Put Giovanni's book in Cal's room, allowing people to access a bit of lore they may have missed in KEP.
Also, Ursaluna and Annihilape needed palettes in order for the ROM to build, which they now have!
A slapdash of various little bits and pieces.
- Lake of Rage has a small culture entry at the top to illustrate what we're setting out to do. I mentioned the shell middens and canonised it alongside GSC.
- Move constants now have their 16-bit IDs set up
- Palfixed Feradactyl and Pupperon, fixed former's credit with confirmation from pokeoctober
- Wiped out the must be 8-bit errors on various Pokemon's `base_stats.asm` files.
- Fixed some aspects of Strong Arm and Water Sport calling garbage data; this was due to them using 8-bit comparison systems where there needed to be 16-bits. This fixes a good bit of their HM usage. Battle bugs need resolving (presumably due to a lack of gfx?)
- Fixed AI scoring with Water Sport (hopefully)
- Updated the readme with some of our progress over the past 5 months.
Taken from the October devs. Updated Feradactyl credit from context clues.
Sailwing isn't animated despite the front sprite. It's also not in the game, so...
I have compiled the credits for each individual sprite, designed to protect any potential uncredited plagiarism from JEP's sprite database.
We now list the credits and grab locations of sprites within the respective Pokemon's folder, with links to the spriter's social media (that I could find).
By doing this, anyone taking sprites from JEP has zero excuse to not keep the credit file, ensuring that anyone clearly taking from JEP will have to answer many probing questions should they do so.
Intention is to eventually produce a PMD community-style sprite database once JEP is finished. Let's say it's a love letter to the community that has very much allowed this ROM Hack to exist.
it's currently missing the custom palette but if I did I'd need to fuck with the code for it anyway when I add it properly when this stuff works so I dont think that's a big deal
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.
The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?
This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.
I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?
I shall now lay down in a dark room.
Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
CHANGES ARE COMMENTED IN WRAM.ASM, IF ANYTHING BREAKS, CHECK THERE.
Not thoroughly tested but I've yeeted some unused shit in WRAM to be able to fit Misc WRAM 1 back in the right bank.
Side note but according to pret if a ds has a blank space above and below it then it should be unused? May be wise to double check this
Had to split bank 2 because I ran out of unreferenced code to comment out when adding Aventurine
Fuchsia was pissing me off so I applied the changes from KEP when adding the safari zone graphics, though it's not currently super close to what it was like in LGPE
Aventurine is very early stages but it's in there :V
actual palettes are somewhat unfinished but the general idea is being applied now.
Untouched palettes (aside from whatever color was used for the water) are marked with a # next to them, though the palettes are all tentative.