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-rw-r--r--constants/map_constants.asm5
1 files changed, 4 insertions, 1 deletions
diff --git a/constants/map_constants.asm b/constants/map_constants.asm
index b6ec77d5..d33ffe12 100644
--- a/constants/map_constants.asm
+++ b/constants/map_constants.asm
@@ -13,6 +13,7 @@ ENDM
; - MapSpriteSets (see data/maps/sprite_sets.asm)
; - ExternalMapEntries (see data/maps/town_map_entries.asm)
; Each map also has associated data in maps.asm.
+; Order: towns/cities, then routes, then indoor/dungeon maps
const_def
mapconst PALLET_TOWN, 9, 10 ; $00
mapconst VIRIDIAN_CITY, 18, 20 ; $01
@@ -25,7 +26,9 @@ ENDM
mapconst CINNABAR_ISLAND, 9, 10 ; $08
mapconst INDIGO_PLATEAU, 9, 10 ; $09
mapconst SAFFRON_CITY, 18, 20 ; $0A
+NUM_CITY_MAPS EQU const_value
mapconst UNUSED_MAP_0B, 0, 0 ; $0B
+FIRST_ROUTE_MAP EQU const_value
mapconst ROUTE_1, 18, 10 ; $0C
mapconst ROUTE_2, 36, 10 ; $0D
mapconst ROUTE_3, 9, 35 ; $0E
@@ -51,6 +54,7 @@ ENDM
mapconst ROUTE_23, 72, 10 ; $22
mapconst ROUTE_24, 18, 10 ; $23
mapconst ROUTE_25, 9, 30 ; $24
+FIRST_INDOOR_MAP EQU const_value
mapconst REDS_HOUSE_1F, 4, 4 ; $25
mapconst REDS_HOUSE_2F, 4, 4 ; $26
mapconst BLUES_HOUSE, 4, 4 ; $27
@@ -263,7 +267,6 @@ ENDM
mapconst BRUNOS_ROOM, 6, 5 ; $F6
mapconst AGATHAS_ROOM, 6, 5 ; $F7
-
; Indoor maps, such as houses, use this as the Map ID in their exit warps
; This map ID takes the player back to the last outdoor map they were on, stored in wLastMap
LAST_MAP EQU -1