This adds the intermittent area before Brunswick Grotto, where you'll encounter Galarian Zapdos periodically.
It seems the hide/show constants are desynchronised again, as the copies in the glade won't disappear.
The reason was because not all the infrastructure for an actual battle was set up - this fixes it. It still has some strange text that appears though.
Also did some minor optimisations on the Vermillion Dock stuff - I think the direction I am taking Faraway Island will work. However, something in that script causes any and all special warps to crash in some way. I am not sure what it is that does it.
moved that one sign in viridian that intersected with the pregym in a misleading way that just looked really annoying on the map PLEASE let me have this
It felt weird that Koichi would have Gym Scaling, but Yujirou would not. So, I changed that to be a thing. I pegged his level scaling to Brock's, mainly because Normal-types are absolutely ballbustingly broken in this game and it makes sense from a progression standpoint. In doing that, I realised some variety in scaling (like, -1 +1, occasional 2 type stuff) could be interesting.
I also fixed multiple bugs;
- Gym Trainers correctly reset when you leave; no visible effect except to me debugging.
- Above also fixed Yujirou not having his loss sequence after, well, losing. Reported by shawesome.
- In fact, Yujirou will even display his loss text after losing, something I learned from doing Professor Oak's new Citrine Pass functionality.
This makes it so that once you clear the game, you will be able to get the Silph Letter from your mom, and the Citrine Pass by beating Professor Oak.
You'll now walk to your mother upon leaving your room post-clearing the game, and she'll hand you the letter. This'll basically explain your next quest to you.
The Professor Oak event kind of destroyed my sanity but that's fine. It works. Thanks to Martha for the idea.
Considerations for a full bag are done and they were annoying. I decided to show off and do some comedy to alleviate the lost sanity.
- Fixed a bug where attempting to Fly on Celeste Hill caused a huge memory corruption effect. Oops.
- Fixed text issues on Route 1 and Museum 2F
- Tidied up trainer parties a little more
- 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
- 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
This was an interesting thought exercise.
As you can see, this code adds a scaling function for when you reach the KEP post-game. These teams are very powerful and a strong test of the player's skills.
I did, however, remove the Legendary Pokemon from the first three's teams. They felt a little bit out there and kind of decrease the significance of the player's. Plus, we just went through hell adding conditional Hall of Fame respawns.
The Elite Four use refight text based on their LGPE appearances. It's honestly a little odd, so if it's too much, the FRLG conditional text could be used instead. I like the way Agatha's plays out, though...
Anyway, stupid hacky implementation done, please don't look at how I did the champion's trainer number.
That's a fair chunk out of my day...
This commit finishes everything about Silph Co. 11F. DON'T. TOUCH IT. Unless there's a bug, but OTHERWISE, do NOT touch it. Holy shit.
Here's everything featured;
- Jessie and James fight, ported over.
- Rocket grunt changed to the appointment one from the strange room on the other side that really shouldn't be there tbh
- Omega fight now doesn't have the "watch out" text as I needed to do a micro-optimisation TRUST ME it was NECESSARY (it was not, in fact, necessary)
- Giovanni now reuses Beedrill and has a generally stronger team, scaling with the fifth Rival fight.
- Omega refight has been added after some toiling with the Team Rocket intro text that absolutely should not have happened but did for some reason AAA
- Rocket trio text somewhat tweaked
Oh and I ported over the balance patch on the stats, including some neo-Cryithan onboarding.
Another overdue sprite implementation. Had to slightly edit the back sprite as it was a pixel too wide, but the difference is extremely minimal. Also swapped raichu's pose as it was bad. It may need a bit of dusting off, the position may be crusty, etc.
Fixes the following bugs:
- Restores the Museum Guy's functionality that was removed when trying to allow Brock skip. Now works fine.
- Attempt to fix Yujirou's Sabrina-like glitch. If this doesn't fix it, look at Sabrina between RB and Y
- Attempt to fix some Misty text.
- Changed Squirtle check to use EVENT_BEAT_SURGE over the ThunderBadge. Same effect, saves a line of code, generally easier.
- Reverts a really old and shoddy DV generation system back to vanilla.
Also, I changed some gym/rival teams to reflect new philosophies from Discord discussion.
- Toned down a significant amount of "repeats"; times where you repeatedly fight the same Pokemon or an evolution line.
- Integrated beta Pokemon more.
- Also, imported the LGPE retranslation of Bill. In Japanese, he isn't a PokeManiac, but a "Pokemon fanatic".
The Gift Pokemon from vanilla now use the LGPE levels, which are all far more applicable for general use. With the Move Relearner's existence, it is unnecessary to hold back their levels anymore. This most notably means the Silph Co. Lapras is now Level 34, much more appropriate for general use.
- Finishes the Vermilion Beauty event. One silly mistake involving the choice was fixed, and a workaround for wBeautyChoice failing in strange places implemented. Functionally the result I wanted.
- Implemented the Yellow spriteset for Vermilion City with minor adaptations. Fixes that funny issue I found on stream.
- Viridian Pre-Gym was fixed, reworking some events.
- Moltres now functions correctly, seeing you like a normal trainer would.
- Slightly tidied up Brunswick Trail and Celeste Hill Outside's maps
- Celeste Hill Outside and Cave now play Digda01 as a music track
- Meltan is now loaded in engine/battle/wild_encounters.asm, allowing its level to be fixed at 5 and avoiding various glitches. This also fixed the "running from Meltan ends the Mystery Box game" bug.
- Candy Jar now gives a message when it's full, more transparent to the player.
- Fixed a bug where the increment text wouldn't load properly, it was very silly.
- Adds Officer Jenny from Yellow to Vermilion City. Due to spriteset restrictions, Roingus Girl has been removed; the self-insert felt a little weird anyway.
- Fuchsia City's map has been redone a little bit to more closely resemble the LGPE version, being far more walkable and aesthetically appealing.
- A Firefighter has been added to Cerulean Gym!
For some reason the Daycare and the Super Rod house use the exact same map interior pointers? This commit uncouples them so edits can be made to the Daycare while leaving that house unaltered.
(also have some small text fixes I made ages ago and never pushed lol)
This adds Damien, the Charmander trainer, with text changed to be more accurate to his character.
I've also moved the Pewter Rod House nearby, as it makes more sense for it to be in the Water-type area. However, it seems to load oddly.
I have also integrated the Pikachu/Eevee Mode more, with architecture that it can make it more easily modified. This'll come into play for the Squirtle event.
I have also erased further misinformation the game gives about burns, and changed the Viridian Pre-Gym accordingly, to talk about confusion, which lacks a Trainer Tips sign.
In the name of making Pikachu/Eevee mode more accurate to Yellow, the starter trio are being made obtainable. However, I am also improving it in some respects to make it more accurate.
In the anime, the Hidden Village is between Cerulean and Vermillion, so Yellow's implementation is inaccurate. It also pushes the Jynx trader out of the house, which is undesirable.
Thus, Melanie has been placed in the Day Care to give more reason to go there, as well as make the Day Care look more like the one from FireRed and LeafGreen. In the name of this, a PC has been added as well, allowing for easier utility around the Day Care itself.
Bulbasaur is currently allergic to hiding for some reason but we'll figure that out later.
This is a large-scale compression of KEP's current hide/show constants. RBY's works extremely oddly and is limited to 256 entries.
The problem with how RBY's hide/show stuff works, is that even though there are tons of unused constants, you...can't actually remove them. The constant list is tied to the hide/show data entries, so if you replace it with something else, well, now you just have two objects tied to the same constant. If you made the Route 2 item a boss, and someone picked up the item on Route 2, the boss would also disappear, and vice versa. So, we have to get creative.
I have reduced what we have to 248, but I think I miscounted when doing the funny list somewhere in the actual list when making sure the hex stuff is ok. Either that, or there's an error somewhere that Martha will, by some obscene miracle of humanity, discover. Anyway, this was achieved by turning multiple current overworld items into hidden ones, keeping them in the game whilst keeping to that all-important limit.
I also removed the items in Pokemon Tower 4F for this, just needed a little boost. Well, as you can see by the number, I technically didn't, I just miscounted like 20 times. Look, it's 10:11 PM, my stomach is in pain from an insane injection, and I don't even know if that map will come back, cut me some slack. Or add it back. You definitely can.
This restructures the Fighting Dojo to match the new map, as well as add a few more features and safety mechanisms.
- Koichi, the Karate Master, now plays the Gym Leader theme when fought.
- Hitmontop is now an optional reward.
- Post-Game Rematch is available in addition to the gym scaling to be consistent with other Gym Leaders.
- A safety lock is on the Poke Balls prior to defeating the Karate Master, as the new structure now demands it. Indeed, this is why the reward area in vanilla is like that.
- Architecturally, there is now only one EVENT_GOT_HITMON constant, which is all that was actually needed in the vanilla game. Extreme microoptimisation, as event constants appear to be 16-bit.
Mewtwo's theme wasn't playing properly because I am silly and forgot to add a `jr .playSong` so it doesn't fall through. Also, it needed to be before the wild check. Now it works as expected.
This also has the latest version of the Mewtwo theme by LuciShrimp, which is reaching a pretty amazing state.