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Reload this Page Red In progress Pokemon Red/Blue hack

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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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  #1    
Old November 28th, 2015 (4:15 PM). Edited March 3rd, 2016 by Crystal_.
Crystal_ Crystal_ is offline
 
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Current features overview
  • Based off the Pokemon Red color hack (GBC), with minor additional features.
  • Extensive reworking of the battle engine. Almost everything is in progress of being rewritten and remodeled probably as never seen in a Pokemon hack, including main battle logic, move effects, held item effects, status handlers, and AI. This is taking and will take a long time.
  • Double battles (also in progress, see above)
  • Separate bag pockets
  • Held items
  • Special Defense stat and separate DVs and stat experience for Sp. Def and HP
  • Additional Pokemon PC features
  • Modifications on experience gain mechanics
  • Modifications on learning moves and evolution mechanics
  • More versatile wild and trainer Pokemon data structures
  • More intuitive status screen navigation
  • In-game time tracking
  • NPC movement improvements
  • Many misc battle related improvements and native bug fixes (many inherent to the engine rewrites)

Screenshots



Double battle demo (old): https://www.youtube.com/watch?v=M6VZepedbko


Credits
  • The disassembly of Pokemon Red which basically makes this project possible
  • The Pokemon Red Full Color hack, done by Danny-E 33, Drenn, and FroggestSpirit

Additional notes

Not looking for testers at the moment

This hack has no name yet. There's just nothing it can be named after yet. I had no plans of making a thread of the hack yet (probably not until release actually), but the thing is that I'm looking for testers for the battle engine. This is why I have purposely given as very little details as possible, just enough to hopefully get some people interested on applying for a tester. I have the belief that not being aware of all the details and not always knowing what to expect will make playing the hack more enjoyable when the time comes. I have plenty of things in my todo list, but I'm only showing the most relevant features that have already been implemented (or the progressing battle engine rewrite which is more general). I have no plans to make public additional details anytime soon. I will only add that the storyline and parts of the overworld engine are going to be remade as well, once the battle engine has been fully dealt with, but I have yet to see and decide how similar it will be to the original Red/Blue storyline. The hack is not going to be finished anytime soon, and by this I mean that the expectations are 3-5 years from now. Despite of this I have no plans to give up the project and I hope that it will be finished one day, like Pokemon Pyrite. No demo or beta will be released to the public until the hack is fully complete.

To clarify, what I'm looking for is not someone to play through the game, since it's far from playable anyway. I'm looking for specific testing on certain parts of the battle engine. Right now, I want to make sure that what I've implemented in regards to the double battle engine works without bugs or noticeable flaws. Particularly, I've finished implementing simultaneous pokemon faints and replacements in double battles as a consequence of multiple targeting moves and the sacrficing effect of, for example, explosion or recoil. This particularly involves a high level of complexity and I've come to the conclusion that further testing would be preferable. There are a lot of possible scenarios/outcomes that can derive from this, depeding on how many/which Pokemon faint, how many can be replaced, and/or if the battle has ended with a winner. With this, the main double battle logic is fully implemented and the move effects and status handlers implementation will be less dependant on the type of battle.

I've put a lot of effort myself on applying tests to check that everything works as it should, but there's always the possibility that something has accidentally slipped, so I'm looking to minimize the chances of bugs going unnoticed by having other people test it, since the potential bugs will only keep getting worse and less manageable as I keep implementing more stuff. I obviously don't want you to test every possible scenario (that's what I've roughly tried to do myself), but to use your own intuition to try to break the game by forcing it into complex situations to see if something didn't match the outcome you expected or if you notice something that in your opinion could be improved or handled differently (or if the game went crazy altogether).

If you would be interested, send me a private message here. You'd be given the download link for the hack's ips patch with a set up save file, as well as more specific information about what to do and other stuff you should be aware of given the changes that have been made (e.g. almost all the moves have no effect other than dealing damage since they haven't been implemented yet, and stuff like wild or trainer encounters or NPC movements are broken since the data hasn't been updated to match the changes on the engine/structures, except the specific ones that have been used for testing). If you apply, you'll be credited as a tester. All I'm asking is that, please, under no circumstance share the hack or information not shown in this thread to anyone else.
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  #2    
Old November 29th, 2015 (10:55 PM). Edited November 29th, 2015 by Drake Seawood.
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Drake Seawood Drake Seawood is offline
 
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Pretty interesting I'd say. Personally, it would be nice if all the moves have their statistics from 2nd gen (Wing Attack 60, DE 120). Also, was the LinkBattle routine removed? Wifi battles are another good situation for test as it's gonna be something innovative for me and the others.
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  #3    
Old November 30th, 2015 (1:21 AM).
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GiovanniViridian GiovanniViridian is offline
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I had watched that Double Battle vid before this thread was posted, and it was a pretty nice breakthrough. The in-game items proved this further as well.
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  #4    
Old November 30th, 2015 (10:39 AM). Edited November 30th, 2015 by Crystal_.
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Quote originally posted by Drake Seawood:
Pretty interesting I'd say. Personally, it would be nice if all the moves have their statistics from 2nd gen (Wing Attack 60, DE 120). Also, was the LinkBattle routine removed? Wifi battles are another good situation for test as it's gonna be something innovative for me and the others.
Link battle functionality is unfortunately not supported due to the complexity it would involve implementing it.
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  #5    
Old November 30th, 2015 (7:46 PM).
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SpikeJolteon SpikeJolteon is offline
 
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I'd love to help,Beta testing, You can message me if you'd like on the details on what you need to test and what you're looking out for.
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  #6    
Old December 1st, 2015 (4:45 PM).
Mammz Mammz is offline
 
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I like the idea, but wouldnt it benefit you more to use a fourth gen base. We all love 2 gen, but with everything youre trying to achieve, i feel like itd be a bit easier on say soulsilver.
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  #7    
Old December 2nd, 2015 (2:41 AM).
Crystal_ Crystal_ is offline
 
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Quote originally posted by Mammz:
I like the idea, but wouldnt it benefit you more to use a fourth gen base. We all love 2 gen, but with everything youre trying to achieve, i feel like itd be a bit easier on say soulsilver.
I would personally disagree with that, because the source code of Red/Blue is much simpler than any other generation (especially that GBA games and beyond) if you want to get your hands dirty working over it. This was one of the main reasons I didn't pick gen 2 as a base. And gen 3+ style or mechanics is completely different from what I'm trying to achieve anyway, even if the double battling concept was indeed taken from there.
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  #8    
Old December 2nd, 2015 (4:43 AM).
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Schattenjager Schattenjager is offline
 
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Quote originally posted by Mammz:
I like the idea, but wouldnt it benefit you more to use a fourth gen base. We all love 2 gen, but with everything youre trying to achieve, i feel like itd be a bit easier on say soulsilver.
I personally enjoy projects like this a lot more. It's awesome to see later gen features in first gen games.
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  #9    
Old December 3rd, 2015 (8:03 PM).
Mammz Mammz is offline
 
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Quote originally posted by Crystal_:
I would personally disagree with that, because the source code of Red/Blue is much simpler than any other generation (especially that GBA games and beyond) if you want to get your hands dirty working over it. This was one of the main reasons I didn't pick gen 2 as a base. And gen 3+ style or mechanics is completely different from what I'm trying to achieve anyway, even if the double battling concept was indeed taken from there.
I understand. I can't claim to be an expert, I only figured 4th gen mechanics would ultimately add to your project's potential. But I can understand it taking longer in comparison to gen 1.

Quote originally posted by Schattenjager:
I personally enjoy projects like this a lot more. It's awesome to see later gen features in first gen games.
Don't get me wrong, I'm a genuine fan of these hacks as well. I'd like to see more gen 1 and gen 2 hacks to be honest. I'm tired of seeing FR/LG/R/S/E hacks.
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  #10    
Old March 1st, 2016 (2:32 AM).
Firsakova Firsakova is offline
 
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Good luck man! I can't wait to see the results of your work
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  #11    
Old March 3rd, 2016 (3:49 PM). Edited March 3rd, 2016 by Crystal_.
Crystal_ Crystal_ is offline
 
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Since this has been bumped recently, I'm just going to let you all know that I'm still working on this hack regularly and that the plans are still the same; I've been shaping up the battle engine and many complex move effects are already implemented. Right now I'm focusing on designing the data so that I can move on with the more generic move effects. It's just that I have no intentions to make the progress public for now, and I won't be looking for testers for some time, until the battle engine is even more polished.
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  #12    
Old March 3rd, 2016 (5:43 PM).
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Fotomac Fotomac is offline
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I'd like to see how you managed to do several of the features.
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