Port PureRGB AI

Short tests showed positive results. Revert if it fucks up anything.

PureRGB enhances Gen 1 AI in various ways, fixing notorious glitches and making it not do completely stupid things. I would use shin pokered's, but it may be too difficult for unfamiliar players, and has a bunch of outdated markers I'd have to spruce up.

Relevant changes:
- Burn effect calls have been replaced with Fire Blast's effect, replicating the burn spread use-case of Fire Blast
- Teleport references removed because pureRGB uses a unique version
- Any straggler references to effects not used in pureRGB
- Mist properly referred to as we only have one move that provides stat drop immunity.

Updated the sprite gallery too!!
This commit is contained in:
Llinos Evans 2023-09-07 02:14:38 +01:00
parent 8bd3b8a703
commit 0af5bd126b
11 changed files with 654 additions and 168 deletions

View file

@ -21,14 +21,22 @@ SECTION "rst18", ROM0[$0018]
ds $20 - @, 0 ; unused
SECTION "rst20", ROM0[$0020]
rst $38
_CopyData::
jp CopyData
ds $28 - @, 0 ; unused
; PureRGBnote: MOVED: 5 extra bytes of space left here, may as well move something here that puts the space to some use
PokemonFaintedText::
text_far _PokemonFaintedText
text_end
SECTION "rst28", ROM0[$0028]
rst $38
_PrintText::
jp PrintText
ds $30 - @, 0 ; unused
; PureRGBnote: MOVED: 5 extra bytes of space left here, may as well move something here that puts the space to some use
PlayerBlackedOutText::
text_far _PlayerBlackedOutText
text_end
SECTION "rst30", ROM0[$0030]
rst $38

View file

@ -189,10 +189,6 @@ DisplayPokemonFaintedText::
call PrintText
jp AfterDisplayingTextID
PokemonFaintedText::
text_far _PokemonFaintedText
text_end
DisplayPlayerBlackedOutText::
ld hl, PlayerBlackedOutText
call PrintText
@ -201,10 +197,6 @@ DisplayPlayerBlackedOutText::
ld [wd732], a
jp HoldTextDisplayOpen
PlayerBlackedOutText::
text_far _PlayerBlackedOutText
text_end
DisplayRepelWoreOffText::
ld hl, RepelWoreOffText
call PrintText