JappaWakka fae7349356
Fix audio engine & contentpacks (#35)
* Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb)
Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues.
The game now directly loads .ogg files instead of the .wma/.xnb combination from before.
ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks).
To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen.

* Delete GameController.vb

* Add gamecontroller.vb back

* Fix sfx missing

* Battleintro doodle now doesn't loop anymore (for no trainer)
Changed the shutter sound (aka Large Door sound) to something more large door-y
Made the enter sound slightly louder
The enter sound now plays when going through any warp to or from an indoor map (including falling through holes)
The flying sound effect is played earlier in the animation after selecting a location
Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy"
The bump noise now also plays when bumping into something in first person
Fixed small gap between the end of the intro song and the start of the main song
Replaced some songs with better songs

* Fixed some more intro issues

* Forgot to change a thing

* Fixed an error where the main music would play, ignoring the muted musicmanager.

* fix indenting in musicmanager

* The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music.

* Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not.

* Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb.

* Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter.

* Added more music commands, added quite some menu select noises, will add more later

* More select sound effects!

* Fix music not resuming after soundeffect

* Trainer using item now plays the single_heal soundeffect

* Pokémon cries now sound louder

* Possibly fixing crash when playing Pokémon cry at volume higher than 0.71

* Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720.

* Sound effects now sound louder

* Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720."

This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea.

* Fixed the cause of why the title screen music plays even when the game is muted

* Tabs to spaces

* Revert

Co-authored-by: darkfire006 <blazer257@live.com>
Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com>
Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com>
Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 20:59:42 +03:00
2020-07-09 20:59:42 +03:00
2020-07-09 20:59:42 +03:00
2018-02-24 09:31:49 +01:00
2016-12-04 20:55:15 +03:00
2018-06-04 23:02:35 +03:00
2018-02-24 09:32:04 +01:00
2018-06-04 22:00:36 +02:00

The game is not in active development by nilllzz anymore, but few people from the community are maintaining the game and porting it to MonoGame platform. You are free to fork and redistribute the code under the GNU GPLv3 license.

Build instructions (game)

The game is written in Visual Basic and was compiled targeting the .Net Framework 4.5 for my public builds.

It is built using the MonoGame framework as graphics middleware.

In order to build the game's solution, you need the following:

To run the game after a successful build, you also need an applicable graphics card that supports DirectX (version 9 minimum).

The first build of the game will take a little longer due to the MonoGame Content Pipeline building all assets for the first time.

Running the game

In order to run the game, you will need the following:

Classified information

The game was configured to connect to several servers and internet APIs using private keys. To keep the private keys private, they have been redacted from the source code, along with a few URLs.

If you want to add your own private keys/URL connections back into the game to enable certain online features, search for these comments in the source code:

' CLASSIFIED

Every line that has the "CLASSIFIED" comment at the end of it had some string info removed from it.

File Validation

To ensure that the game has the original files in place to ensure fair online gaming, the game does something called "File Validation".

It basically stores a hash for each map, script and data file in a file called "meta" in the game's root directory. Hardcoded into the game's code is the hash for the meta file, to ensure that it did not get altered.

To code responsible for this is located in Security/FileValidation.vb.

To generate a valid meta file for the current state of the files in the game, go to the aforementioned code file and set this:

    Const RUNVALIDATION As Boolean = True ' Instead of False

Also, be sure to turn off the IS_DEBUG_ACTIVE in the *Core/GameController.vb" file:

Then build and debug-run the game. The console output of during the game's launch will output an expected size and metahash value.

It will also produce an updated "meta" file.

Stop the debugging of the game and copy these two values into the correct places at the top of the FileValidation code:

    Const EXPECTEDSIZE As Integer = <your expected size output here>
    Const METAHASH As String = <your meta hash here>

Once you have done this, disable the RUNVALIDATION variable again and build the game again to have it boot up like normal.

Development

The game includes a switch to enable debug mode that makes map development or general dicking around easier.

Locate the file Core/GameController.vb and set the IS_DEBUG_ACTIVE const to True, then rebuild the game.

This is basically the SandboxMode that can be enabled in the game's save files plus these features:

  • display last build time in the F3 menu
  • trade with yourself in the Game Jolt GTS
  • bypass current version checks in the Game Jolt login screen
  • update the game's current version on Game Jolt (set UPDATEONLINEVERSION to True in Core/GameController.vb and rebuild the game).
  • Move the 3rd person camera around freely with arrow keys (hold ctrl and up/down to move the camera on the Y axis)
  • Open the Pokégear even though the player has not received it yet and use its modules without receiving them.
  • Legacy diagonal movement support
  • Reduce Kolben Splash Screen delay as much as possible
  • All HM moves are present in every Pokémon's menu.
  • Ignore FileValidation warning
Description
Legacy repository for the Pokémon3D Visual Basic version
Readme GPL-3.0 1 GiB
Languages
Visual Basic .NET 99.4%
HLSL 0.4%
C# 0.2%