blurosie / hg-engine Goto Github PK
View Code? Open in Web Editor NEWcomplete heart gold engine
complete heart gold engine
we still have wav2swav + swav2swar, just need to implement them in this. sdattool being another python requirement is sad, but it is what it is
move galarian ponyta/rapidash up
same with slowpoke/bro
mr mime too
linoone
hisui samurott as well
galar darumaka/darmanitan
hisui zorua/zoroark
flabebe line has got some weird stuff, red side sprites are swapped
pumpkaboo line is clearly largest size, find smaller overworlds
avalugg side is facing the wrong way
move up 10% zygarde
hoopa unbound fails
appletun is facing the wrong way
kubfu can move up a little
spectrier and glastrier need to come down
make calyrex forms into 64x64
therian enamorus doesn't show up
mold breaker, fairy aura, etc.
has to do with mega code
when a pokémon uses transform, it does not seem to copy the enemy moveset
roar seems to just corrupt everything
thanks @Drayano60 for reporting this!
probably just recalculates the ability when changing the pid
basically we need to build the code into overlays as we add it instead of the bs we are doing now, shit is getting too big
hypothetically chikorita gets its HA though
thanks to @Drayano60 for reporting this!
gcc doesn't like our code, it's probably full of technical undefined behavior
need to update everything to gen 8 or 9 to standardize the format
the grip claw + a few other items needs the turn limit for binding moves upped to 7 possible
Whirlwind
Bind
Wrap
Jump Kick
Hi Jump Kick
Growth
String Shot
Fire Spin
Toxic
Teleport
Minimize
Fury Cutter
Rapid Spin
Sweet Scent
Hidden Power
Whirlpool
Beat Up
Uproar
Knock Off
Tail Glow
Sand Tomb
Feint
Tailwind
Defog
Chatter
get rid of placeholders
there are now more than 256 abilities. need to track down all of the u8 abilities and make them u16 so that things are handled properly
data structures, function names, variable names, get it out
basically we only have a limited amount of space, converting certain bigger routines to be capable of running from malloc'd space would be ideal to allow the arm9 expansion to be arm9 expansion
just a matter of expanding a069 and dumping everything. shouldn't be too bad
this as well as the togepi script command need to be modified to take into account hidden abilities
implement the fairy type using this repo and make it toggleable using the same ones that we already use
i.e.
learnset MOVE_COUNTER, 15
learnset MOVE_MIRROR_COAT, 15
learnset MOVE_SAFEGUARD, 15
learnset MOVE_DESTINY_BOND, 15
the mon will try to learn counter and safeguard upon level up, but not mirror coat or destiny bond. however, a level 15 mon encountered in the wild will have all 4 moves as expected
catching a pokémon gives experience in later games
need to look into this one, it creates a menu with all the ones that you've seen. defaults to male/female
with item expansion, we need to expand the items that can go in the pockets so that the player can't run out any more.
also document how it's stored + expand on it.
thanks @Drayano60 for reporting this!
GivePokemon 27 30 1 1 1 0x800C
(DSPRE nomenclature) gives alolan shrew, but doesn't properly set the ability or hidden ability
todo list
remaining gen 5 abilities:
switchindataupdate? setstatusicon BATTLER_xFF, 0x0?
, give it its own battle script + message), ensure it also restores the name properly consistently ceb02c3 8574702fix existing forms/implement gen 5 forms that now pull their form data (especially graphics data) from a personal narc entry:
misc:
wiki:
stretch:
also just fury cutter in general. if a move isn't fury cutter reset the effect
also when facade is used the reduction is completely ignored
this is the function responsible from https://github.com/pret/pokeheartgold/blob/master/asm/overlay_63.s#L4649 i believe
the biggest cry in vanilla is 24 kb. plenty of pokemon go over this limit and the solution is basically to torch the heartgold sound system
let's look into this and find out how platinum does it in multi battles
src/field/encount_set.c
Generation V
The Attack drop from burn no longer lowers confusion damage.
Generation VI
If a burned Pokémon uses Facade, burn's damage reduction is now ignored.
Generation VII
A burned Pokémon once again takes damage equal to 1/16 of its maximum HP at the end of each turn.
Generation V
Pokémon glow blue and have their animation stopped when inflicted with freeze.
Freezing no longer stops Flash Fire from working.
Generation VI onward
Frozen Pokémon no longer glow blue.
Scald can also be used to thaw a frozen target.
Generation V
Pokémon now glow yellow and their animation slows down when inflicted with paralysis.
Magic Guard no longer prevents from being fully paralyzed.
Generation VI
Electric-type Pokémon are now immune to paralysis.
Generations VII and VIII
The Speed of a paralyzed Pokémon is decreased by 50% (as opposed to 75%).
Generation IX
The text that is shown when a Pokémon gets paralyzed changes from "<Pokémon> is paralyzed! It may be unable to move!" to "<Pokémon> is paralyzed, so it may be unable to move!". Similarly, the displayed text that appears when a Pokémon gets fully paralyzed changes once again. Instead of saying "<Pokémon> is paralyzed! It can't move!", it will say "<Pokémon> couldn't move because it's paralyzed!"
Generation V onward
At the end of the battle, bad poison now becomes regular poison.
Poisoned Pokémon take double damage from Hex and Venoshock.
Poison- and Steel-type Pokémon can be poisoned by a Pokémon with the Ability Corrosion.
If a Dynamaxed opponent in a Max Raid Battle becomes badly poisoned, it will instantly become normal poison.
Generation V
Sleep now lasts 1-3 turns. A Pokémon's sleep counter is now reset to its original amount when switched out (even if self-induced by Rest). Starting this generation, the animations of most Pokémon close their eyes and move more slowly while sleeping.
Generation VI onward
A Pokémon's sleep counter no longer resets to its original amount when switched out.
normally i would think this has to do with a somehow damaged sdat file, but now that we are using sdattool and that matches byte-for-byte i'm not 100% sure what the problem is
using this post as a todo list 😅
Hone Claws
Wide Guard
Guard Split
Power Split
Wonder Room
Psyshock
Venoshock
Autotomize
Rage Powder
Telekinesis
Magic Room
Smack Down
Storm Throw
Flame Burst
Sludge Wave
Quiver Dance
Heavy Slam
need sound effects because i haven't been doing this when sound is acceptable:
Synchronoise
Electro Ball
Soak
Flame Charge
Coil
Low Sweep
Acid Spray
Foul Play
Simple Beam
Entrainment
After You
Round
Echoed Voice
Chip Away
Clear Smog
Stored Power
Quick Guard
Ally Switch
Scald
Shell Smash
Heal Pulse
Hex
Sky Drop
Shift Gear
Circle Throw
Incinerate
Quash
Acrobatics
Reflect Type
Retaliate
Final Gambit
Bestow
Inferno
Water Pledge
Fire Pledge
Grass Pledge
Volt Switch
Struggle Bug
Bulldoze
Frost Breath
Dragon Tail
Work Up
Electroweb
Wild Charge
Drill Run
Dual Chop
Heart Stamp
Horn Leech
Sacred Sword
Razor Shell
Heat Crash
Leaf Tornado
Steamroller
Cotton Guard
Night Daze
Psystrike
Tail Slap
Hurricane
Head Charge
Gear Grind
Searing Shot
Techno Blast
Relic Song
Secret Sword
Glaciate
Bolt Strike
Blue Flare
Fiery Dance
Freeze Shock
Ice Burn
Snarl
Icicle Crash
V-create
Fusion Flare
Fusion Bolt
definitely an issue with the u16 level, u16 move
implementation
thanks @Drayano60 for reporting this!
hook_12_spriteOffsetSpecies
love to see it
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