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-   -   Yellow Pokémon Yellow - Gen. II Graphics Patch V1.1 (https://www.pokecommunity.com/showthread.php?t=372328)

Danny-E 33 July 9th, 2016 12:19 PM

Pokémon Yellow - Gen. II Graphics Patch V1.1
 
Hack Name: Pokémon Yellow - Gen. II Graphics Patch

Hack of: Pokémon Yellow

Pokémon Yellow - Gen. II Graphics Repository

You guys have waited a long time for this, but here it is!

I finally remade my Gen II Graphics Hack for Pokémon Yellow!

* Update: The EXP bar is now blue while playing in GBC mode! *

Summary of Features:
  • Pokémon and trainer sprites taken from GSC
  • A few trainer sprites devamped from FRLG that did not exist in GSC
  • Updated all Pokémon palettes, and added individual trainer class palettes, to match GSC
  • Pokémon back sprites are now 48x48 and not zoomed in and pixelated
  • Many graphics updated to match GSC, such as battle HUD, font, and text box border
  • The Pokéball tile is always red (instead of goofy colors) in battles, in the Pokédex, and in the PC
  • The "Pokémon owned" Pokéball tile in wild battles, from GSC
  • Fully functional in-battle experience bar, from GSC

Videos:




Note that these are videos of my Red hack, but it works the same in this Yellow hack

Screenshots:
Colorized Oak intro:
http://i.imgur.com/rGY0oh2.pnghttp://i.imgur.com/s5OKcEJ.pnghttp://i.imgur.com/Cz3Mn5n.pnghttp://i.imgur.com/nGU5XuT.png

New Trainer Sprites/Palettes:
http://i.imgur.com/PePFo6q.pnghttp://i.imgur.com/Uexdzdo.png

New Pokémon Sprites/Palettes:
http://i.imgur.com/NXgHs7U.pnghttp://i.imgur.com/8lOyzpA.png

Oak:
http://i.imgur.com/Cn2WTpX.pnghttp://i.imgur.com/K0npu20.png

Old Man:
http://i.imgur.com/FVlK9Ua.pnghttp://i.imgur.com/XqCQwov.png

Blue EXP Bar (GBC mode only):
http://i.imgur.com/hi3mpPp.png

"Pokémon Owned" Pokéball Tile:
http://i.imgur.com/6EIhWp6.png

Colorized Box List and Pokédex:
http://i.imgur.com/2Rwov64.pnghttp://i.imgur.com/1xJmS8x.png

Poketto's Sprites:
http://i.imgur.com/UhiOnF4.png
Red Backsprite Revamp - Gambler Recolor - Channeler Recolor - Giovanni Recolor

Fire Red/Leaf Green Devamps:
http://i.imgur.com/elalrFY.png
Old Man Backsprite (Mateo) - Enigneer (Luigi-San) - Cueball - Tamer - Lorelei - Agatha

Mateo's Oak Revamp:
http://i.imgur.com/WZjuBEP.png

http://i.imgur.com/5LgZPXB.pngDownload:
Pokémon Yellow Graphics V1.1 IPS

See Also:
Pokémon Red - Gen. II Graphics Patch
Pokemon Red Full Color Hack

Murkrow July 10th, 2016 9:41 PM

nice
distinct lack of Yellow hacks around, hopefully someone builds upon this...Yellow++ maybe? :-)

Del July 11th, 2016 6:02 PM

1 Attachment(s)
FINALLY YOU MADE IT!!! DAAANNNNNYYYY! I have always asked you to do so my dear friend!!!
Attachment 79239 <- Clcik and SEE!
Look It has been 3 years, I am going to play It right away YEAH BRUH! My friends willl be like whaaaaaaatt!! Dude you rock! your patch I will make It famous around my city!

Danny-E 33 July 11th, 2016 8:42 PM

Haha!! Yes, I know it took me a while! ^__^'

But really, I would greatly appreciate any time you spend spreading this hack around!!

Again, just like with the Red/Blue version of this hack, it was made possible with our (recently finished) Pokémon Yellow disassembly! [click]

The Pokémon Yellow disassembly was mostly completed through the hard work of luckytyphlosion and PikalaxALT, as well as the rest of us original contributors to the Pokémon Red disassembly.

Del July 13th, 2016 6:24 PM

I already did sent the patched ROMs to my friends they were really surprised and happy especially after showing them the videos you provided!
My thanks to you Danny and luckytyphlosion, PikalaxALT and all the team who helped in the project of disassembly, I saw the list GitHub and I am really amazed with the collaboration of all contributors! THANK YOU!

akmal July 15th, 2016 5:07 AM

hi sorry for asking, but it just a request, could you make all the pokemon catchable in this game? if mateo could make a yellow++ with its feature could make this game even better ^^

Danny-E 33 July 20th, 2016 6:48 AM

Sorry, I won't be making this hack in a way that changes gameplay. But I encourage those who want to make a hack out of this to do so!

JulianoFdeS July 24th, 2016 2:33 PM

Will you make a GFX&Music Patch for Pokémon Yellow?
Thank you for that awesome patch!

ShadowOne333 July 26th, 2016 9:37 AM

Holy hot damn!
I was waiting for this for a long time. :)

Finally, Pokemon Yellow with Gen II graphics!
Thank you so much for your work and for the work of those involved in the disassembly too, some nice stuff will come out of this, I'm sure!

One question, are you planning on also doing a Full Colour Hack for Pokemon Yellow too?
I would love to have Pokemon Yellow in the same level as the Pokemon Red hacks with Full colour + GFX + Gen II sprites. :)

Thanks for this amazing hack!

Roger Davis July 26th, 2016 11:17 AM

Quote:

Originally Posted by ShadowOne333 (Post 9339071)
One question, are you planning on also doing a Full Colour Hack for Pokemon Yellow too?
I would love to have Pokemon Yellow in the same level as the Pokemon Red hacks with Full colour + GFX + Gen II sprites. :)

Thanks for this amazing hack!

Just to clear up some confusion, he wasn't the one who made the full color hack for Pokemon Red. He has implemented the Battle sprites and bar, as well as the music, but he's not the one who took Pokemon Red and made it a gbc file with tiles from Pokemon gold on the overworld. I don't know the user who did do that, but I believe it was also on Skeetendo and not here. I could be mistaken however.

Hey Danny, I'm just curious, have you ever considered making a version of this patch which does the trainers and backsprites, but the front sprites of the Pokemon are the same as yellow version? Or even the RBG ones. I love the way things are currently, I was just wondering if that had ever occurred to you and if it would be difficult or not to do that. In RBGY the main thing that annoyed me was the back sprites, since they were 2x the size and it just clashed horribly, whereas the majority of Yellow's front sprites are okay, with some people anyhow. I'm really glad you've done this with Yellow too now. I'm kind of wondering what it'd be like if someone took the Gen 3 games and put the Gen 2 UI for bars and such in it instead, since I never really was a fan of Gen 3 battle layout. Anyways, great job and thank you for this!

Danny-E 33 July 27th, 2016 12:00 PM

Quote:

Originally Posted by JulianoFdeS (Post 9337056)
Will you make a GFX&Music Patch for Pokémon Yellow?
Thank you for that awesome patch!

I will consider it. I'll probably get around to it eventually, but who knows when.
And you're welcome!!

Quote:

Originally Posted by ShadowOne333 (Post 9339071)
Holy hot damn!
I was waiting for this for a long time. :)

Finally, Pokemon Yellow with Gen II graphics!
Thank you so much for your work and for the work of those involved in the disassembly too, some nice stuff will come out of this, I'm sure!

One question, are you planning on also doing a Full Colour Hack for Pokemon Yellow too?
I would love to have Pokemon Yellow in the same level as the Pokemon Red hacks with Full colour + GFX + Gen II sprites. :)

Thanks for this amazing hack!

This is a little less likely, but it might happen someday too.
And you're welcome! I'm glad you're excited about it!!

Quote:

Originally Posted by Roger Davis (Post 9339229)
Just to clear up some confusion, he wasn't the one who made the full color hack for Pokemon Red. He has implemented the Battle sprites and bar, as well as the music, but he's not the one who took Pokemon Red and made it a gbc file with tiles from Pokemon gold on the overworld. I don't know the user who did do that, but I believe it was also on Skeetendo and not here. I could be mistaken however.

That's not completely accurate. Here's how it happened. The full color hack for Pokemon Red was started back in 2012 by FroggestSpirit. He finished the over world colorization only, and it was full of bugs too. Then he gave up.

In 2013, Drenn continued where FroggestSpirit left off. Drenn fixed some of the bugs in the over world and colorized more of the game, like the title screen, and the battle screen. Then he took the time to add the features from my Gen II graphics hack, like the gen II sprites and battle hud. Then he gave up.

From 2014 to now, I have been maintaining the hack. I've done even more bug fixing in the over world, in battles, and other places (like trade animations) where Froggest and Drenn left bugs. I've also been continuing to add features like the exp bar and other updates from the Gen II graphics hack.

So while I admit FroggestSpirit and Drenn did the harder parts of the job than me, we are all co-creators of the hack. And there has never been a time where more than one of us was working on the hack at the same time.

(also, to clarify a little more misinformation, the full color hack actually uses all of the original Red music, that has not been modified. The same is true for the over world tilesets. While the tilesets have been colorized similarly to GSC, the actual tile graphics are the original Red tile graphics)

Quote:

Originally Posted by Roger Davis (Post 9339229)
Hey Danny, I'm just curious, have you ever considered making a version of this patch which does the trainers and backsprites, but the front sprites of the Pokemon are the same as yellow version? Or even the RBG ones. I love the way things are currently, I was just wondering if that had ever occurred to you and if it would be difficult or not to do that. In RBGY the main thing that annoyed me was the back sprites, since they were 2x the size and it just clashed horribly, whereas the majority of Yellow's front sprites are okay, with some people anyhow. I'm really glad you've done this with Yellow too now. I'm kind of wondering what it'd be like if someone took the Gen 3 games and put the Gen 2 UI for bars and such in it instead, since I never really was a fan of Gen 3 battle layout. Anyways, great job and thank you for this!

Making all the Pokemon use their original Yellow front sprites would be very easy. The only thing is I would have to make sure the Gen II back sprites look okay with the original Yellow palettes. But this is not really a variation of this hack that I am interested in.

ShadowOne333 August 1st, 2016 8:47 AM

Quote:

Originally Posted by Danny-E 33 (Post 9340495)
This is a little less likely, but it might happen someday too.
And you're welcome! I'm glad you're excited about it!!

A shame, but hopefully someone jumps on the wagon and tries to do so.
I'll wait patiently for when that day comes. :P

Another thing I wanted to touch on...
I was wondering if you could leave the Pikachu sprite that Yellow used, but revamp it with proper colours to that of GSC.

Something like this:
http://orig08.deviantart.net/6762/f/2009/209/8/2/pikachu_revamp__yellow_by_kawaiiusa_chan.png

For some reason I don't find any of the GSC sprites for Pikachu as appealing as his Yellow sprite.
You could follow the same kind of revamp for the rest of the sprite sheet used for the Pikachu animations in the game. With the example I posted a few lines back, the colourization for the animations could be rather easy following that one as the base.

I'm talking about these animations:
http://i495.photobucket.com/albums/rr320/LemonTSR/pikachu-2.png

Of course, the backsprite for Pikachu should still be the GSC and not the horrible RGBY one. xD

PS: BTW, thanks for the explanation on the brief history of the Red Color hack. :)

Danny-E 33 August 2nd, 2016 1:10 PM

In case you are not aware, RBY and GSC style sprites both have the same limitation of 4 colors per sprite.

Regarding the idea of a revamped Yellow Pikachu sprite in general, I would definitely consider it. But the sprite you posted is more RSE style.

ShadowOne333 August 2nd, 2016 1:39 PM

1 Attachment(s)
Oh I am aware, I know the NES/GBC palettes were limited to 4 colours (including transparency) for their tiles, which basically limits the amount of colours usable to 3 since the fourth one is reserved for transparency/BG.
I simply threw in what I had at hand to make my point. :P

I did a quick mockup of a fully coloured Pikachu:
http://www.pokecommunity.com/attachment.php?attachmentid=79506&stc=1&d=1470173911

I would only modify the red colour a little bit to tone it down in contrast so that the shading on his ears and chin don't look so prominent. :P

Danny-E 33 August 19th, 2016 8:40 AM

I just uploaded version 1.1 which now makes the exp bar blue while playing in GBC mode!

http://i.imgur.com/hi3mpPp.png

Note that when playing this in SGB mode, the exp bar will still share the color of your health bar.

Raizako August 19th, 2016 9:29 AM

Just patched my yellow i can confirm that update 1.1 has fixed the exp bar as it now displays in blue.
Tested on My Oldboy!

Awesome work! ✌

Raizako September 18th, 2016 6:40 AM

Reallly hope to see full color yellow :)

ShadowOne333 September 28th, 2016 2:01 PM

Quote:

Originally Posted by akmal (Post 9322051)
hi sorry for asking, but it just a request, could you make all the pokemon catchable in this game? if mateo could make a yellow++ with its feature could make this game even better http://www.pokecommunity.com/images/templates/smilies/cerulean/20.%20boogie.gif

Quote:

Originally Posted by Danny-E 33 (Post 9331276)
Sorry, I won't be making this hack in a way that changes gameplay. But I encourage those who want to make a hack out of this to do so!

Just wanted to mention that this hack seems to be compatible with the Thunder Yellow patch which makes all 151 pokemon available. :)
You should apply Thunder Yellow first and then the Gen 2 patch in order for it to work properly.

I hope someone jumps on the Full Yellow Color wagon to make it possible. :)

Drake Seawood November 9th, 2016 6:07 PM

I'm tempted to start using these graphics on my hack. Any suggestion how could I implement all this without changing all I've done?

longlostsoldier November 11th, 2016 9:44 PM

You'll be happy to know someone is making use of this. -eyebrowwaggle- And some of the Red++ code, making it a bit like a Yellow++, though of course I wouldn't want to steal the name from Mateo. I probably won't port all of it, either; if people want Red++ they can go play that.

Although I'm not nearly as experienced as you guys, obviously. Still messing stuff up frequently. But, I got more than just Pikachu following, and she/he evolves by happiness now. Raichu can follow too. :3 But making the walking sprite change species is kind of a pain; it looks like there are two different methods for pikachu following, one indoors and one outdoors? Do you know anything about that? It's the outdoors one I'm having trouble with.

I did decide to keep a few of Yellow's gen 1 front sprites, namely Pikachu, Eevee, Charmander, and Bulbasaur, because, well, their gen 2 versions look kinda goofball to me, especially Charmander. Although Pikachu's Gen 2 sprite is okay, it's not quite as nostalgic to me.

Aryan 10 November 14th, 2016 5:36 AM

Can I use it on my hack..... Its really looking great

longlostsoldier November 14th, 2016 11:11 PM

Quote:

Originally Posted by Aryan 10 (Post 9486771)
Can I use it on my hack..... Its really looking great

It's open source. That means yes.

Aryan 10 November 15th, 2016 4:25 AM

Quote:

Originally Posted by longlostsoldier (Post 9487830)
It's open source. That means yes.

Oh thanks for informing me
Currently I am working on a Yellow hack named Pokemon Shock Yellow In which all Pokemon are catchable and also a few more features ☺
so I am thinking about adding this to my hack..........

Danny-E 33 November 22nd, 2016 11:33 AM

Quote:

Originally Posted by Drake Seawood (Post 9481788)
I'm tempted to start using these graphics on my hack. Any suggestion how could I implement all this without changing all I've done?

Drake, you used tools to make you hack, right?
As in, you didn't use the pokeyellow disassembly?
If you only used tools to edit a rom to make this hack, then there's no easy way to put the two hacks together.
You could always remake your hack using the pokeyellow disassembly. It's frustrating but not impossible. In 2013, I remade V1.2 of the Pokemon Red Gen II Graphics Hack (which was made entirely through hex editing) in the pokered disassembly which took me about 5 days, with many hours each day.


Quote:

Originally Posted by longlostsoldier (Post 9484129)
Although I'm not nearly as experienced as you guys, obviously. Still messing stuff up frequently. But, I got more than just Pikachu following, and she/he evolves by happiness now. Raichu can follow too. :3 But making the walking sprite change species is kind of a pain; it looks like there are two different methods for pikachu following, one indoors and one outdoors? Do you know anything about that? It's the outdoors one I'm having trouble with.

You shouldn't put yourself down. You've already done some impressive things.

What do you mean "two different methods"? I could help look into this for you.

Minato Riku November 25th, 2016 11:16 PM

@Danny-E 33 Holy awesomesauce matee you finally done it!!!! I looking this improvement yellow version long time ago. Anyways before I play this my 1st question is it compatible in GBA mode!? 2nd question you intend not to include misty's portrait and sprite like you did in RED/BLUE?

longlostsoldier November 26th, 2016 9:45 PM

Quote:

Originally Posted by Danny-E 33 (Post 9495388)
Drake, you used tools to make you hack, right?
As in, you didn't use the pokeyellow disassembly?
If you only used tools to edit a rom to make this hack, then there's no easy way to put the two hacks together.
You could always remake your hack using the pokeyellow disassembly. It's frustrating but not impossible. In 2013, I remade V1.2 of the Pokemon Red Gen II Graphics Hack (which was made entirely through hex editing) in the pokered disassembly which took me about 5 days, with many hours each day.



You shouldn't put yourself down. You've already done some impressive things.

What do you mean "two different methods"? I could help look into this for you.

Ah, let's see if I can remember...
Okay, so, when I first wanted to change Pikachu's sprite, I simply looked for where it called PIKACHU_SPRITE. This led me to overworld/map_sprites.asm, and the routine LoadSpriteSetFromMapHeader and it looked like asking it to load based on a flag a different sprite should work. However when I modified it to alternatively call a Raichu sprite based on a flag, this ended up only working in some areas and not others.

I then went and looked at the sprite tables - there are a bunch of sprite tables for each outdoors map I think, and it looks like Pikachu is added to all of them. Modifying it, say replacing pikachu there with clefairy, led to being followed by that sprite in those areas instead. So my thought is that there must be two different methods for loading sprites in Yellow, based on whether you are indoors or outdoors, perhaps because outdoor sprites need to be able to change dynamically when you walk into the next area but indoor sprites do not as you only warp to new areas. I was hoping if you knew if that was the case or not. I haven't found a second routine that calls PIKACHU_SPRITE anywhere though.

Danny-E 33 November 26th, 2016 11:39 PM

Quote:

Originally Posted by Eclaire Farron (Post 9498579)
@Danny-E 33 Holy awesomesauce matee you finally done it!!!! I looking this improvement yellow version long time ago. Anyways before I play this my 1st question is it compatible in GBA mode!? 2nd question you intend not to include misty's portrait and sprite like you did in RED/BLUE?

It is not a GBA rom, but it will work on a GBA emulator that also supports GBC roms, such as VBA, as well as on a real GBA on a flashcart if the flashcart supports it.

Thanks for pointing out the Misty sprite.. Somehow I goofed. Not only did I forget to switch Misty's Yellow sprite to Misty's GSC sprite, I managed to replace it with Misty's Red/Blue sprite. I'll get this fixed and upload an update soon. Thanks for pointing it out!

Quote:

Originally Posted by longlostsoldier (Post 9499354)
Ah, let's see if I can remember...
Okay, so, when I first wanted to change Pikachu's sprite, I simply looked for where it called PIKACHU_SPRITE. This led me to overworld/map_sprites.asm, and the routine LoadSpriteSetFromMapHeader and it looked like asking it to load based on a flag a different sprite should work. However when I modified it to alternatively call a Raichu sprite based on a flag, this ended up only working in some areas and not others.

I then went and looked at the sprite tables - there are a bunch of sprite tables for each outdoors map I think, and it looks like Pikachu is added to all of them. Modifying it, say replacing pikachu there with clefairy, led to being followed by that sprite in those areas instead. So my thought is that there must be two different methods for loading sprites in Yellow, based on whether you are indoors or outdoors, perhaps because outdoor sprites need to be able to change dynamically when you walk into the next area but indoor sprites do not as you only warp to new areas. I was hoping if you knew if that was the case or not. I haven't found a second routine that calls PIKACHU_SPRITE anywhere though.

Oh right, of course.

Your assumptions are pretty much correct.
All outdoor maps are assigned a sprite set. These sprites in a sprite set are the only sprites available once the map is loaded.
Indoor maps aren't given a sprite set. Instead, they basically load sprites "on demand".

To fix outdoor maps, you should tweak the end of the "InitOutsideMapSprites:" routine in engine/overworld/map_sprites.asm
That routine currently contains these lines:
Code:

        ld c, a
        ld b, 0
        ld a, (wSpriteSetID - wSpriteSet)
        ld hl, SpriteSets
        call AddNTimes ; get sprite set offset
        ld de, wSpriteSet
        ld bc, (wSpriteSetID - wSpriteSet)
        call CopyData ; copy it to wSpriteSet
        call LoadMapSpriteTilePatterns


where register a contains the sprite set id minus 1.
After CopyData is called, [wSpriteSet] contains the value SPRITE_PIKACHU (because every single sprite set begins with SPRITE_PIKACHU).

So after the call to CopyData and before the call to LoadMapSpriteTilePatterns, you could add a few lines of code that checks to see if the player has Raichu and if so, overwrite the value at wSpriteSet with a different sprite id.

If you have any more questions on this, feel free to send me a pm or join our irc.

adijedi December 6th, 2016 3:42 PM

im waiting for full color palette even without surfing pikachu etc

ShadowOne333 October 18th, 2017 1:32 PM

Quote:

Originally Posted by adijedi (Post 9510177)
im waiting for full color palette even without surfing pikachu etc

Same here, dude.
Yellow in colour alongside this patch would be the ultimate 1st Gen experience, no doubt {XD}

Jhat February 14th, 2018 7:19 PM

Looks great! One question, does this hack include all 151 pokemon? I see a screen shot with a complete pokedex, but you've repeated that there's no change to story, so I'm curious...

n19ntiespokefan February 20th, 2018 9:33 PM

Is there going to be anymore updates on this hack?

Monaco February 10th, 2020 10:05 PM

Hey, Danny, impressive work, man. Unbelievable

I mean to ask you, I am doing a yellow hack myself, and I've went a long way, already.. story, stats, maps... but these sprites and the xp bar, nice! I was wondering maybe you could show me how to do the same changes on my rom?
I wouldn't just take your rom and re-do my changes out of it, unless you were cool with it.

Alucard1989pl February 6th, 2021 11:08 AM

How can i edit Market items with MartEdit GB after this patch in clear ROM?.

Danny-E 33 April 30th, 2021 7:34 PM

Quote:

Originally Posted by Monaco (Post 10124563)
Hey, Danny, impressive work, man. Unbelievable

I mean to ask you, I am doing a yellow hack myself, and I've went a long way, already.. story, stats, maps... but these sprites and the xp bar, nice! I was wondering maybe you could show me how to do the same changes on my rom?
I wouldn't just take your rom and re-do my changes out of it, unless you were cool with it.

I'm really sorry for taking over a year to respond.
You can always PM me or find me on Discord and I'll gladly help you with stuff like this.

Quote:

Originally Posted by Alucard1989pl (Post 10276272)
How can i edit Market items with MartEdit GB after this patch in clear ROM?.

Rather than editing the binary ROM with old tools like MartEdit GB, you should clone a copy of the source code from here: https://github.com/dannye/pokeyellow-gen-II
And then you can edit the mart items from here: https://github.com/dannye/pokeyellow-gen-II/blob/master/data/items/marts.asm

ARCEUS493ZELDA May 5th, 2021 3:07 PM

i apologize if this was already asked/answered but any clue if this patch is compatible with pokemon yellow 151?

erpster8 May 10th, 2021 12:48 AM

Quote:

Originally Posted by ARCEUS493ZELDA (Post 10350878)
i apologize if this was already asked/answered but any clue if this patch is compatible with pokemon yellow 151?

hi.

I recently registered here and I have tested the Gen 2 hack with pokemon yellow 151 in the latest version of the BGB emulator on my Win10 computer and it seemed to work.

though the only problem I found with just the yellow gen 2 graphics hack is that the game crashes (soft-locks) after entering the small beach house on Route 19 (south of Fuchsia City) where the pikachu beach surfing minigame is held. avoid going inside that small house on Route 19 and things will be okay. that game crashing problem I was able to easily reproduce on the BGB, TGB dual, VBA/VBA-M emulators on my PC. other than that, this graphics hack is great.

pokegunk May 25th, 2021 2:12 AM

Was the route 19 Beach house bug ever fixed? I basically just want 151 hack and graphics hack. Every other pokemon yellow themed hack I've come across is either incomplete or glitchy.

Minato Riku November 7th, 2021 8:44 PM

Any updates of this awesomesauce patch?!

darthbr November 8th, 2021 7:46 AM

How to fix focus energy critical hit and pokemon types, like, ghost is strong against psych etc?

i have many ideas done, just those 2 waiting

YassQ October 31st, 2022 2:40 PM

Any chances the bug at the beach house can be fixed? If not, then is it possible to just outright block entrance to the house? I can't tell you how many times I play through this and forget about the bug then lose 2 to 3 hours of progress because I only save when I'm about to close the game....

erpster8 November 18th, 2022 12:09 AM

Quote:

Originally Posted by YassQ (Post 10567289)
Any chances the bug at the beach house can be fixed? If not, then is it possible to just outright block entrance to the house? I can't tell you how many times I play through this and forget about the bug then lose 2 to 3 hours of progress because I only save when I'm about to close the game....

or maybe just remove/delete that beach house entirely to workaround the problem

Simmski March 9th, 2023 5:32 AM

I know it's kind of an old thread, but you said you tested the hack on my oldboy. How on earth do you get it to work? Lol I can't seem to figure it out

Edit: disregard, I figured it out.
But, I'm curious about the gfx and sound. Wonder when that's going to come along? 🤔


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