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authorRangi <remy.oukaour+rangi42@gmail.com>2018-08-20 13:22:51 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-08-20 13:22:51 -0400
commitd1b32c69e575f85612d3d88f75839056077c8cb4 (patch)
tree75e11d4b2d4899e988b71b4a3325a3eda86d8afa
parent3757886bb87f0fc63b65efdccf7a313c87cbe545 (diff)
More Dive
-rw-r--r--Dive.md24
-rw-r--r--screenshots/gfx-sprites-dive.pngbin0 -> 343 bytes
2 files changed, 8 insertions, 16 deletions
diff --git a/Dive.md b/Dive.md
index b1c76cb..bea2c28 100644
--- a/Dive.md
+++ b/Dive.md
@@ -14,9 +14,9 @@ TODO
## 1. Start to prepare the Dive move
-First, we have to add the move Rock Climb, following [this tutorial](Add-a-new-move).
+First, we have to add the move Dive, following [this tutorial](Add-a-new-move).
-Replace `MOVE_OR_ANIM_FC` with `ROCK_CLIMB`; give it a name, description, and battle properties (`DIVE, EFFECT_FLY, 80, WATER, 100, 10, 0`); and add it to Pokémon learnsets (Seel and Dewgong learn it by level-up).
+Replace `MOVE_OR_ANIM_FC` with `DIVE`; give it a name, description, and battle properties (`DIVE, EFFECT_FLY, 80, WATER, 100, 10, 0`); and add it to Pokémon learnsets (Seel and Dewgong learn it by level-up).
We still have to implement the move animation, so let's do that next.
@@ -52,15 +52,6 @@ We still have to implement the move animation, so let's do that next.
## 5. Prepare the HM08 item
-Refer to [this tutorial](Add-a-new-TM-or-HM).
-
-- constants/item_constants.asm
-- data/items/names.asm
-- data/items/attributes.asm
-- data/moves/tmhm_moves.asm
-- home/hm_moves.asm
-- data/pokemon/base_stats/\*.asm
-
We also have to add the item HM08, following [this tutorial](Add-a-new-TM-or-HM).
Add an HM for `DIVE`; give it a name and attributes (`0, HELD_NONE, 0, CANT_SELECT | CANT_TOSS, TM_HM, ITEMMENU_PARTY, ITEMMENU_NOUSE`); associate it with the move `DIVE`; make it unforgettable; and add it to Pokémon base learnsets (50 Pokémon are compatible with it).
@@ -128,12 +119,13 @@ We still have to implement `DiveFunction`; but first, let's define some more com
## 13. Design a sprite for swimming underwater
-Refer to [this tutorial](Add-a-new-overworld-sprite).
+Let's add a unique sprite for the player being underwater, following [this tutorial](Add-a-new-overworld-sprite).
+
+Define `SPRITE_DIVE` as a regular sprite constant; give it properties (`DiveSpriteGFX, 12, WALKING_SPRITE, PAL_OW_BLUE`); and create `DiveSpriteGFX` as **gfx/sprites/dive.png**:
+
+![gfx/sprites/dive.png](screenshots/gfx-sprites-dive.png)
-- gfx/sprites/dive.png
-- constants/sprite_constants.asm
-- data/sprites/sprites.asm
-- gfx/sprites.asm
+Note that this is the Surfing sprite from Gen 1, which resembles a Seel. It's appropriate for Dive since Seel learns Dive by level-up.
## 14. Use the sprite for the player when underwater
diff --git a/screenshots/gfx-sprites-dive.png b/screenshots/gfx-sprites-dive.png
new file mode 100644
index 0000000..06ef575
--- /dev/null
+++ b/screenshots/gfx-sprites-dive.png
Binary files differ