List of maps by index number (Generation I): Difference between revisions
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| 254 || 0xFE || (Invalid) || 2F (R/B)/20 (Y) |
| 254 || 0xFE || (Invalid) || 2F (R/B)/20 (Y) |
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| 255 || 0xFF || ( |
| 255 || 0xFF || (Indoor-Outside Map Handler)* || 20 (R/B)/14 (Y) |
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*The 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 in wWarpEntries, and 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'). 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.). |
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==See also== |
==See also== |