This uses some of the tech I made for the Day Care, since the House tileset had PCs in them. The Rest Houses now have slightly revamped maps to accommodate. Did you know these were unused?
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
This was a thing I made back in March, then got sidetracked by the Yoshi April Fool's thing, accidentally deleted and forgot about but now I've reimplemented. Oops.
This changes the tileset of Rocket Hideout, Silph Co. and Cinnabar Mansion to be much easier on the eyes, especially when holding the run button.
Please stop asking me about the sprite limit i beg u
Ok so this commit does the following;
- Oak's Lab now uses the Fossil Lab tileset, featuring lots of new contraptions etc to make up for the old removed aides.
- Places the Pikachu and Eevee starters in a new place, which results in a slightly blocky mess, but does the job.
- Fossil Lab tileset graphic has many new things. Lots of bad tiles in the blockset in case we want to use this more.
- Changes the rival's pathing so he, y'know, works on the new map...
- Re-adds the Oak email thing, but I had to do like 4 stupid workarounds because it was broken for unknown reasons. Just made it a generic bg event with no issues.
- Removed the old oak email event; no visible difference.
Well, 'unique' is VERY loose here. He looks and behaves identically to a Black Belt still, just with a proper name and a higher payout. He replaces the unused Junior class.
In addition, I've brought back the text on the scrolls on the back wall in the Fighting Dojo that were accidentally inaccessible for a while.
I'm trying to make the warp to Mt. Moon Crater a hole warp like the ones from Seafoam Islands, but I cannot seem to get to work at all, the hole just doesn't send me down. I know I'm clearly missing something, but I'm committing as-is in the hopes that someone could have a look at it
FINALLY managed to get this working. The bugged warps are now working and the jank ones are less jank. Also removed the cocoon's pre-evolved moves again.
- Added another counter to the Game Corner prize room, adding Abra, Clefairy and Dratini back as prizes.
- Fixed Thorn Avery's and Zeta Null's names in the credits
- Small map changes to postgame areas
- Polished the new dex entries again
- Mewtwo no longer gets Waterfall and Roar from tradebacks
- Fixed a bug where you couldn't surf in the water on the Ferry tileset
- Gave Giovanni's room the same palette as Rocket HQ
- Minor text fixes
- Fixed an issue where LAST_MAP wouldn't update when sailing to Citrine
This adds a new tileset for the Seagallop Ferry. Had to remake the tileset from scratch using the S.S. Anne one. Very awkward!
The map could be made to look more like the FRLG one but that's neither here nor there.
- Tiles now animate correctly while still being sped up (credit to jojobear13!)
- Fixed issues with certain cave maps being glitched after importing the new tileset for Seafoam
- Gave Celeste Hill Cave the same palette as the exterior areas
- Fixed an inconsistency in Koga's pre-fight script
in the middle of a breakdown here but i'm committing this because I don't wanna have an overwhelming number of changed files like the Big One
- Fixed a bug where an item couldn't be picked up in Mt. Moon Crater
- Gave new cries to Leafeon, Glaceon, Perrserker, Gentlarva, Carapthor, Gorotora, Magnezone, Tangrowth, Tricules, Magmortar and Meltan. Pupal and Lickilicky also got new cries but they'll probably be changed later
- Changed Citrine's map slightly for hopefully the final time, removing the tall grass to allow the Old Man Glitch to work there
- Brought Pokemon Tower 5F back for some reason
- Moved the Rocket Grunt on Silph 11F closer to the Omegadge door
- 'Fixed' a warp issue on Faraway Island, can definitely be improved though
- Gave Gapdos 10 more base special because i forgot the first time
- Fixed a typo in Hitmontop's dex entry
- Fixed some inconsistencies in Gao and Gorotora's movesets
- Added the unused ice tiles to Seafoam Islands and Garnet Cavern (credit to Vortiene)
- Added a stats page to the Pokedex that displays base stats and the type of caught Pokemon (again, credit to Vortiene)
- Made Sandshrew more common in Mt. Moon
- Improved the 'already caught' icon
- uncapitalised all new instances of "trainer" in the text to make it more consistent
- HOPEFULLY fixed the issue where the SS Anne still couldn't be reboarded
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 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!
- 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
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 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 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.
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.
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 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.
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.
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.
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.
extract_tileblocks also has the ability to output asm, but the output
seems like it would be too much for rgbasm to handle. Instead of
cluttering up common.asm, I am opting to place the data in binary
data files under gfx/blocksets/ in .bst files.
Every 16 bytes is a separate block in the blockset. Each byte is
referencing a tile id from the tileset graphics in gfx/tilesets/.
hg-commit-id: 0540eff0f081