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Pokewilds - v9.5

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@TryTheSauceBoss TryTheSauceBoss released this 04 Oct 10:54
14999c8

Bugs that should be fixed and features added.

ADDED a 4:3 Version!!!!!
-Fixed duplicate/stale NEW and LOAD ticks and their position changes.
-Aligned selection ticks in the swipe, Game Files and Modding menus.
-Added 1.5x speed, with 1x / 1.5x / 2x / 3x / 4x evenly spaced in one row.
-Fractional speed applies to gameplay, animation timing, physics and audio.
-Left stick and D-pad move the map cursor independently of player movement.
-Right stick pans in the correct direction at the cursor’s speed.
-Player movement remains paused while the map or waypoint menu is open.
-Controller A confirms waypoint naming; B cancels and returns to the map.
-Fixed waypoint text focus preventing confirmation or cancellation.
-Prevented Android Back from opening Quit beneath the waypoint screen.
-Added controller navigation through waypoint rows.
-Added all 28 Unown marker forms: A–Z, ! and ?.
-Marker selection supports directional controls, shoulder buttons and touch.
-Saved waypoint names and marker forms with their associated world.
-Existing waypoints reopen with their saved name and marker for editing.
-Full map shows names and icons; minimap shows icons only.
-Restyled waypoint controls with the game font, selected frame and selection tick.
-Turning waypoints OFF hides markers and disables naming without deleting saved waypoints.
-Prepared and cached map images before opening, with exploration refreshes performed separately.
-Added STORAGE above POKEMON in the in-game menu.
-Worldwide STORAGE combines Pokémon from saved storage boxes into one interface.
-Physical boxes retain individual contents.
-Newly obtained Pokémon continue using the last physical box opened.
-Opening worldwide STORAGE does not change that destination.
-Supported TAKE, STORE, NICKNAME, RELEASE, STATS and SWITCH through the pooled interface.
-Cross-box changes update the original saved records.
-Protected Pokémon actively carrying the player from inappropriate remote removal.
-Added GAME FILES to the right-edge swipe panel.
-Added CHOOSE FOLDER, SYNC FILES, SAVE DIRECTIONS and BACK.
-Added a normal-folder selection flow for locations such as Documents/PokeWilds.
-Synchronizes game.ini, saves and world caches to the selected folder.
-Imports externally replaced saves and settings when the app next starts.
-Retains local copies and conflict backups when synchronization cannot safely complete.
-Added controller/touch save-copy and replacement instructions.
-Corrected the Android Files provider to expose the folder actually used by the game.
-Added the Android launcher’s Game files shortcut.
-Matched BUILD preview and actual placement to the same adjacent tile ahead of Machop.
-Matched preview and placed-artwork origins.
-Kept tall preview artwork from obscuring Machop.
-Corrected standalone wood-wall artwork and colored flower previews.
-Fixed fence/build encounters leaving battle input locked.
-Battle entry closes the BUILD interface and ends its field move before battle takes control.
-Prevented B from accidentally restoring overworld controls during battle.
-Removed successful “Built…” popups.
-Removed “Field move stopped” popups.
-Added consistent B cancellation for field moves while preserving safe FLY landing and SURF restrictions.
-Improved CUT targeting when a plant touches the helper’s forward collision edge across a tile boundary.
-Mountain DIG clears mountain artwork and collision instead of leaving an ordinary hole.
-Cleared mountain ground uses suitable surrounding terrain and preserves saved terrain changes.
-Ordinary soil digging and buried-reward priority remain available.
Changed the camera to follow the player while building and inside player houses.
-Added the BUILD item wheel on L2 while BUILD is active.
-Left stick selects; bumpers change pages.
-Included 67 recipes across six pages.
-Releasing L2 selects through the existing build-selection system.
-Added selected field-move names to the field wheel’s center.
-Added selected build-item names and material quantities to the build wheel’s center.
-Hid the top BUILD boxes while its wheel is open.
-Smoothed radial borders, dividers and inner circular edges.
-Improved minimap-frame border smoothing at display resolution.
-B closes the wheel and cancels the field move; held L2 must be released before reopening.

  • Connected doors share one house interior.
  • Each interior exit returns through its matching exterior door.
  • Cutting/rebuilding doors no longer changes house identity solely because structure order changed.
  • Shared furniture and upper-floor records survive save/load.
  • Fixed upper-floor loading rejecting saved stairs before reconstructing floor geometry.
  • Restored paired downstairs landings during upper-floor reloads.
  • Corrected normal WINDOW artwork and preserved it across placement and re-entry.
  • Cozy exterior windows use plain pale-green panes.
  • Modern exterior windows use corresponding glass artwork.
  • Interior window backing remains transparent over the supporting wall.
  • Made FLOOR distinct from CARPET 1 in default interiors.
  • Added proper Pichu, Duskull, Skitty and Jigglypuff doll sprites and collision.
  • Corrected short brown-chair collision to one tile.
  • Added stool collision, including restored interior stools.
  • A sits on stools/couches; B stands.
  • Directional input changes the seated pose without walking.
  • Corrected statue/house depth ordering and the house front covering players standing south of it.
  • Bridges accept water, tidal surfaces and lava.
  • Tidal encounter-grass flags no longer reject bridges.
  • Bridge decks render below the player and function as walkable ground.
  • Added source underdock artwork at exposed lower edges.
  • Connected bridge tiles hide internal supports; removing tiles restores exposed supports.
  • Removing bridges restores the underlying terrain collision.
    -Fixed indoor DROP rejection caused by house coordinates overlapping unrelated dungeon collision records.
    -Applied source water-placement eligibility when dropping Pokémon.
    -Eligible Pokémon can be dropped while SURF remains active.
    -The active surfing Pokémon remains protected from being dropped over water.
    B beside a Pokémon can push it one tile.
    -Push checks reject occupied/reserved Pokémon positions, roofs, buildings, blocked terrain, eggs, furniture and the player.
    -Held items remain attached when Pokémon are pushed.
    -Restored nearby aggressive Pokémon cries and source shuffle sounds.
    -CHARM suppresses those aggression sounds.
    -Aggressive Pokémon can continue pursuing during FLY without initiating contact battles.
    -Corrected the purple Persim tree’s crown collision while retaining picking access from above.
    -Preserved other berry-tree collision behavior.
    -Ghosts destroyed by light use Java’s 80-frame flickering disappearance, silently as requested.
    -Fixed the flying shadow’s interpolation to match player/camera movement.
    -Ice sliding stops at blocking collision instead of repeatedly restarting into it.
    -Players can turn away after a blocked slide.
    -Sliding uses the stationary directional trainer pose.
    -Low-tide beach terrain uses sand footsteps.
    -High-tide movement retains water sounds.
    -Added directional footprints on snow, desert sand and dry beach sand.
    -Positioned footprints directly behind the player’s feet.
    -Suppressed footprints on wet tidal puddles and flooded terrain.
    -Footprints do not appear during FLY, SURF or RIDE, or on unrelated surfaces.
    -Prepared the complete overworld terrain and collision before gameplay.
    -Movement and zoom no longer load/discard terrain or collision regions around the camera.
    -Retained off-screen drawing culling.
    -Updated edited tiles and neighbors without rebuilding the entire map.
    -Batched collision restoration instead of rescanning the world for every restored cleared tile.
    -Improved saved-world loading that previously remained on clouds for extended periods.
    -Waited for restoration to finish before revealing gameplay and enabling menus.
    -Applied the same restoration wait when returning to saved neighboring worlds.
    -Avoided unnecessary static-layer redraws.
    -Reduced tide-transition work and spread updates across frames.
    -Spread daily dig-site, sand-trap and dormant-cactus work across frames.
    -Prepared recurring artwork before gameplay.
    -Restricted animated texture sampling to its own frame to address atlas bleeding.
    -New neighboring-world generation retains the water presentation.
    -Revisiting an existing neighboring world displays LOADING… PLEASE WAIT….

Added:
Mega Charizard X
Mega Charizard Y
Mega Venusaur
Mega Blastoise
Mega Gyarados
Mega Sharpedo
Mega Kangaskhan
Their systems include:

  • Level 70, day and night encounters.
  • Charizard X/Y share one active volcano encounter slot.
  • Catching the first Charizard form makes only the other eligible; catching both ends their appearances in that world.
  • Independent capture-once slots for the other five forms.
  • Forest Venusaur, tidal Blastoise, permanent-water Gyarados/Sharpedo and desert Kangaskhan.
  • Forest-only Venusaur wandering, including relocation of saved encounters outside valid habitat.
  • Half-submerged, bobbing water Mega rendering.
  • Saved encounter identity, position, shiny state and capture history.
  • Defeat does not consume the capture opportunity; releasing a capture does not reset it.
  • Separate names, species records and Pokédex entries.
  • Mega stats, types, dimensions and catch rate 45.
  • Normal/shiny overworld, menu and battle artwork.
  • Normal-species supported learnsets and field skills.
  • Animated FLY for both Mega Charizards.
  • Type-based harvest rewards.
  • Existing seen/caught/shiny tracking.

-Added occasional events roughly every 5–10 active outdoor gameplay minutes, lasting 30–90 gameplay seconds.
-Beach wind.
-Rain and lightning throughout the overworld.
-Combined beach wind and rain.
-Desert sandstorms.
-Cosmetic fires in forest, deep forest, savanna and volcano terrain.
-Snowstorms in tundra/winter terrain.
-Added rain, wind, sandstorm, snowstorm and fire ambience; retained thunder audio.
-Weather audio uses WORLD SOUND EFFECTS.
-Added WEATHER EVENTS ON/OFF.
-Events respect pause, loading, interiors and game speed.
-Saved event state and timers per world.
-Events do not permanently damage terrain, buildings or Pokémon.
-Added DARK MODE ON/OFF, default OFF.
-Incorporated the dark-menu palette as a base-game feature.
-Dark mode supports all 124 frames, shared menus, cursors and radial text.
-OFF restores original colors while retaining the selected frame.
-Kept battle-flash control under BATTLE ANIMATIONS.
-Added CIRCLE LIGHTS ON/OFF, default OFF.
-Circular masks apply to torches, campfires, lava illumination, FLASH and POWER.
-Preserved light positions, brightness, colors, scale and timing.
OFF restores original masks.

-Added 31 Gym Leader/Elite Four variants, followed by Ash.
-Added Wes, male Rocket Grunt and female Rocket Grunt afterward.
-Total selectable models: 54.
-Preserved the original character order.
-Added walking, running, fishing, sitting, sleeping and battle-back artwork.
-Connected added characters to the color selector.
-Made the existing NAME field editable.
-Automatically uses the model name until a custom name is entered.
-Custom names survive model/color changes.
-Clearing the name restores automatic naming.
-Supports names up to 24 characters with fitting.
-Saves custom-name state with the game.
-Replaced permanently consumed corrupted signs with a saved per-world cycle.
-Only naturally generated TIPS signs can host the event.
-Completing one battle clears corruption and selects another eligible generated sign.
-Crafted, removed and covered signs are excluded.
-Repairs older completed-sign state where possible.
-Saves active-event state and resumes event music.
-Added catchable level-70 Unown King.
-Before capture: King has 2/30 encounter weight; each ordinary form has 1/30.
-After capture, King cannot appear again in that world.
-Running, defeating it or whiteout does not count as capture.
-Ordinary Unown remain level 13.
-Added supplied front/overworld artwork, cry and your supplied back sprite.
-Psychic/Dark typing, supplied stats, catch rate 1, slow growth.
-Starting moves: Earthquake, Surf, AncientPower and Disable.
-Added its Pokédex entry and shiny tracking.
-Retained Ancientpowder harvesting and type-based field skills.
-King does not breed.
-Applied transparency to 552 matching Pokémon sheets and portraits.
-Preserved sprite dimensions, animation layouts and existing opaque colors.
-Retained supplied attribution files.
-Added LOFI MUSIC ON/OFF, default OFF.
-Integrated 32 tracks with matching existing music cues.
-Preserved route, day/night, battle and victory transitions.
-Unsupported cues retain original music.
-Switching packs restarts the corresponding cue and preserves paused playback.
-Added HD EMOTES ON/OFF, default OFF.
-Uses the supplied ten-emote sheet.
-HD mode gives the held-item checkmark green coloring.
-OFF restores original emotes and the black checkmark.
-HELD EMOTES still controls only item-ready markers.
-Temporary reactions retain priority.
-Existing visible emotes update when switching.
-Fixed deferred menu styling encountering controls removed during menu rebuilding.
-Added MAP WAYPOINT ON/OFF below SHINY SPARKLES.

Mod support and display

  • Retained the mod loader under GAME FILES in the swipe menu.
  • Supports importing, activating and disabling compatible converted mods.
  • Supplied the converted overhaul separately.
  • Removed the bundled overhaul from the normal APK.
  • Normal game artwork/data load by default; independently imported mods remain supported.

NOTE: MODS ARE NOT READY YET, THEY WILL BE READY WHEN I RELEASE THE MOD TEMPLATE WITH 1.0!!