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Adjust level selection menu tilemap to make room for two rows of text at the bottom (#12)
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@ -19,14 +19,14 @@ ENDM
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LevelSelectionMenu_Landmarks:
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table_width 6, LevelSelectionMenu_Landmarks
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.landmark1
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level_selection_menu_landmark 0, 16, 12, .Level1LandmarkName, SPAWN_LEVEL_1 ; LANDMARK_LEVEL_1
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level_selection_menu_landmark 0, 16, 11, .Level1LandmarkName, SPAWN_LEVEL_1 ; LANDMARK_LEVEL_1
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.landmark2
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if DEF(_DEBUG)
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level_selection_menu_landmark 0, 16, 11, .DebugLevel1LandmarkName, SPAWN_DEBUGLEVEL_1 ; LANDMARK_DEBUGLEVEL_1
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level_selection_menu_landmark 0, 11, 9, .DebugLevel2LandmarkName, SPAWN_DEBUGLEVEL_2 ; LANDMARK_DEBUGLEVEL_2
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level_selection_menu_landmark 0, 9, 11, .DebugLevel3LandmarkName, SPAWN_DEBUGLEVEL_3 ; LANDMARK_DEBUGLEVEL_3
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level_selection_menu_landmark 1, 16, 11, .DebugLevel4LandmarkName, SPAWN_DEBUGLEVEL_4 ; LANDMARK_DEBUGLEVEL_4
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level_selection_menu_landmark 2, 9, 5, .DebugLevel5LandmarkName, SPAWN_DEBUGLEVEL_5 ; LANDMARK_DEBUGLEVEL_5
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level_selection_menu_landmark 0, 16, 10, .DebugLevel1LandmarkName, SPAWN_DEBUGLEVEL_1 ; LANDMARK_DEBUGLEVEL_1
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level_selection_menu_landmark 0, 11, 8, .DebugLevel2LandmarkName, SPAWN_DEBUGLEVEL_2 ; LANDMARK_DEBUGLEVEL_2
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level_selection_menu_landmark 0, 9, 10, .DebugLevel3LandmarkName, SPAWN_DEBUGLEVEL_3 ; LANDMARK_DEBUGLEVEL_3
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level_selection_menu_landmark 1, 16, 10, .DebugLevel4LandmarkName, SPAWN_DEBUGLEVEL_4 ; LANDMARK_DEBUGLEVEL_4
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level_selection_menu_landmark 2, 9, 4, .DebugLevel5LandmarkName, SPAWN_DEBUGLEVEL_5 ; LANDMARK_DEBUGLEVEL_5
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endc
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assert_table_length NUM_LANDMARKS
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@ -82,7 +82,7 @@ if DEF(_DEBUG)
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level_selection_menu_landmark_transition RIGHT, FALSE
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; LANDMARK_DEBUGLEVEL_3
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level_selection_menu_landmark_transition DOWN, 7, DOWN, 1, LANDMARK_DEBUGLEVEL_5
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level_selection_menu_landmark_transition DOWN, 7, LANDMARK_DEBUGLEVEL_5
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level_selection_menu_landmark_transition UP, 5, RIGHT, 2, DOWN, 3, LANDMARK_DEBUGLEVEL_2
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level_selection_menu_landmark_transition LEFT, 7, LEFT, 4, LANDMARK_DEBUGLEVEL_4
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level_selection_menu_landmark_transition RIGHT, 7, LANDMARK_DEBUGLEVEL_1
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@ -95,7 +95,7 @@ if DEF(_DEBUG)
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; LANDMARK_DEBUGLEVEL_5
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level_selection_menu_landmark_transition DOWN, FALSE
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level_selection_menu_landmark_transition UP, 7, UP, 1, LANDMARK_DEBUGLEVEL_3
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level_selection_menu_landmark_transition UP, 7, LANDMARK_DEBUGLEVEL_3
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level_selection_menu_landmark_transition LEFT, FALSE
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level_selection_menu_landmark_transition RIGHT, FALSE
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endc
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@ -395,14 +395,14 @@ LevelSelectionMenu_DoPageChangeEvent:
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; =------------------=
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; =------------------=
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; =------------------=
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; =------------------=
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; =========DD=========
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; =========DD=========
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; ====================
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; ====================
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; for movements spanning two pages, when one edge is reached, the page change occurs
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; and the player appears in the other page at the coordinate of the new edge.
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; hence, for calculating movement length, it's as if both pages were adjacent without the border frame.
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DEF PAGE_EDGE_DOWN EQU $90
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DEF PAGE_EDGE_DOWN EQU $88
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DEF PAGE_EDGE_UP EQU $10
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DEF PAGE_EDGE_LEFT EQU $08
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DEF PAGE_EDGE_RIGHT EQU $a8
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