June 16, 2025
made the biribiriuo's second attack! i also made it so when you die, you actually fail the minigame
there were so many stupid hassles when trying to get that to work, because i was trying to make some sort of marking criteria that would always result in a Try Again with the required hits being 100% and max misses being 0, but that would mean if you made no mistakes in the night walk portion beforehand, you'd get an Ok rank (or sometimes a Try Again with the but there were some good parts! dialogue, which I don't really want showing up either)
i then checked how quiz show makes it so you get a try again if you fail any segment of it, and it quite literally just creates a bunch of misses (there's apparently a beatscript event for that :P) so it now makes you miss 255 times if you die!
also added the soul exploding animation thingy that happens when you die, and learned the hard way that You need to initialize values!! They will not be 0 by default!! This is no high level game engine!! This is RAW gba hardware!! They will be uninitialized ram!! Which is why the soul bits never went the right way!!! That took way too long to realize!!!
added projectiles, which required me to:
- make a system to clean up projectiles so that ram doesn't continuously get used up
- made a way for the projectile structs to be reused to also use the ram efficiently
- collision handling/different movement behaviors for the projectiles
as well as a healthbar so you can see how much damage you've taken!!
added the battlebox and the soul dpad movement!!
i also had to make it so the menu collapsed after choosing an action so that the battlebox fits and that took more time than adding the battlebox itself ðŸ˜
next up: adding biribiriuo's attacks!! which will be probably very difficult
added random dialogue that the electric fishy will say before its turn starts!!
.,...and now i have to make the actual battlebox thing..... yikes...
ive basically fully implemented the fight option!! you deal more damage the closer you are to the crit rectangle or whatever youd call it idk :P and it does lower the enemy struct's health field but that isnt displayed anywhere yet other than in ram
added the other sprites to the battle menu as well as menu navigation sfx (too lazy to record it because its a very minor change)
added the battle menu and the ability to use the dpad to select the actions! (they're all the fight sprite because i've now found out that the tool i've made for creating/editing animations for rhythm tengoku is. Not the greatest to actually use and is very tedious...which is probably why someone in the rhmodding server made a better version which i unfortunately don't have a build of :P)
this required me to actually figure out how backgrounds work for the gba because i decided it'd be easier to make the battle menu a background layer than a sprite (+ i dont even think a sprite can be that big), so a lot of time wasn't tracked because it was spent in paint.net, yychr, and tilemapstudio
also the encounter text is now white. this is very important and it took me half an hour to figure out how to do that. Thus are the joys of modding a gba game that isnt fully decompiled!!
so far, i've:
1. modified night walk's engine code to move play-yan and the fish into their battle positions when play-yan hits the fish (instead of just killing play-yan)
i thought it would be a lot more of a hassle but the codebase just lets you add another .c, .h, and folder in /games for another engine and it'll just...work!!
so far all it contains is play-yan, the fish, the purple grid scrolling background, and a text printer which'll be used for all the silly messages deltarune puts in the text box for all the enemies
having this in another engine instead of shoehorning it into night walk's engines also gives me a lot more space in the spritesheet/vram to do whatever i want with!!
A mod for the rhythm game Rhythm Tengoku on the Game Boy Advance, porting Deltarune's battle system into the game. This is all possible thanks to the (currently ongoing) decompilation of Rhythm Tengoku, which allows you to edit the game's C code!!
most of this time was spent making a demonstration to explain how the project works and to show its features but i also added a visible property to elements and a setimage functio to imagelabels (because i apparently forgot to add those before :P)
so uhhh heres the demonstration !!!
This was widely regarded as a great move by everyone.
oops... accidentally didnt make a devlog for like 25 hours........ uhm...
since then, i've made it so:
- you can export the edited animations and they work in the decompilation
- saving and loading projects as json
- ability to select your own spritesheet, palette, animation_cels.c and animations.c files from the menu bar (it was hardcoded before and i forgot to mention this in the photobooth video oops)
- you can actually edit the animation's timeline
- you can create and remove oams, animationcels, and animations
- and i added a bunch of miscellaneous quality of life improvements
sorry for barely making any devlogs... it wont happen again... i swear!!!!! 💔
so far, i've gotten my program to read the bytes from .pal and .4bpp files in order to render each sprite, as well as reading the bytes from an oam (object attribute memory), which is each individual sprite used in a frame of animation. next i'll get it to play an actual animation!!