kep-hack/data/tilesets/warp_tile_ids.asm
Llinos Evans 108fb01070 Brunswick groundwork, misc. changes
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.
2023-04-27 04:08:27 +01:00

112 lines
2.1 KiB
NASM

WarpTileIDPointers:
table_width 2, WarpTileIDPointers
dw .OverworldWarpTileIDs
dw .RedsHouse1WarpTileIDs
dw .MartWarpTileIDs
dw .ForestWarpTileIDs
dw .RedsHouse2WarpTileIDs
dw .DojoWarpTileIDs
dw .PokecenterWarpTileIDs
dw .GymWarpTileIDs
dw .HouseWarpTileIDs
dw .ForestGateWarpTileIDs
dw .MuseumWarpTileIDs
dw .UndergroundWarpTileIDs
dw .GateWarpTileIDs
dw .ShipWarpTileIDs
dw .ShipPortWarpTileIDs
dw .CemeteryWarpTileIDs
dw .InteriorWarpTileIDs
dw .CavernWarpTileIDs
dw .LobbyWarpTileIDs
dw .MansionWarpTileIDs
dw .LabWarpTileIDs
dw .ClubWarpTileIDs
dw .FacilityWarpTileIDs
dw .PlateauWarpTileIDs
dw .PreGymWarpTileIDs
dw .CitrineWarpTileIDs
dw .CelesteWarpTileIDs
dw .RocketHouseWarpTileIDs
assert_table_length NUM_TILESETS
MACRO warp_tiles
IF _NARG
db \# ; all args
ENDC
db -1 ; end
ENDM
.OverworldWarpTileIDs:
warp_tiles $1B, $58
.ForestGateWarpTileIDs:
.MuseumWarpTileIDs:
.GateWarpTileIDs:
db $3B
; fallthrough
.RedsHouse1WarpTileIDs:
.RedsHouse2WarpTileIDs:
warp_tiles $1A, $1C
.MartWarpTileIDs:
.PokecenterWarpTileIDs:
warp_tiles $5E
.ForestWarpTileIDs:
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
.DojoWarpTileIDs:
.GymWarpTileIDs:
warp_tiles $4A
.HouseWarpTileIDs:
warp_tiles $54, $5C, $32
.ShipWarpTileIDs:
warp_tiles $37, $39, $1E, $4A
.InteriorWarpTileIDs:
warp_tiles $15, $55, $04
.CavernWarpTileIDs:
warp_tiles $18, $1A, $22
.LobbyWarpTileIDs:
warp_tiles $1A, $1C, $38
.MansionWarpTileIDs:
warp_tiles $1A, $1C, $53
.LabWarpTileIDs:
warp_tiles $34
.FacilityWarpTileIDs:
db $43, $58, $20
; fallthrough
.CemeteryWarpTileIDs:
db $1B
; fallthrough
.UndergroundWarpTileIDs:
warp_tiles $13
.PlateauWarpTileIDs:
db $1B, $3B
; fallthrough
.PreGymWarpTileIDs:
warp_tiles $23
.CitrineWarpTileIDs:
warp_tiles $1B, $1C, $0B, $0C, $58, $59
.CelesteWarpTileIDs:
warp_tiles $5A, $5C, $3A, $30, $50, $51 ; Like Forest but a bit better
.RocketHouseWarpTileIDs:
warp_tiles $53
.ShipPortWarpTileIDs:
.ClubWarpTileIDs:
warp_tiles ; end