Adjust level selection menu tilemap to make room for two rows of text at the bottom (#12)

This commit is contained in:
xCrystal 2024-01-21 13:07:23 +01:00
parent 008d796321
commit 2e5546f828
6 changed files with 10 additions and 10 deletions

View File

@ -19,14 +19,14 @@ ENDM
LevelSelectionMenu_Landmarks:
table_width 6, LevelSelectionMenu_Landmarks
.landmark1
level_selection_menu_landmark 0, 16, 12, .Level1LandmarkName, SPAWN_LEVEL_1 ; LANDMARK_LEVEL_1
level_selection_menu_landmark 0, 16, 11, .Level1LandmarkName, SPAWN_LEVEL_1 ; LANDMARK_LEVEL_1
.landmark2
if DEF(_DEBUG)
level_selection_menu_landmark 0, 16, 11, .DebugLevel1LandmarkName, SPAWN_DEBUGLEVEL_1 ; LANDMARK_DEBUGLEVEL_1
level_selection_menu_landmark 0, 11, 9, .DebugLevel2LandmarkName, SPAWN_DEBUGLEVEL_2 ; LANDMARK_DEBUGLEVEL_2
level_selection_menu_landmark 0, 9, 11, .DebugLevel3LandmarkName, SPAWN_DEBUGLEVEL_3 ; LANDMARK_DEBUGLEVEL_3
level_selection_menu_landmark 1, 16, 11, .DebugLevel4LandmarkName, SPAWN_DEBUGLEVEL_4 ; LANDMARK_DEBUGLEVEL_4
level_selection_menu_landmark 2, 9, 5, .DebugLevel5LandmarkName, SPAWN_DEBUGLEVEL_5 ; LANDMARK_DEBUGLEVEL_5
level_selection_menu_landmark 0, 16, 10, .DebugLevel1LandmarkName, SPAWN_DEBUGLEVEL_1 ; LANDMARK_DEBUGLEVEL_1
level_selection_menu_landmark 0, 11, 8, .DebugLevel2LandmarkName, SPAWN_DEBUGLEVEL_2 ; LANDMARK_DEBUGLEVEL_2
level_selection_menu_landmark 0, 9, 10, .DebugLevel3LandmarkName, SPAWN_DEBUGLEVEL_3 ; LANDMARK_DEBUGLEVEL_3
level_selection_menu_landmark 1, 16, 10, .DebugLevel4LandmarkName, SPAWN_DEBUGLEVEL_4 ; LANDMARK_DEBUGLEVEL_4
level_selection_menu_landmark 2, 9, 4, .DebugLevel5LandmarkName, SPAWN_DEBUGLEVEL_5 ; LANDMARK_DEBUGLEVEL_5
endc
assert_table_length NUM_LANDMARKS
@ -82,7 +82,7 @@ if DEF(_DEBUG)
level_selection_menu_landmark_transition RIGHT, FALSE
; LANDMARK_DEBUGLEVEL_3
level_selection_menu_landmark_transition DOWN, 7, DOWN, 1, LANDMARK_DEBUGLEVEL_5
level_selection_menu_landmark_transition DOWN, 7, LANDMARK_DEBUGLEVEL_5
level_selection_menu_landmark_transition UP, 5, RIGHT, 2, DOWN, 3, LANDMARK_DEBUGLEVEL_2
level_selection_menu_landmark_transition LEFT, 7, LEFT, 4, LANDMARK_DEBUGLEVEL_4
level_selection_menu_landmark_transition RIGHT, 7, LANDMARK_DEBUGLEVEL_1
@ -95,7 +95,7 @@ if DEF(_DEBUG)
; LANDMARK_DEBUGLEVEL_5
level_selection_menu_landmark_transition DOWN, FALSE
level_selection_menu_landmark_transition UP, 7, UP, 1, LANDMARK_DEBUGLEVEL_3
level_selection_menu_landmark_transition UP, 7, LANDMARK_DEBUGLEVEL_3
level_selection_menu_landmark_transition LEFT, FALSE
level_selection_menu_landmark_transition RIGHT, FALSE
endc

View File

@ -395,14 +395,14 @@ LevelSelectionMenu_DoPageChangeEvent:
; =------------------=
; =------------------=
; =------------------=
; =------------------=
; =========DD=========
; =========DD=========
; ====================
; ====================
; for movements spanning two pages, when one edge is reached, the page change occurs
; and the player appears in the other page at the coordinate of the new edge.
; hence, for calculating movement length, it's as if both pages were adjacent without the border frame.
DEF PAGE_EDGE_DOWN EQU $90
DEF PAGE_EDGE_DOWN EQU $88
DEF PAGE_EDGE_UP EQU $10
DEF PAGE_EDGE_LEFT EQU $08
DEF PAGE_EDGE_RIGHT EQU $a8