Some maps are broken up or edited to allow for seamless transitions instead of needing several warps. (Area 1 is split vertically, Area 2 needs a horizontal split. The connection between area 1 and 2 also will have to be shifted up from where it is in RBY to prevent border blocks showing up where they shouldn't.)
Uppercut reimagines KEP's clusterfuck of an animation, reversing Karate Chop and then reworking the sounds
Coin Hurl works like the Poke Ball toss, and then spits out coins on-hit. Looks sort of like Acid in practice. This was weirdly complicated to implement as I had to disentangle the throw animation from the Poke Ball toss in Game Freak fashion.
Strong Arm does the "metal" starting animation, then does its best Rollout into DynamicPunch impression.
A rework of the immediately previous rework. Huh.
Changes the Komainu name to Hyoshu, and implements the Yin form too, complete with stats, moves, and a very WIP sprite.
This reworks Shi-Shi into Komainu, a legendary Pokemon more in-touch with the mythology surrounding its design origins. It'll have two forms, centred around the yin/yang, considering its origins. See spreadsheet for more information.
Also rip fly shi-shi
Adds the Haunted House with wild data, warps, and most of the house itself done.
Gengar Doll is set to be a boss fight, needs walking sprites among other things.
BG events need a bit more fleshing out.
Needs integration for the loose board mechanic.
Otherwise extremely fleshed-out.
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.
Evo moves commit is unfinished and doesn't work properly. Script in evolve.asm has details.
Summer Beach House now teaches Pikachu Surf and has two issues; one is that backing out of teaching Pikachu causes issues (basically, it only goes a correct way if you say yes), and the teaching menu uses tiles from the overworld because I am stupid.
Are you a bad enough dude to fix these bugs?
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.
- Spaceworld-ish SGB morning palettes
- Flash caves work now
- Menu Account displays without bugged colors
- Also small Mt. Ember tweaks and a collision fix
If you win the Bug Catching Contest, the man will give you an Earthquake Gligar.
The code that gives it a special move is a bit fucked up because I tried to add a Farfetch'd function, but I can't be bothered to finish the functionality because I'm stupid (it is actually quite easy I'm just lazy)
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.
Unsure where to place these yet, made something on the spreadsheet to find my bearings. All I know is I want it!
I had to change `endtext` to an sjump as we don't actually have that script in our ROM. Polished is very different to pokecrystal. Luckily, everything else went off without a hitch.
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.
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 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 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?
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also fixed the unnumbered route errors.
Ported from Pokemon October.
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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.
- 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 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 a bunch of PCC-related stuff to the building, most notably the GS Ball, making Celebi obtainable natively.
Chances are, we would repeat this for the MysticTicket and Mew.
This restores a bunch of text and adapts it to various bits and pieces. Of course, a lot still needs to be done. Very happy with how it's turning out, though!
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?
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.
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?
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.