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https://github.com/bryanthaboi/gen1recomp.git
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also fixes feet layering of gold with grass. Unifies gen1/gen2 grass layering into a single system
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@@ -987,9 +987,14 @@ R.tilesets = {
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-- for "no fish here, roll the map's water table instead" (pokegold
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-- data/wild/fish.asm), which is why species is a union rather than a bare id.
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local gen2Slot = f.rec{ level = f.int(1), species = f.id("pokemon") }
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-- the sentinel row carries level 0 as well as species 0, so both floors drop
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-- the sentinel row carries level 0 as well as species 0, so both floors drop.
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-- Time-dependent rows (TimeFishGroups) carry day/nite sub-slots.
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local gen2FishSubSlot = f.rec{ level = f.int(0), species = f.union{ f.id("pokemon"), f.int(0, 0) } }
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local gen2FishSlot = f.rec{ chance = f.int(0, 255), level = f.int(0),
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species = f.union{ f.id("pokemon"), f.int(0, 0) } }
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species = f.union{ f.id("pokemon"), f.int(0, 0) },
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timeGroup = f.opt(f.int(0, 255)),
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day = f.opt(gen2FishSubSlot),
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nite = f.opt(gen2FishSubSlot) }
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-- Headbutt/Rock Smash slots. species is optional and the level floor is 0
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-- because TreeMonSet_Rock has no `rare` half in the ROM (pokegold
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-- data/wild/treemons.asm ends the table after the common rows), so the four
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@@ -1046,6 +1051,8 @@ R.encounters = {
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chance = f.int(0, 255),
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old = f.list(gen2FishSlot), good = f.list(gen2FishSlot),
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super = f.list(gen2FishSlot) }),
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timeFishGroups = f.opt(f.map(f.union{ f.str, f.int(0, 255) },
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f.rec{ day = gen2FishSubSlot, nite = gen2FishSubSlot })),
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-- headbutt: map -> tree set id, and the set's common/rare tables. rocks
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-- is the same indirection for Rock Smash.
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trees = f.map(f.str, f.str),
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