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!
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.
- Fixed/improved dex entries for Calflac, Stromen and Terrados.
- Fixed Bipulla's shiny, giving it the one from the beta.
- Added Calflac's shiny and official back sprite.
- Fixed Folage's, Stromen's and Munchlax's back sprites.
- Added Munchlax's shiny.
- Fixed Terrados' front sprite, and gave it a shiny palette (currently a clone of Gyarados')
- Added temporary colours to the Gen 1 trainer imports.
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 decensors the Fisher, Beauty, Female Swimmer, Medium, and Sage sprites, to match the Japanese version. The Elder class will use the censored Sage sprite, though it's possible a demake of the HGSS one could be in order down the line.
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...
Turns out Lickilord had a lower base HP than Lickitung. Let's fix that.
Compared to Lickitung now, Lickilord has +10 HP, +55 Attack, +35 Defense, and +30 Speed, while its Special stats go totally unchanged.
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.
Taken from SW97, seemingly an oversight. I think they should be there, the slow levels are pretty fitting if you're a "no u got stoned L ratio die" guy
# 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.
This implements Old City, the Honey Grandma's House, and its Pokecenter+Mart. Bunch of other bits and pieces not added yet, need to figure out the lore for them.
Honey Grandma is designed to make it easier to get important Pokemon, rather than give access to anything new. Thus, she's Nihon-locked by being an Old City resident. Martha's Perfect Rod will follow this trend.
Gold Berry tree exists to make them renewable in-game, I think this is very important.
The flypoint seems bugged.
This adds the restoration of the Safari Zone from Pokemon October. There isn't a proper place for this yet, but there will be soon!
It seems to have issues with tiles, which I am assuming to either be the tilemap clearing or something relating to Zeta's custom ball palettes, since I had to add the Safari Ball. Can you get to that, @ZetaNull?
2ff835730b
also fixed the unnumbered route errors.
Ported from Pokemon October.
8114fead911a6f3e4f03d00cd6fafd
Alterations have been made in that the treemonset has been diversified a bit further, having Munchlax like in DPP. They're L60, intended to be used in Nihon.
I haven't placed the grandma in the region yet, intending for her to be in Old City.
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!
- 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.
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.
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?
- Lavender Crypt/Haunted house tileset added with custom palette
- Sideways cave added to one of the Nihon tilesets for the sake of quiet cave
- Citrine tiles added to kanto tileset. I forget if I was totally finished with it but it's probably fine
- Added the gate for Route 49 and Old City in preparation for adding it
- Fixed a glitch in Quiet Cave where a PokeFan/Beauty would become Jesus
- Made the exit to Quiet Cave clearer
Kris experiences a microaggression in the gate because it's funny
This replaces the Goldenrod Pokemon Centre with the PCC. Further implementations haven't been made yet, it just exists.
Things to implement:
- Egg Ticket exchange
- GS Ball
- Regional trades
- Unreferenced text
Need to pay a closer look when I have actually got my PC with me...
There's a couple bugs here and there, but it's good enough and I think the bugs are related to how I tested it.
Doesn't use specials because it seems to just cause comical glitches to occur.
The Museum and Ruins of Alph fossil guys will talk differently, implying they're different individuals. The Museum one talks like in HGSS, the RoA one talks like the RBY one and comments on the Unown researcher's lack of care for fossils.
Also reused some PokeCom centre lore.
This means the ROM won't build until Feradactyl and Decilla are implemented. Thanks Misty!
Event will activate on any NPC so long as you do this:
```
faceplayer
opentext
special FossilScientist
waitbutton
closetext
end
```
Worked on the map and added wild data. It's mostly Kanto stuff as it was in FRLG - the Sevii Islands are Kanto after all. Slowking in the water because there's not really anything else and it's kinda neat. Shuckle is in by Misty's suggestion.
Now has wildmons, a map, and a few signs.
It seems the map usually has street stalls, so we would need tiles made for this before the map is in a presentable state. Any ideas?