Re: Pokémon Crystal Access

@364 I dont think butterfree would cut it, because bug is weak to rock type attacks. mankey would be ideal, but I don't think I can find him where I am right now. all the pokemon I can find are either bug, electric, fire, or flying, which are all weak to rock. I can find kubone, which would be also great, but he always flees turn one or two. there is also abra which teleports turn one. I can buy a magikarp, but to level it to level 20 for it to evolve in an area where wild pokemon are max level 9 is a huge grind. have to say anniversary is very poorly designed for a fire starter...

by the way, how did you get past the boulder puzzle in icepath? all the walkthroughs I found didnt work. could you share how to do it? would be super helpful.

@366 I found out how pokemon.lua identifies maps based on the assembly code. fortunately anniversary is open source on github. if you open up the map constants assembly file, there is a long list of statements in the form :

    newgroup ; Olivine City
    mapgroup OLIVINE_POKECENTER_1F, 4, 5
    mapgroup OLIVINE_GYM, 8, 5
...

    newgroup ; Mahogany Town
    mapgroup MAHOGANY_RED_GYARADOS_SPEECH_HOUSE, 4, 4
    mapgroup MAHOGANY_GYM, 9, 5
    mapgroup MAHOGANY_POKECENTER_1F, 4, 5
...

each newgroup statement starts a new map group, and each subsequent mapgroup statement adds a map to that group also conveniently giving you the name as well.

pokemon.lua uses default_names.lua to lookup which map id corresponds to which name. if it isn't filled in then you get no map name in game for that area and exits leading to it are just named warp some number.

it is necessary to fill in the new ones, or update ones that changed in default_names.lua. the map id is map group number * 256 + map number. group number and map number are based on the order of the constants in map_constants.asm. so from above example, the map id for "OLIVINE_POKECENTER_1F" would be 257, since it is the first map group and the first map in that group.

the updated default_names.lua link I provided in my previous post is hosted in a github repo that also has a python script that I used to generate the updated default_names.lua from map_constants.asm. you can run it as:
python gen_map_names.py map_constants.asm 0 >default_names.lua

however worth to mention that for now I just took the new map groups that anniversary introduced at the end of the list of newgroups in map_constants.asm and appended those to the end of default_names.lua, so the rest of default_names.lua stayed the same, although my script produced different output for those parts compared to the original, so might end up that later areas have some inconsistencies but I plan to fix those as I find them in the game.

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