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Sideshow Showcase The place to show side-projects that you're working on, for the small yet still big things you want to do, such as translation patches, "386" patches, and anything small like that.
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  #76    
Old October 30th, 2012, 07:22 AM
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RichterSnipes
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Quote:
Originally Posted by Jambo51 View Post
Nit picky point, but the M4AA engine is actually 16 bit. The GBA is a 16 bit system by design. All the memory buses are 16 bit (the channels of communication between processor and cartridge only support 16 bit data transfers). The M4AA engine is coded in 16 bit THUMB, and as such is 16 bit itself.

Hardware lesson over, the music table in GS is at 0xE906E, it has 3 byte pointers on it which point to the music headers. The format of the music headers is identical between gen 1 and gen 2.

The note structure is a little different, but it's documented in one of the documents you have read. To find a song headed from the table, take the second 2 bytes, reverse them, then subtract 0x4000 from the number.

Eg, the pointer is 3A D1 7B, reverse the 2nd and 3rd byte (7B D1), subtract 0x4000 (3B D1) and note this location down.

Now, multiply the first byte (3A) by 0x4000 to get the "ROM bank". (0xE8000)

Finally, add the 2 numbers together to get the ROM location. (0xE8000 + 0x3BD1 = 0xEBBD1)

What my tool does at the moment is export the song as a .s file, ready to insert into a gen 3 ROM. It's not perfect, but it's getting there.
Well drat. I could have sworn some trusted source claimed that the GBA was 32-bit. But I figured otherwise, a system with capabilities not that much greater (in certain areas) than the SNES certainly could still be running with 16-bit hardware, just in a more convoluted sense. That's like calling the Atari Jaguar a 64-bit system! :D

It probably would have been a bit easier for me if I had spent a little time with that header information before! All the headers were documented in that second link in that thread, and doing just simple math like that would have inevitably resulted in me finding all the tracks with ease. I'd still be clueless on where the music table is, though!

And how exactly does your tool export the songs from the GB(C) ROMs? Would the tracks still use GB Synth? Will your tool be able to create 1-to-1 versions of those songs with all velocities, modulations, panning, note rises, and distortion intact? If so, then that's awesome! Yet a little sad for me at the same time.
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  #77    
Old October 30th, 2012, 08:56 AM
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Jambo51
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It has a 32-bit ARM processor, which has a secondary 16 bit mode. It is capable of running in 32-bit, but it almost never does. So it is both 32 and 16 bit, in a way. But it generally runs in 16 bit.

The tool extracts everything except modulation at the moment. It's not perfect, some songs desync badly, and some voices output aren't 100% right, but it's generally very good. I'll link you to a preview version when I get home, if you want.
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  #78    
Old October 30th, 2012, 09:50 AM
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RichterSnipes
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Quote:
Originally Posted by Jambo51 View Post
The tool extracts everything except modulation at the moment. It's not perfect, some songs desync badly, and some voices output aren't 100% right, but it's generally very good. I'll link you to a preview version when I get home, if you want.
Alright, I'll bite. I want to see how this thing handles! I'll reserve all other comments on it until I actually get to test it. Thanks for the opportunity!
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  #79    
Old November 2nd, 2012, 02:52 AM
ChaosBringer41
 
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Hello!

I tried all four patches, and it didn't work - the GB Player item wasn't there, and my character couldn't get down the stairs.

I patched three of the patches - leaving out the wardrobe patch - and everything works!

Any idea what went wrong?
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  #80    
Old November 2nd, 2012, 08:53 AM
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Hobusu
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Quote:
Originally Posted by ChaosBringer41 View Post
Hello!

I tried all four patches, and it didn't work - the GB Player item wasn't there, and my character couldn't get down the stairs.

I patched three of the patches - leaving out the wardrobe patch - and everything works!

Any idea what went wrong?
I had a similar problem with the GB Player earlier... I found that it worked if I applied the GB Player patch last. I think that something in one of the other patches overwrites the GB Player item on the table (But don't quote me on that).

Not getting down the stairs though...? No idea. I'll let RichterSnipes answer that.
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  #81    
Old November 2nd, 2012, 09:01 PM
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I'll take a look at patch compatibility in the near future. As of right now I'm incredibly busy and won't be able to do anything about it. Sorry guys!
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  #82    
Old November 6th, 2012, 05:08 PM
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BUGFIX VERSION v3.2.1 UPDATE

As it turns out, AdvanceMap repoints altered maps to blank space. Me not knowing this before led to the problems you guys have been noticing. Well, I caught onto them and remade the maps in such a manner that allows you to properly patch the GB Player and Extras patches in whatever order you want. I now have checks in the two patches that see if the other patch has been implemented. They change the exact function of the player's room based on what's been patched and what hasn't.

Hey, it's exciting to me! It opens the door for some more interesting things I could possibly do in the future with multiple patches.


And, just so you all know, the Wardrobe patch alone doesn't cause game freezes. If anything, it's because of old save states you're using. If anyone is still having problems with it, feel free to PM me with what emulator you're running, how you're applying the patches, if you're using past saves, and what exact steps you're taking to run into the issue. Thanks!

Also in this update: running indoors. Enjoy the functional update!

Changelog:
Spoiler:
GB Player:
  • Shifted the location of the player's room.
  • Implemented a check for the "Help" sign that makes it non-functional if the Extras patch is present.
Extras:
  • Shifted the location of a few maps; this is just preliminary organization.
  • Implemented a check for the GB Player overworld item that removes it from the game if the GB Player patch isn't present.
  • You can now run indoors, thanks to HackMew's research.
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  #83    
Old November 7th, 2012, 05:10 AM
ChaosBringer41
 
Join Date: Nov 2010
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Downloaded the patches update. Patched all 4 patches to a clean rom, in alphabetical order (that's how I did things last time). Everything seems to work now.

Thanks for the update!
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  #84    
Old November 12th, 2012, 11:16 AM
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Gameb0y
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This hack is perfect. Ever since Fire Red and Leaf Green came out, I've been disgusted with the new design of Red. Due to this, I was not playing Fire Red as often as I thought I would, it was less appealing. You brought the nostalgic feeling back, and went above and beyond by adding the original ost as well. Kudos to you for having done this
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  #85    
Old November 18th, 2012, 11:19 AM
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RichterSnipes
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VERSION 3.3 RELEASED

Happy Sunday everyone!

Today I've got a nice little surprise for you all: Decapitalization! I tried to keep it as consistent with the 5th Gen games as possible. In other words, most things will be lowercase now, but things such as menu choices and specific item pockets will still be in caps.

Also, I've decided to release a "complete" version of the hack. It more than simply combines all five patches into one, though: it also decapitalizes text introduced only in the other patches. In other words, patching all five into one won't result in the same thing as this patch. However, given the method of patching, this is best I can do for now. I hope to make things more efficient for you all in the future.

Everything else is just small fixes. Every one of those adds up in the end, though!

EDIT: I forgot to merge a change from the GB Player patch. The new version of it, along with the new "complete" patch, can be found in the new download. Redownload it if you got it previously!

Changelog:
Spoiler:
General
  • Created a "complete" version of the hack unobtainable through patching all five patches separately. The only exclusivities are decapitalization of text found only in separate patches.

Decapitalization
  • First (and hopefully, only) release. It's currently separate from the Extras patch because of how it interacts with the other patches.
  • It only affects text in the original FireRed ROM. If someone reminds me, I'll post it in the Resources thread later in time.

Extras
  • Changed GREEN and CHARINE to BLUE and JANINE (yeah, caps...).
  • Fixed typos in the original ROM. For some reason, STICKERS was spelled as SITCKERS...wow.
  • Made type references and use of apostrophes more consistent.

GB Player
  • Fixed triangle wave sustain for trainer battle music.

Catch 'em All
  • Fixed context error in dialogue during the 3rd Starter event.

Wardrobe
  • Fixed male player icon map bug.

Enjoy the new version, and have a Happy Thanksgiving, U.S. readers!

Last edited by RichterSnipes; November 18th, 2012 at 02:13 PM. Reason: Forgot something.
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  #86    
Old November 19th, 2012, 02:09 PM
FIQ
 
Join Date: Nov 2012
Gender: Male
I like this one.

A bug - if you register the GBP item and use it, the game semi-freezes (a script gets stuck in a loop, you can still reset the game - so no complete freeze)
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  #87    
Old November 19th, 2012, 03:21 PM
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RichterSnipes
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Quote:
Originally Posted by FIQ View Post
I like this one.

A bug - if you register the GBP item and use it, the game semi-freezes (a script gets stuck in a loop, you can still reset the game - so no complete freeze)
Well, your first problem was choosing to register the GB Player, of all items! Maybe something more useful like the Bicycle or VS Seeker would have been more appropriate. But in all seriousness...

Huh. I must have accidentally regressed the code when I moved all the ASM code to a different location. Sorry about that!

The download link has been updated with this problem fixed. If you guys find any more problems, be sure to speak up about them! I'll get them fixed as soon as I can.
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  #88    
Old November 20th, 2012, 06:04 AM
FIQ
 
Join Date: Nov 2012
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I'm not sure if you can test this, but GBP sounds pretty bad on gpSP (Maemo version if that matters). I guess it's an emulator issue, but can it be fixed on game side?

Also, I don't really have any useful key items in Pallet Town, do I?
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  #89    
Old November 20th, 2012, 08:32 AM
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RichterSnipes
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Quote:
Originally Posted by FIQ View Post
I'm not sure if you can test this, but GBP sounds pretty bad on gpSP (Maemo version if that matters). I guess it's an emulator issue, but can it be fixed on game side?

Also, I don't really have any useful key items in Pallet Town, do I?
I'd probably take a good guess and say that it's the emulator's fault. I've tested the GB Player in a few of the most reliable emulators out there, and it works as it should.

Based on your emulator of choice, it seems like you're trying to play the game on the PSP. The current emulator I'm using on it for GBA playback is gpSP-J (the most recent release is from 4/30 of this year). It runs everything in my hack smoothly, including the GB Player. The only issue I can see is that it plays noise instruments a bit too loudly.

Don't be freaked out by the Japanese text! To change it to English, do this:
  1. Open the emulator on your PSP.
  2. Press X to go to gpSP-J's main menu.
  3. Select the fifth option in this menu. It should be the first of a group of three options, near the middle of the screen.
  4. The last option on that screen (not counting "Back") changes the language. Push right on it and you'll see some text change to English.
  5. Back out of this screen and exit the emulator.
  6. Start it again.
  7. ???
  8. Profit.
I haven't seen any new, reliable releases of gpSP-Kai, so gpSP-J seems like your best bet, but feel free to try one if it's as new (or newer) than this version of gpSP-J!

Of course, we've got an entirely different situation if you're PSP is only running signed homebrew...because it isn't hacked...

And come on, it's not like you have to register an item the first chance you get!
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Who says hacks have to radically changes things up from their base games?
Red doesn't necessarily think so. He's literally spinning in circles thinking of a "definitive" version of his adventure in Kanto!
Want to see what he has in mind? Click him for a throwback worth experiencing!

Last edited by RichterSnipes; November 20th, 2012 at 08:39 AM.
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  #90    
Old November 20th, 2012, 06:15 PM
FIQ
 
Join Date: Nov 2012
Gender: Male
No, I run gpSP on my phone which runs Maemo.
A quick check show that I'm running gpSP 2.0.1.

(I have 2 emulators of choice on my phone -- VGBA which runs slow and has several bugs, and gpSP which seems to run better than VBA does on my computer lol)

I can try to get a screenrecord of a short play which shows a soundtrack that I find sounding wrong, which sound OK on my computer, so you can compare it with the PSP version of gpSP to see if they sound the same.
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  #91    
Old November 20th, 2012, 07:32 PM
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RichterSnipes
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Quote:
Originally Posted by FIQ View Post
No, I run gpSP on my phone which runs Maemo.
A quick check show that I'm running gpSP 2.0.1.

(I have 2 emulators of choice on my phone -- VGBA which runs slow and has several bugs, and gpSP which seems to run better than VBA does on my computer lol)

I can try to get a screenrecord of a short play which shows a soundtrack that I find sounding wrong, which sound OK on my computer, so you can compare it with the PSP version of gpSP to see if they sound the same.
Different versions of gpSP for different devices and by different developers are coded entirely differently, so comparing between two of them would be like comparing two completely different emulators. I don't know how Maemo works, but just looking at its gpSP's own compatibility list makes me feel skeptical about its accuracy. Not only is the list a bit lacking (games like Mega Man Zero don't work), but other commonly-played games require workarounds (Super Mario Advance 4, for instance).

What phone are you using, by the way? If it has at least a 1GHz processor, I'd suggest checking out GBA.emu on the Play Store. It's by a well-regarded emulator developer and it's based right off of one of the newest versions of VBA-M, so you can rely on it for good performance. Othewise I don't know what to tell ya, a lot of GBA emulators don't account for proper GB Synth emulation until later into development. This is especially true for GBA emulators made for portable devices.
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Who says hacks have to radically changes things up from their base games?
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  #92    
Old November 21st, 2012, 08:46 AM
FIQ
 
Join Date: Nov 2012
Gender: Male
Quote:
Originally Posted by RichterSnipes View Post
Different versions of gpSP for different devices and by different developers are coded entirely differently, so comparing between two of them would be like comparing two completely different emulators. I don't know how Maemo works, but just looking at its gpSP's own compatibility list makes me feel skeptical about its accuracy. Not only is the list a bit lacking (games like Mega Man Zero don't work), but other commonly-played games require workarounds (Super Mario Advance 4, for instance).

What phone are you using, by the way? If it has at least a 1GHz processor, I'd suggest checking out GBA.emu on the Play Store. It's by a well-regarded emulator developer and it's based right off of one of the newest versions of VBA-M, so you can rely on it for good performance. Othewise I don't know what to tell ya, a lot of GBA emulators don't account for proper GB Synth emulation until later into development. This is especially true for GBA emulators made for portable devices.
I understand, and I guess that makes sense.
I'm running Nokia N900, which comes with a 600MHz processor. Even though I can overclock it, running 1GHz is a bit pushing it to the limit (kernel supports 1.15GHz as theoretical max, and that's *not recommended at all*)
Maemo isn't Android, so stuff at play store doesn't run without a very scary work-around with extremly limited compatibility for things.

I guess that I'll basically have to live with the GB Player sounding decent, but not "perfect" as on desktop VBA. It's not *that* bad, it's just noticeably wrong.
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  #93    
Old November 21st, 2012, 10:05 AM
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RichterSnipes
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Quote:
Originally Posted by FIQ View Post
I understand, and I guess that makes sense.
I'm running Nokia N900, which comes with a 600MHz processor. Even though I can overclock it, running 1GHz is a bit pushing it to the limit (kernel supports 1.15GHz as theoretical max, and that's *not recommended at all*)
Maemo isn't Android, so stuff at play store doesn't run without a very scary work-around with extremly limited compatibility for things.

I guess that I'll basically have to live with the GB Player sounding decent, but not "perfect" as on desktop VBA. It's not *that* bad, it's just noticeably wrong.
Well that's what you get for using a Nokia phone!

Seriously, though, I'm sorry I couldn't be of much help. As I said before, I'm pretty clueless on how Maemo works, and I figure that looking any more into it won't lead to me being much more informed.

And yeah, don't push your processor to 1GHz if it's only meant to run at 600MHz! I'd imagine your phone would melt if it were overclocked to that!

You can always try desktop VBA-M again if you want. You never know, it might work at full speed this time. Regardless, I hope you enjoy the hack anyways. Look at it this way: my 8-bit songs will still probably sound better in the emulator for Maemo than the ones in HG/SS do natively!
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Who says hacks have to radically changes things up from their base games?
Red doesn't necessarily think so. He's literally spinning in circles thinking of a "definitive" version of his adventure in Kanto!
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  #94    
Old November 22nd, 2012, 01:29 PM
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You are able to access the 3rd starter event as soon as you reach Route 11. With only a level 42 Golbat and poor AI, it's pretty easy to work around the higher level and easily defeat it, getting you the starter as early as after the 3rd gym.
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  #95    
Old November 22nd, 2012, 01:49 PM
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RichterSnipes
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Quote:
Originally Posted by timson733333 View Post
You are able to access the 3rd starter event as soon as you reach Route 11. With only a level 42 Golbat and poor AI, it's pretty easy to work around the higher level and easily defeat it, getting you the starter as early as after the 3rd gym.
Give me a day or two to fix the event, I was bound to forget something in my moving around of data.

I'll boost the AI a tiny bit just because you mentioned it, though. It was meant to be easy. After all, the official games never took Team Rocket seriously.

Spoiler:
Of course, now someone's bound to mention that the player would never have access to more than one starter of a particular generation in an official main series Pokémon game. Discounting Yellow, that is.
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Who says hacks have to radically changes things up from their base games?
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  #96    
Old November 23rd, 2012, 07:51 AM
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slim spazzy
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Why dont you insert the pokemon sprites of red and green version to make it look like you are playing the old gb version
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  #97    
Old November 23rd, 2012, 10:14 AM
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RichterSnipes
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Quote:
Originally Posted by sako View Post
Why dont you insert the pokemon sprites of red and green version to make it look like you are playing the old gb version
Red and Green? Well, first off, I'm pretty sure very few people on this site has memories of playing with the very first Pokémon sprites as a child (this is an English-speaking community, after all). Invokings of nostalgia would be from the international Red and Blue, instead. I'm not against adding alternate retro sprites for the old Pokémon, but doing so would lead to some issues.
  • Which sprites do I choose?
  • How will they blend in with the 2nd Gen Pokémon sprites used (if using sprites from a 1st Gen game)?
  • What do I do about the back sprites? If I keep them the same would it be best to use graphics from Gold (they're the same as 2nd Gen, for the most part)?
  • Do they get recolored? If so, what standards do they get recolored by, their original games or 3rd Gen standards?
  • Who would do the recoloring? That last one is there because I might butcher the original graphics.
There's already another hack available that does a good enough job for what you're looking for. Lucky for you, I made sure it would be compatible with my hack!

And, just so you know, I could inevitably include retro sprites natively in my hack for the Pokémon. I would just want to do it in a manner that would please as many people as possible.
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Who says hacks have to radically changes things up from their base games?
Red doesn't necessarily think so. He's literally spinning in circles thinking of a "definitive" version of his adventure in Kanto!
Want to see what he has in mind? Click him for a throwback worth experiencing!
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  #98    
Old November 24th, 2012, 07:05 AM
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RichterSnipes
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BUGFIX VERSION 3.3.1 NOW AVAILABLE

Sorry for the double post everyone. Today I come with an update. It has fixes, fixes, and more fixes. Update quickly if you still want to be relevant!

Changelog:
Spoiler:
General:
  • Decapitalized "GRUNT" for the new Rocket Grunt on Route 11
  • Updated documentation with information on newly-used flags.
  • Fixed an inaccuracy in the music hacking notes, discovered by Jambo51.
GB Player:
  • Fixed a noise instrument inconsistency with the 8-Bit title theme.
Catch 'em All:
  • The new Rocket Grunt no longer appears on Route 11 until after you get all eight badges and check out the start of the new event in Lavender Town. Thanks to timson733333 for pointing that out.
  • The Rocket Grunt now has an AI of 50, making him more difficult than all the other male Rocket Grunts in the entire game.
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Who says hacks have to radically changes things up from their base games?
Red doesn't necessarily think so. He's literally spinning in circles thinking of a "definitive" version of his adventure in Kanto!
Want to see what he has in mind? Click him for a throwback worth experiencing!
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  #99    
Old November 25th, 2012, 05:59 AM
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Southueki
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So, I'm going through this hack and loving it :D

I must say I've been through a few of the side-quest screenshots in the firs post and I didn't really get anything else to do.

Are they only available after you beat all the gyms/E4?

Thanks!
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  #100    
Old November 25th, 2012, 09:26 AM
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RichterSnipes
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Quote:
Originally Posted by Southueki View Post
So, I'm going through this hack and loving it :D

I must say I've been through a few of the side-quest screenshots in the firs post and I didn't really get anything else to do.

Are they only available after you beat all the gyms/E4?

Thanks!
Glad you're enjoying the hack!

You're right in thinking that most of those side quests are primarily done at the end of the game or for post-game. You can get the fossil Pokémon you didn't choose as soon as you get to Fuchsia City, though.

The sidequests are all thrown in to let you get most of the remaining Pokémon not obtainable through other means. My goal with this hack is to make the native FireRed into the most option-diverse (through nostalgic inclusions or otherwise) and convenient game it can be while keeping it essentially the same game. If you can get all the Pokémon in the game in credible, semi-authentic ways and get the feeling that the game has become less of a hassle to play (and has more options), then I'd say this hack is fulfilling it's job.
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Who says hacks have to radically changes things up from their base games?
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Want to see what he has in mind? Click him for a throwback worth experiencing!
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