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List of maps by index number (Generation I): Difference between revisions

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Line 504:
| 247 || 0xF7 || Agatha's room || 1D
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| 248 || 0xF8 || (Invalid (R/B)<br/>Summer Beach House (Y) || 3E (R/B)<br/>3C (Y)
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| 249 || 0xF9 || (Invalid) || 10 (R/B)<br/>3A (Y)
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| 250 || 0xFA || (Invalid) || 20 (R/B)<br/>2F (Y)
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| 251 || 0xFB || (Invalid) || 30 (R/B)<br/>14 (Y)
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| 252 || 0xFC || (Invalid) || 20 (R/B)<br/>B (Y)
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| 253 || 0xFD || (Invalid) || A (R/B)<br/>2F (Y)
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| 254 || 0xFE || (Invalid) || 2F (R/B)<br/>20 (Y)
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| 255 || 0xFF || ([[Map 0xFF (summary)|Indoor-Outside Map Handler]])* || 20 (R/B)<br/>14 (Y)
|}
|}
 
*The [https://github.com/pret/pokered/blob/8349bfd8e646002105dfd6a7f997c26cf0e0624b/home/overworld.asm indoor-outside map handler] does not load map 0xFF itself; rather upon following the warp, the actual map loaded is replaced with wLastMap (D365 in R/B and D365 in Y). This handler is stored as a map in wWarpEntries (D3AF onward (D3AE onward in Yellow) and entries are Y coordinate, X coordinate, exit index, map (or FF handler)).
 
The coordinates typically pertain to the exit mats in buildings (the way for instance, leaving a Pokémon Center returns the player to the 'last town'). The exit index loads relevant data (such as coordinates and wCurrentTileBlockMapViewPointer (D35F-60 in R/B and D35E-F in Y) pertaining to the new map (leftover from wLastMap) the player is going to enter after they leave the old map (the reason why maps can be entered from different locations so the player steps down from different buildings, and the cause of [[Safari Zone exit glitch]] when wLastMap is no longer Fuchsia City and wWarpEntries still pertains to the Safari Zone gate).
 
In order for an indoor-outside map to work, W_CURMAPTILESET (D367 in R/B and D366 in Y) must be greater than 0 (overworld tileset); hence indoor-outside warps will be ignored in maps (such as towns themselves) with overworld tilesets. Using glitches, map 0xFF can be loaded directly as a glitch map (as can any of the 256 map indices), but freezes the game in English Red/Blue/Yellow without locking/changing any attributes which contribute to its freezes (i.e. its map height/width to not be too large, its sound bank to be one of the valid values 02, 08, 1F, 20, W_MAPSCRIPTPTR (D36E-F (D36D-E in Yellow) to point to a script which doesn't freeze the game, etc.).
 
==See also==
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