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.
# 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.
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...
- 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?
- 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
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.
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?
This adds the Pokemon Centre infrastructure for Nihon and Silent Hills's one.
For all future Nihon Pokemon Centres, they must refer to the 2F one for the warp, and the map blocks for 1Fs should use the Nihon variant.
Kanto will follow suit (eventually). The aim is to make a more immersive region structure.
This adds Quiet Cave, with all the relevant details. Wild Pokemon still don't appear, though.
I defined it as a route, as if it were a cave, the Pokemon would jump out anywhere, regardless of grass.
This commit adds Nihon Route 49. It has everything necessary to work, but the wild Pokemon don't seem to spawn. I've added infrastructure that should allow this to happen, and it works for Kanto, so I am presuming that some other tomfoolery is at work.
I've also added Folage and Barreau, and implemented Folage into the Headbutt Tree table. This was to give them to the Bug Catcher on the route.