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Red hack: Pokemon TRE2: Team Rocket Edition, The Revamped Episode

228
Posts
20
Years
  • Seen Jun 28, 2023
Sorry for the lack of updates, but I've made really good progress with the new battle features in the past few days. There are 3 big additions that will remain unannounced (you will see what they are when you play the game), but another major accomplishment that I'm glad to finally take care of is the Special Attack/Defense split. Every pokemon now has a separate special attack and defense stat, which get calculated separately, have separate dvs and evs, and got modified separately while in battle.

This was one of the last things I did before switching over to the disassembly. I spent about a week trying to figure it out before I got burnt out and took a month off. Using the disassembly, I finished it in two hours.
 
9
Posts
10
Years
  • Seen Jul 15, 2022
Will you edit your first entry? I mean the progress part. How much work do you have to finish? Can't wait anymore. :P do you have a date in your mind for release?
 

Alexander Nicholi

what do you know about computing?
5,500
Posts
14
Years
You shouldn't demand things of people like that. It' s actually a lot of work designing and making hacks like these and you should appreciate that we even have a hack like this.
Maybe someone'll do what Hiroshi Sotomura did, and do a rijonAdventures of this hack. But yeah, I don't think this is the place for that. There's a very strong distinction between GB(C) hackers and GBA hackers, and for good reason.
 
326
Posts
15
Years
The amount of effort being put into this is phenomenal, I commend you for the work put into this, as I feel that you would have burned out a long time ago on this if it weren't for your persistence.

Keep up the good work!

Are there any features we know off, that have had any changes recently that you would be willing to impart the knowledge off?

Regards, Darkness~
 
228
Posts
20
Years
  • Seen Jun 28, 2023
Will you edit your first entry? I mean the progress part. How much work do you have to finish? Can't wait anymore. :P do you have a date in your mind for release?

You're right, I really do need to update the first post and the website. I'm at a tricky point, however, because I started over from scratch using the disassembly, so nothing that is shown in the first part is from the current version of the game.

For the past month, I've been working on adding tons of features to the battle mode. I suspect I will finish a majority of this within the next two months, and then I can move on to the overworld. This will also take many months, but remember even though I am starting over, I still all of my notes, code, and planning from the first version, so things can move along quickly.

All that being said, if I keep up my current pace, I hope the game will be released before 2016. But of course, delays happen. I'll spend less time working on it during the summer and around holidays, unforseen challenges come up, etc.


make in GBA
I have no interest in doing this, sorry.

You shouldn't demand things of people like that. It' s actually a lot of work designing and making hacks like these and you should appreciate that we even have a hack like this.
Thanks!

Maybe someone'll do what Hiroshi Sotomura did, and do a rijonAdventures of this hack. But yeah, I don't think this is the place for that. There's a very strong distinction between GB(C) hackers and GBA hackers, and for good reason.

That would be flattering. That would have to be the only way people would get to play this on later gens.


The amount of effort being put into this is phenomenal, I commend you for the work put into this, as I feel that you would have burned out a long time ago on this if it weren't for your persistence.

Keep up the good work!

Are there any features we know off, that have had any changes recently that you would be willing to impart the knowledge off?

Regards, Darkness~

Thank you! As I mentioned earlier in this reply, I'm in the process of a lot of battle features (some I don't want to mention). I have mentioned some already in the thread (environments, time of day, weather, abilities, new status ailments). I don't want to comment on anything that isn't fully implemented, in case my plans change. Here are a few of what's been implemented with respect to the status ailments:

The Wounded status ailment works like toxic, the amount of damage increases each turn. Out of battle, it will damage 2 hp every 4 steps. It essentially means the Pokemon is bleeding badly (or the equivalent for Pokemon who don't have blood).

The Radioactive status will reduce the Pokemon's stats. In battle, it will randomly decrease the stat modifiers. Out of battle, it will actually decrease the Pokemon's stats (they will get reset upon healing). If it can't reduce a stat any further, it will reduce HP.

Pokemon who have the Fear status might be too afraid to move or might flee from battle (which will send out another Pokemon from the party if in a trainer battle). This is a temporary ailment.

Pokemon who are Cursed will have their speed lowered and the amount of damage their attack delivers will not exceed the damage caused by the previous attack (regardless of who caused the previous attack damage). This is also a temporary ailment.

As a side note, Pokemon who have toxic poisoning week retain that status throughout the battle (even if they are switched out) and will lose 2 HP every 4 outside of battle. Burned Pokemon will lose 1hp every 4 steps as well. Confusion, disabled, fear, cursed, and the stat modifiers will also stay with the Pokemon in battle, even when they are switched out. These are erased at the end of the battle.

Plenty more updates to come!
 
228
Posts
20
Years
  • Seen Jun 28, 2023
Here's another brief update, since it's been a while:

I've decided to add in Held items and increase the number of TMs to 80 (and remove the concept of HMs in general). I now plan on maxxing out the number of items the game allows, bringing the total number of items to 255.

I also fully implemented the Auto-save feature in Challenge mode, so the game will save with every step and after every turn in battle (along with other events, like when an item/pokemon get added/removed from the party/PC, as well as before/after battles)

Still making good progress, adding a lot of nifty battle features/modes which I don't want to spoil.
 
70
Posts
10
Years
  • Age 31
  • Seen Nov 4, 2023
Hey Glitch, i search a while on web for a pokemon red/blue sprite editor for change pokemon sprite in battle, but with no results...you have a program to change/edit pokemon sprite? (not trainer/OW sprites)
 
228
Posts
20
Years
  • Seen Jun 28, 2023
Hey Glitch, i search a while on web for a pokemon red/blue sprite editor for change pokemon sprite in battle, but with no results...you have a program to change/edit pokemon sprite? (not trainer/OW sprites)

The easy way is to use the pokered disassembly. When you compile the code, it will automatically compress any PNG into the compressed sprite data that the game uses. So all you would have to do it to edit the sprite using any image editor, like Paint or GIMP.

If you don't want to use the disassembly, then it's a little trickier. again, you could edit the sprite as a PNG using any image editor, but then you have to save the file into a .2bpp format (using something like TileMolester) and then use a compression tool like WoodPression to convert the image into the compress sprite data that the game uses.

A more detailed tutorial can be found here:

http://hax.iimarck.us/post/6651/#p6651

The tool can be found in the OP of the linked thread.

my god cant wait any looonger, finiish it quiickkly ;)

Hahah, I am trying, believe me. There are just so many features I am adding!


Here is another update:

I've added lots of cool features over the past few days:

I added in plenty of the Held Item effects. There are ones that boost damage based of a specific attack type, ones that reduce the damage of a specific attack type, and ones that increase the stats of the pokemon holding it. More will be added soon.

There will also now be an additional ways to train pokemon. Each pokemon can learn up to 8 'skills', which will improve their performance in battle. Without spoiling too much, some of these skills include better stats, better damage for certain attacks, and better avoidance of some stat effects.

My idea is this: for a pokemon to learn each of these skills, they have to compete in a series of tests. These tests will be a series wild pokemon battles that put your pokemon at a disadvantage (based upon the skill they are trying to learn). The pokemon will have to win each battle in a row, and the disadvantage may (again, depending on the skill) grow with each battle. When they accomplish this feat, they will earn the 'skill', which will permanently stay with that pokemon. Oh, and in trainer battles, some trainers pokemon will know some of these skills.


And I've also added a lot more behind the scene things/things that I won't want to announce yet. Keep checking for more updates.
 
330
Posts
10
Years
  • Age 32
  • Seen Mar 29, 2024
There's plenty of potential in that post for a broken game. You'll have to spend a decent amount of time getting the balance at least somewhat good. Every time something like a Held Item or "custom skills' is added, it makes the player's pokemon more overpowered (in a game where they already are overpowered). Please try and make it balanced in a way that isn't "increase the levels of trainers' pokemon". :) Carry on.
 
228
Posts
20
Years
  • Seen Jun 28, 2023
There's plenty of potential in that post for a broken game. You'll have to spend a decent amount of time getting the balance at least somewhat good. Every time something like a Held Item or "custom skills' is added, it makes the player's pokemon more overpowered (in a game where they already are overpowered). Please try and make it balanced in a way that isn't "increase the levels of trainers' pokemon". :) Carry on.

That's true. It will take some play time to see how everything will work together, but I definitely will make sure there are little-to-none features that the player can use that enemy trainers cannot.

I have implemented ways for the enemy trainers pokemon to have certain held items and skills, so that should add some balance. And some of it might be designed to put the player at a disadvantage. For example a certain trainer might see that your strongest pokemon is grass type, so they will equip one of their pokemon with an item that reduces the damage of grass type attacks.

And on top of that I plan on extended the AI to add tougher trainers (in terms of attack selection and item use) and multiple stages.

And some trainer levels will be modular as well (sorry), so those will depend on the players progress through the story.
 
70
Posts
10
Years
  • Age 31
  • Seen Nov 4, 2023
The easy way is to use the pokered disassembly. When you compile the code, it will automatically compress any PNG into the compressed sprite data that the game uses. So all you would have to do it to edit the sprite using any image editor, like Paint or GIMP.

If you don't want to use the disassembly, then it's a little trickier. again, you could edit the sprite as a PNG using any image editor, but then you have to save the file into a .2bpp format (using something like TileMolester) and then use a compression tool like WoodPression to convert the image into the compress sprite data that the game uses.

A more detailed tutorial can be found here:

http://hax.iimarck.us/post/6651/#p6651

The tool can be found in the OP of the linked thread.



Hahah, I am trying, believe me. There are just so many features I am adding!


Here is another update:

I've added lots of cool features over the past few days:

I added in plenty of the Held Item effects. There are ones that boost damage based of a specific attack type, ones that reduce the damage of a specific attack type, and ones that increase the stats of the pokemon holding it. More will be added soon.

There will also now be an additional ways to train pokemon. Each pokemon can learn up to 8 'skills', which will improve their performance in battle. Without spoiling too much, some of these skills include better stats, better damage for certain attacks, and better avoidance of some stat effects.

My idea is this: for a pokemon to learn each of these skills, they have to compete in a series of tests. These tests will be a series wild pokemon battles that put your pokemon at a disadvantage (based upon the skill they are trying to learn). The pokemon will have to win each battle in a row, and the disadvantage may (again, depending on the skill) grow with each battle. When they accomplish this feat, they will earn the 'skill', which will permanently stay with that pokemon. Oh, and in trainer battles, some trainers pokemon will know some of these skills.


And I've also added a lot more behind the scene things/things that I won't want to announce yet. Keep checking for more updates.

My first mind was the Red Dissassembly, but only find a github version and dont know how compile xD (Maybe you can post a compiled version? :D)
Anyway i'll try your suggested tool (but can extract sprite from game or only put inside?)
EDIT: i tried that compression tool but dont work, i click load, select a .GB file (a game rom, not?) but in various try with different roms say always "file too big to open"
 
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228
Posts
20
Years
  • Seen Jun 28, 2023
My first mind was the Red Dissassembly, but only find a github version and dont know how compile xD (Maybe you can post a compiled version? :D)
Anyway i'll try your suggested tool (but can extract sprite from game or only put inside?)
EDIT: i tried that compression tool but dont work, i click load, select a .GB file (a game rom, not?) but in various try with different roms say always "file too big to open"

The beauty of the disassembly is your can modify the raw code, and then compile it into the ROM. So after any change you make, you will just recompile. So no hex editing of the rom is required. The compiled version of the pokered disassembly (that hasn't been edited) is identical to a ROM of Pokemon Red.

To get it working, take a look at the installation instructions, here:

https://github.com/iimarckus/pokered/blob/master/INSTALL.md

If you are still stuck, check out the Skeetendo forums. There are plenty of tutorials already there and everyone's really helpful.

http://hax.iimarck.us

And no, the application I mentioned does not rip sprites from a ROM (there's no need for that, since you could just use Spriters Resource or Bulbapedia). What it does is compresses a .2bpp image file so Pokemon red will be able to uncompress it. It does not inject it into the ROM, you would have to copy the raw hex code from the compressed .2bpp file and paste it into the ROM. There's instructions for this in the link I posted in my last reply.

Also, just to stay on topic, let's finish this conversation through PM or through a thread on Skeetendo.
 
70
Posts
10
Years
  • Age 31
  • Seen Nov 4, 2023
The beauty of the disassembly is your can modify the raw code, and then compile it into the ROM. So after any change you make, you will just recompile. So no hex editing of the rom is required. The compiled version of the pokered disassembly (that hasn't been edited) is identical to a ROM of Pokemon Red.

To get it working, take a look at the installation instructions, here:

https://github.com/iimarckus/pokered/blob/master/INSTALL.md

If you are still stuck, check out the Skeetendo forums. There are plenty of tutorials already there and everyone's really helpful.

http://hax.iimarck.us

And no, the application I mentioned does not rip sprites from a ROM (there's no need for that, since you could just use Spriters Resource or Bulbapedia). What it does is compresses a .2bpp image file so Pokemon red will be able to uncompress it. It does not inject it into the ROM, you would have to copy the raw hex code from the compressed .2bpp file and paste it into the ROM. There's instructions for this in the link I posted in my last reply.

Also, just to stay on topic, let's finish this conversation through PM or through a thread on Skeetendo.

i not found a clear tutorial, and not for sprite things... so damn, old Gen I sprite inject/rip is not so easy like Gen III? ._.
 
70
Posts
10
Years
  • Age 31
  • Seen Nov 4, 2023
Hey Glitch, i forgot: you can make a patch (ppf) for add battle backgrounds for normal roms? Because battle backgrounds are so cool for Gen 1 games to remain an exclusive for only one game ^^
 
228
Posts
20
Years
  • Seen Jun 28, 2023
Mario: I won't be able to create a patch for pokemon red because I am adding the screens to TRE only, and if I make a patch it will include all of the changes I've added so far.

Sorry for the lack of updates, it's been a real busy summer so I haven't had much time to make significant progress. I do want to mention two features that I've implemented:

Eggs. It is now possible to receive egg pokemon, which will hatch after a certain number of steps. These may be given as a gift/found, or by breeding (though breeding isn't implemented yet)

Holographic Pokemon: This is TREs equivalent to shiny pokemon. Since the game is black and white, it is difficult to portray shiny pokemon. I tried swapping the dark and light grays, but it just looked bad. So instead, the game will run a filter on the pokemon sprite to modify some pixels (based upon a short algorithm) to give the pokemon a 3d/holo graphic look. This is NOT based on the IVs, but instead it's randomly calculated when you encounter the pokemon. But, Holo pokemon will have certain affects in battle that make them useful in some situations.

I will upload pics/vids of these tonight (but please keep in mind that I have not updated the graphics since I switched to the disassembly)

Also, I've updated the first post (finally) to show the new features.

Check back later tonight to see some screens of the new features
 
228
Posts
20
Years
  • Seen Jun 28, 2023
As promised, here are the videos and screens showing the latest:

Again, please bear in mind that I haven't updated the graphics yet in the disassembly.

Here is an example of an egg hatching:




Here are examples of holographic pokemon, TRE2's version of Shiny pokemon. The encounter rate is 1/2000:

gNVwMpZ.png
RN8b3SV.png

30wocJ4.png
VDQnMIp.png

vjV3hQm.png
u4H9cU0.png

5JhAo8X.png
6ns00XB.png

bNpLYUl.png
2F8zzLa.png


Let me know what you think, I know they aren't perfect!
 
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