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https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00

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.
112 lines
2.1 KiB
NASM
112 lines
2.1 KiB
NASM
WarpTileIDPointers:
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table_width 2, WarpTileIDPointers
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dw .OverworldWarpTileIDs
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dw .RedsHouse1WarpTileIDs
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dw .MartWarpTileIDs
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dw .ForestWarpTileIDs
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dw .RedsHouse2WarpTileIDs
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dw .DojoWarpTileIDs
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dw .PokecenterWarpTileIDs
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dw .GymWarpTileIDs
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dw .HouseWarpTileIDs
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dw .ForestGateWarpTileIDs
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dw .MuseumWarpTileIDs
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dw .UndergroundWarpTileIDs
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dw .GateWarpTileIDs
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dw .ShipWarpTileIDs
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dw .ShipPortWarpTileIDs
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dw .CemeteryWarpTileIDs
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dw .InteriorWarpTileIDs
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dw .CavernWarpTileIDs
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dw .LobbyWarpTileIDs
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dw .MansionWarpTileIDs
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dw .LabWarpTileIDs
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dw .ClubWarpTileIDs
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dw .FacilityWarpTileIDs
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dw .PlateauWarpTileIDs
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dw .PreGymWarpTileIDs
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dw .CitrineWarpTileIDs
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dw .CelesteWarpTileIDs
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dw .RocketHouseWarpTileIDs
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assert_table_length NUM_TILESETS
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MACRO warp_tiles
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IF _NARG
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db \# ; all args
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ENDC
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db -1 ; end
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ENDM
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.OverworldWarpTileIDs:
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warp_tiles $1B, $58
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.ForestGateWarpTileIDs:
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.MuseumWarpTileIDs:
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.GateWarpTileIDs:
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db $3B
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; fallthrough
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.RedsHouse1WarpTileIDs:
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.RedsHouse2WarpTileIDs:
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warp_tiles $1A, $1C
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.MartWarpTileIDs:
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.PokecenterWarpTileIDs:
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warp_tiles $5E
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.ForestWarpTileIDs:
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warp_tiles $5A, $5C, $3A, $30, $50, $51 ; $30, $50, and $51 are for Faraway Island, intended for the upward ($58) and downward ($59) blocks we use to signify warps. - PvK
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.DojoWarpTileIDs:
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.GymWarpTileIDs:
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warp_tiles $4A
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.HouseWarpTileIDs:
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warp_tiles $54, $5C, $32
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.ShipWarpTileIDs:
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warp_tiles $37, $39, $1E, $4A
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.InteriorWarpTileIDs:
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warp_tiles $15, $55, $04
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.CavernWarpTileIDs:
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warp_tiles $18, $1A, $22
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.LobbyWarpTileIDs:
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warp_tiles $1A, $1C, $38
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.MansionWarpTileIDs:
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warp_tiles $1A, $1C, $53
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.LabWarpTileIDs:
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warp_tiles $34
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.FacilityWarpTileIDs:
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db $43, $58, $20
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; fallthrough
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.CemeteryWarpTileIDs:
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db $1B
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; fallthrough
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.UndergroundWarpTileIDs:
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warp_tiles $13
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.PlateauWarpTileIDs:
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db $1B, $3B
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; fallthrough
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.PreGymWarpTileIDs:
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warp_tiles $23
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.CitrineWarpTileIDs:
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warp_tiles $1B, $1C, $0B, $0C, $58, $59
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.CelesteWarpTileIDs:
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warp_tiles $5A, $5C, $3A, $30, $50, $51 ; Like Forest but a bit better
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.RocketHouseWarpTileIDs:
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warp_tiles $53
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.ShipPortWarpTileIDs:
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.ClubWarpTileIDs:
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warp_tiles ; end
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