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.
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.
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 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.
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 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...
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.
# 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.
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!
- 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 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.
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?
- 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.
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.
The aim was simply to make the rom build with EVERY currently posited map in it. This adds EVERYTHING.
Ground rules;
- All temp maps are 10x10 cave tileset goons with nothing in them
- Connections are NOT done
- Fishgroups and music are likely incorrect and/or unfinished
- No wild data
This is extremely achievable, as numerous unreferenced maps are unused in the block and script banks. Makes doing this a cinch!
All of this basically means: You can get creative now and start brainstorming what to do with all these maps. Get them fleshed out, connected, and...not being nothing. It's like ordering in a bunch of blank canvasses. Go nuts!
- Gave the Debug Room its own name and placement on the map, simply being '?????' and up in the top-left corner of Nihon.
- Added a feature where the shiny palette of a Pokemon can be seen by pressing Select on the Pokedex screen.
- Added preliminary sprites for Belledam, Bipulla, Burgela, Coinpur, Jungela, Pupperon, Stromen, and Tricules.
- Added preliminary shiny palettes for Bipulla, Bellignan, Burgela, Coinpur, Jungela and Tricules
- Changed Debug Room's layout again slightly
- Added another NPC to the Debug Room that gives you a bunch of useful items when spoken to, mainly all of the HMs and Apriballs, plus some Master Balls, Rare Candies and more.
This covers everything but Blue's Lab.
Cal's House has Cal play the role of SW97 Gold, with his mother lamenting his leaving and his brother Ken praising his travels.
Silver's House is a carbon copy of the original. It's worth noting that Silver is less of an arsehole in SW97, so things could change wrt dialogue. This also violates some canon: It's heavily implied in HGSS onwards that Ariana is Silver's mother, chiefly because of her hair. It's worth noting that this hasn't been fully substantiated, and in GSC itself, Ariana has brown/purple hair in all interpretations, which is the basis for the theory. This warrants further discussion.
This adds the Kanto Pokemon Centre maps, which combined with the Nihon versions, means every region has its own layout. This should make for some very immersive gameplay, no?