* Deep in the Crater
Here it is.
I'm probably taking a small break after this one, I'm sure you understand!
* Hot Savoys In Your Area
How...?
Just accept this FREE pull request
* Savoy City + small fixes
Savoy uses the Savoy music now, also fixed a mistake I made with Sepia where the theme would only play on the overworld
Issues occurred resulting from an incomplete implementation of Inverse Battles from Commit #e59cc2b3292f3da336e89ef23b15b234bf469368.
Attempts to fix have been made through completing the implementation, which also accounts for proto-Fairy.
Additionally, some semi-invulnerable glitches have attempts made to resolve them, involving a generic list and 16bitification of the compare commands.
Damage processing seems iffy but this needs more testing. Type matchups function correctly, though.
A slapdash of various little bits and pieces.
- Lake of Rage has a small culture entry at the top to illustrate what we're setting out to do. I mentioned the shell middens and canonised it alongside GSC.
- Move constants now have their 16-bit IDs set up
- Palfixed Feradactyl and Pupperon, fixed former's credit with confirmation from pokeoctober
- Wiped out the must be 8-bit errors on various Pokemon's `base_stats.asm` files.
- Fixed some aspects of Strong Arm and Water Sport calling garbage data; this was due to them using 8-bit comparison systems where there needed to be 16-bits. This fixes a good bit of their HM usage. Battle bugs need resolving (presumably due to a lack of gfx?)
- Fixed AI scoring with Water Sport (hopefully)
- Updated the readme with some of our progress over the past 5 months.
it's currently missing the custom palette but if I did I'd need to fuck with the code for it anyway when I add it properly when this stuff works so I dont think that's a big deal
* There's a Coral in my Sepia!
Quick, get it out!
Anyways, here is the new Sepia theme, along with the less new Coral theme, the latter just sat on my drive for a few months. Oh well, it do be like that sometimes :^)
* Music to my cities!
(I hope I did this right)
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.
The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?
This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.
I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?
I shall now lay down in a dark room.
Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
Had to split bank 2 because I ran out of unreferenced code to comment out when adding Aventurine
Fuchsia was pissing me off so I applied the changes from KEP when adding the safari zone graphics, though it's not currently super close to what it was like in LGPE
Aventurine is very early stages but it's in there :V
actual palettes are somewhat unfinished but the general idea is being applied now.
Untouched palettes (aside from whatever color was used for the water) are marked with a # next to them, though the palettes are all tentative.
Savoy City is now full of savvy younglings ready to bombard people with old slang. I wanted it to be a capitalistic hellscape where all the young ones trying to keep up with the trends. A few older people, as well as those entering, do not appreciate the babel.
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.)