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This adds a map for Cinnabar Volcano's floors in the run-up to Moltres. I used a S.S. Anne style compression technique here, having 4 floors on a decently sized map that are just far enough apart for a player to never actually see them. This maintains their suspension of disbelief while giving us way more space to work with. I want to compress a lot of RBY maps like this if push comes to shove - there's a lot of places where this is possible. In the interests of compression, I started using the Agatha bank again, as I removed a lot of maps from there when making bank 22. There's some space for maps. Also I made 3 more blocks for cavern which caused it to overflow the bank it was in - fixed that by swapping with PreGym, which is probably much smaller. Cinnabar Volcano hasn't been changed yet in the interest of Martha finishing that bit up.
37 lines
1 KiB
NASM
37 lines
1 KiB
NASM
; GetBattleTransitionID_IsDungeonMap checks if wCurMap
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; is equal to one of these maps
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DungeonMaps1:
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db VIRIDIAN_FOREST
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db ROCK_TUNNEL_1F
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db SEAFOAM_ISLANDS_1F
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db ROCK_TUNNEL_B1F
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db CINNABAR_VOLCANO
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db POKEMON_MANSION_1F
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db VICTORY_ROAD_2F
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db VICTORY_ROAD_3F
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db POWER_PLANT
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db DIGLETTS_CAVE
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db UNDERWATER_TUNNEL
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db CINNABAR_VOLCANO_FLOORS
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db -1 ; end
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; GetBattleTransitionID_IsDungeonMap checks if wCurMap
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; is in between or equal to each pair of maps
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DungeonMaps2:
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; all MT_MOON maps
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db MT_MOON_1F, MT_MOON_B2F
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; all SS_ANNE maps, VICTORY_ROAD_1F, LANCES_ROOM, and HALL_OF_FAME
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db SS_ANNE_1F, HALL_OF_FAME
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; all POKEMON_TOWER maps and Lavender Town buildings
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db LAVENDER_POKECENTER, LAVENDER_CUBONE_HOUSE
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; SILPH_CO_[2-8]F, POKEMON_MANSION[2F-B1F], SAFARI_ZONE, and
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; CERULEAN_CAVE maps, except for SILPH_CO_1F
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db SILPH_CO_2F, CERULEAN_CAVE_1F
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; SILPH_CO_[9-11]F
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db SILPH_CO_9F, SILPH_CO_11F
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; SEAFOAM_ISLANDS_[B1F-B4F]
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db SEAFOAM_ISLANDS_B1F, SEAFOAM_ISLANDS_B4F
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; all ROCKET_HIDEOUT maps
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db ROCKET_HIDEOUT_B1F, ROCKET_HIDEOUT_B4F
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db -1 ; end
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