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43 commits

Author SHA1 Message Date
Martha Schilling 14f08c941d The Big One Again
Pushing everything I've done, currently doesn't build because the Galarian Birds filesize is too thicc for the section but I need to push this before I go mad
2024-08-25 19:39:01 +01:00
Martha Schilling 27bda7052d Two new(?) music tracks
I was gonna push the rest of the 1.3 stuff at the same time, but these are probably the biggest additions so I'm committing them now just to be safe.

- Made a variant of the Gym Leader battle theme that's pitched down a bit, using it for the battles against the Elite Four (basically what Diamond and Pearl did for its own Elite Four theme). Oak uses it too, given his apparent involvement with the Pokemon League as shown by the email in his lab and his history with Agatha.

- Also, a slower, heavier pitched version of the Rival's encounter theme has been added, which I'm thinking will play in his Pokemon League room if it gets used. This one currently can't be heard in-game, it's just in the files and will stay there until 1.3 comes out or until it gets cut.
2024-02-02 21:07:13 +00:00
Martha Schilling f9bbabbcca WE ARE TEAM ROCKET, YOU CANNOT BEAT US
- Adds a slightly remade version of the Rocket battle theme that plays when fighting Rocket Grunts, Jessie & James, and Giovanni (1 and 2)

- Giovanni 3 and Chief now share a new battle theme composed by myself and LuciShrimp, which is a slower, more intimidating remix of the regular Rocket fight theme.

- Gave Giovanni 3 his own trainer class, allowing for better AI routines and smarter move choices.

- Removed Giovanni's name from the Viridian City Gym statues to keep his identity a further secret. It also made more sense than in vanilla.

- Gave the postgame Morimoto fight a better selection of moves.
2024-01-06 17:11:31 +00:00
Martha Schilling 185e598a2e PureRGB move enhancements + Nasty Plot and Fake Tears animation fix
Just a bit more to go! Added improved animations for the following moves, mostly taken from Vortiene's PureRGB hack:

- Struggle (user now shakes before attacking)
- Fire Punch (added sound effects)
- Ice Punch (added sound effects)
- ThunderPunch (added sound effects)
- Swords Dance (increased duration by adding an unused subanimation)
- Fairy Wind (changed sound effect)
- Jump Kick (much more detailed, user's sprite dips down before attacking, and the hit is carried upwards)
- Rolling Kick (user now shakes before attacking)
- Thrash (user now shakes before attacking)
- Iron Head (changed sound effect)
- Poison Sting (added new graphic that looks like a needle being fired at the opponent)
- Twineedle (added new graphic that looks like a pair of stingers being fired at the opponent)
- Pin Missile (added new graphic that looks like a needle being fired at the opponent)
- Hydro Pump (the first half of the attack now looks more like a blast of water instead of two rising colums of water)
- Ice Beam (screen briefly brightens when used, added sound effects)
- Blizzard (added sound effects)
- Aurora Beam (screen briefly brightens when used)
- Submission (much more detailed animation that shows the user falling back to the ground after the attack)
- Draining Kiss (added Lovely Kiss' animation to the first half of the attack so it wasn't a clone of Absorb)
- Growth (increased duration by adding more subanimations)
- PoisonPowder (the palettes temporarily darken slightly when used)
- Stun Spore (the screen temporarily lights up slightly when used)
- Sleep Powder (the screen temporarily lights up slightly when used)
- Dragon Rage (increased duration by adding more subanimations)
- Rock Throw (changed sound effect slightly)
- Agility (user now shakes when used)
- Night Shade (the screen inverts colours temporarily when used)
- Recover (changed sound effect slightly)
- Focus Energy (reused its unused animation)
- Egg Bomb and Magnet Bomb (sound effect changed)
- Spike Cannon (added new graphic that looks like a needle being fired at the opponent)
- Amnesia and Nasty Plot (completely new animation that doesn't reuse the confused animation)
- Kinesis (completely new animation, looks more like a psychic move now)
- Hi Jump Kick (much more detailed, user's sprite jumps up before attacking, then lands afterwards)
- Dream Eater (changed sound effect, now has HP drain animation
- Sky Attack (changed sound effect and subanimation)
- Dazzling Gleam (the screen now turns wavy like Psychic after the initial flash)
- Hyper Fang (the screen flashes for a moment when the attack lands)
- Tri Attack (added the fire, ice and electric elements present in later animations, but note that the move still has no secondary effect)
- Fake Tears (completely new animation that involves the user literally shaking and crying)
2024-01-03 21:41:24 +00:00
Martha Schilling 5859ea25ea Giovanni's Room theme
okay look I did this months ago and now I'm finally pushing it

This gives Giovanni's Room its own theme, which is a slower-tempo version of the Rocket HQ theme that's missing channel 1.
2023-12-27 22:18:23 +00:00
Martha Schilling 9c35a2c12c oh my god why did i forget to push this
- Added LuciShrimp's amazing demake of the Area Zero theme! Plays in Mt. Moon Crater.

- Lickilicky now has access to Explosion and Selfdestruct.

- Sirfetch'd forgot how to Fly.

- Steelix is now even more susceptible to getting BubbleBeamed to death since it now has 10 less base Special.

- Small changes to a handful of trainer parties.

- Changed some encounter tables, mainly making Ramoose more scarce and Tangela more common.

- Blissey, Magmortar and Rhyperior all receieved updated sprites by Albatross!

- Jynx also receieved an updated sprite, giving it the purple skin it has in later generations.

- Minor level changes.

- Updated README.
2023-11-03 13:20:31 +00:00
Llinos Evans 08b976a08b FRLG Legendary Battle theme
LuciShrimp strikes again! A demake of the Legendary Battle theme from FireRed/LeafGreen.

This theme is set to change down the line, possibly taking elements from the Emerald theme Mew uses to differentiate itself more. Mainly committing as the infrastructure has been put in place.
2023-07-23 21:06:28 +01:00
Martha Schilling 85e1701879 okay this should be okay now
clearly I messed up somewhere
2023-07-11 00:40:58 +01:00
Martha Schilling f6efd42dd8 Revert "Initial Citrine City music"
This reverts commit ea3727e5b5.
2023-07-11 00:38:55 +01:00
Martha Schilling 5c18ca9f75 Initial Citrine City music
- Citrine City uses its own music track, being a revamped version of the unused trading music that was thought to be a town theme for several years. Could still use some work though.

- Improved Crocky's sprite a little, giving it the proper dimensions and improving the hairstyle a tiny bit

- Fixed an issue with Sylveon's Level 1 learnet
2023-07-11 00:38:22 +01:00
Llinos Evans c445892d7f S.S. Anne healer and other bits
This adds the S.S. Anne healer from FRLG that's notorious for gaslighting newer players who just think she's there.

This also adds an extremely early Mewtwo theme. It's far from finished, just happens to be in this commit as I was testing it in debug - thanks to Luci for working on this!

Updated bug list as well with things my friend Crunter found.
2023-06-21 21:06:08 +01:00
Llinos Evans 86230c64f1 New Citrine map architecture, Kinchou01
This adds all the required architecture for the new maps to work, as well as Kinchou01 to play when in Celeste Hill itself.

This doesn't add the events, though.
2023-06-14 22:49:03 +01:00
Llinos Evans 082e581d81 Mt Moon Square, Jessie & James Backport
This adds Victory4 in its original form over Mt. Moon Square's music, which could possibly have the initial jingle removed. I noticed the GSC version was being used, which wasn't ideal.

Mt. Moon Square's map is added, with accessibility where the Crater's originally was (for now). One warp on the south part of the map doesn't go anywhere (actually it's a glitch city). The shop and Clefairy event aren't done yet.

The Mt. Moon Crater Guard has been removed with the pretence of re-adding him on the Square map once it's finished.

I'm trying out having the text in the raw script file without farcalling, which seems to be more optimal than doing it the way the devs originally did it. The Battle Tent does this too.
2023-05-15 19:26:42 +01:00
Llinos Evans 16e3c69ee8 Giovanni uses his unused theme, and more!
This update does a good few things. Giovanni now uses his unused encounter theme in all pre-fights, which is followed by the regular evil trainer theme when you're about to fight him. This feels very correct. His team has also been minorly altered.

I backported LGPE's pre-fight monologue for Giovanni in Rocket Hideout B4F. Adapted for RB's story, of course, no Cubones here. The original text is very awkward and abrupt, and it also makes the encounter theme feel much more effective in delivery. I think a lot of people can appreciate this.

I also backported Jessie and James for Rocket Hideout B4F while I was at it. I had to change their event script quite a bit for it to fit, and their walking seems...awkward. Regardless, it's functional. The rest will be done with time.

To make future dev door testing easier, I'm keeping all warps I've previously used in comments.
2023-05-05 04:48:58 +01:00
Llinos Evans 760121d8fd Adding the last of the used moves
Dark Void and friends aren't in and probably won't be, I dunno yet.

I think Kowtow Cleave is really badass so I gave it to Night Slash too.

Scream Tail and Barunda now have Disarming Voice, which also has its own sound, which is basically Sing but a bit different.

Fake Tears was given its own subanimation to account for the fact it's basically a Water Gun used on yourself.

The FIGHT debug function helps a lot with this whole thing, so test with that.
2023-04-29 21:00:17 +01:00
MementoMartha 14626866b6 Mt Moon Crater fixes
Now has new music (the Mt. Moon Square theme from GSC, which was originally planned as a victory theme in Gen 1), as well as functioning wild encounters and items.
2023-04-25 23:15:02 +01:00
Llinos Evans 78d3ed63f2 Citrine Rocket House
This map is pretty much finished, save for the map sprites for Jessie, James, and the unused Cat (aka Meowth) being imported, as well as an & symbol. This adds everything else - the marts, the Rocket Trio fight, the meeting music, the tileset, the trainer class for Jessie/James, I could go on. A ton of work well-done.
2023-04-22 20:49:19 +01:00
MementoMartha 707e3ae7a9 Lavenbar Island-Town
This is an attempt to recreate the music in the video below. Still unfinished as the new channel isn't in sync.
(https://www.youtube.com/watch?v=60toSFxt_Jo&t=59s)
2023-04-20 21:28:48 +01:00
Llinos Evans afc8d3caf0 DIGDA
This adds Digda01 and Field06 to the music repertoire, and has Digda01 be used in Diglett's Cave, as God intended.
2023-04-20 07:02:13 +01:00
dannye 3f691fcb21 Merge branch 'master' of https://github.com/pret/pokered 2022-12-28 17:38:38 -06:00
vulcandth 6b5be9129c
RGBDS syntax updates (#358)
New MACRO and DEF syntax
2022-06-06 17:25:31 -04:00
dannye e2220aaa57 Don't include old audio constants 2021-04-03 22:16:13 -05:00
dannye 17044ab7eb Fix battle sound pitch/tempo modifiers 2021-04-03 13:02:22 -05:00
dannye c1278c478e Fix pokeflute in battle sfx
and other small improvements
2021-03-28 23:23:45 -05:00
dannye e8dd755e18 Merge branch 'master' of https://github.com/pret/pokered 2021-03-23 01:19:51 -05:00
Rangi 69788c536b Add comments associating constants with data, and identify some more data 2020-07-20 12:31:35 -04:00
Rangi 7e92d5ba8c Make suggested changes from review 2020-07-04 00:37:10 -04:00
Rangi 9878f01e29 Organize macros/ like pokecrystal
While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
2020-07-03 16:37:47 -04:00
Rangi ccb01731fe Make suggested edits:
- data/mapWilds -> data/wild/maps
- diglett_sculpture.asm -> book_or_sculpture.asm
- relocate some audio/music constants
2020-07-03 15:57:35 -04:00
Rangi c9c59dc343 Reorganize constants/
To do: add comments associating constants with data and code
2020-07-03 12:44:47 -04:00
dannye 969b43d443 Update labels to match new audio macro names
and synchronize engine_2 and engine_3 with engine_1
2019-08-17 14:47:16 -05:00
dannye 6574881cda Use generic names for noise instruments
coming up with satisfactory names is hard, besides this will improve compatibility with crystal
2019-07-28 17:29:35 -05:00
dannye 84e5331fcc Bug fix: stop channels from cutting out during battle 2019-04-14 13:24:55 -05:00
dannye e2c81e10f1 Merge commit '42cfe3d36192aca4d0c4ca222be0088c03236e0d' 2019-04-13 16:30:36 -05:00
dannye e9f33ce19c Typo: SFX_POKEFLUE → SFX_POKEFLUTE 2017-05-08 02:54:20 -05:00
dannye 87eed68710 Insert Crystal audio engine and music
most credit goes to Sanqui
2017-05-07 15:30:08 -05:00
YamaArashi 2b01815999 commented audio code 2015-08-08 22:32:44 -07:00
dannye a6f04b4349 Unify audio bank references
2→1
8→2
1f→3
2015-07-22 10:22:46 -05:00
dannye b4081e851a Rename sound effect files 2015-07-22 09:57:31 -05:00
dannye 4d88812f40 Name some battle sound effects 2015-07-21 21:04:21 -05:00
dannye ea9cc86949 Name sound effects 2015-07-19 03:46:12 -05:00
yenatch 0d51959c83 Use labels instead of static addresses in sound pointers.
Static address substraction would wreak havoc in other memory configurations.
2014-03-30 16:56:42 -07:00
yenatch 001270908a define music constants instead of running around with ((label-$4000)/3) 2014-01-21 14:08:06 -05:00