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release_notes
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v1.1 (??? Goomy)
Map engine:
[ ] PKMN Contests (currently w/o move animations)
[ ] Mauville Game Corner
[ ] multi battles
[ ] call 'n' rebattle
[~] fite: battle tents, battle factory
[~] Added proper desquid menu
Status Screen:
[ ] Contest move information
Demo Story:
[ ] abandoned ship
[~] route 116/rusturf tunnel
[~] route 110
[~] route 103 (east)
[~] mauville city
[~] route 111/112/jagged path/mt chimney/fiery path
[~] route 117
[~] verdanturf
[~] route 113
[~] fallarbor
[~] route 114/115/meteor falls
[~] lavaridge
[~] lilycove city
[ ] safari zone/safari zone game
[ ] route 120/121/122/mt pyre/scorched slab
[ ] new lilycove
[ ] route 135/136/137/138
[ ] blossand/cliffelta/infinity cave
[ ] route 118
[ ] route 119
[ ] fortree
[ ] route 124/125/126/127/128/129/130/131
[ ] mossdeep
[ ] sootopolis
[ ] ever grande
[ ] pacifidlog
[ ] victory road
[~] cave of origin/sky pillar
[ ] Added story until E4
[ ] battle frontier
[ ] roaming lati@s
General:
[ ] Game Credits
- Ate some squids, had some fun
v1.0 (Mimicking Mimikyu)
Map engine:
- Reduce lag
- Added Berry Blender, Pokéblock Case
- Added EV training mechanism (infinity cave)
- Added Slateport Battle Tent (Battle Factory light)
- Added in-game trades
- Added gift pkmn
- Added initial Wonder Card support
Dex:
- Added toggle for different forms
- Added habitat viewer
Battle engine:
- Auto-scale levels in trainer battles
- Added A_ILLUSION and A_DISGUISE
Demo Story:
- Added support for different story routes
[~] Fully playable up to Badge 3.
- Slateport: added PKMN Fan Club, Battle Tent, Name Rater, Market, Seashore House
- Mauville: added Gym, Wally battle
- Verdanturf: added Friendship Checker, Rusturf Tunnel scripts
- Routes 104 - 109: added Trainer
- Lilycove: added Contest Lobby
- Added PKMN League
General:
- Ate some squids, had some fun
- Lamp Squid of this release:
Breaking map scripts by commenting out to much. Idea: Have a handy output when a script
doesn't work as intended, but make said output appear only in times when one is searching
really hard for that nasty squid.
Attempt:
```
#ifdef DESQUID_MORE
if( !loadMapObject( cur ) ) {
IO::printMessage( "SMO fail" );
}
#endif
```
Result: Scripts magically cannot load new map objects anymore. Turns out, "loading" a map
object is very beneficial to it actually appearing on-screen. Fix:
```
if( !loadMapObject( cur ) ) {
#ifdef DESQUID_MORE
IO::printMessage( "SMO fail" );
#endif
}
```
v1.0-alpha
Sound engine:
- Switched to SSEQ/SWAR/SBNK for BGM playback, rework BGM
- Added BGM fading on BGM swap
Map engine:
- Added Dive, Fly
- Added reflective tiles (water, ice)
- Implemented berries and time-dependent events
- Added scriptable warps
- Added map scripts that are activated by a pkmn move
- Added PokéRadar
- Added fishing in sand
- Added fog, rain
- Added tile exit animations (traces in water/sand); Fortree bridge anim, Pacifidlog log anim
PKMN Status Screen:
- Added ribbons / contest status screen
- Added ribbon details screen
Demo Story
- Added indoor / cave maps
- Added Shoal Cave
- Added Sealed Chamber / Golems
General:
- Fixed Flashcard boot problems
- Added Spinda spots
- Added PKMN color variations based on PId
- Update OW / NavApp Map
- Added Braille support
- Ate some squids, had some fun
---
sachi-0.4
- trainer fully editable
sachi-0.3
- Maps fully(including tiles, wild pkmn, events, ow map) editable
- TS / BS fully editable