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Releases: mudskipper13/pokeemerald

Mudskip's Shop UI v1.4.1-vanilla

02 Jul 07:23

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  • Misc.: Update upstream upto June 30 2025.

Mudskip's Shop UI v1.4.1-rhh

02 Jul 07:20

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  • Misc.: Update upstream upto expansion v1.12.1.

Mudskip's Outfit System v1.3.0-rhh

02 Jul 04:08

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  • Misc.: Update to 1.12.1 version of expansion.
  • Misc.: Backport rh-hideout#6821.
  • Misc.: Add debug menu option for outfit flags.

Mudskip's Shop UI v1.4.0-vanilla

03 May 03:55

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  • Misc.: Update upstream upto May 5 2025.
  • Feature: Coin/BP-based shop (thanks agsmgmaster64!). Instructions included here.
  • Fix: Double A/B presses after purchasing Poke Balls (thanks TrainerX493!).
  • Fix: Properly show money digits more than 6. Also ports barebone version of the money config from expansion, but only for the shop to minimalize changes.
  • Misc.: Clean up internal code, this won't matter much for most users. It including the following (but not limited to):
    • Improve printing-related code.
    • Standardize shop type constants.
    • Const data cleanup.
    • Remove window border from the yes/no menu.

Mudskip's Shop UI v1.4.0-rhh

03 May 04:03

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  • Misc.: Update expansion version up-to 1.11.2.
  • Feature: Coin/BP-based shop (thanks agsmgmaster64!). Instructions included here.
  • Fix: Double A/B presses after purchasing Poke Balls (thanks TrainerX493!).
  • Fix: Properly show money digits more than 6.
  • Misc.: Clean up internal code, this won't matter much for most users. It including the following (but not limited to):
    • Improve printing-related code.
    • Standardize shop type constants.
    • Const data cleanup.
    • Remove window border from the yes/no menu.

Mudskip's Outfit System v1.2.0-rhh

30 Mar 08:36

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  • Misc.: Update to 1.11 version of expansion.
  • Fix: Fix issue with sending in follower mon in battle.

Mudskip's Shop UI v1.3.0-vanilla

17 Mar 22:54

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  • Fix: Add break;s to the new mart type code overhaul

Mudskip's Shop UI v1.3.0-rhh

17 Mar 22:57

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  • Misc.: Update to 1.11 version of expansion.
  • Fix: Add break;s to the new mart type code overhaul.

Mudskip's Shop UI v1.2.0-vanilla

01 Mar 08:07

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  • Seller: Configurable seller messages. In your sSellers entry, you can add custom strings for specific interactions with certain sellers in the shop. You can easily add more custom strings, too.
.message = {
    [SELLER_MSG_RETURN_TO_FIELD]   = gText_AnythingElseICanHelp,
    [SELLER_MSG_BUY_PROMPT]        = sText_YouWantedVar1ThatllBeVar2,
    [SELLER_MSG_BUY_PROMPT_PLURAL] = sText_Var1CertainlyHowMany,
    [SELLER_MSG_BUY_CONFIRM]       = sText_Var1AndYouWantedVar2,
    [SELLER_MSG_BUY_SUCCESS]       = sText_HereYouGoThankYou,
    [SELLER_MSG_BUY_FAIL_NO_SPACE] = sText_NoMoreRoomForThis,
    [SELLER_MSG_BUY_FAIL_NO_MONEY] = sText_YouDontHaveMoney,
    [SELLER_MSG_BUY_FAIL_SOLD_OUT] = sText_ThatItemIsSoldOut,
    [SELLER_MGS_BUY_PREMIER_BONUS] = sText_ThrowInPremierBall,
    [SELLER_MSG_BUY_PREMIER_BONUS_PLURAL] = sText_ThrowInPremierBalls,
},
  • Seller: Configurable tile offset for the menu tiles. The scroll tiles will always be loaded before the menu tiles at offset 0. If you have your scroll tiles bigger than default (8), you can use menuTileOffset field on your custom seller struct to make the code adjust accordingly. Do note that you may need to adjust the tiles and tilemaps on your own. if menuTileOffset is not explicitly set/sets to 0, the code will load the menu tiles onto what's set within DEFAULT_MENU_TILE_OFFSET (which is 9 normally).
.menuTileOffset = 9, // loads sNewShopMenu_SellerMenuGfx_Jerry below to tile offset 9.
.menuGfx = sNewShopMenu_SellerMenuGfx_Jerry,
.menuPal = sNewShopMenu_SellerMenuPal_Jerry,
.menuMap = sNewShopMenu_SellerMenuMap_Jerry,
  • Code: Use a wrapper function for handling sSellers graphics.

Mudskip's Shop UI v1.2.0-rhh

01 Mar 08:08

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  • Seller: Configurable seller messages. In your sSellers entry, you can add custom strings for specific interactions with certain sellers in the shop. You can easily add more custom strings, too.
.message = {
    [SELLER_MSG_RETURN_TO_FIELD]   = gText_AnythingElseICanHelp,
    [SELLER_MSG_BUY_PROMPT]        = sText_YouWantedVar1ThatllBeVar2,
    [SELLER_MSG_BUY_PROMPT_PLURAL] = sText_Var1CertainlyHowMany,
    [SELLER_MSG_BUY_CONFIRM]       = sText_Var1AndYouWantedVar2,
    [SELLER_MSG_BUY_SUCCESS]       = sText_HereYouGoThankYou,
    [SELLER_MSG_BUY_FAIL_NO_SPACE] = sText_NoMoreRoomForThis,
    [SELLER_MSG_BUY_FAIL_NO_MONEY] = sText_YouDontHaveMoney,
    [SELLER_MSG_BUY_FAIL_SOLD_OUT] = sText_ThatItemIsSoldOut,
    [SELLER_MGS_BUY_PREMIER_BONUS] = sText_ThrowInPremierBall,
    [SELLER_MSG_BUY_PREMIER_BONUS_PLURAL] = sText_ThrowInPremierBalls,
},
  • Seller: Configurable tile offset for the menu tiles. The scroll tiles will always be loaded before the menu tiles at offset 0. If you have your scroll tiles bigger than default (8), you can use menuTileOffset field on your custom seller struct to make the code adjust accordingly. Do note that you may need to adjust the tiles and tilemaps on your own. if menuTileOffset is not explicitly set/sets to 0, the code will load the menu tiles onto what's set within DEFAULT_MENU_TILE_OFFSET (which is 9 normally).
.menuTileOffset = 9, // loads sNewShopMenu_SellerMenuGfx_Jerry below to tile offset 9.
.menuGfx = sNewShopMenu_SellerMenuGfx_Jerry,
.menuPal = sNewShopMenu_SellerMenuPal_Jerry,
.menuMap = sNewShopMenu_SellerMenuMap_Jerry,
  • Code: Use a wrapper function for handling sSellers graphics.