Phase 16: Reconcile tileset files (bike_riding, bookshelf, collision, cut_tree, door, dungeon, escape_rope, ledge, pair_collision, spinner, tileset_headers, warp_carpet, warp_pad_hole, water)

This commit is contained in:
Brandon M. M. Green
2026-07-09 14:05:32 +00:00
parent 1aee967028
commit 4ff8bf526b
14 changed files with 420 additions and 0 deletions

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BikeRidingTilesets::
.DB OVERWORLD
.DB FOREST
.DB UNDERGROUND
.DB SHIP_PORT
.DB CAVERN
.DB -1

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BookshelfTileIDs::
; tileset id, bookshelf tile id, text id
.DB PLATEAU, $30, IndigoPlateauStatues
.DB HOUSE, $3D, TownMapText
.DB HOUSE, $1E, BookOrSculptureText
.DB MANSION, $32, BookOrSculptureText
.DB REDS_HOUSE_1, $32, BookOrSculptureText
.DB LAB, $28, BookOrSculptureText
.DB LOBBY, $16, ElevatorText
.DB GYM, $1D, BookOrSculptureText
.DB DOJO, $1D, BookOrSculptureText
.DB GATE, $22, BookOrSculptureText
.DB MART, $54, PokemonStuffText
.DB MART, $55, PokemonStuffText
.DB POKECENTER, $54, PokemonStuffText
.DB POKECENTER, $55, PokemonStuffText
.DB LOBBY, $50, PokemonStuffText
.DB LOBBY, $52, PokemonStuffText
.DB SHIP, $36, BookOrSculptureText
.DB -1

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Underground_Coll::
.DB $0b, $0c, $13, $15, $18
Overworld_Coll::
RedsHouse1_Coll::
RedsHouse2_Coll::
.DB $01, $02, $03, $11, $12, $13, $14, $1c, $1a
Mart_Coll::
Pokecenter_Coll::
.DB $11, $1a, $1c, $3c, $5e
Dojo_Coll::
Gym_Coll::
.DB $11, $16, $19, $2b, $3c, $3d, $3f, $4a, $4c, $4d, $03
Forest_Coll::
.DB $1e, $20, $2e, $30, $34, $37, $39, $3a, $40, $51, $52, $5a, $5c, $5e, $5f
House_Coll::
.DB $01, $12, $14, $28, $32, $37, $44, $54, $5c
ForestGate_Coll::
Museum_Coll::
Gate_Coll::
.DB $01, $12, $14, $1a, $1c, $37, $38, $3b, $3c, $5e
Ship_Coll::
.DB $04, $0d, $17, $1d, $1e, $23, $34, $37, $39, $4a
ShipPort_Coll::
.DB $0a, $1a, $32, $3b
Cemetery_Coll::
.DB $01, $10, $13, $1b, $22, $42, $52
Interior_Coll::
.DB $04, $0f, $15, $1f, $3b, $45, $47, $55, $56
Cavern_Coll::
.DB $05, $15, $18, $1a, $20, $21, $22, $2a, $2d, $30
; unused
Lobby_Coll::
.DB $14, $17, $1a, $1c, $20, $38, $45
Mansion_Coll::
.DB $01, $05, $11, $12, $14, $1a, $1c, $2c, $53
Lab_Coll::
.DB $0c, $26, $16, $1e, $34, $37
Club_Coll::
.DB $0f, $1a, $1f, $26, $28, $29, $2c, $2d, $2e, $2f, $41
Facility_Coll::
.DB $01, $10, $11, $13, $1b, $20, $21, $22, $30, $31, $32, $42, $43, $48, $52, $55, $58, $5e
Plateau_Coll::
.DB $1b, $23, $2c, $2d, $3b, $45

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CutTreeBlockSwaps:
; first byte = tileset block containing the cut tree
; second byte = corresponding tileset block after the cut animation happens
.DB $32, $6D
.DB $33, $6C
.DB $34, $6F
.DB $35, $4C
.DB $60, $6E
.DB $0B, $0A
.DB $3C, $35
.DB $3F, $35
.DB $3D, $36
.DB -1

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; Format: bank label, pointer target — DW pairs of (bank, offset)
DoorTileIDPointers::
.DW OVERWORLD, .OverworldDoorTileIDs
.DW FOREST, .ForestDoorTileIDs
.DW MART, .MartDoorTileIDs
.DW HOUSE, .HouseDoorTileIDs
.DW FOREST_GATE, .TilesetMuseumDoorTileIDs
.DW MUSEUM, .TilesetMuseumDoorTileIDs
.DW GATE, .TilesetMuseumDoorTileIDs
.DW SHIP, .ShipDoorTileIDs
.DW LOBBY, .LobbyDoorTileIDs
.DW MANSION, .MansionDoorTileIDs
.DW LAB, .LabDoorTileIDs
.DW FACILITY, .FacilityDoorTileIDs
.DW PLATEAU, .PlateauDoorTileIDs
.DB 0 ; end
.OverworldDoorTileIDs:
.DB $1B, $58
.ForestDoorTileIDs:
.DB $3a
.MartDoorTileIDs:
.DB $5e
.HouseDoorTileIDs:
.DB $54
.TilesetMuseumDoorTileIDs:
.DB $3b
.ShipDoorTileIDs:
.DB $1e
.LobbyDoorTileIDs:
.DB $1c, $38, $1a
.MansionDoorTileIDs:
.DB $1a, $1c, $53
.LabDoorTileIDs:
.DB $34
.FacilityDoorTileIDs:
.DB $43, $58, $1b
.PlateauDoorTileIDs:
.DB $3b, $1b

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DungeonTilesets:
.DB FOREST
.DB MUSEUM
.DB SHIP
.DB CAVERN
.DB LOBBY
.DB MANSION
.DB GATE
.DB LAB
.DB FACILITY
.DB CEMETERY
.DB GYM
.DB -1

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EscapeRopeTilesets::
.DB FOREST
.DB CEMETERY
.DB CAVERN
.DB FACILITY
.DB INTERIOR
.DB -1

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LedgeTiles::
; player direction, tile player standing on, ledge tile, input required
.DB SPRITE_FACING_DOWN, $2C, $37, PAD_DOWN
.DB SPRITE_FACING_DOWN, $39, $36, PAD_DOWN
.DB SPRITE_FACING_DOWN, $39, $37, PAD_DOWN
.DB SPRITE_FACING_LEFT, $2C, $27, PAD_LEFT
.DB SPRITE_FACING_LEFT, $39, $27, PAD_LEFT
.DB SPRITE_FACING_RIGHT, $2C, $0D, PAD_RIGHT
.DB SPRITE_FACING_RIGHT, $2C, $1D, PAD_RIGHT
.DB SPRITE_FACING_RIGHT, $39, $0D, PAD_RIGHT
.DB -1

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TilePairCollisionsLand:
; FORMAT: tileset number, tile 1, tile 2
; terminated by -1
; these entries indicate that the player may not cross between tile 1 and tile 2
; it's mainly used to simulate differences in elevation
.DB CAVERN, $20, $05
.DB CAVERN, $41, $05
.DB FOREST, $30, $2E
.DB CAVERN, $2A, $05
.DB CAVERN, $05, $21
.DB FOREST, $52, $2E
.DB FOREST, $55, $2E
.DB FOREST, $56, $2E
.DB FOREST, $20, $2E
.DB FOREST, $5E, $2E
.DB FOREST, $5F, $2E
.DB -1
TilePairCollisionsWater:
.DB FOREST, $14, $2E
.DB FOREST, $48, $2E
.DB CAVERN, $14, $05
.DB -1

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; Format: source, offset, dest — DW pairs of (tile pointer, size)
FacilitySpinnerArrows::
.DW SpinnerArrowAnimTiles tile 0
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $20
.DW SpinnerArrowAnimTiles tile 1
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $21
.DW SpinnerArrowAnimTiles tile 2
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $30
.DW SpinnerArrowAnimTiles tile 3
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $31
; Facility_GFX arrows
.DW Facility_GFX tile 0
.DB 1
.DB BANK(Facility_GFX)
.DW vTileset tile $20
.DW Facility_GFX tile 1
.DB 1
.DB BANK(Facility_GFX)
.DW vTileset tile $21
.DW Facility_GFX tile 2
.DB 1
.DB BANK(Facility_GFX)
.DW vTileset tile $30
.DW Facility_GFX tile 3
.DB 1
.DB BANK(Facility_GFX)
.DW vTileset tile $31
GymSpinnerArrows::
.DW SpinnerArrowAnimTiles tile 1
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $3c
.DW SpinnerArrowAnimTiles tile 3
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $3d
.DW SpinnerArrowAnimTiles tile 0
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $4c
.DW SpinnerArrowAnimTiles tile 2
.DB 1
.DB BANK(SpinnerArrowAnimTiles)
.DW vTileset tile $4d
; Gym_GFX arrows
.DW Gym_GFX tile 0
.DB 1
.DB BANK(Gym_GFX)
.DW vTileset tile $3c
.DW Gym_GFX tile 1
.DB 1
.DB BANK(Gym_GFX)
.DW vTileset tile $3d
.DW Gym_GFX tile 2
.DB 1
.DB BANK(Gym_GFX)
.DW vTileset tile $4c
.DW Gym_GFX tile 3
.DB 1
.DB BANK(Gym_GFX)
.DW vTileset tile $4d

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Tilesets::
; name, 3 counter tiles, grass tile, animations
table_width 12
.DB BANK(Overworld_GFX)
.DW Overworld_Block, Overworld_GFX, Overworld_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_WATER_FLOWER
.DB BANK(RedsHouse1_GFX)
.DW Redshouse1_Block, Redshouse1_GFX, Redshouse1_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Mart_GFX)
.DW Mart_Block, Mart_GFX, Mart_Coll
.DB $18,$19,$1E, -1, TILEANIM_NONE
.DB BANK(Forest_GFX)
.DW Forest_Block, Forest_GFX, Forest_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_WATER
.DB BANK(RedsHouse2_GFX)
.DW Redshouse2_Block, Redshouse2_GFX, Redshouse2_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Dojo_GFX)
.DW Dojo_Block, Dojo_GFX, Dojo_Coll
.DB $3A, -1, -1
.DB -1
.DB TILEANIM_WATER_FLOWER
.DB BANK(Pokecenter_GFX)
.DW Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll
.DB $18,$19,$1E, -1, TILEANIM_NONE
.DB BANK(Gym_GFX)
.DW Gym_Block, Gym_GFX, Gym_Coll
.DB $3A, -1, -1
.DB -1
.DB TILEANIM_WATER_FLOWER
.DB BANK(House_GFX)
.DW House_Block, House_GFX, House_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(ForestGate_GFX)
.DW Forestgate_Block, Forestgate_GFX, Forestgate_Coll
.DB $17,$32, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Museum_GFX)
.DW Museum_Block, Museum_GFX, Museum_Coll
.DB $17,$32, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Underground_GFX)
.DW Underground_Block, Underground_GFX, Underground_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Gate_GFX)
.DW Gate_Block, Gate_GFX, Gate_Coll
.DB $17,$32, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Ship_GFX)
.DW Ship_Block, Ship_GFX, Ship_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_WATER
.DB BANK(ShipPort_GFX)
.DW Shipport_Block, Shipport_GFX, Shipport_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_WATER
.DB BANK(Cemetery_GFX)
.DW Cemetery_Block, Cemetery_GFX, Cemetery_Coll
.DB $12, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Interior_GFX)
.DW Interior_Block, Interior_GFX, Interior_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Cavern_GFX)
.DW Cavern_Block, Cavern_GFX, Cavern_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_WATER
.DB BANK(Lobby_GFX)
.DW Lobby_Block, Lobby_GFX, Lobby_Coll
.DB $15,$36, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Mansion_GFX)
.DW Mansion_Block, Mansion_GFX, Mansion_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Lab_GFX)
.DW Lab_Block, Lab_GFX, Lab_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Club_GFX)
.DW Club_Block, Club_GFX, Club_Coll
.DB $07,$17, -1
.DB -1
.DB TILEANIM_NONE
.DB BANK(Facility_GFX)
.DW Facility_Block, Facility_GFX, Facility_Coll
.DB $12, -1, -1
.DB -1
.DB TILEANIM_WATER
.DB BANK(Plateau_GFX)
.DW Plateau_Block, Plateau_GFX, Plateau_Coll
.DB -1, -1, -1
.DB -1
.DB TILEANIM_WATER

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WarpTileListPointers::
; tileset id, tile id, value for [wStandingOnWarpPadOrHole]
.DB FACILITY, $20, 1 ; warp pad
.DB FACILITY, $11, 2 ; hole
.DB CAVERN, $22, 2 ; hole
.DB INTERIOR, $55, 1 ; warp pad
.DB -1

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WarpPadAndHoleData:
; tileset id, tile id, value for [wStandingOnWarpPadOrHole]
.DB FACILITY, $20, 1 ; warp pad
.DB FACILITY, $11, 2 ; hole
.DB CAVERN, $22, 2 ; hole
.DB INTERIOR, $55, 1 ; warp pad
.DB -1

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WaterTilesets::
; tilesets with water
.DB OVERWORLD
.DB FOREST
.DB DOJO
.DB GYM
.DB SHIP
.DB SHIP_PORT
.DB CAVERN
.DB FACILITY
.DB PLATEAU
.DB -1