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The official source code repository for Pokémon Citrite Version, a ROM hack of Pokémon Emerald.

License: GNU General Public License v2.0

Makefile 5.77% Assembly 43.05% C 27.48% C++ 7.91% Python 15.79%

citrite's Issues

Add eastern “Grand Prairie”

Objective: Add the “Grand Prairie” map, situated between the Massive Steppes and the Trading Camp.

Environment

  • Lush, tall green grass everywhere, and Pokémon aplenty.
  • Tall mountains—the beginning of the Rampardos Range—are reachable the further east one goes.
  • Initially, access to the innards of the Rampardos Range should be unavailable until a later event occurs in a later release.

Add “Trading Camp”

Objective: Add a “Trading Camp” map, situated west of the eastern Grand Prairie, northeast of the southwestern Grand Prairie… it’s smack-dab in the middle of the Grand Prairie.

Environment

  • Surrounded by trees and grasses
  • The city is composed of numerous dirt paths sprawling everywhere
  • Numerous houses, both open and closed

Special

  • A closed gym, in the southeastern part of town

Import all scripts from the alpha 1.1 ROM

Objective: See title

Notes

  • Scripts should be written using the macro-based assembly for PokéScript
  • Converting PKSV code to this format shouldn’t be too difficult.

Add “Timothy”

Add a “Timothy” map, situated to the west of the Clandestine Desert and to the east-by-northeast of the Massive Steppes.

Environment

  • Sandy and what would normally be arid and dry, however it is raining constantly instead. This is due to weather distortion caused by radioactive clouds surrounding Ground Zero.
  • To the north leads an entrance to the Massive Caverns inside the Rampardos Range.

Points of Interest

  • A local gym; affiliated with the region’s League, officially.

Custom background image for options menu

Objective: Enable the placement of any 4-bit 240×160 image in the main menu, and ensure it shows up behind the already present rbox construct

Bonus: Enable the placement of any 8-bit 240×160 image, as described above.

Notes:

  • Since the rbox data is uploaded to VRAM:06004000 by default, rearrangement chores will need to be done to fit the required number of tiles (601) into VRAM.
  • If the rbox tiles are moved to VRAM:06008000, there will be a 512-tile limit on 8-bit images.
  • It may be possible to rearrange the VRAM to have the main menu rbox/text tileset at VRAM:0600C000, though I don’t know if there would still be space for the tilemap after that.

Write a script to handle exported maps from Advance Map

To facilitate a normal map creation process, maps exported from Advance Map must be processed by the compilation entorage and incorporated into the game.

Objective: RE the map export format used by Advance Map, and write a script to convert files in that format into the format understood by Emerald’s engine.

Notes

  • AFAIK the map export format used by A-Map should be dead simple, and will require little (if any) parsing.

Implement a macro system for a large-scale animated map block gamut

Objective: Write a macro system that translates into a collection of animated tiles, to be used in the sacred lake in the Nome Ruins.

Notes

  • This may require REing the assembly routines used for animating map blocks, however it won’t be much of a chore with IDA’s help.
  • All of the animations in the GIF below should be implemented, except for the clouds and the overworld objects.
  • The tiles should be downscaled to 66% their size shown in the GIF, to better match the overworld scaling of Emerald.

Tiles needing animated

Expand the palette array for overworld sprites

Objective: Expand the array of overworld palettes in Emerald’s engine to accomodate at least a byte’s worth of palette indexes.

Notes

  • You can get an easy lead by following cross-references to an existing OW palette.
  • GoGoJJTech says that expansion is easy, though we’ve yet to find that out, obviously!

Custom background image for main menu

Objective: Enable the placement of any 4-bit 240×160 image in the main menu, and ensure it shows up behind the already present rbox construct

Bonus: Enable the placement of any 8-bit 240×160 image, as described above.

Notes:

  • No VRAM offsets should need to be changed to make this workable.
  • That said, there will be a 512-tile limit on 8-bit images.
  • It may be possible to rearrange the VRAM to have the main menu rbox/text tileset at VRAM:0600C000, though I don’t know if there would still be space for the tilemap after that.

Add custom battle backgrounds for the essential environments

Objective: Add images to be implemented as battle backgrounds for the most common battle types (grass, sand, water, etc.)

Notes

  • This does not include special battle backgrounds, such as those for gym leaders, the Elite Four, the League Champ, etc..
  • These images should be original work made to order. No public resources!

Implement spooky scripts in Ground Zero

Thought of this while running through alpha 1.1 on my DSTWO.

Objective: Write some scripts that do some things around Ground Zero that are 3spooky5me.

Examples

  • A script that forces the player to walk an extra tile, preventing them from viewing a thing on the wall.
  • A script that plays the Curse sound effect occasionally upon entering any of the houses.
  • More things I haven’t thought of yet

Add southwestern “Grand Prairie”

Objective: Add a “Grand Prairie” map situated to the southwest of the Trading Camp, and to the east of the Amalthea Jungle.

Environment

  • Lush green meadows filled with flowers, interpolated with thickets of trees and tall grass.
  • To the northwest is a huge unknown lake.

Special

  • A modest homestead farm is located in the middle of the map.

Import all maps from the Alpha 1.1 ROM

Objective: Using Advance Map, export all of the maps in the Alpha 1.1 ROM into files processable by a compilation script.

Notes

  • For these maps to be usable, a script must be written to process them. See Issue #3.

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