Added various NPCs and signs to Coral City, giving some lore and such. Very basic and barebones.
I also added some extensive notes on what the city is meant to be, it's very misunderstood.
Savoy City is now full of savvy younglings ready to bombard people with old slang. I wanted it to be a capitalistic hellscape where all the young ones trying to keep up with the trends. A few older people, as well as those entering, do not appreciate the babel.
Some maps are broken up or edited to allow for seamless transitions instead of needing several warps. (Area 1 is split vertically, Area 2 needs a horizontal split. The connection between area 1 and 2 also will have to be shifted up from where it is in RBY to prevent border blocks showing up where they shouldn't.)
Fixed the build issues caused by Zach's newly pushed sprites having too many colours.
Also, adds my version of the GSC-style Soldier sprite.
Also also, gave Dokuroar a slight weight increase to give it a better catch rate for the Heavy Ball.
Also also also, touched up the Dokuroar cutscene a bit (it now shakes the floor with each step, it moves slower, and its walking animation now animates correctly.)
This makes the Vermilion City event where Suicune runs off a lot smoother. It now only activates once, Eusine loads correctly, and all the sounds play without overlap.
Dokuroar, in all of its skeletal glory, has been added to the bottom of Lavender Crypt as a static encounter. It doesn't move when you interact with it, though...at first.
Also, gave Dokuroar a 100% chance to hold a Thick Club (it's MADE of bones, come on), a Snorlax-level catch rate, the Slow EXP group, a decent exp yield, and a very, VERY slight stat update.
Still need to set up the events properly. It's gonna take a while and a lot of testing. This makes the Clear Bell unnecessary and makes the Radio Tower director hand over a Master Ball instead.
s/o Crystal Legacy for their DV & Hidden Power display code, which got this off the ground. Credited aptly.
I modified what they had with Stat Exp, but the menu is a little jank and scrolling is buggy. Someone wanna pick that up?
Uppercut reimagines KEP's clusterfuck of an animation, reversing Karate Chop and then reworking the sounds
Coin Hurl works like the Poke Ball toss, and then spits out coins on-hit. Looks sort of like Acid in practice. This was weirdly complicated to implement as I had to disentangle the throw animation from the Poke Ball toss in Game Freak fashion.
Strong Arm does the "metal" starting animation, then does its best Rollout into DynamicPunch impression.
This adds Duplica, Ritchie, and Casey to various Kanto areas, aiming to make the routes a bit more populated. They're also quite strong.
Minor rewrite on Silver's Victory Road quote to legitimise the lack of trainers, just like HGSS.
A rework of the immediately previous rework. Huh.
Changes the Komainu name to Hyoshu, and implements the Yin form too, complete with stats, moves, and a very WIP sprite.
This reworks Shi-Shi into Komainu, a legendary Pokemon more in-touch with the mythology surrounding its design origins. It'll have two forms, centred around the yin/yang, considering its origins. See spreadsheet for more information.
Also rip fly shi-shi
This updates the file structure so the ROM builds properly. It also updates the base stat files of Trustan, Tanobi, and Foxfire (name tbc), and updates Tanobi's name as was meant to be done a while ago.
I've also assigned Luci's music as she describes in her track files.
Adds the Haunted House with wild data, warps, and most of the house itself done.
Gengar Doll is set to be a boss fight, needs walking sprites among other things.
BG events need a bit more fleshing out.
Needs integration for the loose board mechanic.
Otherwise extremely fleshed-out.
This adds the baseline infrastructure to account for the Sevii Islands, while also fixing a couple of bugs. Zeta, please read the commit carefully!
Only real issue I noticed was that scrolling on the town map is infinite in all three new regions, implying there's something in `pokegear.asm` I haven't accounted for.
I've also ret'd the ezchat order and gen1 orders out of existence to reduce the sheer amount of 8-bit warnings. This abolishes gen1 compatibility (though this was already a bit fucked) in exchange for actually being able to debug things in a reasonable timeframe.
Evo moves commit is unfinished and doesn't work properly. Script in evolve.asm has details.
Summer Beach House now teaches Pikachu Surf and has two issues; one is that backing out of teaching Pikachu causes issues (basically, it only goes a correct way if you say yes), and the teaching menu uses tiles from the overworld because I am stupid.
Are you a bad enough dude to fix these bugs?
This adds the Summer Beach House from Pokemon Yellow to Route 19, in an effort to make Kanto a bit more interesting.
The code for teaching Pikachu is very buggy right now and someone should check it out. I usually throw code out if it isn't functional but this seems extremely close to working.
- Spaceworld-ish SGB morning palettes
- Flash caves work now
- Menu Account displays without bugged colors
- Also small Mt. Ember tweaks and a collision fix
Began the arduous process of giving old Pokemon new dex entries. Like KEP, the main aim is using media not from the mainline games, giving players new insights into the lore surrounding them. New Snap, Ranger, Carddass, TCG art, and more are all on the table. Carddass is prioritised for Gen 1 Pokemon considering its obscurity and...well, general insights into how the Pokemon act, it's pretty awesome.
I've also taken to enhancing some of the existing dex entries!
If you win the Bug Catching Contest, the man will give you an Earthquake Gligar.
The code that gives it a special move is a bit fucked up because I tried to add a Farfetch'd function, but I can't be bothered to finish the functionality because I'm stupid (it is actually quite easy I'm just lazy)
this makes the step counter and safari ball giving processes work but it still doesn't have the process of kicking the player out, nor does it display in the menu.
I also lost my mind trying to figure out how the screen flash bug works and gave up
This adds some infrastructure for the Safari Game, specifically;
- The guards who let you in; the ticket is given and Safari Balls are provided; you also get the leaving early and so on. Bit janky at times.
- Infrastructure for the step system, albeit unfinished; the steps aren't initially counted and there's no kicking out process yet.
All in all, it's now playable, but the loss conditions are not yet finished. I shall now lay down in a dark room.
This adds a clause into the wild encounter setup that sets the Safari BattleType if you're within the relevant landmarks. Therefore, all that's now needed is a way to check the Safari Balls in the player's bag before kicking them out, which should be easily triggered by looking in their bag.
This fixes the executive music bug and ensures Giovanni also gets it. I removed the female Executive since it's usually just Ariana. Can use it another time if something comes up, but right now, no need.
Now the rival doesn't awkwardly say his name is ???, using the trainer card from HGSS instead. Includes the funny lookaround gaffe among other bits. Changed the trainer class as well, making it seamless.
The act of naming your mother was restored by adding a name substitution system to WRAM, thus allowing the Dude to occupy a slot naturally. I believe Red and Blue's names are unused too, but just to be safe, I left them alone. Using this means we can technically have battles that substitute names all the time, so this is really neat.
Reworked the first rival encounter scene to have him treat you like an idiot, blurt out what you name your mother, tease you, and piss you off. Arguably flows better than the original and makes more sense. Also, now the mother's name is placed in various spots.
Only concern really is seeing the default name in the phone contact. Feel free to change that if you want, but it's hard to place due to situations where the player leaves without talking to her, so take care!
Unsure where to place these yet, made something on the spreadsheet to find my bearings. All I know is I want it!
I had to change `endtext` to an sjump as we don't actually have that script in our ROM. Polished is very different to pokecrystal. Luckily, everything else went off without a hitch.
This adds various house tiles that allow the creation of the game house from SW97. It's been heavily altered to include the SNES (from RBY), Virtual Boy, and N64.
Here, you can fight Jacky once a day to farm Gold Leaves, which will be currency for a Move Reminder. It should refresh just fine but definitely give it a closer look, I'm not exactly confident.
I also made a start on a GSCified sofa but it looks kinda weird.
This adds Route 50 to the game, as well as Jacky, albeit without the gate or house that you can warp to within.
I decided that the game house will be where Shinjuku Jacky hangs out this time! He'll battle the player and give them uhhh idfk you figure it out
Also I don't know what to call West City. It's a rather sea-blueish colour, sort of like duck egg blue. Sort of a Pacific Teal, right? I need another gay person to give colour ideas.
The connections between maps, as well as Dokuroar's boss battle, are not finished. However, everything else is, including the warps themselves. My brain is just a bit too small for a puzzle like this, so I require assistance.
This gives Sepia City all of its locations.
The pagoda uses references to the Five-Story Pagoda story from 1891, with Sages using various 成语 translated into English.
This also adds the Elder class, assigning it to Li and (now) Roen.
The Elder in the pagoda is not yet battle-able as I haven't really fit anything into the story. No cutscenes, etc, it's all too early.
It's an art museum where you can get your legendary beasts sculpted for now, though I haven't added the functionality. There's a world where it could be for any Pokemon but that implies we make individualised icons...
Nihon badges now count and Sepia City has its Gym Leader. All fully functional.
I've also distributed the transfer-exclusive Kanto Pokemon items to their relevant owners, plus the Polkadot Bow.
This commit adds some events to the White City gate that prevent the player from getting too ahead of themselves. I've also expanded Route 66 and Winner's Path so you don't get that ugly gate ending too early.
Oh, and Cal has his teams and some notes for the future chucked in.
The player needs to dumpsterfuck Green to access White City now!
This adds Tohjo Giovanni, Archer, Ariana, Prof. Blue, and fixes various bugs with my last commit. Also fixes the bug with Chris's img not having an embedded palette.
I also ported over all the KEP cries that are available as a bunch were incomplete or seemingly being remade.
Next step is to integrate much of this.
This adds a ton of overworld sprites, some from KEP, others from SW97/99, for you all to mess around with. It also adds the prototype trainer sprites from SW99 to use with the old trainer classes, though some don't have modern GSC shading.
Unfortunately, the SW99 trainer sprites need palfixing and my PC can't be fucked running it for some reason.
Lots of potential here, particularly with making Mediums now use their distinct sprites, and having Channelers to fit into the mix. I'll be using these when fleshing out the Haunted House and Lavender Crypt.
South Guy still doesn't have a name, so internally, they are called such.
Green from KEP/TPP Anniversary Red has been imported too, because she's awesome like that.
Yes this commit has the cat sprite. All rise for the best thing ever.
# Conflicts:
# data/tilesets/nihon_old_attributes.bin
# data/tilesets/nihon_old_metatiles.bin
# maps/OldCity.ablk
Just going to redo what I did after this whoops
Adds a prep-style school to Sepia City, which talks about all those super intricate GSC mechanics. It also gave it the May98 front porch and sign.
I like to imagine they all have their little Munchlaxes being trained up, maybe stockpiling on Ultra Balls to catch their first Zapdos too.