kep-hack/data/tilesets/door_tile_ids.asm
Llinos Evans 3b16404a50 Populate Citrine City
This commit adds NPCs and signs to Citrine, doing some significant worldbuilding in the process. I considered adding an event where Oak greets you like how the Magma/Aqua Admins do on the ORAS Battle Resort, but it seemed a little too on-the-nose, y'know?

There was an issue where you wouldn't be walked out of doors automatically, which was quite immersion-breaking. That was because the door tile IDs weren't defined - this is fixed too.

Some map elements have been altered to facilitate the new changes, and obviously, some map sprite slots have been filled.

Importing and changing the Battle Tent is most likely my next task.
2023-05-12 22:30:51 +01:00

64 lines
1.2 KiB
NASM

DoorTileIDPointers:
dbw OVERWORLD, .OverworldDoorTileIDs
dbw FOREST, .ForestDoorTileIDs
dbw MART, .MartDoorTileIDs
dbw HOUSE, .HouseDoorTileIDs
dbw FOREST_GATE, .TilesetMuseumDoorTileIDs
dbw MUSEUM, .TilesetMuseumDoorTileIDs
dbw GATE, .TilesetMuseumDoorTileIDs
dbw SHIP, .ShipDoorTileIDs
dbw LOBBY, .LobbyDoorTileIDs
dbw MANSION, .MansionDoorTileIDs
dbw LAB, .LabDoorTileIDs
dbw FACILITY, .FacilityDoorTileIDs
dbw PLATEAU, .PlateauDoorTileIDs
dbw INTERIOR, .InteriorDoorTileIDs ; fixes weirdness in silph co.
dbw CITRINE, .CitrineDoorTileIDs
db -1 ; end
MACRO door_tiles
IF _NARG
db \# ; all args
ENDC
db 0 ; end
ENDM
.OverworldDoorTileIDs:
door_tiles $1B, $58
.ForestDoorTileIDs:
door_tiles $3a
.MartDoorTileIDs:
door_tiles $5e
.HouseDoorTileIDs:
door_tiles $54
.TilesetMuseumDoorTileIDs:
door_tiles $3b
.ShipDoorTileIDs:
door_tiles $1e
.LobbyDoorTileIDs:
door_tiles $1c, $38, $1a
.MansionDoorTileIDs:
door_tiles $1a, $1c, $53
.LabDoorTileIDs:
door_tiles $34
.FacilityDoorTileIDs:
door_tiles $43, $58, $1b
.PlateauDoorTileIDs:
door_tiles $3b, $1b
.InteriorDoorTileIDs:
door_tiles $04, $15
.CitrineDoorTileIDs
door_tiles $1C, $1B, $58, $59