From 4d84efa11f39fec18ab28300be5169874150ebe9 Mon Sep 17 00:00:00 2001 From: Ariel A <24759293+aarant@users.noreply.github.com> Date: Sun, 29 Oct 2023 16:20:25 -0400 Subject: [PATCH] I made a branch without followers finally and I'd prefer that it be used over one that squashes everything down into one commit --- Feature-Branches.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Feature-Branches.md b/Feature-Branches.md index 0209ba8..2d09656 100644 --- a/Feature-Branches.md +++ b/Feature-Branches.md @@ -133,10 +133,10 @@ Multiple people have implemented day night systems, and with various levels of f (TODO: Add gif of player character waiting for nightfall in Rustboro) Originally implemented for Crystal Dust, this system features hourly lighting changes (similar to Crystal), expanded encounter tables for nighttime encounters, and per-tileset palette overrides for window lighting. It only affects the overworld. -### [Merrp's DNS](https://github.com/aarant/pokeemerald/tree/lighting) +### [Merrp's DNS](https://github.com/aarant/pokeemerald/tree/just-lighting) (TODO: Add gif of player character waiting for nightfall in Rustboro) This system is the highest fidelity of these three, with semi-transparent shadows under every overworld object, inter-frame blending for glowing light effects, and per-color overriding for window lights. However, it is also the most complex system, and is still in active development. -Note: ***THIS IS NOT A CLEAN FEATURE BRANCH*** which includes *only* the Day-Night system like the other two; this branch also includes HGSS-style pokemon followers and a dynamic overworld palette system, among many other minor changes and tweaks to hundreds of source files. Merge at your own risk. +Note: As of 2023/10/29 the `just-lighting` branch excludes followers and retains commit history. ### [DNS based on Merrp's DNS](https://github.com/quocmanh94/pokeemerald/tree/day_night_system) Based on Merrp's DNS, I have removed HGSS-style Pokemon followers, retaining only a dynamic overworld palette system and including backward-compatible 16-bit graphics IDs for object events. I also updated the light at PC and Market in some maps and added the palette when you battle at night.