All done by Scarlax from the Pokemon October team, (proper credits inside the sprite folders)
I haven't implemented the animations themselves, so they won't be animated in-game, but the frames are there and ready to go.
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.
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.)
Gave Hirsuswine's normal palette a slightly more muted colour, which Piloswine had in GSC.
Hirsuswine's shiny palette is now changed to cobalt blue, to be more similar to Swinub's classic shiny.
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 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.