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.
I've made the credits more precise and transparent, and added the KEP Open Source Mission Statement that's used to govern its content reuse. I've also noted who is directly affiliated with the project and who isn't, in case someone from left-field gets asked weird questions.
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.
I forgot to commit a bunch of this...
These were my favourite sprites from October and Reforged, bringing down a good chunk of the workload on things. Made sure to update the credits to the best of my ability as well.
Also includes zuperZACH's Clodsire and Mismagius sprites!
These were my favourite sprites from October and Reforged, bringing down a good chunk of the workload on things. Made sure to update the credits to the best of my ability as well.
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!
Adds sprites for Electivire, Magmortar, Honchkrow, Porygon-Z and Wyrdeer!
Had to rearrange some things in both main.asm and layout.link but hopefully it won't break anything...
- 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.
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...
Adds Nuuk's lovely sprites for Azurill, Leafeon, Glaceon, Sylveon, Magnezone, Togekiss and Farigiraf. Adjustments were made to Farigiraf's shiny palette to more closely match the official colours.
Fixed a glitch with Luxwan's palette.
Also, updated the README with additional sprite credits.
- 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
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!
This required me to scrap some unused content from `load_font.asm`. However, this is only really a temporary fix - we need to decouple footprints.asm from it and make it load from separate banks to keep going.
Look at how Pokemon sprites are loaded for reference.
Toedscool, Toedscruel, Blottle, Pendraken, Kolta, Balumba, Magnetite, Magnezone, and Gavillain.
Balumba has a small chance to hold a Fairy Feather, which makes it vaguely obtainable.
Kolta is now found in the day in the Burned Tower, whereas Houndour is seen at night. Technically balances it, right?
Gavillain is a rare Dark Cave encounter on the Blackthorn side, dragons and all that.
Balumba is a rare encounter in the National Park!
This adds the lost RBY trainer classes and a few unused ones. No sprites because I keep messing up the alpha channels among other things. I shall simply ask Martha.
Also spruced up the readme slightly.
Fixes Molambino and Luanbo not evolving properly (oops) and adds Magiprey/Terrados. Since there's no place to put Magiprey in Johto or Kanto, this'll likely be a Nihon exclusive. Got some stuff in mind!
Perhaps a little biased that I'm finishing this one first, but this one's my personal favourite BetaMon.
- Sprite from Pokemon October currently
- Changed the Debug Mode second encounter to a shiny, so easier shiny form testing can be done
- 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.
- Adds Pockle, an evolution of Shuckle based on cut data from early 1999. Uses a custom sprite reminiscent of Shuckle's early 'pot' design, with the base sprite being used in Pokemon October, then heavily edited by me.
- Reworked the Shuckie event entirely. Shuckie is now 5 levels higher and holds a Berry Juice, and their OT has been changed to the better name used in HGSS. Kirk now no longer takes Shuckie back from you after a day, instead giving you an incentive to raise Shuckie's friendship. Once you raise it high enough, he gives you the Antique Pot, which (currently) acts like an evolution Stone for Shuckle.
- Kirk now no longer checks for the species as well, allowing the sidequest to be completed immediately by showing him an evolved Shuckie. This does mean that this can be bypassed with the right OT and ID, but you basically need ACE or RNG manip to achieve that so its a non-issue.
The bolts are also raging but they look fucking dumb so who cares
- Adds Gouging Fire and Raging Bolt, complete with sprites and learnsets. Gouging Fire was done by Zeta_Null, and Raging Bolt was done by Albatross, who did a great job at making the giraffe-necked smilodon look less ridiculous.
- Added a proper dex entry for Wake, based on the ones added in SV's Indigo Disk DLC.
- Fixed a bug with Lickilicky and Lickilord's dex entries where they weren't terminated correcly
- Made Rock Slash less obscene, now acting like Stone Edge without the raised crit chance.
- Changed the layout of the Beginning World (Debug Room) ever so slightly.
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 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.
New Pokemon have been added and distributed across the region.
Leafeon
Glaceon
Sylveon
Coinpur - Night time on early routes over Rattata. I want to make an argument for branch evolving into Moibelle at night or if female.
Perrserker - Unobtainable for now.
Gentlarva - Ilex and Viridian Forest.
Pupal - Evolve Gentlarva.
Carapthor - Evolve Pupal.
Kotora - Mt. Mortar outside, Viridian Forest.
Gaotora - Evolve Kotora
Gorotora - Evolve Gaotora
Raitora - Evolve Kotora
Bittybat - Union Cave and other early routes.
Paraspor - Ilex & Viridian Forest
Vulpiii - Route 36, Burned Tower 1F
Annihilape - Trade Primeape
Pupperon - Route 36, Route 37, Burned Tower B1F
This is the first use of the placeholder graphic. Works like a charm - copypaste the folder whenever you add something new.
This required me to change the layout.link for cries but it seems to work just fine. Earthtron cry is now available for use on other Pokemon, which I think could be neat for Shi-Shi.
This adds a readme with credits so far. Make sure to keep this updated so everyone knows what is and isn't done!
We also get the Running Shoes feature from the tutorial, finally making debugging bearable given how laggy Crystal's overworld can be at times.
Oh, and Munchlax.
- Added preliminary data for Walking Wake and the new Legendary Pokemon Shi-Shi.
- Changed Bellignan's dex entry to reference how Sprout Tower was constructed.
- Changed some dialogue in Sprout Tower to reflect this.
Wake sprite by EyeDonutz
Shi-Shi sprite by me, but still unfinished. Will definitely rework sometime.
My first foray into adding Pokemon, here's Bellignan! Imported the sprite animation from Pokemon October. Works like a charm!
I also fixed the new evo stones, which didn't have their effects assigned yet.
All tree variants now included in kanto maps, with an overhauled blue tree as opposed to the original because holy SHIT
Also Buoy graphics instead of Bollards in the middle of the ocean lol
- Bollards from Yellow
- Roof tiles from Yellow and Blue
- Trees and Signs from Green, Blue, and Yellow
- Improved roof shading
- Japanese PC Pokecenter Icon in Kanto tileset
- Oaks RBY lab design
- Some small amount of usage of new sign tiles in some Kanto maps
- Pewter City Museum roof finally doesn't have a crack in it
- also a fix for some messed up collision in silent hills lol
Required a little tinkering because I'm vain and wanted the door to be accurate. Please understand.
When doing Viridian Forest I had a bit of a moment and kept trying to use the entirely wrong building when it was staring me in the face. I am sorry.
I'm getting an 8-bit error on Mewtwo's object code in Cerulean Cave B1F. Misty may need to check this, I'm just getting these locations put in the overworld.
- Changed name lists
- Made Overworld pink palette into purple palette
- Changed gender selection options
- Added Topaz's graphics (Enby Trainer)
- Changed more or less every gender check in the game to account for enby option
- Changed out Morty's palette on the trainer card to a more purple one to facilitate Topaz's graphics
KNOWN ISSUES / THINGS TO CHANGE
- Topaz's sprite does not currently render correctly on town map (check if this is a map issue or if it occasionally will pop up elsewhere as well)
- Bag Palette is still green like the tutorial made it. Might change it to yellow or something later on.