREST, $20, $2E
db FOREST, $5E, $2E
db FOREST, $5F, $2E
db CAVERN, $20, $38
db -1 ; end
TilePairCollisionsWater::
db FOREST, $14, $2E
db FOREST, $48, $2E
db CAVERN, $14, $05
db CAVERN, $14, $32
db CAVERN, $14, $38
db GYM, $14, $32 ;prevent surfing into statue base tile ($32) from water tile ($14)
db GYM, $14, $33 ;prevent surfing into statue base tile ($33) from water tile ($14)
db -1 ; end