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The groundwork for Brunswick Trail events has been done. Wild data, Cactus event, and Zapdos-G events are set up, plus an NPC. This also makes the Fake Tree sprite available. I made the warp at the tunnel in Brunswick goes directly to Celeste Hill and back. Warp tile made functional. Many bugs right now: - Cactus doesn't disappear after battling it. Also, making this work how I want it to is hard. - Pokemon are encountered on every tile, which is likely because it's considered to be indoors. In trying to fix this, I seemed to completely screw up the maps, so this isn't being committed. Handle this with care. - I made a spriteset specifically for Citrine, but it doesn't seem to be working for Brunswick, likely because Brunswick is an indoor map and thus isn't just taking it. Misc. changes: - Moved Sandy Shocks to a 4% encounter slot in Mt. Moon Crater to be equal to Scream Tail. - Restored the proper translation for the "rotten PRESIDENT" scientist, courtesy of Dr. Lava and Nob Ogasawara.
43 lines
1.4 KiB
NASM
43 lines
1.4 KiB
NASM
; Ported from Yellow
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; sprite set ids
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; indexes for SpriteSets (see data/maps/sprite_sets.asm)
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; values for MapSpriteSets and SplitMapSpriteSets (see data/maps/sprite_sets.asm)
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const_def 1
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const SPRITESET_PALLET_VIRIDIAN ; 01
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const SPRITESET_PEWTER_CERULEAN ; 02
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const SPRITESET_LAVENDER ; 03
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const SPRITESET_VERMILION ; 04
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const SPRITESET_CELADON ; 05
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const SPRITESET_INDIGO ; 06
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const SPRITESET_SAFFRON ; 07
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const SPRITESET_SILENCE_BRIDGE ; 08
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const SPRITESET_CYCLING_ROAD ; 09
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const SPRITESET_FUCHSIA ; 0a
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const SPRITESET_CITRINE ; 0b
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DEF NUM_SPRITE_SETS EQU const_value - 1
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; split sprite set ids
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; indexes for SplitMapSpriteSets (see data/maps/sprite_sets.asm)
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; values for MapSpriteSets (see data/maps/sprite_sets.asm)
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const_next $f1
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DEF FIRST_SPLIT_SET EQU const_value
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const SPLITSET_ROUTE_2 ; f1
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const SPLITSET_ROUTE_10 ; f2
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const SPLITSET_ROUTE_11 ; f3
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const SPLITSET_ROUTE_12 ; f4
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const SPLITSET_ROUTE_15 ; f5
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const SPLITSET_ROUTE_16 ; f6
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const SPLITSET_ROUTE_18 ; f7
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const SPLITSET_ROUTE_20 ; f8
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const SPLITSET_ROUTE_5 ; f9
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const SPLITSET_ROUTE_6 ; fa
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const SPLITSET_ROUTE_7 ; fb
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const SPLITSET_ROUTE_8 ; fc
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DEF NUM_SPLIT_SETS EQU const_value - FIRST_SPLIT_SET
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; split directions
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DEF EAST_WEST EQU 1
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DEF NORTH_SOUTH EQU 2
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; each sprite set has 9 walking sprites and 2 still sprites
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DEF SPRITE_SET_LENGTH EQU 9 + 2 |