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.
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??
This adds a map for Cinnabar Volcano's floors in the run-up to Moltres. I used a S.S. Anne style compression technique here, having 4 floors on a decently sized map that are just far enough apart for a player to never actually see them. This maintains their suspension of disbelief while giving us way more space to work with. I want to compress a lot of RBY maps like this if push comes to shove - there's a lot of places where this is possible.
In the interests of compression, I started using the Agatha bank again, as I removed a lot of maps from there when making bank 22. There's some space for maps.
Also I made 3 more blocks for cavern which caused it to overflow the bank it was in - fixed that by swapping with PreGym, which is probably much smaller.
Cinnabar Volcano hasn't been changed yet in the interest of Martha finishing that bit up.
I messed up Garnet Cavern's 2F name for some reason
Also added all the warps which are, ironically, exactly the same as the international Cerulean Cave. Added the event for Galarian Articuno but gee I hope the constant skip doesn't cause any issues
Currently just uses the RG Unknown Dungeon map, which should be changed accordingly. The warps and stuff outside of basic entry aren't implemented.
Has a halved encounter rate compared to other maps, which matches the idea that caverns don't sustain much wildlife.
Mt Moon theme may not be used in the final product.
- Fixed an issue where KEP's new static encounters would sometimes not disappear correctly
- Fixed an issue where boulders wouldn't fall down holes
- Fixed issues where the SS Anne Rival and Oak in the Indigo Plateau wouldn't appear, causing a softlock
- Fixed an issue where the Mt. Moon fossils wouldn't disappear
- Added several items back after they were previously removed
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.
This adds Citrine Mart, which is battle-centric. It sells all the "strongest" items and makes Max Revives renewable.
I made a specialised tileset for Citrine Mart, combining the old and new styles to make something that feels right.
I am tired of doing the Legendary wing event, so I'm populating Citrine City.
Some notes;
- I refactored the In-Game Trades to match their nicknames and re-distributed them.
- I swapped Fuschia's bench guy for the third unused one meant for the safe house, but I may outright restore these.
- I refactored the Pokecenter Hidden Objects to all use the same set - they're clones of each other, so this works out. This saves a TON of bytes and works fine.
- I placed the Harry trade for Kadabra/Alakazam in Citrine Pokecenter as it feels right for such a powerful Pokemon to be post-game.
Includes the same healing pad that was in Lavender Tower, as a reward for getting halfway! Trainers can't currently see you, which I'll fix once I've added the trainers on 2F and 3F.
This adds the first half of an event where you will find the Galarian Birds. It is not finished yet.
It currently bugs out when Galarian Zapdos tries to run away and I don't know why. Frame-by-frame, it seems to be when the player has to move. I've tried different things to make this less bad, but they don't work.
Here's how it's meant to go:
1) Articuno flies away (done)
2) Zapdos barges past the player like Silver does in GSC (bugs out)
3) Moltres moves in front of the player and engages (not done)
If anyone has a better way to do this, please let me know!
Minor changes;
- Connection for Brunswick-Citrine looks nicer
- Celeste has a few changes to make the event run easier.
The groundwork for Brunswick Trail events has been done. Wild data, Cactus event, and Zapdos-G events are set up, plus an NPC. This also makes the Fake Tree sprite available.
I made the warp at the tunnel in Brunswick goes directly to Celeste Hill and back. Warp tile made functional.
Many bugs right now:
- Cactus doesn't disappear after battling it. Also, making this work how I want it to is hard.
- Pokemon are encountered on every tile, which is likely because it's considered to be indoors. In trying to fix this, I seemed to completely screw up the maps, so this isn't being committed. Handle this with care.
- I made a spriteset specifically for Citrine, but it doesn't seem to be working for Brunswick, likely because Brunswick is an indoor map and thus isn't just taking it.
Misc. changes:
- Moved Sandy Shocks to a 4% encounter slot in Mt. Moon Crater to be equal to Scream Tail.
- Restored the proper translation for the "rotten PRESIDENT" scientist, courtesy of Dr. Lava and Nob Ogasawara.
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.
Right now I'm facing a weird bug where if you enter, you get the quote, but the fight doesn't start and it happens while you're stepping for some reason. Very odd.
To-Do List for Brunswick Trail:
- Galarian Zapdos event (give hide/show data)
- Tunnel to Celeste Hill (tileset moment)
- Couple by the sea
- Fake Tree (Cactus, may need a spriteset)
- Wild data (needs doing)
- Maybe a few trainers?
This adds Pikachu, Cat, and "Small Bird" menu icons. The cat has a custom animation done by myself.
The Jigglypuff in the Pokemon Centre now uses the new sprite, nice 'n' pretty. Officer Jenny is also in Cerulean. The Pokemon from Melanie's house in Yellow have been put in Mr. Fuji's House, given the purpose of the house in RB is different. I think it ends up fitting very nicely.
Chansey has been given its proper sprite in Fuschia. Yellow didn't actually do this, as Chansey doesn't have a walk cycle, causing the stuff that exists to go unused. I wanted it, though, so I had Chansey just not walk and turn around. Oh, and it's in all the Pokemon Centres now. Yeah, that's a...lot of changed files.
Some big dubs for KEP today. This commit backports the Yellow overworld spriteset, and also adds the cat sprite for Meowth. This allows Jessie and James to use their overworld sprites in the Rocket House and serves as groundwork for backporting their other events.
There are altered Daisy and Nurse Joy sprites that may or may not warrant usage. That can be discussed.
Naturally, this also means there's a ton of overworld sprites to use elsewhere. Revamps of the "Bulbasaur house" in Cerulean and the Surfing Pikachu sprite change come to mind.
An & symbol has been backported from GSC for Jessie and James's trainer class as well.
Fixes a few small text issues, updates the readme, and rebalances the fishing rod Pokemon. Also shifted Blottle to earlier in the Pokedex, cause I felt like it.
Currently the move tutor is a little bit broken - the IDs are 1 above how they should be. Shell speculates that it's searching at the table starting from Kangaskhan due to the way the decrements shake up but it may just be making things more complicated than they are.
Big cheese code is `PrepareTradebackMoveList`, it's where things are mucking up.
Also, the code can be significantly optimised, as it's currently being adapted from the function above, `PrepareRelearnableMoveList`; It doesn't need to check levels, for example.
Note that the relearner functions properly, so use it as a reference. I may have removed something important.
Technically, we could have NO_MON as an entry which may make things shake out properly. But I'd rather have a proper fix.
This adds the Mega Punch & Mega Kick guys from FireRed and LeafGreen.
Given Mega Punch was in Mt. Moon, and GF replaced it with Thief in FRLG, I decided to change the TM to the Wing Fossil, which currently isn't obtainable outside of Mt. Moon Crater.
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.
A three-stage Bug line that mirrors the Caterpie and Weedle lines, being an old design for Weedle's evolutions. Pudi, Hinaazu and Betobebii have been removed, though.
Giving all the gen 2 evolutions their finalized cries (including Tsubomitto's) and also adding the unused 'Earthtron' cry for Gorochu, Crocky and Jagg.
Lots of things here. Citrine now has its own tileset featuring content from the prototype asset leak. This includes new grass, signs, and so on. Lots of tinkering had to be done to make it look good, but it does! Collision and everything is done, but grass needs to animate properly. I'm committing as-is because making the grass animate is actually very difficult.
Also added the Metal Coat and fixed the issues with prior evolution methods - evo items first, level-up second. It is currently unobtainable.
So this isn't working very well. It's halfway there and worked exactly once with what I can only describe as a cosmic ray event.
Here's how it's intended to work: Right as you open the Card Key door, Omega comes barging through, having previously been fighting with Giovanni.
The walking and stuff seems to work, but there are three issues:
- Omega's battle doesn't start, causing a softlock. `call TalkToTrainer` seems to be the iffy point. Note that this code is usually used when talking to a static entity.
- The music bugs out as Omega walks over; this may be linked to the above problem.
- Once these issues are alleviated, Omega will have to disappear, but this isn't a massive deal.
Also includes a dev door in Red's room to easily access the event, and minor code cleanup with Viridian Pre-Gym and Oak's lab - just unnecessary comments.
Added map data for Citrine City, including wild spawns, as well as a fly location. Also fixed an issue where Bill's Garden couldn't spawn wild Pokemon. Citrine is also green for some reason.
A guy in a Safari Zone Rest House will hand you a Meltan he found lost. It's built off the Lapras guy in Silph.
Also changes the positions of some trader NPCs in the Pokemon Centres to match the others.
Alright, never put items after the floors. This is very, very bad, as it actually causes a myriad of problems whenever the game tries to assert the item list on its lonesome. Effectively, this has been adding floors. This caused the item descriptions to be offset by 21 spaces once you get to the TMs. The fact it worked before was a miracle.
Anyway, all considerations have been made when doing this, so it should all be just fine.
If you need to test if the items are ok, check the Up-Grade on Porygon, as it's the last in the list. Checks showed it was ok for me.
Also, Old Sea Chart now uses the localised name - Old Sea Map. This actually fits in-game, which is good.
- Regional trades now dummy out the "-A" thing etc so they look nice
- Added Celadon, Saffron, Viridian, and Vermillion regional trades
- Added Galarian Sidegrade trades to the S. S. Anne, but Perrserker and Sirfetch'd specifically don't work. I have zero clue why, as they work the same as the rest.
- Corrected grammar in the "Happy" text when you finish a trade
Replaces the nonsensical Crocky static with a more fitting Wugtrio encounter. Currently (hilariously) makes the Champion theme play in the battle, working on a fix later
This is a cave that connects Bill's Lighthouse and Route 10, only accessible after Surf is obtained. Contains a static Dragonite as a reference to the anime!
I changed the P image to match the font used in the prototype assets.
Also, because Yujirou has a pic all alone in that one bank, I added the other 4 beta trainer classes that never got used. They're all ready to be used, just need teams and a place to go, but I want to address trainer line-ups last code-wise.
This code has a lot of problems with solutions that me and Frrf can't seem to figure out. We've taken a lot of references from Erika's Gym but we've got many bugs after Yujirou is defeated, such as one case where you end up instantly doing the rematch fight, which is insane because there's no way this can actually happen.
What's committed is a fight that can be re-fought when it shouldn't.
This map is fully functional but has a lot of bits to iron out, as well as a need for Gym Trainers. I'm also not wholly satisfied with Yujirou's team; maybe remove Eevee?
Yes, I designed an entire tileset for this. Fear me. Bow before me. Actually, don't, this was beyond rational thought.
Current issues;
- Yujirou's sprite doesn't work properly.
- Needs Gym Trainers (hell)
- Yujirou needs an event for being beaten, the refight, and more.
Seems to interact oddly with Saffron but I believe this is because of the way Team Rocket works. The event itself works fine.
Also added the Up-Grade, as before, Porygon was evolving via Trade.
Uses text referencing LGPE, and has a similar location.
Because of the sprite limit in Saffron, the Pidgeot NPC has been removed.
Reworks the Pokedex to accommodate for the regional forms, changes a title screen graphic, and cleans up a few base stat files (will do the rest later). Also revised a few dex entries (special thanks to my girlfriend for Gyopin's!)
Thanks to Frrf for helping me fix the broken code I initially sent in. This commit refines the mode so that the Oak Lab cutscene is finished and the party picking process is all concrete.
Also, given Surge is a fight, the S.S. Anne Pikachu rival can have Raichu, surely...
Also, the UnusedNames files were, in fact, needed...otherwise, the item names get all corrupted. Probably left some code behind.
So we officially have a new funky mode!
So some bits of this are untested, but the base starters are unaffected. I had to work a lot with the sprite limits so Oak's lab has been changed a bit.
This adds a Pikachu and Eevee "mode" to the game, allowing you to pick them as starters. When doing so, the Rival will always pick the opposite.
There are some glitches;
- Picking Charmander makes Blue erase himself from existence
- Picking from anywhere other than the front of the table may have odd results.
- Oak has to be shown in the lab at the start from now on for some reason; side effect of removing the dexes, there's definitely a fix for this.
These are from me not finishing the ball picking process - it was a little weird.
Parties based on starters have been updated but I had to cut out a lot of unused trainer slots.
Also the unused names were removed.
Bill's House is now finished and fully functional, save for the PC. I've left some commented-out code to have the dex entries in case someone wants to do that.
I did some groundwork for a Blastyke starter but it's really difficult and unwieldy, so I've left it out of this commit and likely won't bother. Pikachu and Eevee mode is definitely in the cards though.
This adds the Dubious Disc Salesman to Cinnabar Pokemon Centre. I chose this area because it's late in the game and it seemed a bit iffy to constantly have to go with Pokemon Centres not in towns. Cinnabar has some connection to Silph, so it makes more sense than just balancing.
There are probably improvements that could be made (eg. a quote as you buy) but the salesman code is surprisingly brittle so I'd rather not break stuff for hours for something that already works perfectly fine.
Rowan NPC added to Cinnabar Lab, just a little cute thing.
Bill's Garden could see many revisions, what's here is the bare minimum. Here's what's done:
- Nidorino NPC blocks it off and is unlocked in the post-game. This currently contradicts the myth - I have a plan for this soon.
- Wild Pokemon are the "non-reproducibles" given in Stadium; starters and eevee are mandatory given those were common in the myth
- Hisui forms should be added when possible
- I had to remake Martha's map in the forest tileset so leaving would be possible
- Everything is at a point where it functions
This implements much of the stuff Martha wants for the regional forms.
- Alola forms have trades; version exclusives moved to Pewter
- Galar forms will be on the S.S. Anne to promote returning
- Regional form evos will be on the S.S. Anne possibly? Maybe something else.
Also contains a similar-to-LGPE trade quote. Extremely compressed quotes.
- Replaces the Old Rod with the Candy Sack, an item to evolve Meltan into Melmetal. Meltan and Melmetal aren't in yet.
- Improves Gym Leader and Elite Four AI by a lot. They still use items, they're just better. Fixes XSpecial use while we're at it; before, it didn't actually increase the stat...
- The Scarlet Book now takes up both shelves, one section for each Paradox Pokemon. I also moved the bookshelf so it looks nicer.
- Text in Celadon University has been reduced significantly, taking up less memory and being a bit more RBY-like. It has also been made more accurate (thanks to Daiginjo for translating my booklet!)
- The Magikarp researcher in Celadon University now gives TM Dragon Rage (no longer unused!)
- Added a guard for Mt. Moon Crater.
- Removed TrainerNamePointers, Blank Leader Name Code, and Dakutens/Hakutens using a guide published by YakiNeen.
- PP no longer uses a shitty graphic and is instead properly implemented into the font, optimising the status screen. Also displays in-battle which is kinda cool.
- Lorelei, Bruno, and Agatha now play the Gym Leader theme, not just Lance.
Still unsure how to fix Celadon University's trainers, all I know is a lot of the information should be taken from the Oak fight I did. The code is radically different and doesn't call trainer headers at all. You'll likely want to start from scratch.
The Mt. Moon Crater Guard's text is a little wonky, not sure what's up there. May have been from the way I accessed Mt. Moon in testing. Anyway, if you want to mess around feel free.
All of the Ubers have sprites now (goodbye Lion Pory2!), fixed a small bug I made on Route 19 when resizing Cinnabar, and some minor text updates/fixes.
Adds fossils, Black Augurite, and a few other neat items to Mt. Moon Crater, given it's where the "ancient" Paradox Pokemon are. Seemed cool to me. Also does a few misc things
This was surprisingly easy to add, albeit a bit awkward. I learned how to add trainer battles without headers this way, so I may go back to CeladonU and restructure with this in mind.
This commit adds a fully functioning Professor Oak fight, using the Rival party choice script as a launchpad. You can desynchronise the choices easily, just a few number changes. I used the S. S. Anne 2F and Route 22 scripts to hodgepodge it together.
Because of how I did this, Oak is fully re-fightable, taking inspiration from XY Serena's daily re-fights.
I tried to add a Yes/No prompt, but it would still pull you into the fight, presumably because it's calling a beforebattle script before the code. It's a bit of a hassle and my CeladonU code sucked, so I decided to leave it out for now.
It's intended to be unlocked once you enter the Hall of Fame, thus that change there. That hasn't been tested properly so uhhhh *shrug*