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Pokemon Fire Red 251+ [Pre-4.0 is live!]
This hack is no longer being updated as of this post: http://www.pokecommunity.com/showpost.php?p=8311465&postcount=130
Here's another post about that. Pokemon Fire Red 251+ An experiment with a rather large rombase I found here on PokeCommunity kind of evolved into something a little more. The goal with this hack is to enhance FireRed not necessarily in difficulty (though it's there in another form), but as an attempt to make this game feel like more recent generations in gameplay while preserving Kanto as is. I always felt the region was a little too small for a 386, so we have only the first 251 available with mostly canon appearances. As the point of this hack is to enhance FireRed itself, I’ve left the region completely unchanged. No item handouts outside of what you get, no swapping of anything outside of what is mentioned, no script changes, not even a level curve change. Here's a quick on-the-spot rundown: -Run Indoors! With Scissors! -New Pokemon sprites from various games. Credit goes to The DS-Style 64x64 Sprite Resource -Diamond/Pearl font, credit goes to diegoisawesome for the patch. -Instead of having Oak give you the National Dex from the start, I changed the hexes to enable evolutions to pokemon not on the Dex without needing the national dex. You may now play the game as normal with all the evolutions unlocked. Credit goes to Doesntknowhowtoplay and Jambo51 for finding where to do this. -Every Mew obeys. -BW2 Repel Routine. Thanks goes to Darathon. -I went through every trainer, script, and sign that I possibly could with XSE and decapitalized all I possibly could. Everything, including defeat speeches and Vs. Seeker strings is decap’d. -All Kanto Pokemon can be caught in Kanto, plus all Johto Pokemon can be caught on the Sevii Islands. -Every wild, non-Legendary Pokemon now holds at least one item. -Updated movesets and TMs to comply with the most used movesets in Generation 5. -Also note: there's a way to go back up to Mt. Moon from Cerulean City. And thanks to MrDollSteak and his Decap/Attack rombase, we have a good few things: -The Damage Split present in any game after Gen 3. -Decapitalization in many areas I could not reach. -Many, many, many new moves and abilities added (no replacements) and animations to go with them -Generation 5 movesets. -New Items But wait, there’s so much more! Trade Evolution Changes: Spoiler:
Non-canon Stat Changes: Spoiler:
Attack Changes: Spoiler:
Ability and moveset changes: Spoiler:
TM Changes: Spoiler:
Trainer Changes: Spoiler:
Mart Changes Spoiler:
Pokemon Availability: Spoiler:
Things I wish to do, but aren’t very high on my priority list. Might happen, maybe will never happen: Spoiler:
A screenshot is fine too! Spoiler:
Tools Used: Spoiler:
BUGS AND NOTICES. Most notable are in bold: Spoiler:
Links: Spoiler:
Current Version: 4.0 Release Candidate The link now goes to a fixed version which switches Caterpie's first ability back. This is essential because it causes the game to freeze. -This is the last sprite update. Every single sprite from the first two generations has now been updated. Please let me know if altitude settings or sprite positions in general on ANY sprite feel off. -The PokeMart in the Trainer Tower now sells every single TM. -I Changed TM prices to compensate, I'm not letting you off that easy. -I gave Grimer/Muk Gooey as requested. If you have one it's ability will change no matter what. -Charmander's speed being 25 is fixed back to 65. -Rombase is now 1.4a: -Blizzard and Hurricane now work at 100% accuracy in Hail and Rain respectively. -Bugfixes for various abilities -Poison damage works properly now. -A lot more decap -Life Orb, Rocky Helmet, and Black Sludge are in. I've changed some items around to compensate, and they're still found the same way as the other new items (Black Sludge in particular is pretty easy to figure out, because only one new Pokemon in postgame can actually use it without hurting itself). Yes, they're still rather easy to steal. Also related to this, Unown now has a hold item. -Some abilities have been added but you won't see them in the game, as the only purpose for some of these in this particular hack would be for mega evos. Sorry! |
Update to 3.3a:
-TM36 is now Gunk Shot. It goes by a blend of the Gen V Move Tutor and Sludge Bomb. -Victreebell's relearner move of Poison Jab was switched to Gunk Shot -Octillery's Gunk Shot relearner move was changed to Sludge Bomb -Trainers with Pokemon effected have been changed to compensate IPS: http://www.mediafire.com/?xgw8o1st0p5wk15 |
Certainly looks interesting, I've always enjoyed games like these. Definitely going to nuzlocke it soon.
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I hope that you're enjoying it so far!
Here's 3.3b. I fixed a capitalization that I left hanging around when obtaining the fossils. IPS: http://www.mediafire.com/?fvtmf7ntnnx0gag |
Hey this looks good! I was planning on doing something similar with the rombase eventually, but I guess I don't need to :)
Which version of the base are you using? 1.2? Also if you'd be kind enough to give me some of the offsets for decapitalisation in trainer scripts that'd be great. I didn't realise I hadn't already done them. Also I'm currently working on editing egg moves, so perhaps 1.3 or 1.4 will have Gen 5 style egg moves. |
1.2 with no Fairy Type. And may I add, the patch has been very easy and helpful to work with.
As for the offsets, I did it by using Advance Map checking event by event for the most part. Because of that everything's not written down or in my head, but I do remember that Viridian Forest's trainers are around 0x1722C7 to 0x17241F if it helps. |
Been playing it, and it's great. Good job on the hack. I'm on the 6th gym I think?
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Yeah no worries I wasn't sure if you went through it in a hex editor or not, but that's very helpful I'll just navigate there and look for strings. |
Did you remember to remove the Sea and Lax Incense items from the Lost Cave? Players will be able to get Azurill and Wynaut if you didn't.
Besides that, it sounds pretty interesting. Nice to see new moves being added without replacing anything. |
Just a note: Tinymushrooms are not sold on Three Island. The berry vendor is still there. However, on the note of the berry vendor, I recomend increasing the price of berries. 20ea means that you can buy an entire stack of any berry for less than 2k.
Other than that I've been Nuzlocking the thing and having a blast, lovely using stuff like Arcanine and it actually having decent moves. Just finished the eighth gym, and lost my lv50 starter to rival ;(. Currently training a Seadra to evolve and was wondering you you had any notes on level-up move changes, ability changes etc etc. I noticed a fair few and would love to see some documentation so I know when to evolve Pokes. Thanks for the great hack, and keep up the good work! :) |
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As for the berries, I neglected balancing them and you'll see a little bit of that in the same boat. Quote:
The adventure of going head first without knowing anything is fun, but I can see a definite need for documented changes. I'll see if I can't write one out in the future, but only for the Pokemon themselves. Also, I'm glad that it's actually challenging. :D EDIT: And here is 3.3c -Marts are actually edited now. -Berry prices are raised. The highest you'll see is 1000 for most pinch stat raising ones, this may or may not change in later updates. IPS: http://www.mediafire.com/download/rav314vp6erobth/Pokemon_Fire_Red_251+_3.3c.ips |
can i ask something? can this be patched over a Rom that's already patched by RichterSnipes' Pokemon FireRed Throwback patch and work perfectly? or maybe the other way around (the Throwback patch over the 251+ patch and will work perfectly?)
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That's primarily if you include the wild Pokémon changes from my hack, though. Most other things shouldn't interfere, such as his move inclusions and the multitude of things in my hack. In that case, the choice is up to you. |
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However I cannot 100% guarantee success at all combining this with any hacks in general at this moment, much less for future versions of this hack as it progresses. This is due to things like movesets, new abilities, new attacks, and their expanded tables being located on different areas of the ROM compared to almost every hack on this subforum, and the free space used being in different areas as well. If I were to test this, I would probably patch the ROM with this before anything else except for UPS patches. This is all just speculation though, I might give this a go in the future with both configurations and tell people how it goes. I can say with slightly more certainty (that is a little more than none) that bigger hacks which use a good bit of free space such as Generations, Ultra Violet, or Fire Red Omega wouldn't be a good idea to use with this: I'm sure there's something that would end up screwed up no matter what the order of patching would be. You're free to try though! Also worth noting on the side of Richter's advice: I'm pretty sure any hack with changed enemy movesets would erase the ones I presented if you patched it in the way that the wild Pokemon would change from 251+. This could make things a little odd if you used a hack with no damage split. |
oh, thanks guys. tried it out twice, but it just like you guys said (or maybe, the gist of it), it messed up data like movesets and such. too bad i don't have screenshots (i'm in an internet cafe right now), i wanted to show you the weird things that happened to the moves, like a self-damaging Scratch (which became a Fire-type move with 75 BP and 5 ACC), a Double Team that damages the enemy, or a Gust that can increase ATK and DEF (animation hits the enemy, but stat changes applies to the user).
well, too bad though. some of the changes in the Throwback (especially the Repel System and Trainer Facing) were begging to be included in FireRed 251+, so it was a bummer that both patches were incompatible (to a fault). ended up just using the Wardrobe patch for it. nevertheless, both hacks are awesome, and I'm gladly looking forward for updates. |
That might be because the other hack, like most patches would, writes over the added content as most hacks use the space where they reside. As for the repel system, keep an eye out because I will most likely have one on the next update... whenever that will be.
Anyway, here's 3.3d. This will be the last update for a little while unless a big bug pops up or I find the time to write up a rudimentary Pokemon list. I'm in no way done with this hack, but I do have some things in this strange concept called "real life" that I need to tend to for a little bit. :P -The incense items in Lost Cave have been replaced by a Choice Band and Focus Band -Modified one Cooltrainer. IPS: http://www.mediafire.com/download/b9uvrf8mqjyavxh/Pokemon_Fire_Red_251+_3.3d.ips When I get going and make a new update, it'll be a shiny and nice 3.4 with most likely the BW2 repel routine, maybe another surprise, and updates less often for those tired of patching a clean ROM fifteen thousand times! |
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If projectwolfie includes them in his hack, which it looks like he will now, you'll still need to be wary about where the data is placed. We won't have everything in the same area, you know. The only way things would work out is if the two of us were to collaborate with one another on our projects to make sure everything works between the two hacks if used together. In fact, look at almost any other pair of projects on this site and you'll see that they can't be used together. Unfortunately, that's just the way it is with hacks. |
Whoa. Can't wait for 3.4!
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Alright I lied, one more reeeeeally quick patch before 3.4. 3.3 Final: -Fixed the rocket on Nugget Bridge giving you a NUGGET. -Gave a few of the Cooltrainers altered teams. It's mostly for variety's sake when it comes to Cooltrainers that have the same evolution lines (there sure are a lot of them). -Switched Hex and Shadow Ball on the Gastly line. 33 was way too soon to learn one of Gengar's best moves. Agatha and other trainers this changed concerns were not changed because the TM still exists. -Hitmonlee, Hitmonchan, and Hitmontop now can learn Hyper Beam and Giga Impact. -Tms in general have been brought up to Gen V standards. A few more Pokemon now learn Brick Break, Taunt, Light Screen, Safeguard, Reflect, Psychic, Shadow Ball, Shock Wave, Sandstorm, Rock Tomb, Aerial Ace, Overheat, Fly, Strength, Flash, Rock Smash, and Thief that should. IPS: http://www.mediafire.com/download/2pt97lubbxbujjh/Pokemon_Fire_Red_251__3.3_Final.ips Coming on 3.4 when I have time: -Trainer Facing Fix and the BW2 Repel Routine implemented. I'm working on this as hard as I can, but they're maybe not happening in 3.4. Sorry everyone. -Pokemon data list! -Some new sprites. -Fixes where I find them. -Probably some trainers modified in the name of the new TM modifications. I already have one done that way in 3.3. -At least one TM is changed completely. -Magic Coat is updated with Gen V's reflections. -The rombase will be 1.3a, expect loads of ability changes because of this, and some moveset changes. Stealth Rock Toxic Spikes, and the Charmander line's actual second ability are now a reality for one thing. I may also be doing something fun with the Legendary Birds now that some new abilities came in. It's definitely not canon, but the Pokedex entries mention these to it so I don't think I'm overstepping my boundaries too far here. -1.3a won't have the D/P font anymore, I'm contemplating on using diegoisawesome's patch. |
I'm not sure how Dragon Tail works when KO'ing a wild pokemon, but I'd assume it would give XP. It doesn't though, it just knocks it away at 0hp. This is a fun hack to play, looking forward to future updates.
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As for Dragon Tail: I'll note that under bugs and notices. I'm truthfully not 100% sure if it even can be fixed at the moment but I'll work on it. In the meantime, Circle Throw most likely does the exact same thing because they have the same effect. One question though, does it end as if the battle was ended with Whirlwind or Roar? |
3.4 is out!
Here's the deal: The new repel system and the trainer facing fix are still undergoing testing. Since I'd rather a fully working release to hear about the changes already made without these, I've left these out. You'll see them on a later release. I'll have a sheet with every Pokemon, it's ability, it's stats, and learned moves by level rolled out in a few days. There are already a ton of changes made on 3.4, so I decided to go ahead and roll it out: -What else would make this awesome? How about some new Pokemon sprites? I modified the altitude on a lot of the flying Pokes, so tell me if things look a little odd. There shouldn't be any general positioning problems with the sprites, but then again I did auto-position them all... -The trades involving Nidorans are changed to get Venonat and Grimer early (Male for Venonat, Female for Grimer). Not much, but at least these trades are useful again. Also if a Pokemon has a new ability, the trade will give the Pokemon to you with that ability (Mr. Mime has Filter, all the starter trades in the lab come with their 2nd ability including Charmander's Solar Power, etc.) -TM02 is now Outrage instead of Dragon Pulse, and it follows the Move Tutor plus a couple surprise others. This is because the things that can take advantage of Dragon Pulse should already either have access to it, will know it soon, or know something better. There are many many moveset changes. The most notable: -Stealth Rock: Geodude line learns it instead of Sandstorm, Onix learns it instead of Sand Tomb, Corsola and Omanyte/Omastar learn it instead of Rock Blast, Sharmory learns it instead of Slash, Magcargo, Forettress, Donphan, and Piloswine now learn it in the relearner. -Toxic Spikes: Nidoran female and Nidorina learn this as their final move, Tentacool/Tentacruel learn it instead of Knock Off (and Tentacruel learns Knock Off via relearner), Omastar learns it alongside Spikes, Qwilifish learns Spikes and Toxic Spikes at the same time (more on that lower down) Healing Wish/Lunar Dance were pretty much given to the Pokemon that actually learn it in-game. -Rattata and Raticate have had Flame Wheel and Crunch switched. -Because Light Ball is effectively dummied out, Pikachu cannot learn Volt Tackle. I fixed this by putting it on Raichu's relearner moves and by replacing Fake Out on Pikachu with Volt Switch. -Arcanine now learns Dragon Pulse through relearner instead of Thunder Fang. -Octillery line learns Flash Cannon through relearner, because I accidently put Acid Spray both on level up and relearner slots. Worth noting that this means it learns a move of every type except for Dragon, Flying, and Fighting. -Aerodactyl now can learn better Rock STAB earlier (deleted Ancientpower for Rock Slide, the original Rock Slide is now replaced with Stone Edge for those who stuck with Pressure.) -Dragonite now learns Draco Meteor instead of Hyper Beam. -Sunkern and Sunflora's sets are now a tiny bit different. -Forretress has Mirror Shot and Iron Head switched. -Qwilfish learns Water Gun in place of Spikes, Aqua Jet in the original place of Water Gun, and Spikes/Toxic Spikes in place of Stockpile/Spit Up. -Girafarig now learns Horn Leech instead of Zen Headbutt, because Zen Headbutt is a TM now and something with Girafarig's stats learning it after Psychic is silly. -Weather abilities are actually present now, as the second abilities of the Legendary Birds: Articuno gets Snow Warning, Zapdos gets Drizzle, and Moltres gets Draught. I don't think I'm quite overstepping my boundaries here honestly: the Pokedex seems to say that the birds can all cause weather to happen. Putting them on Legends seemed very fitting as well because the abilities are so strong. -Tyranitar can be tutored Swords Dance again. Oops. -Girafarig now can learn Hyper Beam and Giga Impact. -Changed some trainers to reflect alterations. This also fixes Lance's Gyarados knowing Dragon Rage, his Aerodactyl in rematches knowing Head Smash too early, and a Champion rematch battle Gyarados knowing Hyper Beam for some reason. -Magic Coat can now reflect Disable, Teeter Dance, Roar, Taunt, and Torment. Changes by updating the new MrDollSteak's rombase to 1.3a: The following abilities have been added. For the most part these have been given to the Pokemon that normally have them in-game: Spoiler:
The following attacks have been added: Spoiler:
As far as the attacks go, I'm not planning on any of those being on a TM. -More decapitalization -Hoenn Pokemon do have new movesets, however I will not be editing anything for them. Therefore if you wish to hack them in, beware of TM or Tutor hiccups (or evolution requirements in the case of Clamperl or Feebas) if you don't visit Pokemon Game Editior first! If any regressions take place, please yell at me. I believe that I have them all covered. New credits: The DS-Style 64x64 Sprite Resource- New Sprites Diegoisawesome- Diamond/Pearl font patch IPS: http://www.mediafire.com/download/eaz8pp0oxmrs69a/Pokemon_Fire_Red_251__3.4.ips |
I don't know what you mean "Repel system is still in testing". I went through the thread and implemented it (though, it's not really easy, but it's worth it), and I have it working completely fine. If you want, you can message me and I can give you an ips patch to put it in the game.
EDIT: I found a glitch. Solar Power doesn't stay when evolving Charmander. |
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...like solar power. I may have accidentally made an oversight. I'm looking into it now. EDIT: Hum. No I definitely see that Solar Power is firmly on the same slot of every pokemon in the Charmander line... did it go back to Blaze or another ability after evolving? Was it the starter Charmander or a trade? |
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I have a few suggestions for features if you'd like, mostly coming from my playthrough of X and Y and things I've simply adored in that game. |
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Go ahead and shoot. I'm open to suggestions! :D |
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An IV checker NPC, like the one in Kiloude City, but maybe a bit more specific about what the IVs are. I know this one is possible because there was a thread about this a while ago on here. "Port" the Destiny Knot so we can use the X and Y format of breeding. Passing down 5 of the parent's IVs is something I've grown quite fond of. Trainers that you can speak to, and if you select "Yes", you can battle them. Each of them would have Pokemon that raise a specific EV. Mix this with Pokerus and the Macho Brace, you would cap EVs in no time. It would also be nice for them to have scale-able levels. Maybe a conversation that went as such: Would you like to battle? [yes, no] What level would you like? [10, 25, 50, 75, 100] Possibly the Power Items, as well. It'd be nice to be able to EV train as fast as X and Y, but without hordes, that's obviously not going to happen. Along with the IV checker idea, maybe an EV checker who tells you how many EVs you have in each stat. X and Y's experience share. The one where the main Pokemon doesn't lose any experience, but all the rest of the Pokemon get a percentage. Also, maybe the BW2 experience system. Keep TMs after use, like all the newer games. De-Implement poison damage outside of battle. It's just annoying and unnecessary. |
Poison damage outside battle is the differentiating factor between burn and poison for me... As for suggestion, Day and Night/Seasons will work well in this, and changing battle scene background will make the battle more beautiful..
Add some daily event like a cafe where you can battle a set of changing trainers everyday like in Flora Sky GYM Leader Rematch with different GYM everyday.. Like sunday for erika, monday for brock, etc... |
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I personally found the BW2 experience system annoying, but the X/Y EXP share could counteract that (if it's possible). Poison Damage is something I'm keeping in though. I felt this nerf to the status made things less annoying, but also maybe too easy for some players to be honest. This was actually one reason why I limited Toxic Spikes a bit so that you most likely wouldn't encounter a wild with it outside of the Tentacool line and Qwilfish. I was thinking of however, giving many more Pokemon sealable items since you run into Covet and Thief so early. Mostly to fill the holes of items still missing, but I would scatter some basic berries around early game including Pecha Berries. These could possibly make an alright compromise? Quote:
I'll think about this. I want to focus on everything else beforehand though. Gym Leader rematches are a neat idea however, and I might put them somewhere either way. |
So, uh. Game breaking glitch. Shiny Pokemon freeze the game right when the battle starts. EDIT: It appears this is from MrDollSteak's patch. I reported it to him.
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If you update to 1.3b, the glitch is gone. |
Thanks MrDollSteak, will do. By the way everyone, this also includes more abilities like Magic Guard so keep an eye out for this update. Also sound moves will go through substitutes after the update thanks to the rombase upgrade.
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http://www.pokecommunity.com/showpost.php?p=5765300&postcount=16 I put in the Flame Body and Magma Armor field effect in my rom that uses this, along with Day and Night, and the Black and White 2 repel system, and everything seems to be working great. |
Thanks for this, I'll definitely be looking in and trying this out. :D
Anywho, a quick 3.4a: -Updated the rombase to 1.3b, which fixes a bug with Shinies freezing the game. This also adds in: -Sound moves now hit past substitutes -Magic Guard has been added to the Clefairy line, the Abra line's abilities are now Synchronize and Magic Guard. -Overcoat, Bulletproof, and Gale Wings are added, but I have found no use for them (yet). -Tailwind is now added: Pidgeot learns this instead of Agility (Pidgey and Pidgeotto still learn Agility so it's basically another relearner move), Butterfree learns this instead of Roost (It's Butterfree, did it ever actually stand a hit even with Prankster Roost?), Fearow learns it in relearner instead of Featherdance, Articuno learns this instead of Agility, and Xatu learns this at Roost's place with Roost being in place of Refresh for both Natu and Xatu. -Charmander and Charmeleon have Flame Body as their second ability, but Solar Power is still on Charizard. Hopefully for now this will help keep the ability problem at bay while I find the source of it. IPS: http://www.mediafire.com/download/2uox9i7omfh6tau/Pokemon_Fire_Red_251__3.4a.ips |
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EDIT: Oh, another thing I remembered. Go check out Brock. For some reason, he only has one Pokemon (Geodude), and no money. A bit inconvenient :P Oh, and also, for some reason, his name is Brock___________ (where _ is a space). EDIT 2: Went and tested Charmander/Charmeleon/Charizard for you. Works correctly, Flame Body->Flame Body->Solar Power. |
By the way, what do you ment by "dont hack with this" thing?
Do you mean, if someone hacks with this, it will make a lot of trouble? In what way? |
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But I guess it can be avoided by locking up the rom. |
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I guess i'll wait for him to answer up. ;) |
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Then why would he even bother telling "If you wish to hack with this (please, I
implore you… don’t use this as a base for a big project" thing, if thats the case? Allrighty i'm just trying to clarrify :) |
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Thanks for that report, I had fixed Brock way before but I guess updating things regressed that. On the topic of abilities, does anyone know if a similar case happens on similar ability cases like say... if Tangled Feet Pidgey evolved and the ability turns into Keen Eye?
As for the "why did you throw in the INIs and encourage hacking, then say please don't use this as a base?" If you'd take a look into the actual rombase I used (which actually has things I didn't include like an actual Fairy Type by the way, it's in the Hacking Resources thread) and actually read the purpose of the hack, you would see why this isn't a base and how different they are. This hack is not intended to be a rombase, or I would've thrown it into the Hacking Resources thread. There will be more differences in time as well, I do have some things planned. I merely threw in the INIs for those who wanted to customize their experience: add in a different starter for nuzlocke purposes, modify the rivals, etc. (basically things that people want to do with most other hacks though this one requires the INI files and proper tools to do so), and to counter a question that would be popped eventually right along with it. I guess you could say I'd rather someone didn't use this and they would use the rombase I used instead as more potential can come from it than by using my own as a base. I guess I couldn't stop anyone, but they would be shooting themselves in the foot in one way or another. 3.4b: I wanted this to be released alongside a data list, but I have been making rather merry lately. I wanted one last release of fixes and such to be out before Christmas. On that note, a Happy Holidays to everyone and I hope Santa Delibird didn't bring you a Hard Stone! -Fixed a regression in Brock's name being spaced improperly. -New sprites for Pineco, Forretress, Dunsparce, and Gligar. Thanks again to The DS-Style 64x64 Sprite Resource. -While I was fixing sprite positions, I made Geodude no longer float (what was Game Freak thinking again?) -ThunderStone now has no space like the badge names. This fixes a text bug in the Dept. Store's Wiseman Gifts. -Decap'd the rest of the Tea event. I thought I did that all at once before, apologies! -Did not fix a text bug with the Game Freak staff room computers on purpose (I thought this was actually funny because of the computer directly next to it). -Elekid/Electabuzz now learn Charge Beam instead of Shock Wave. This actually makes more sense anyway. IPS: http://www.mediafire.com/download/y2gizk30r1tbuv2/Pokemon_Fire_Red_251__3.4b.ips |
It wasn't only that, though, it was the fact that he was missing his Onix, and rewarded 0 Pokedollars.
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And when i used "bait" in Safari Zone, game restarts :(
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Now to have the fun of trying to find the problem and fix it. |
Thanks for that. In the meantime, I'll add that to the bug list.
EDIT: Quick note to everyone, I'll be fixing another issue with Brock in the next update. Apparently he regressed further than just the name change. Thanks for your patience. |
is this un-yape-able? i try putting it in to yape but it reads "error reading base stats."
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I've already mentioned this before in the OP (bugs and notices contains other useful tool information as well), but don't use YAPE with this because it won't work. This is because of most movesets all being in different offsets and the expanded tables won't show up.
You're going to want to use Pokemon Game Editor's Pokemon Editior, using the downloaded INI files found in the links. It's really the only editor out there right now that can handle this one, sorry! |
thanks for responding. also, when i try to edit it there are a bunch of symbols jumbled with the names of abilities and pokemon. is that supposed to happen?
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I've actually never seen this happen personally. What tools are you using to come to this result and how?
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i'm using gamer2020's pokemon game editor. i bring and extract your ini file to the ini folder in the game editor's folder, open the editor and load the 251 rom. i go to internal programs and click pokemon editor. bulbasaur's name shows up as like B¥hFFFFE9E0ba¥h - same with the other pokemon and abilties and such
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Hmm... take out the TrainerEditor.ini. It shouldn't be in PGE's ini folder anyway and is for Unnamed Trainer Editor.
If this doesn't help, try patching another ROM. Does the one you're using work in an emulator at this point? You may have patched the wrong version of FireRed. |
i took out the trainereditor.ini, left only the roms.ini in the ini folder and it still continues. yes, the one im using also works in the emulator.
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Hmmm... I got nothing. I wonder if anyone else has this problem looking through it with tools?
3.4c: -Fixed Brock for real. -Adjusted the sprite position of Haunter to be a little higher. -Snorlax's Seed Bomb and Wild Charge are switched. -Clefairy now learns Grass Knot instead of Safeguard, and Clefable learns Hyper Voice through relearner. -Doduo/Dodrio, Ponyta/Rapidash, and Stantler can now learn from the Mega Kick tutor. -TM47 is now Flash Cannon. Flash Cannon is one of the more radically altered of all the TM changes because of just how small of a set from the first 251 actually learn it: aside from the original TM learnset, electric types and a few learners of Flash (no, not all of Flash) that can benefit from another type of special move and can use this plausibly can be taught this. It's weird, but I'm pretty sure that I'm not breaking any Pokemon at all by giving them a Steel-Type attack. -All of the new TM descriptions were repointed to different offsets. This fixes any description text bugs that may or may not have happened. -Decapitalized an instance of COIN CASE in the Game Corner's prize room. IPS: http://www.mediafire.com/download/vi55abvd99du76a/Pokemon_Fire_Red_251__3.4c.ips Next update if a quick hotfix isn't needed before it: Pokemon List. I've been putting this off for too long, and since I think I've done the last of the TM changes the time sounds good as can be. I'll even have the whole deal a little more organized, with everything in a nice zip archive. How cool is that? |
alright, thank you for trying. :]
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Hi, I don't know if this is just me but...
I'm stuck on the second round of E4; when I go to fight Gary, every time he pulls out his Tyranitar, the game freezes once Sand Stream activates. I'm relatively certain this is a bug. |
Thanks for pointing this out! Have you used a Tyranitar yet? I want to figure out if it's the ability itself or Gary. I'll be testing this myself in the meantime, and see which it is.
EDIT: Sand Stream and Tyranitar themselves look perfectly fine. I'll be looking into Gary I guess. If all else fails I'll be giving him something other than Tyranitar to cover up the problem until I figure out what's up (I may just do this anyway using this as an excuse: Gary really doesn't have that much to abuse Sand Stream with once you think about it. Perhaps it would be beneficial in general to give him another powerhouse equal to it). What Pokemon did you pick as a starter? It's essential to figure out what battle I need to look at. Also, were any other abilities active when Sand Stream activated (like for instance, other weather abilities)? |
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I picked Charmander for my starter. And no other weather abilities were active; I had no problems with any of the legendary birds and their new weather effects. There's not much room for anything to affect the battle that way. I only use attacking attacks and calm mind/sword dance atm and none of my pokemon have any weather effects and netiher do Gary's (before the Tyranitar). I fainted everyone else before they make any altering moves (like sandstorm) so... I really have no clue what might be causing it from my point. |
Since the champion rematch freezes when Sand Stream activates, why don't you give Tyranitar another ability?
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I like this a lot will definitely try doing a Nuzlocke.
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As as I said before, both Sand Stream and Tyranitar work fine. I've tested both separately and together in different scenarios. The problem is isolated to specifically Gary's Tyranitar, and... honestly? It's place in the team kind of sucks because there's nothing to use around it. Also Unnerve doesn't exist in this hack, and making his Tyranitar the only magical one with something else would be really silly. So I figured it would actually benefit the entire rematch champion by straight being changed. Which then turned into something a little more. 3.4d Rather than let this be nothing but a hotfix, I decided to spice up the strongest trainer in the game a little. Hopefully I didn't nerf him in the process (especially for the Squirtle choosers), if someone feels like I treated him with kid gloves or did something completely wrong tell me. -New sprites for Wooper, Quagsire, Snubbul, Granbull, and Qwilfish. -Yet another decap on Daisy. The LAB will never be the same! -Changed a lot of Gary's rematch team. Originally to fix a bug in the rematch, for the sake of surprises (and the fact that I feel Gary's rematch team in general still felt a little tacked-on by Game Freak) now the only Pokemon that is the same as in the vanilla rematch is Heracross. Though it does still go by a similar pattern to the original and is still fair, this may actually throw you for a loop just a little. IPS: http://www.mediafire.com/download/pgsuuawjaqc1gwg/Pokemon_Fire_Red_251__3.4d.ips |
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This´ll be really helpful for my rombase. PS. I´ve fixed the Safari Zone Bait Bug, it was a similar issue to the Shinies. The extended particle table messed with the bait. Why Bait´s´particle loading is handled completely differently to the rocks, I don´t know. I´ll be creating a hotfix relatively soon, in say a week. |
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Yeah I can do that, give me a day or three and I'll have a list made up. |
One more! And it's good, trust me!
3.4.999: -Hotfix: Thanks to MrDollSteak I fixed the particle/palette pointer error that caused the Safari Zone's bait to freeze the game. -Altered the Champion Rematch a little. -I thought Stealth Rock was sorely missing from Giovanni's gym set, what with him being evil and all. -Erika got a very slight boost in the name of coverage on the first Pokemon learning Sucker Punch: I noticed how Vileplume could kick butt, but it's cousin wasn't getting even a hit in. IPS: http://www.mediafire.com/download/atktd823c7nix50/Pokemon_Fire_Red_251__3.4.999.ips This is the last 3.4 version. 4.0 will have: -Pokemon Data List! Finally! INI files (along with a very short how-to for INI files), this list, and the patch will be in one helpful zip file. -ASM hacks. Trainer Facing Fix at least if not the BW2 Repel System will be fully implemented, for real this time. -New Events, and Altering Cave will start housing non-legendaries (though the door to Navel Rock will still exist.) -If it's done in time, I'll be updating the rombase to 1.4. Now this I'm really excited for, because it's going to have a great big type of addition. I'm not going to spoil, but I will need to put some work in on terms of implementing it into the game. Not that it's hard, just it's going to take some mulling over to figure out how to do it... Basically, expect everything to be wrapped up in a way. I won't be done yet of course, but expect a while before this is all done. |
how do you acquire the other 2 starters (for me bulbasaur and squarely)
thanks :P |
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if pokemon with magic guard get poison the game freeze, can you fix that please :) ?
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If anyone wants to fix this before I release 1.4, then just search in a hex editor for this string: 08 8C 01 08, and then replace the 08 with an 09. Cheers. |
Whoo, where has the time gone? I'm working slowly on everything, just wanted to drop by and say I'm not dead yet.
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Should I start playing now or wait for version 4.0?
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Also, I think I shall put a 4.0 pre-release soon, then the next one will have everything and 1.4 of the rombase. By the way MrDollSteak, I'm still working on the decap list. I haven't forgotten. That's top priority after the pre-release. |
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I'd apply 1.4 soon btw, just because I'll be releasing like 1.4a or something soon, with bug fixes. |
Noted. I'm hoping 4.0 won't take too much longer.
Pre-4.0: -ASM Hacks: BW2 Repel Routine is in and working. Thanks goes to Darathon for finding this and the tutorial. -Magic Guard as mentioned earlier in the thread is fixed. -New sprites for Shuckle, Heracross, and Sneasel -Charizard now learns Heat Wave instead of Flamethrower, and the previous forms all still learn Flamethrower. -Changed only a couple trainers to compensate. It's very minor. -Legendaries are no longer wild in Altering Cave, now it has the former Memorial Pillar encounters. Memorial Pillar is pretty much back to normal now. -Hoothoot and Gligar are in Outcast Island's water. Cinchou is found there via Good/Super Rod. -Legendary Events are in and working. I'm not telling where, but to be fair I will mention that backtracking to Victory Road is necessary for one if you have beat the game already. It is the only one in Kanto, and it belongs in Kanto. IPS: http://www.mediafire.com/download/issq5vsellgoe47/Pokemon_Fire_Red_251__pre-4.0.ips |
Have all the Pokemon sprites been replaced including shinies?
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As already earlier mentioned this hack currently uses The DS-style 64x64 Pokémon Sprite Resource which consists of proper versions of sprites from various newer games. I update as soon as something comes available. Check the link for a closer look at the sprite images. |
How about adding mega-evolutions?
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Here's something about that straight from the OP:
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But they still look cool..
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Pre-4.02, also known as “I've ran out of fun sounding version numbers:” -I repointed Mew's script, because the new patch overwrote the event. -Altered a couple Trainers to add Gastro Acid. -Corrected some TM and Tutor learnsets. -Every Wild Non-Legendary Pokemon may now hold at least one item. There's too much to say here on terms of specifics. I thought that with Thief and Covet both being available so early, this may be something very much welcome (while being completely optional) and would give the moves some more use. Mostly it's berries and minor things (VERY exploitable in the early game for those who hate status by the way), but you can get items not normally available in FR and even the new items via this method though (Postgame Pokemon hold the new items). Do not worry too much, I have put the important items on more than one Poke. In particular, Altering Cave encounters tend to have them pretty commonly. -Ability changes. There are definitely a few big things to note here, especially for those updating in the middle of a game. Nothing gamebreaking at all, just note that your Voltorb/Electrode, Magnemite/Magneton, or Staryu/Starmie will have an ability change. Spoiler:
-Knock Off has been buffed to it's Gen VI stats. This is to match the buff already applied to it. Big trainers still don't hold a ton of items so this helps mostly for wilds. I'll probably add items to final trainers later on, so this attack could get progressively more useful. -Rombase is now in 1.4: -The new items everyone likes are in: Choice Specs, Choice Scarf, and Assault Vest. -Worry Seed and Gastro Acid have been put in. I haven't found uses for Boomburst and Incinerate yet. -Analytic, Sand Rush, Aftermath, No Guard, and Cursed Body are in. Gooey and Iron Barbs are as well, but I haven't much use for these in this hack. -Ability bug fixes everywhere. -New animation for Stone Edge. -Quick Claw bug fix. -Knock Off Buff. IPS: http://www.mediafire.com/download/cd9oig3t4qyaqt1/Pokemon_Fire_Red_251__Pre-4.0_2.ips You may call this a beta. I've been doing a lot, and quite frankly I wanted the rombase to be updated soon as I could. Feedback on the item situation is appreciated. |
I was just thinking, Gooey would be a cool ability for Muk and Grimer. They are pretty "gooey." They ARE sludge, after all.
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I think I'll put that in the next update.The new abilities would probably be Sticky Hold/Gooey, so that those with a trade Grimer get the ability. |
Just started playing and I love it. Although I don't know were to get squirtle and bulbasaur can I please know where to find them? Thank you
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Hey guys, just wanted to mention that I will actually have one more pre-release planned before 4.0. I have a thing or two that actually needs a little testing once I get around to finishing things up. |
I dunno if somebody already signaled that but that's the second Pokémon I meet who gets Poisoned but doesn't take damage afterwards.
The first one was Clefairy, I was surprised but I thought it was because of Magic Guard However the second one was Sandshrew and I checked, it's not supposed to have any special ability of the sort (unless you gave him one) They both got poisoned from the Poison Point of a Nidorino. Dunno if that's related but it's worth mentionining. Btw do you plan on relocate some 2G Pokémon into Kanto to get them earlier or will you let it be as it is now ? (Unless it is already done? I don't remember having seen that in the first message) I don't mind either way, I'm just asking =) EDIT : My Pidgeotto got poisoned by Poison powder and didn't take any damage, yup there's definitely some kind of glitch here... (however it DOES take damage when walking, so the issue gotta be about the battle, dunno if it's the same with the burn haxx) |
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As for Pokemon locations, I don't plan on relocating really anything else. So outside of 2G evolutions (which are enabled before you get the National Dex, though not even the Elite Four uses them until rematches in case someone wanted to go vanilla) you won't find anything until postgame. |
Hello Projectwolfe. I just started playing your hack and noticed that my Charmander's speed was 8 when I had a Naive nature. I went into GBAPGE and found that its base speed was 25 instead of 65. Was this intentional or is it an error/bug?
This hack looks great by the way! It's amazing that you added the new items the the Assualt Vest and the new abilities! I'll be doing a nuzlocke of this game. ^_^ |
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Whoops! I did not catch that beforehand and I'll have it fixed next release. It evolves into the correct speed after that, so yout shouldn't worry. Just be careful with that fact in a nuzlocke if you haven't fixed it yourself with tools yet. >.<
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4.0 Release Candidate:
-This is the last sprite update. Every single sprite from the first two generations has now been updated. Please let me know if altitude settings or sprite positions in general on ANY sprite feel off. -The PokeMart in the Trainer Tower now sells every single TM. -I Changed TM prices to compensate, I'm not letting you off that easy. -I gave Grimer/Muk Gooey as requested. If you have one it's ability will change no matter what. -Charmander's speed being 25 is fixed back to 65. -Rombase is now 1.4a: -Blizzard and Hurricane now work at 100% accuracy in Hail and Rain respectively. -Bugfixes for various abilities -Poison damage works properly now. -A lot more decap -Life Orb, Rocky Helmet, and Black Sludge are in. I've changed some items around to compensate, and they're still found the same way as the other new items (Black Sludge in particular is pretty easy to figure out, because only one new Pokemon in postgame can actually use it without hurting itself). Yes, they're still rather easy to steal. Also related to this, Unown now has a hold item. -Some abilities have been added but you won't see them in the game, as the only purpose for some of these in this particular hack would be for mega evos. Sorry! IPS: http://www.mediafire.com/download/c7bafsls954etwb/Pokemon_Fire_Red_251__4.0_RC.ips |
Just downloaded your newest/last update and I'm going to start my journey
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This is the final version?
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Rocky Helmet does nothing (but it looks nice) Black Sludge is a leftovers clone (for now) They'll all be ready by 1.4b or 1.5, I'm working on them now, I just figured I should release 1.4a without them, because I've received so many PMs and seen so many people reporting the poison glitch. BTW I've found out why Tyranitar didn't work for Gary, it's because Drought, Drizzle, Sand Stream and Snow Warning are broken (for now) Basically Stealth Rock and Toxic Spikes for whatever reason mess with the routine for switch in effects causing alot of odd things to be loaded. I'm trying to fix this for 1.4b or 1.5 too |
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