This is hard, I know this from experience when testing certain combinations a little. Even patches which shouldn't cause problems will because some data is rearranged a huge amount even compared to some extensive hacks.Is this compatible with GoGoJJTech's HGSS Music Patch? If so, is there any particular order in which I need to apply these patches?
As strange as it sounds from me I support this decision. To be perfectly honest the anti-fairy patch was a bit of a headache to work with whenever used in the first place; though it did work, I always saw movesets of every Pokemon at about Marill and below reset to the rombase's original after I was done. o.OMrDollSteak said:I also think I'll be removing the 'remove fairy patch' because it's getting difficult to maintain.
At some point we need the emerald berry system and emerald breeding mechanics enabled for this rom base if at all possible. EV training can't be done properly in Fire Red unless you get the national pokedex to access the breeding center and that's ridiculous IMO.
It doesn't seem like that's his concern. This ROM base focuses on the battle system and decapitalization so those are his priorities unless he chooses to focus on something else.
It's worth mentioning regardless, I'm suprised no one's tried to impliment it. I actually tried to tinker with the mechanics in a hex editor and the pokemon game editor program but I have no idea if it worked or not. Even then I'm certain I failed hard on it.
I saw/read/heard somewhere you have added in extra pokeballs. This won't break compatibility if I have already increased the number of balls?
Shame I'm hacking Ruby....
Anyways, the Fairy Type Patch amazes me, and the new attacks!
I hope you can do one for Ruby.
It's available 1.5 update to download?
In order to maximise compatibility with G3HS, I have changed the name of the rom from BPRE to MrDS, this means it WILL NOT WORK in any romhacking tool except for G3HS UNLESS you change it back AFTER opening it in G3HS!
To do this open the rom up in a Hex Editor and change the bytes at 0x0000AC to say BPRE and NOT MrDS.
The ini for G3HS has been UPDATED so you will need to REPLACE it with the one I provide in the download.
It should be that effect, and that effect is easy to write, but it doesn't actually exist - that entry in the table points to the same script as effect 00. The move effect table was copied wholesale from Crystal, but the unused effects weren't reimplemented.I keep using Kurapika G3T, it works very well, and I use it because G3HS dosen't have a move editor nor a trainer editor beyond that can you add... for even if they are only effect the for example:
Sharply reduce user evasion.
Or are this effects already there?, But they are in numbers we don't use(like the numbers beetween Sharply reduce Defense and Sharply reduce Sp. Attack, does this means that the number beetween them is Sharply Reduce Speed?, like it shown in the normal reduce?)
It should be that effect, and that effect is easy to write, but it doesn't actually exist - that entry in the table points to the same script as effect 00. The move effect table was copied wholesale from Crystal, but the unused effects weren't reimplemented.
The missing effects are:
15/0xF (Raises the user's accuracy by one stage.)
55/0x37 (Raises the user's accuracy by two stages.)
56/0x38 (Raises the user's evasion by two stages.)
63/0x3F (Lowers the target's accuracy by two stages.)
64/0x40 (Lowers the target's evasion by two stages.)
74/0x4A (Has a % chance to lower the target's evasion by one stage.)
96/0x60 (Defrosts the opponent.)
110/0x6E
131/0x83
141/0x8D (Causes the target to flinch if the user is faster.)
167/0xA7
Glitch City Laboratories hasn't investigated slot 96, but it's documented in the Crystal disassembly project. Slots 110 and 131 pointed to the same script as slot 0 in Crystal, and Slot 167 is among the effects new to Gen III.