s/o Crystal Legacy for their DV & Hidden Power display code, which got this off the ground. Credited aptly.
I modified what they had with Stat Exp, but the menu is a little jank and scrolling is buggy. Someone wanna pick that up?
I can't believe I made this error. I'm a fool.
Ampharos' Hypnosis learn level has been changed from 58 to 56.
How could I have made this mistake. I hope you forgive me.
- Properly integrates all of the new moves that were left as comments or had placeholder levels in the move lists!
- Fixes the levels and Pokemon available on Route 36, as I may or may not have completely forgotten that the Crystal map layout is different than the HGSS one. lol.
- Adds animations for Fairy Wind and Draining Kiss made by SourApple for the Sour Crystal hack!
- In addition, adds several palettes from Sour Crystal that may be usable later if anyone wants to delve into them.
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.
This adds Duplica, Ritchie, and Casey to various Kanto areas, aiming to make the routes a bit more populated. They're also quite strong.
Minor rewrite on Silver's Victory Road quote to legitimise the lack of trainers, just like HGSS.
This adds the SW97 and Fairy moves to the game. I have yet to do the effects for Coin Hurl, Synchronize, and Water Sport, but they seem relatively simple.
This also adds all the Fairy moves, including Moonblast, Strange Steam, and Play Rough, which become JEP-eligible under the game's criteria.
Animations not included. Sour Crystal may have what we're looking for, though.
After several days of work, it's here!!! The moveset audit is complete, with new movesets for basically every Pokemon! This was a colossal undertaking, but I was more than happy to complete it! Also of note, the evolution move code has been commented out for now, as it completely breaks evolutions.
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
This updates the file structure so the ROM builds properly. It also updates the base stat files of Trustan, Tanobi, and Foxfire (name tbc), and updates Tanobi's name as was meant to be done a while ago.
I've also assigned Luci's music as she describes in her track files.
* First new music batch
First batch of original themes:
- Birdon theme
- WIP Desert type theme
- Funky theme(Maybe)
- Upbeat route theme
- Calm route theme
- TowerThing theme(Navel Rock?)
- South City theme
* Create lavendercrypt.asm
* JEP Themes with finished descriptions
* New Music - Constants
Added the new tracks to audio.asm and music_constants.asm
* And the music pointers(Silly mode)
Okay, now *this* should do the trick!
* AAAAAAAAAA
EEEEEEEEE
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.
An update to the Lavender Crypt, with several bug fixes and an updated sprite!!!
- Reroutes the Lavender Crypt entirely, providing more switching between map types and aligning the path with the channelers' hints.
- Moved Reimu and Sanae out of the wall they were stuck in (Marisa is at fault somehow).
- Updated Sanae's dialogue to better fit her personality.
- Fixed a bug where Sanae would use Reimu's defeat text.
- Fixed a bug where beating Channeler Genmei would softlock the game.
- Fixed a tile collision issue in Lavender Crypt.
- Added a new sprite for Blaine!
- FIxed a bug in Blaine's party where he would begin using glitchmons after Ninetales.
This adds the four new trainer classes as discussed before and updates the leader file while we're at it. Uther is also finally named properly. Lorelei gets her new trainersprite from the CBB scratchpads.
ntroducing the new and improved Lavender Crypt! Now with 100% less softlocking! If you manage to find a way to get softlocked here, I'd just be impressed at that point.
The Lavender Crypt is a hell of a maze, even I got a bit lost and I'm the one who designed it! Left a few signposts in my code with notes, but this really is a jumble, so always ask if you need a hand navigating it to do improvements / additions!
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.