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Equalsign July 5th, 2017 9:13 AM

I have found a bug which wasn't there in old versions and in the 26th june beta:
My pokemon keep oneshotting everything: Lyra's chikorita, wild pokemons and trainer pokemons.
I've tried vba and emumaster but the bug is still here so is not emulator-related
I'm playing 3.0.0. beta, commit 8418dce (the latest on github)

EDIT:
Thanks Rangi for correcting this.

looneyman1 July 5th, 2017 12:38 PM

part of me wishes there was a DV calculator specifically for this hack, but I know that would be difficult. I wanna play the game without using the Max IV setting available at start but obviously that would take a lot of the game away for someone who likes to breed pokemon as well as battle. I probobly should disable natures if anything to make the DV calculator seen on Psypoke more accurate but at the same time I dont wanna lose this totodile I started with either as it seems pretty decent

FIQ July 5th, 2017 12:46 PM

Fixed PP issues for party, thanks for the reports.

Quote:

Originally Posted by looneyman1 (Post 9697267)
part of me wishes there was a DV calculator specifically for this hack, but I know that would be difficult. I wanna play the game without using the Max IV setting available at start but obviously that would take a lot of the game away for someone who likes to breed pokemon as well as battle. I probobly should disable natures if anything to make the DV calculator seen on Psypoke more accurate but at the same time I dont wanna lose this totodile I started with either as it seems pretty decent

You can use the calculators for later generations, just keep in mind that IV precision is half of what it is in III and onwards. For example, if the calculator claims you have 0-3IVs, what you actually have is 0-1.

0DV = 1IV
1DV = 3IV
2DV = 5IV
3DV = 7IV
4DV = 9IV
5DV = 11IV
6DV = 13IV
7DV = 15IV
8DV = 17IV
9DV = 19IV
10DV = 21IV
11DV = 23IV
12DV = 25IV
13DV = 27IV
14DV = 29IV
15DV = 31IV

Of course, there's another thing that throws a wrench in this -- some pokémon have changed base stats.

Equalsign July 5th, 2017 1:19 PM

I think there's something wrong with physical damage when a pokemon is burned:
http://i.imgur.com/ieHeXOI.png
When Totodile isn't burned it deals 5 damage to my cyndaquil using scratch, but even when is burned by Flame Body it continues to deal 5 damage as it was before.
It loses life every turn as intended though.

Pokedex entry are a little glitchy:
http://i.imgur.com/a1PhCmF.png

I've found a Bellsprout with a Gold Leaf but it's stats are all zeroed:
http://i.imgur.com/HWc9PuL.png
http://i.imgur.com/e3TVrWS.png

looneyman1 July 5th, 2017 3:25 PM

Quote:

Originally Posted by FIQ (Post 9697273)
Fixed PP issues for party, thanks for the reports.




Of course, there's another thing that throws a wrench in this -- some pokémon have changed base stats.

Which is exactly my issue here

Deokishisu July 5th, 2017 4:16 PM

Quote:

Originally Posted by looneyman1 (Post 9697353)
Which is exactly my issue here

You have access to the base stats and you know the formula. Calculate them yourself (the math is simple) or code a calculator that will do it for you. Rangi deliberately put in the Max IVs option so that this wouldn't be an issue for people who care about min/maxing. I've seen many of your posts around and I honestly cannot see why you constantly expect hackers to go out of their way to fix issues that only you seem to have. Most players don't hardcore EV train or breed in a hack because (especially for this hack) it's pointless to do so. In fact, you are literally the only one I've seen in all my years on PC who does. I think it is unreasonable to expect these things from hackers for the one person in a hack's playerbase who will utilize them.

Rangi, I started playing but ended up mired in more real life stuff before I could really dig in. I'll get to Polished Crystal and the feedback I promised when I can.

Kingfisher99 July 5th, 2017 6:30 PM

2 Attachment(s)
When I first got my Ariados, something that bugged me(pun intended) about it was its menu sprite, mind you I do still highly appreciate the custom sprites for each Pokemon, and really enjoy the added detail.
Attachment 82391
With the sprite currently in the game, my criticisms mainly derive from how square Ariados' head is, as well as the big size of the dark area around it's eyes.

I have two different altered versions made at the moment just to see if anyone would like either design more. What do you think of these?
Attachment 82393
I have, of course, kept the same pose, limited the sprite to three colors, and kept within the 16x16 boundaries. Each sprite can be flipped to get the animation that plays in the menu. What do you think about this possible change?

looneyman1 July 5th, 2017 7:46 PM

Quote:

Originally Posted by Roger Davis (Post 9329965)
I think having a rare item for it would be a good idea. And yeah, I meant more for the trios, not so much Ho-oh, Lugia, Mewtwo, etc.
Like I can see multiple legendary birds existing without much problem, but having a bunch of Mew wouldn't make sense at all. I mean, I can totally get why official games don't have it that way, but it kind of makes sense for the birds to be able to lay eggs? Of course I think of the legendary birds and beasts as a very rare species and not one-of-a-kind, but that's just me.

As for TM stuff, in Gen 5 onward TMs are treated like key items. You can't sell them or dispose of them. But as long as it's made clear that TMs are reusable when you add that feature, I don't think people will go about buying a bunch of the same one just to waste money, especially since it's a negative exploit if anything.

Pokemon Snap sets precident for legendary pokemon eggs so yeah I can see that. Though the anime implies Lugia can breed as well. Hell the anime shows the presence of multiple Mew in the world. It would take some serious consideration to really make this work proper if breeding legendaries is done.

Perhaps for articuno, zapdos, and moltres you find actual eggs of those pokemon in the world and fight an uncatchable mother of each egg to claim it? Or perhaps Team Rocket could target the eggs and the mother entrusts you with one out of the number of eggs they have as a thank you for saving the whole nest? Pokemon Chronicles has an episode where the GSC rival goes to the sevii islands ad tries to catch a moltres but passes on the capture. It'd be a nice nod to have another confrontation with Silver for the aquisition of Moltres which can serve to drive him crazy due to how he cant imagine the player to get a legendary pokemon egg let alone a legendary pokemon (referencing dialogue from the Ekruteak City burned tower encounter). Perhaps there could be a tie in with the anime's whirl islands with the baby lugia as well with this in mind, but that might be a hard sell.

With Raikou, Entei, and Suicune the legends state they are one of a kind for obvious reasons.

abradolf July 5th, 2017 10:51 PM

Sorry if (some of) these have been reported already:

1. Mons in the Hall of Fame slideshow have a glitch bar above them. Same with the player character.
2. This one has been around since 2.2.0 and I finally got sick of ignoring it: it's possible to not activate the event with Lawrence by flying to Vermillion. It's also possible to walk up to him in his initial position and prompt the "object event" text box.
3. Lawrence disappears after the "camera" panning on Zapdos (after completing the Power Plant quest). The rest of the "cutscene" plays perfectly fine, though.
4. Only a ridiculously small part of Lucky Island actually shows up (single tile row of: shore, grass, "sand" and shore). You can only surf through them.
5. Battle Tower receptionist sorted me in the level 90 tier despite having a level 100 mon.
6. It's possible to stay in the Battle Tower elevator. Exiting it resumes thr script as usual.
7. I know that there are several components that still need to be finished, but 1. All the BT trainers have 3 fainted mons yet one will be sent into battle (and faint after any move is used); and 2. None of the BT merchants are functional.
8. Player character spawns in the PokeCenter counter which can lead to the player getting stuck behind it.
9. Magmortar being sent in crashes the game
10. Talking to the NPC in the Celadon house where the Dubious Disc is acquired crashes the game.
11. Battling the Rich Boy in the Celadon Hotel crashes the game. The error occurs before a mon is sent.
12. Candela doesn't appear in Fire Island; the other two do in their respective islands.
13. This might be attributed to the TODO nature of some of the trainers in the area (where the pantless Slowking is) but some of them only have a level 50 Bulbasaur.
14. Girl who sells Shell Bells/Shed Shells (whichever one heals 12.5% of the damage done) takes the player's money but doesn't give any items in exchange.
15. Weakness Policy doesn't activate all the time.

Some feedback, if you don't mind:
1. The Johto part of the game is waaayyy shorter than the Kanto one, to the point that Johto feels like an addendum to the game (rather than being the main region).
2. The leaders are extremely easy to beat. This is easily remedied, though, by giving them better mons (for instance Farfetch'd works better as a Flying gym mon than a Fighting one, or Girafarig being a better Normal gym mon than a Psychic one), semi-wildcards (Chuck could definitely use an Electabuzz in his team as it's a Fighting evolver, or a Rhydon for Jasmine), better movesets (they're Gym leaders after all, breeding shouldn't be a problem) and items (Eviolite Pidgeotto, Scyther or Magneton would be an actual challenge), etc. I modified my beta to have a more competitive Gym Leader roster and beating them actually feels rewarding.

Milesilus July 5th, 2017 11:04 PM

Quote:

Originally Posted by Kingfisher99 (Post 9697445)
When I first got my Ariados, something that bugged me(pun intended) about it was its menu sprite, mind you I do still highly appreciate the custom sprites for each Pokemon, and really enjoy the added detail.
Attachment 82391
With the sprite currently in the game, my criticisms mainly derive from how square Ariados' head is, as well as the big size of the dark area around it's eyes.

I have two different altered versions made at the moment just to see if anyone would like either design more. What do you think of these?
Attachment 82393
I have, of course, kept the same pose, limited the sprite to three colors, and kept within the 16x16 boundaries. Each sprite can be flipped to get the animation that plays in the menu. What do you think about this possible change?

No offense intended from my unfiltered thoughts, but your proposed revision looks like unwashed Stunky ass to me. In addition, I don't see anything wrong with the sprite you're trying to replace. The current version looks like the general Yellow art style, whereas your version looks the general Red/Blue style (even when I was 5 years old I didn't find R/B/G's sprite aesthetic tasteful whatsoever). Eye of the beholder, I guess. All I know is, as a fan of Ariados (Poison is my favorite type), I find the current menu sprite very detailed and stylistically perfect. [shrug]

Nonetheless, I greatly respect you for suggesting what you feel is an improvement to this project. Keep it up!

In other news, thank you Rangi, faithful Polished Crystal is everything I was looking for. My only wish is more difficulty from the start and throughout! I wouldn't be opposed to the inclusion of an option that would engage Pyrite-inspired level caps, or other "hard mode" mechanics besides Nuzlocke (never been a big fan of losing progression). Even so, I can't find anything to complain about, especially with 3.0.0 and all its features around the corner. I'm glad I found this project at such an exciting time!

Rangi July 6th, 2017 12:17 AM

Quote:

Originally Posted by abradolf (Post 9697633)
Sorry if (some of) these have been reported already:

1. Mons in the Hall of Fame slideshow have a glitch bar above them. Same with the player character.
2. This one has been around since 2.2.0 and I finally got sick of ignoring it: it's possible to not activate the event with Lawrence by flying to Vermillion. It's also possible to walk up to him in his initial position and prompt the "object event" text box.
3. Lawrence disappears after the "camera" panning on Zapdos (after completing the Power Plant quest). The rest of the "cutscene" plays perfectly fine, though.
4. Only a ridiculously small part of Lucky Island actually shows up (single tile row of: shore, grass, "sand" and shore). You can only surf through them.
5. Battle Tower receptionist sorted me in the level 90 tier despite having a level 100 mon.
6. It's possible to stay in the Battle Tower elevator. Exiting it resumes thr script as usual.
7. I know that there are several components that still need to be finished, but 1. All the BT trainers have 3 fainted mons yet one will be sent into battle (and faint after any move is used); and 2. None of the BT merchants are functional.
8. Player character spawns in the PokeCenter counter which can lead to the player getting stuck behind it.
9. Magmortar being sent in crashes the game
10. Talking to the NPC in the Celadon house where the Dubious Disc is acquired crashes the game.
11. Battling the Rich Boy in the Celadon Hotel crashes the game. The error occurs before a mon is sent.
12. Candela doesn't appear in Fire Island; the other two do in their respective islands.
13. This might be attributed to the TODO nature of some of the trainers in the area (where the pantless Slowking is) but some of them only have a level 50 Bulbasaur.
14. Girl who sells Shell Bells/Shed Shells (whichever one heals 12.5% of the damage done) takes the player's money but doesn't give any items in exchange.
15. Weakness Policy doesn't activate all the time.

Some feedback, if you don't mind:
1. The Johto part of the game is waaayyy shorter than the Kanto one, to the point that Johto feels like an addendum to the game (rather than being the main region).
2. The leaders are extremely easy to beat. This is easily remedied, though, by giving them better mons (for instance Farfetch'd works better as a Flying gym mon than a Fighting one, or Girafarig being a better Normal gym mon than a Psychic one), semi-wildcards (Chuck could definitely use an Electabuzz in his team as it's a Fighting evolver, or a Rhydon for Jasmine), better movesets (they're Gym leaders after all, breeding shouldn't be a problem) and items (Eviolite Pidgeotto, Scyther or Magneton would be an actual challenge), etc. I modified my beta to have a more competitive Gym Leader roster and beating them actually feels rewarding.

Thanks. Some of these are helpful; I didn't know about the Hall of Fame or Lucky Island ones. Others are just things that haven't been coded yet, like Battle Tower or the level 50 Bulbasaur trainers. And some others are just confusing. Like "talking to the NPC in the Celadon house where the Dubious Disc is acquired crashes the game"—that does not happen, and I can't imagine why it ever would have. Same goes for "battling the Rich Boy in the Celadon Hotel crashes the game."

Or "Player character spawns in the PokeCenter counter which can lead to the player getting stuck behind it"—I can't even reproduce this without more information (and I tried). Which Pokémon Center? Which ROM version? Which emulator? Did you build it yourself from GitHub? How did you spawn inside a Center, since blacking out puts you at the entrance? Do you have a screenshot? Can you reproduce it with your current ROM, or confirm whether it happens with a newer one? Edit:, Oh, you meant the Battle Tower counter. Yeah, it's probably clear that Battle Tower is unfinished.

I mean, thank you for putting in the time to find these problems at all, but this is beta testing, not a standard release where people just play it normally and complain about things. If you give me more information, or even do some basic debugging yourself (just replaying the game to figure out how a bug behaves, no need to delve into the source code), then I can fix them a lot more quickly. Not you personally, I mean everyone playing the 3.0 betas.

As for your feedback: the designs of Johto and Kanto are pretty much finalized by now. I did try to give both regions their share of optional side areas, although Kanto does have more than Johto, plus it's now enlarged to its RBY size. It may feel larger because you're used to GSC's shrunken Kanto; and keep in mind that Shamouti and Valencia are their own mini-region, even though they're still post-game.

The overall difficulty is fairly subjective. It depends on your play style and experience level; I'd say it's a bit more difficult now than 2.2.0, since NPCs can have good abilities and natures, and some players were routinely fainting even in 2.2.0. Anyway, difficulty can easily be adjusted in future updates, so I'm not worrying about it too much right now. I'd like to wait for more players' impressions of the whole game before I keep tweaking NPC teams. But thanks for your feedback already; I'll at least consider giving Johto's leaders better held items for 3.0.

Fid July 6th, 2017 12:38 AM

Sorry if it may sound stupid, but is there any way to play the beta in iPhone? No jailbreak, just GBA4iOS.

Anyway, keep up the good work!

Milesilus July 6th, 2017 1:49 AM

Quote:

Originally Posted by Rangi (Post 9697657)
I'll at least consider giving Johto's leaders better held items for 3.0.

Yesss. Harder, daddy. Let the weak git gud or be scraped off the gym floor and mailed back to their fiscally exploitative mothers.

Equalsign July 6th, 2017 1:50 AM

I have found some other bugs:

I think there's something wrong with how pokemon values (DV, nature, personality) are calculated when the pokemon appear and how are recalculated when you capture it:
I have discovered this with my Gastly, it actually changed nature and become Lax from being Modest.
But in this case this problem become more evident:
http://i.imgur.com/1Z2NY3h.png
http://i.imgur.com/ZRnHTPQ.png
http://i.imgur.com/9KehinH.png
This Unown just had some personality problem hehehe

Also Joey's Rattata became something else:
http://i.imgur.com/i9Zu04s.png
(MissingNo is that you??)

I don't recall well but isn't the girl supposed to remain in the room even when the puzzle is solved?
http://i.imgur.com/ze0198m.png

Thanks for all your work I really appreciated it ^^

JAlexGamer July 6th, 2017 6:48 AM

There's something I would like to report:
I've been playing 3.0 beta for quite some time. I'm in the latest beta build (June 26th), and I noticed something wrong with wild Pokémon held items. You see, I normally deposit the last poke of my team to the PC, and then go catch another poke which I know have a held item of my interest (e.g. a Bellsprout w/ Gold Leaf). The problem is, when I catch it, and then check the held item, it seems to be holding the same held item as the 'mon of my team that was deposited earlier.
Example: I had in my 6th slot a Graveler with Assault Vest. I deposited it to make space for a Bellsprout with Gold Leaf. After I catch the Bellsprout, hoping it has the Gold Leaf, when I check it, it says that is holding an Assault Vest! Tried with multiple Bellsprout and the result is the same!

I think this is a bug/glitch. I could show you a screenshot but I'm playing in my phone. I'll post a pic to show you what's wrong as soon as I can.

Brook128 July 6th, 2017 9:01 AM

Been playing the latest beta build, still at Olivine city. Some issues to go over:

- Cut tree in route 36 does not respawn after cut, even when I go to Goldenrod or route 37 and come back. Maybe it's intentional? Other cut trees along the way respawn just fine, IIRC.

- Ledian does not learn Comet Punch in level 24 (learns Dizzy Punch instead). Hope I'm not being dumb about the learnset's gen or not knowing that it learns at a later level

- Glitchy location plate when NPCs are walking underneath it. Happened in all towns up to goldenrod (I usually enter them rushing in, if that helps).

- Some battle tower headbutt trees can't be headbutted

- Is it just me or the sound of passing the next dialogue box still plays a little after a battle ends? It happens after all battles to me, dunno if this is really a bug or not.

I'm using gambatte for emulation.

Rangi July 6th, 2017 9:56 AM

Quote:

Originally Posted by Equalsign (Post 9697690)
I don't recall well but isn't the girl supposed to remain in the room even when the puzzle is solved?

She is not.

Quote:

Originally Posted by JAlexGamer (Post 9697867)
You see, I normally deposit the last poke of my team to the PC, and then go catch another poke which I know have a held item of my interest (e.g. a Bellsprout w/ Gold Leaf). The problem is, when I catch it, and then check the held item, it seems to be holding the same held item as the 'mon of my team that was deposited earlier.
Example: I had in my 6th slot a Graveler with Assault Vest. I deposited it to make space for a Bellsprout with Gold Leaf. After I catch the Bellsprout, hoping it has the Gold Leaf, when I check it, it says that is holding an Assault Vest! Tried with multiple Bellsprout and the result is the same!

Similar bugs to this have been fixed before. But I'm glad you noticed the correlation between the items; I'll see if it's still an issue. Edit: Doesn't seem to be happening any more.

Quote:

Originally Posted by Brook128 (Post 9697958)
- Cut tree in route 36 does not respawn after cut, even when I go to Goldenrod or route 37 and come back. Maybe it's intentional? Other cut trees along the way respawn just fine, IIRC.

None of them are supposed to respawn, and none do for me. Can you double-check the prior routes?


Quote:

Originally Posted by Brook128 (Post 9697958)
Ledian does not learn Comet Punch in level 24 (learns Dizzy Punch instead). Hope I'm not being dumb about the learnset's gen or not knowing that it learns at a later level

Comet Punch is removed.

Quote:

Originally Posted by Brook128 (Post 9697958)
Glitchy location plate when NPCs are walking underneath it. Happened in all towns up to goldenrod (I usually enter them rushing in, if that helps).

Yeah... This happens in more accurate emulators like BGB, but not in VBA, because BGB enforces rules about when and how you can edit graphic data (I process the font graphic to give it an opaque background). None of the solutions are good: disabling the screen during processing (technically correct) causes a screen flash when you enter a new area, and storing already-opaque graphics for all the fonts would take up precious ROM space.

Quote:

Originally Posted by Brook128 (Post 9697958)
Some battle tower headbutt trees can't be headbutted

Will fix. Fixed.

Quote:

Originally Posted by Brook128 (Post 9697958)
Is it just me or the sound of passing the next dialogue box still plays a little after a battle ends? It happens after all battles to me, dunno if this is really a bug or not.

I can't hear any spurious dialog box noises. They only happen when you press A to continue a visible box, as far as I can tell.

Acrozz July 6th, 2017 10:16 AM

I know that it's still incomplete, but the tall grass from Shamouti Island can't be cut using the HM Cut (just a little detail that you may miss later).

Rangi July 6th, 2017 6:19 PM

I've made a Discord for Polished Crystal discussion, let's see how that goes: https://discord.gg/ZK5pqK8

Kingfisher99 July 6th, 2017 8:52 PM

2 Attachment(s)
Small graphical Bug:
I'm playing the version of the BETA released on June 26th(d0b3f97), and on Route 35 coast, the male bird keeper has some frames of his walk cycle replaced with a group of jumbled letters. This glitch appears no matter what direction he walks toward you in, as well as at all times of day.
Attachment 82406
Attachment 82407

NoMoreStars July 7th, 2017 6:17 AM

Just a little thing, but any reason that the Pokedex says the Johto starters can be caught in Yellow Forest? I checked the documentation and that doesn't seem to be the case. I'm playing the most recent stable version 2.2.0 of course.

Rangi July 7th, 2017 6:46 AM

Quote:

Originally Posted by NoMoreStars (Post 9698691)
Just a little thing, but any reason that the Pokedex says the Johto starters can be caught in Yellow Forest? I checked the documentation and that doesn't seem to be the case. I'm playing the most recent stable version 2.2.0 of course.

The "documentation" is just the source code, which has changed since 2.2.0. Here's the 2.2.0 source.

NoMoreStars July 7th, 2017 7:09 AM

Quote:

Originally Posted by Rangi (Post 9698699)
The "documentation" is just the source code, which has changed since 2.2.0. Here's the 2.2.0 source.

Of pffft, I feel dumb. I've been looking at the old source code all along. Thanks so much for the link, and also this hack is fantastic and I've had a lot of fun with it thus far. Super excited for the stable version of the next update!

WorldsBoss July 7th, 2017 7:37 AM

I don't remember if this has been clarified yet, but has Hidden Power been standardised? As in, base power is always 60 rather than things ranging from 20 - 70? Also, I know the main series games don't have a Hidden Power Fairy, but could that be included here too?

Legitimately can't remember whether I already suggested it, but it's been in my head for a while so thought I'd ask.

looneyman1 July 7th, 2017 7:40 AM

Quote:

Originally Posted by WorldsBoss (Post 9698741)
I don't remember if this has been clarified yet, but has Hidden Power been standardised? As in, base power is always 60 rather than things ranging from 20 - 70? Also, I know the main series games don't have a Hidden Power Fairy, but could that be included here too?

Legitimately can't remember whether I already suggested it, but it's been in my head for a while so thought I'd ask.

I think HP's mechanics have been changed, but I cant remember if it has a base power of 60 or not.


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