An update to the Lavender Crypt, with several bug fixes and an updated sprite!!!
- Reroutes the Lavender Crypt entirely, providing more switching between map types and aligning the path with the channelers' hints.
- Moved Reimu and Sanae out of the wall they were stuck in (Marisa is at fault somehow).
- Updated Sanae's dialogue to better fit her personality.
- Fixed a bug where Sanae would use Reimu's defeat text.
- Fixed a bug where beating Channeler Genmei would softlock the game.
- Fixed a tile collision issue in Lavender Crypt.
- Added a new sprite for Blaine!
- FIxed a bug in Blaine's party where he would begin using glitchmons after Ninetales.
This adds the four new trainer classes as discussed before and updates the leader file while we're at it. Uther is also finally named properly. Lorelei gets her new trainersprite from the CBB scratchpads.
ntroducing the new and improved Lavender Crypt! Now with 100% less softlocking! If you manage to find a way to get softlocked here, I'd just be impressed at that point.
The Lavender Crypt is a hell of a maze, even I got a bit lost and I'm the one who designed it! Left a few signposts in my code with notes, but this really is a jumble, so always ask if you need a hand navigating it to do improvements / additions!
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
- Adds Mamoswine, alongside the new Hirsuswine, a slower and more tanky alternate evolution. Design by me, sprite by zuperZACH.
- Adds the framework for an alternate Yanma evolution, currently dubbed Pending03. It's designed to be based on a clubtail, albeit one that uses its tail like an actual weapon.
- Adds the framework for Emordrome, an alternate Normal/Ghost Girafarig evolution where the dark head grows and takes control. In order to not make the line any more complicated, Calflac has been removed entirely.
- Added cries for the Cubburn line.
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!
Quick feedback changes from PvK's playthrough.
- Changed Stromen from Sprout Tower to Burned Tower, for more thematic fit (and balance dear god)
- Gave Moibelle Bite at Level 10 and moved some learn levels
- Switched Pay Day to Level 5 in Coinpur's learnset, and shifted levels down to accomodate
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.