- Fixes the 7F -> 5F warp
- Removes the unused warp panel, moves the TM for Swords Dance over it, and the Rocket Grunts, accordingly.
- Fixes the strange machine blocks that had missing tiles, by removing them!
This puts Mt. Moon Square into an area solidly reminiscent of GSC. To prevent breaking of progression, a Cut tree is placed where the exit out of Mt. Moon is.
Also, I replaced a Potion with a visible Moon Stone - felt awkward not having one. It's a bit out of the way, so players have to explore, which feels correct.
- Most, if not all, Silph Co. warps have been fixed. Inappropriate ones have been removed.
- The Metal Coat can now be found where one corrupted Silph Co. warp was to fill dead space, and another is in the Power Plant, replacing Carbos.
- Bill now trades you Hisuian Arcanine after being saved.
- Bill's Grandfather now trades you Hisuian Electrode. Had to remove Crinkles, but Tangela is literally right next to Cinnabar, c'mon lol
- Toedscool can now be found behind Pallet Town, replacing Gloom and Weepinbell, making it more focused.
- Now you can't run from Omega! May expand this to more Pokemon depending on feedback and whether it's ok on processing. Main concern is making the run button too laggy - it raised some eyebrows.
Alright so this is the start of producing a new and improved pass system - one that actually works.
Long story short: Now there are three dock entrances. One for the S.S. Anne, one for Citrine City, and one for Faraway Island. I don't like it, but the old system literally just would not work, and with the time span in mind, I just want to use this instead.
Here's how it works;
- Usual S.S. Anne trigger is used, but with a new coordinate range.
- When triggered, check the coordinates the player is in; if it's not the usual S.S. Anne one, they're getting kicked to a new script.
- Use that to flag the player as usual.
Glitches:
- Triggering these multiple times causes strange jank, including crashes. I have the player forced into the new maps for now, but even going back can cause issues. I don't understand it.
- Citrine City's warp just...doesn't work, presumably due to a warp limit. However, after chopping off the warps so there's one each, it still happens.
These glitches need fixing before KEP can launch.
Credit to ViWalls for discovering most of these bugs in his playtest:
- Citrine City's theme has been made slightly louder.
- The book in Mr. Fuji's house had difficulties working properly, so it's been removed for now.
- Fixed issues where Silph Co. and the Fishing Rod house displayed incorrectly on the Town Map.
- Removed the unnecessary sign outside Celadon University.
- Fixed an issue where 2 NPCs in Cinnabar Lab and Pokemon Mansion, respectively, had incorrect text.
- Fixed a text issue in Pokemon Mansion where the final Mewtwo log would display incorrectly.
- Altered a piece of text in the secret area of Pokemon Mansion to avoid a text box error since the idea we had in mind for it was scrapped.
- Fixed a text issue in Viridian Pre-Gym where the text for the right-side poster overflowed past the edge of the textbox.
This finishes Chief's event, with all the necessary components for the post-game Mewtwo fight sorted as well. I added an event the Master Ball sets for modular monologue text, for improved immersion.
I have also fixed some bugs;
- Fixed the oft-reported walking in trees bug in the Forest tileset.
- Fixed the Oak's lab computer issue by just...removing the computer. I made the map symmetrical instead, feels a lot better to look at, at least for me. I think it was meant to have an event on it or something, but I couldn't find anything, felt like I was being gaslit.
- Hopefully fixed the issue with the border blocks going weird after saving and resetting, by making the tileset directly point to the gym one, which Oak is meant to use. I am not sure how that glitch happened for ViWalls.
- Fixed the Viridian Pre-Gym text scrolling issue.
I still cannot replicate the crash bugs that some people have been experiencing and don't see anything that could be causing it.
I also changed Trampel in Victory Road to Steelix, as mentioned by Gogocrafter.
This addresses some issues found during my last KEP stream.
- Take Down TM on Silph 5F to Earthquake, ensuring that TM does not go unused.
- Bill's Garden now features Lapras and has level deviation.
- Mt. Moon B1F's area where you access Mt. Moon Square now uses an upward-facing ladder, giving the illusion of going to a summit-like location. This makes its current odd location make more sense while not invalidating the progression regular Mt. Moon has.
- Melanie should now give Bulbasaur correctly.
- The Karate Master now has a failsafe for if you got a Hitmon, where he is guaranteed to not refight you before the post-game.
- Fixed a 17 error Old Dance Jacket reported with the Up-Grade NPC's text.
- Fixed nickname screen corruption when getting the Pikachu/Eevee mode starters.
- Fixed some curious warp issues with Lavender Tower by reversing 3F. Could use with some tinkering. Silph still needs fixes.
Credits have also been made more precise in the interests of better open source derivatives. Felt a bit odd expanding my credits so much, but this also made me realise I need to touch grass more frequently. I have also made our Open Source policy more precise.
More still need to be done but I'm separating the commits so I don't get overwhelmed lol
- Fixes a bug with the Up-Grade NPC in Saffron. He now properly shows up only after defeating Giovanni.
- Fixes a bug where Silph could be entered before receiving the Poke Flute.
- Silph Gauntlet 5F has a complete remodel, more closely matching the original map found in the leaks.
- One of the Fuchsia Gym Trainers no longer uses a repeat Arbok.
- Wiglett and Wugtrio could learn Rock Slide via TM, which has now been fixed.
- Jacky uses a Porygon in place of Machop, as it ties into his polygonal, Virtua Fighter-inspired sprite.
- Chief uses a Gengar instead of Porygon2 to represent the Silph Scope.
- Omega's and Giovanni 2's levels have been toned down slightly.
- Lance now uses Crocky over Aerodactyl.
- Yujirou's non-initial teams have had their levels reduced to be the same level as the previously-fought Gym Leader, rather than the upcoming one.
- Updated README with additional credits.
This renovates the Celadon Mansion Roof House to feature a faithful restoration of Shinjuku Jack. Notes are in the script file.
Also, LuciShrimp's Mewtwo theme is finished!
- The Zapdos in Brunswick Glade now vanish correctly, due to fixing a desync in the hide/show data
- Brunswick Glade's palette displays correctly
- Improved Citrine City's theme a little
- Changed palettes for Cryithan's line to reflect their upcoming redesign
- Updated Cryithan's sprite
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.
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
- 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
- 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
- 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!
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.
- Properly adds Brunswick Grotto, as well as Celeste Hill Outside and Celeste Hill Cave
- Citrine City received a minor redesign, putting the path to Brunswick Trail more to the west
- Added complete event for Galarian Zapdos as well as an encounterable, but unfinished Galarian Moltres, so all 3 birds can currently be caught
The warp at the moment is an absolute travesty, something on that tileset needs to change. Either that or we figure out something else.
Everything in the Grotto is done, except for making Galarian Zapdos disappear after being defeated. At least, to my knowledge...
Pokemon Tower 3F is dead until future notice - Martha said she wanted to compress the Diglett's Cave maps, though.
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.
This is basically done, but has a few glitches to iron out that I don't have time to do today. So, I'm sending this in as-is with the intent to finish (or someone else can idc) it later.
I initially thought to restrict this to after Vermilion Gym but Persian is really bad and Arcanine doesn't compare to the L30 Dugtrio, so I think it's ok. Just barely balances itself out.
Bugs:
- GiveMonName doesn't work properly for the Vermilion Beauty after receiving the Pokemon, jank ensues.
- Text scrolls immediately when receiving the Pokemon from the Vermilion Beauty.
- Attempted to fix the Mt. Moon J&J encounter (did not work, will look at the script file)
- Fixed a few bugged warps relating to Mt. Moon Square/Crater
- Fixed the credits text layout (just need to figure out how to decrease the delay between them, so it still matches the music...)
- Added the Crater guard back
- Changed the silhouettes in the credits to be more prominent Pokemon (Leader and E4 aces, plus some postgame teasers in Omega for the Chief fight, and the legendary wings)
I am not sure why the fossils don't show properly at the moment - it isn't related to going past $FF, as the Old Amber shows.
Dome and Wing specifically don't show properly and need fixing down the line.
- Changes Bill's Garden to be a more fitting Overworld-tileset map
- Gives Cinnabar Volcano a unique palette, being a slightly less-bright version of the RedMon palette
- A few small changes/improvements to the Rival teams
- Reduced wild encounter levels in Silph Gauntlet a little
- Adds a 100% chance for a Magmar encounter when fishing in the Cinnabar Volcano lava
- Hides more 'secret' areas off the Pokedex area listing, namely Mt. Moon Crater and Faraway Island
- Improves Jabetta's sprite a little
Still need to find out what I want to do with Body Slam, Swords Dance, and Thunder Wave. Slam/SD are on the Sevii Islands, and TWave is on an existing NPC who usually gives Self-Destruct.
Could possibly refactor the item receiving text.
This adds the Mt Moon Square House, faithfully recreated from GSC. I haven't yet sorted out the important details regarding the Crater Guard and such, though.
Making the map involved making a new desk tile and making house tile $36 be considered a counter tile. Hopefully there aren't any adverse consequences but I've never seen anything of that nature.
I noticed there are a ton of Clefairy text bits, so I refactored it to be a single line farcalled from `text_7.asm`. This also involved an interesting thing with the Pokemon Fan Club where the Pikachu fan has a Clefairy, so I fixed that too.
I figured that adding the dance was a little difficult right now, so we have Clefairys walking around instead.
I haven't figured out a good place to add the ladders yet (since there should be two entrances) but we'll figure that out eventually. It's plausible that we just make the Crater the southern warp, but I like how out-of-the-way the current one is.
Oh, and I fixed the Crater warps.
Overall, functional, but not finished.
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 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 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.
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??
Warps are messed up at the moment and we need to test it for Old Sea Map purposes. It uses the Fuchsia palette right now but that's not an issue right now
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.
- All of the Silph Gauntlet maps use the same palettes as the map's they're based on
- Viridian Forest uses Viridian's palette, it just makes sense
- Power Plant is now yellow, just 'cause.
- Game Corner payouts are much faster, and have been slightly rebalanced
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.