Gives the original Eeveelutions their Yellow learnsets (albeit fixing the Haze/Mist glitch that Vaporeon has) to accommodate Eevee being a starter. Also gave Purakkusu and Umbreon some of the moves we added last because I forgot lol
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.
This modifies the credits to have a KEP staff version. It's a little awkward aesthetically! But this should be used and expanded on in the future - people don't read readmes, so the people who've helped should be credited.
So it turns out that the code used in Factory Adventure *or* the TPP Anniversary Repository, by all accounts, should not actually work. Like, no, really, it ends up loading 0xFF as code, thus why it would always rst38. It just...doesn't...do anything. My friend Enigami, who figured out the issue, described the function as being "half-finished".
We came up with a solution that results in less functionality - now it needs a free box - but it results in less load times, so maybe it's just better this way. I doubt many people will catch that many Pokemon unless they were shooting for a living dex, which is unfeasible in its current state anyway.
I considered putting Bottle Caps in here, but it felt like making the game too grindy, so I changed it to just be in the Battle Tent shop with a very high price.
This now, technically, works.
However, the Battle Tent was seemingly made with the assumption trainers are Pokemon, which our hack has moved from. I've made it so it can load it as a trainer battle properly, but you will deathwarp. I need to implement a scripted loss system.
I altered the border to use RGBY sprites only. They're taken from various sources; the game corner, beta material, and so on. I directly downgraded Jigglypuff, Clefairy, Pikachu, Oddish, and Bulbasaur, which results in a really cool pre-GSC feel.
Also, fixed the Voltorb sprite. Had a palette thing left.
Some Celadon University trainers were in slightly inconvenient locations, making a straight line to the door clunky.
Also, generally made the readme more useful.
This is...most of the stuff necessary for the Battle Tent to work. I've faithfully restored most things so far, including doing a few grammar tweaks.
Main issue is that we get a really strange softlock when the Pokemon selection menu comes up. Not sure why, but point is, it can't progress to the next bit for debugging like this. Committing now to ask for assistance.
- Made Gym Leader levels more consistent
- Updated sprites, including a complete redo of Espeon's (based off the Gold sprite)
- Fixed an issue where Blue would have an incorrect team
- Changed Celadon Gym trainer text to accomodate for being a girl
This adds the boy/girl selection from later generations, using the pret tutorial and a spriteset from Pokemon Anniversary Red. I made some alterations, namely inserting the option later into the speech to be less clunky, and having the Nidorino become a Nidorina if you pick the feminine option.
I decided to make the third name option Seren, a common Welsh name for girls. It means "star", which is really cute! But...most people will probably say it's a Panel de Pon reference, which is cool too.
This commit adds NPCs and signs to Citrine, doing some significant worldbuilding in the process. I considered adding an event where Oak greets you like how the Magma/Aqua Admins do on the ORAS Battle Resort, but it seemed a little too on-the-nose, y'know?
There was an issue where you wouldn't be walked out of doors automatically, which was quite immersion-breaking. That was because the door tile IDs weren't defined - this is fixed too.
Some map elements have been altered to facilitate the new changes, and obviously, some map sprite slots have been filled.
Importing and changing the Battle Tent is most likely my next task.
There are ways this can be improved (SFX, menu message, insta-recalc stats), but this finishes the Hyper Training functionality.
Talk to James, give him a Bottle Cap, he boosts your DVs to max, and then he deducts a Bottle Cap.
Notable that vanilla vitamins don't recalc stats immediately as well, so maybe the recalc bit isn't necessary.
Currently, he doesn't deduct a Bottle Cap and he only fills out Attack and Defence. DVs are stored as a 16-bit address, so I need to find a way to make `a` work with it...
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.
This fixes the rival team selection issue and changes the wild data of Route 25.
The rival pulls data using hex and I put in dec like an idiot. Also, fixed the ordering.
Paras and Skimper make little sense on Route 25 and felt honestly quite immersion-breaking. Paras is a cave mushroom crab thing, it wouldn't be seen on a seaside route like Route 25. Skimper just didn't feel right on a similar basis - just...why would it be there? It's a newt, right? Instead, I added Venonat, a Pokemon seen in Yellow, which needs to be here to benefit from the learnset tweaks that we backported.
With the way KEP is shaping up, the Rocket Hideout can easily stay with little issue. I don't expect it to be a problem at all. Therefore, in the interest of keeping Lavender Tower's progression the same, it's being restored. I do expect some Lavender Tower floors to be nommed, though.
I expect Silph to also be salvageable but I also really hate Silph.
Oh, also, the Game Corner guard has been buffed. He sucks. They call that a guard??