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Moxie? Aw right! Pinsir finally has something canon that isn't Hyper Cutter (I was substituting Tough Claws till now.)
Methinks I'm going to do my projects on Emerald when it releases though. Here's hoping all goes well. Oh, and as for the talk about move power levels: I actually prefer some staying at their original because some changes are odd, like Bubble. |
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I'll do a quick fix patch to address those, I guess they got corrupted. The Assault Vest glitch is quite surprising, I'll look into that. The only place that message should be displayed is if the user has a status move, but it seems to be setting the message anyway, so that when you attack it overwrites the message. |
Did yah fixed the "Day Care bugs"?
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Yes its fixed. |
Not sure if this has been posted yet, but Gale Wings doesn't seem to do anything at the moment. A level 3 Rattata's Quick Attack still had priority over a level 15 Gale Wings Fletchling's Wing Attack.
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My patched ROM doesn't open in G3HS. It displays a message saying that the ROM code at 0xFFFFFE is invalid. With G3T, it says that the offset for the SoundMovesTable is unavailable in the INI. This I can fix, but I don't know what to do about the first issue. What is the problem here?
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In case anyone is curious, I made a list of moves that are added in w/ checklist format:
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As a side note, I see no downside to changing the game code back to BPRE. I did and I haven't seen any problems resulting from it, plus doing so allows you to use G3HS with A-map. Just make sure that the 4 digit id at 0xFFFFFE is correctly matched to the right section of the ini. |
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thanks it'll be helpful! This needs to be in OP and in a text file in future versions too :) |
Ill Redo My Hack To Insert This xD
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I don't think you need to. I read somewhere that as long as you haven't dome anything beyond 0x900000, and left it intact, you won't have issues. Am I wrong on this?
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when i open in G3hs i get at offset 0xfffffe there is unknown rom id. what does that mean? what do i do?
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Just like Chaos Rush did, I'll list all the abilities in the newest update:
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Loving the ability and move lists. Almost every cool thing is already implemented! :O
I'm surprised Bad Dreams hasn't been implemented though, mostly because it seems simpler than things like Analytic and Download. Wouldn't it function like an always active Nightmare, or is there something about Bad Dreams that I'm forgetting? |
I don't know if this is the right place to report bugs or not. When I used Brick Break on a pokemon that had cast Reflect the game froze. Music continued to play but the image was static. Other than that I've just been enjoying your fantastic work. Keep it up.
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Also IMO the list of the abilities negated by mold breaker need to be implemented and tested first. Then afterwards, changed by adding mold breaker checks to battle scripts, ASM,etc. |
Nice!
Very nice Resource. Keep it up Bro |
Substitute doesn't work correctly. When an enemy pokemon uses it and tries to attack, it won't inflict damage. Basically what happens is that substitute works for both pokemon. Apparently that's not all. Looks like many new(but not only new, for example scratch) moves bypass substitute.
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The Substitute glitch is an issue, though. There's no image for the substitute on the other Pokemon's side, but it says "the substitute took damage for Bulbasaur!" or whatever. I haven't tested the moves that bypass Substitute. Apart from that, I haven't seen any more glitches, although that's probably because I haven't been playtesting with the game itself. I'll report any other issues that come up. EDIT: Charming Cry and Moonblast are both status moves, rather than special. Charming Cry is also set to "depends on target" for the range, rather than "both foes". Thief still has 10 PP- it should be 25. Flash is 70 accuracy. After battle on Route 8, Lass Julia still says "Don't be so mean to my CLEFAIRY!" with the caps. Not all of the Saffron Guards have been decapitalized (I only know for sure that the west one wasn't, not positive about the others). Mr. Fuji's text in the Pokemon Tower is still capitalized too. Oh, I just thought of something. Since you've already implemented Aerilate, Pixilate, and Refrigerate, would it be possible to make these abilities with the other types? I know there's no canon equivalents, and that there's limited ability space that would probably be better off with actual abilities, but I think it would be neat. Up to you, obviously. Spoiler:
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I've reported these before but I think they got lost in that pointless argument, haha. I tested all of these both in my hack and against a control - applying the 1.5a patch to a vanilla FireRed rom. They give the same results.
-Sand Force freezes the game when the player sends the pokemon out. This does not occur for computer controlled pokemon with sand force though. -The "impact" burst graphic for Horn Leech is a white block. Minor, but I think this was supposed to be a burst particle? Another bug I ran into with Magic Bounce: if fighting an NPC trainer whose pokemon are shiny because of Shinyzer, Magic Bounce will turn that trainer's pokemon into bad eggs and the game will freeze. Also, the daycare couple still freeze the game when taking the pokemon back. The single daycare below Cerulean is fixed and works fine, but the breeding daycare is still borked. Really loving the new abilities in 1.5a! |
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I found some minor things, mostly related to moves:
- Some texts aren't decapitalized on the Pokemon Center's second floor. For example saving the game before entering the trade/battle room. - While battling between two emulators(the same game of course) Stealth Rock's and Sticky Web's texts get messy. - Dazzling Gleam is called "Dazzle" and has a strange animation. It kinda looks like incomplete Iron Defense. - Growth seems to boost sharply Attack and Special Attacks regardless of the weather - Bubble's power is 30, should be 40 - Acid Armor's PP is 40, should be 20 - Dragon Pulse's power is 90, should be 85 (to match VI generation) - Wake-up-slap works fine however the slp Icon won't disappear when you wake up pokemon - Drain Kiss' power is 75, should be 50 - Snarl's PP is 10, should be 15 - Substitute is completely broken - Psycho Cut's description lacks the second "h" in the word "high" - Incinerate is BUGGY. When used on Pokemon that holds berry garbage text appears - Zap Cannon's power is 100, should be 120 - Miracle Eye should enable psychic attacks to hit dark types, but it doesn't - Tailwind's animation is strange compared to the original; The move should last 4 turns but is permanent, however it doesn't do anything at the moment. - Sweet Scent lowers evasiveness by 1 stage, should by 2 stages - Minimize raises evasiveness by 1 stage, should by 2 stages - After defeating a wild pokemon using Volt Switch or U-Turn change is forced and 2 pokemon obtain exp (I think I read somewhere it can't be corrected but I decided to post it anyway) - I can select an enemy to use Acupressure on it. Fortunately the move's effects won't affect the enemy - Bug Bite and Pluck don't work as planned, when used on Pokemon that holds a Berry they ignore it - Geomancy won't ever complete, it's stuck at the first stage and the text always says: "Pokemon is absorbing power!" - Cotton Guard's PP is 20, should be 10. By the way, does this move raise the defense by 2 or by 3 stages? - Work Up's PP is 20, should be 30 - Head Smash takes 1/3 recoil damage, should 1/2 If I find any other errors, I'll let you know. I also have a question. Are you going to insert all abilities you can or leave some space just like you did with moves? I ask because unlike the moves, there are no tutorials how to add abilities so I don't think many people would be able to do so. Patch is really awesome! I love some new attacks and abilities, like Technican or Moxie. I'm looking forward to 1.5b/1.6! |
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