Tutorials - pret/pokecrystal GitHub Wiki

Tutorials may use diff syntax to show edits:

 this is some code
-delete red - lines
+add green + lines

Contents

Miscellaneous

How to add a new…

How to edit the…

Upgrades to existing features

Removing features

Features from different generations

Custom features

Some features might have a Feature branch instead.

Legacy Compatibility

Assembly programming

To do

Feel free to contribute one of these!

  • Add new...
    • Decoration for your room
    • Mail item
    • Wild data
    • Roaming Pokémon
    • Animated tiles
    • Object facing
    • Map event script command
    • Move effect script command
    • Scene for an existing map (aka triggers; auto-running event scripts)
    • Evolution methods (location, held item, move, etc)
    • More daily and weekly events
    • Third region
    • NPC or trainer which has a phone number with custom messages when called
  • Features from other generations
    • Implement dynamic overhead+underfoot bridges
    • Trainer dialog and music change for their last Pokémon
    • Safari Game
    • Ghost and Silph Scope
    • Show quantity already in Pack in Marts
    • E-mail system (receive mail from NPCs by accessing PC)
    • Implement a low health warning song similar to the one in Black and White versions
  • Gameplay tweaks
    • Bill calls to switch boxes when one is full
    • Nuzlocke mode (an in-game enforced Nuzlocke Challenge)
    • Challenge mode (forced set mode battles, no items can be used in battle by either the player or the AI, badge-dependent level caps)
    • Show metric units
  • Code tweaks
    • Dynamic level scaling of Gym Leaders (like in the romhack Crystal Legacy)
    • Move standing+walking sprites to VRAM0, standing-only sprites to VRAM1; allocate 1:E0-FF for the map name sign; allocate 1:80-DF for more map tiles; add Polished Map support
    • Show more than two Pokédex pages
  • Tutorials
    • Example map scripts
    • How to Add Multiple Rematch Parties for Gym Leaders + Elite 4 After Beating Red
    • Badge-Dependent Level-Caps (multiple level caps)