blob: 4ea46331f55097db9ed7c6404c9e33cbe5aab6ee (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
|
Gen 3 introduced Dive, a field move that can reach the seafloor, as HM08. Fully implementing Dive is fairly complicated: its in-battle effect is similar to Dig and Fly but not exactly the same, and its field effect requires a lot of changes.
(The code for this feature was adapted from [Pokémon Orange](https://github.com/PiaCarrot/pokeorange/).)
[Here](https://github.com/Rangi42/pokecrystal/commit/c21561ea717feef9b2eb3785c2ea112cd0d19ba0) are all the changes needed to implement Dive, applied to a copy of pokecrystal. You can `clone` [Rangi42/pokecrystal](https://github.com/Rangi42/pokecrystal/tree/dive) and `checkout` the `dive` branch to test it for yourself.

## TOC
TODO
## 1. Start to prepare the Dive move
- constants/move_constants.asm
- data/moves/names.asm
- data/moves/descriptions.asm
- data/moves/moves.asm
- data/pokemon/evos_attacks.asm
## 2. Create the Dive move animation
- constants/battle_anim_constants.asm
- data/battle_anims/objects.asm
- data/moves/animations.asm
## 3. Using Dive hides the Pokémon underwater
- constants/battle_constants.asm
- wram.asm
- engine/battle/core.asm
- engine/battle/effect_commands.asm
- engine/battle_anims/bg_effects.asm
- engine/battle/ai/scoring.asm
## 4. Surf and Whirlpool do double damage to underwater Pokémon
- constants/move_effect_constants.asm
- data/moves/moves.asm (again)
- data/moves/effects_pointers.asm
- data/moves/effects.asm
- macros/scripts/battle_commands.asm
- data/battle/effect_command_pointers.asm
- engine/battle/effect_commands.asm (again)
- engine/battle/ai/scoring.asm (again)
## 5. Prepare the HM08 item
- 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
## 6. Define collision types for Dive water
- constants/collision_constants.asm
- data/collision_permissions.asm
- engine/overworld/tile_events.asm
## 7. Start to prepare the Dive field move effect
- constants/menu_constants.asm
- data/mon_menu.asm
- engine/menus/start_menu.asm
## 8. Define a utility function to check for Dive water
- home/map_objects.asm
## 9. Define text related to using Dive
- data/text/common_2.asm
## 10. Define the `divemap` and `divewarp` event commands
- wram.asm
- macros/scripts/events.asm
- engine/overworld/scripting.asm
- home/flag.asm
- engine/overworld/warp_connection.asm
## 11. Finish the Dive field move effect
- engine/events/overworld.asm
## 12. Press A on Dive water to use Dive
- engine/overworld/events.asm
## 13. Design a sprite for swimming underwater
- gfx/sprites/dive.png
- constants/sprite_constants.asm
- data/sprites/sprites.asm
- gfx/sprites.asm
## 14. Use the sprite for the player when underwater
- constants/wram_constants.asm
- data/sprites/player_sprites.asm
- engine/events/overworld.asm (again)
- engine/overworld/map_setup.asm
- engine/overworld/player_movement.asm
## 15. Start creating a unique tileset for underwater maps
- constants/tileset_constants.asm
- gfx/tilesets/underwater.png
- gfx/tilesets/underwater_palette_map.asm
- data/tilesets/underwater_metatiles.bin
- data/tilesets/underwater_collision.asm
- data/tilesets.asm
- gfx/tileset_palette_maps.asm
- gfx/tilesets.asm
## 16. Can't Fly while underwater
- engine/events/overworld.asm (again)
## 17. Animate underwater seaweed and bubbles
- gfx/tilesets/bubble/1.png
- gfx/tilesets/bubble/2.png
- gfx/tilesets/bubble/3.png
- gfx/tilesets/bubble/4.png
- gfx/tilesets/bubble/5.png
- gfx/tilesets/seaweed/1.png
- gfx/tilesets/seaweed/2.png
- engine/tilesets/tileset_anims.asm
## 17. Use special palettes for underwater tiles and sprites
- gfx/tilesets/underwater.pal
- gfx/tilesets/underwater_sprites.pal
- engine/tilesets/tileset_palettes.asm
- engine/gfx/color.asm
## 18. Fix bugs that affect the Dive features
- engine/overworld/overworld.asm
- home/map.asm
## 19. Receive HM08 Dive and explain it
- constants/event_flags.asm
- maps/CeruleanGym.asm
## 20. Add deep water to an overworld tileset
- gfx/tilesets/johto.png
- gfx/tilesets/johto_palette_map.asm
- data/tilesets/johto_collision.asm
- data/tilesets/johto_metatiles.bin
- gfx/tilesets/water/deep-water.png
- engine/tilesets/tileset_anims.asm (again)
## 21. Add a map with Dive spots
- maps/Route41.blk
- maps/Route41.asm
- maps/Route41Underwater.blk
- maps/Route41Underwater.asm
- constants/event_flags.asm (again)
- constants/map_constants.asm
- data/maps/maps.asm
- data/maps/attributes.asm
- data/wild/johto_grass.asm
- data/maps/blocks.asm
- data/maps/scripts.asm
- data/maps/roofs.asm
- data/maps/outdoor_sprites.asm
|