This largely finishes the Blue's Lab commit from last night, adding all the bits and bobs to make the first initial cutscene. This essentially puts all the first plot threads into place: Impostor Oak, the Nihon League, and so on. This stuff is stupid unorthodox, I expect it to be an uphill battle.
So the scenes are massively unfinished and need some bug fixes, namely;
- Make the Silent Hills scene load properly.
- Finish the interior scene; have the player walk into the map.
- Make the scene loading in the second Blue's Lab room load properly (same issue as Silent Hills)
Main issues come from the events not working like RBY:
- You cannot be walked directly into a warp!
- Coord events don't seem to trigger scenes on their own and I'm just kind of perplexed by it.
If anyone more experienced wants to take a stab at it, by all means! This is looking really good!
Adds sprites for Electivire, Magmortar, Honchkrow, Porygon-Z and Wyrdeer!
Had to rearrange some things in both main.asm and layout.link but hopefully it won't break anything...
- Added a Strength Switch puzzle to floor 2, which took an unhealthy amount of time to do. This is possible in GSC but requires a lot of extremely hacky solutions. There is a glitch that causes the boulder not to move once on the switch if you reload the map but I have been doing this for 3-4 hours, shush.
- Added a depressed switch tile to accomodate the new functionality.
- New switch collision type for boulder puzzles.
- Removed a lot of unused/unreferenced stuff that isn't necessary in Crystal to save space.
- Fixed a bug where you couldn't walk through one of the Kanto rock tiles
- Fixed a bug where you couldn't go back through the Winner's Path cave exits
- Fixed a bug where some trainers would glitch when walking on Silent Hills mapgroups
- Optimised the Silent Hills spriteset
- Modified Painter Dali and Super Nerd Gregg's teams
- Modified Winners Path's wild data to feature L56 Chanseys for use with the Repel Trick.
- Fixed some text so it scrolls better
This route is unnumbered for now, because it's technically the last Nihon Route (numbered 23 in-prototype) and I don't know how to number it yet. It's easily find/replaced once we're sure, anyway.
Wild data uses the prototype's plus a couple edits, levels are kept low as you're actually entering here.
It's official: Nihon is connected to Johto and Kanto now!
This makes and connects Winner's Path Outside to Victory Road Gate. Also fixes bugs in Winner's Path that caused signs to crash the game.
Next, making the route that connects to Silent Hills, and reintegrating Mt. Silver!
This implements Winner's Path into the game, complete with trainers and wild Pokemon. There's still a lot to do, though.
The Debug Lady that gave Celebi now gives Furret because it gets all the important HMs, which we need to...test things. Naturally, you have all the badges now too!
This adds some RBY elements to the Cave tileset - including some rocks, a button, a sign(!), and the ice tiles. I've modified the rocks so they work with the tileset in-practice, I really liked using these in KEP. I've put together a really really really basic Winner's Path that'll be sorted out one day...
This makes Route 2 play the "Road to Viridian City" theme instead of the Viridian Forest theme, which is accurate to how things work in RBY, FRLG, and LGPE. HGSS uses Route 3, but that's cringe.
- Fixed various tile port issues and made various visual enhancements. Now generally closer to the Kanto styled Viridian Forest.
- Added Lass Ikue, a trainer referencing Ikue Otani, to the area where the Yellow Lass was. Required updating the spriteset but it seems fine.
- Added parties for all the trainers, which were missed on the initial import.
- Fixed various inaccurate capitalisations.
- Fixed gate warps. Considering adding a Honey girl here if we ever do that?
- Restored various RBY NPCs in the Pewter and Viridian gates to the forest, saying largely the same stuff. Just keeps things move lively.
This restores the old Egg Ticket functionality, albeit without the funky animation. I renamed the area the Ticket Corner on that account. Lore relating to it has been restored.
I also fixed the fossil items (they're regular items now) and updated the readme.
Adds Nuuk's lovely sprites for Azurill, Leafeon, Glaceon, Sylveon, Magnezone, Togekiss and Farigiraf. Adjustments were made to Farigiraf's shiny palette to more closely match the official colours.
Fixed a glitch with Luxwan's palette.
Also, updated the README with additional sprite credits.
The Egg Ticket still needs its function to be usable, but is now at least obtainable in some way. This makes Buena's Password much, much more interesting.
Turns out it's that massive...thing.
The screen is all fuzz, but it seems like it was meant to change.
We ought to include this stuff
https://www.youtube.com/watch?v=CmvFT4PLAMQ&ab_channel=H%C3%A1%C4%8Dky
But it's hard, so I haven't done it (yet).
I don't think people would kill us if it was just this, but with random quotes from the time period, but...
This adds a bunch of PCC-related stuff to the building, most notably the GS Ball, making Celebi obtainable natively.
Chances are, we would repeat this for the MysticTicket and Mew.
This restores a bunch of text and adapts it to various bits and pieces. Of course, a lot still needs to be done. Very happy with how it's turning out, though!
Most things are now done. Blockset is presentable, so expansion can be done with time.
Things not done:
- Scarlet/Violet Books (I want to do these like Bill's favourite Pokemon PC from RBY)
- Computer things for a fossil machine (Take from the Oak Lab tileset I sorted in KEP?? Or do what the RoA place does? Both require tileset modifications and map expansion)
- Aerodactyl/Kabutops fossil displays.
Pretty good, huh?