* Tossing balls lag back to Crystal levels
* reversed order of text speed options
* fixed shiny palette on pokedex new entry
* fixed shiny palette on pokedex new entry + gamecorner
* added fix to celadon too
---------
Co-authored-by: Thorn Avery <thorn@avery.garden>
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!
Issues occurred resulting from an incomplete implementation of Inverse Battles from Commit #e59cc2b3292f3da336e89ef23b15b234bf469368.
Attempts to fix have been made through completing the implementation, which also accounts for proto-Fairy.
Additionally, some semi-invulnerable glitches have attempts made to resolve them, involving a generic list and 16bitification of the compare commands.
Damage processing seems iffy but this needs more testing. Type matchups function correctly, though.
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.
This makes the Ballsmith a general "profession" in the Pokemon world, something not elaborated on outside of SW99. I made it so Chad mentions it too, instead of "BALL creator", which makes him out to be something different.
Celadon University can elaborate on this too.
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)
Mildly scuffed implementation of blue checking your gender to be able to call you Johto Boy/Girl/Kid
Also fixed how fucking slow HP drain is when you have a lot. May require a make tidy to go into effect.
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