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author | Rangi <remy.oukaour+rangi42@gmail.com> | 2018-08-20 13:22:51 -0400 |
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committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2018-08-20 13:22:51 -0400 |
commit | d1b32c69e575f85612d3d88f75839056077c8cb4 (patch) | |
tree | 75e11d4b2d4899e988b71b4a3325a3eda86d8afa | |
parent | 3757886bb87f0fc63b65efdccf7a313c87cbe545 (diff) |
More Dive
-rw-r--r-- | Dive.md | 24 | ||||
-rw-r--r-- | screenshots/gfx-sprites-dive.png | bin | 0 -> 343 bytes |
2 files changed, 8 insertions, 16 deletions
@@ -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 -- 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 Binary files differnew file mode 100644 index 0000000..06ef575 --- /dev/null +++ b/screenshots/gfx-sprites-dive.png |