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Minor text edits for the Green build have been pushed to the github repositories. Too minor to bother with a patch.
--> Digglett sculptures are re-translated more accurately as Buddha statues. --> The Bike Shop's name is restored to Miracle Cycle. --> The sneezing Hiker with hay fever is re-translated more accurately as laughing from having eaten funny-tasting mushrooms. Lol...get it? "Funny"-tasting? I'll let myself out. But for real, the Hiker's japanese dialogue is a goofy pun. Psychedelic shrooms are called "laughing mushrooms" in japanese. The joke is that he ate some laughing mushrooms which pokemon (and presumably the child playing it) interprets in a literal way; they are fanciful mushrooms that make a person laugh uncontrollably. It took me a while to think up a lame pun in english that kinda worked and kept the double-meaning. |
Thank you for making this hack. I really enjoy playing it! :)
How do pokemon like haunter or graveler evolve? Are their final evolutions out there in the wild? Btw I was able to encounter Mew without having the diploma. The sprite was glitched but once caught, it became a normal looking Mew. |
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Trade evolutions evolve by level in the mid to late 40’s |
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Anyway, you can always find evolution and level-up information in the data/evos_moves.asm file. |
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I've been working on PP tracking for both AI trainers and wild pokemon. Coming soon to a patch near you.
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Downloaded and played through today. Just going to say that I loved it, however, giving trainers improved changing actually makes battles a lot easier. Half the opponents moves are spent changing. Making it very easy to whittle them down.
Many changes don't even make sense. I have my haunter going to use psychic against a tentacruel. The trainer changes to a blastoise. (which doesn't make sense, as I hadn't used psychic yet, but not a huge deal) Psychic hits the blastoise, next turn, he switches back to the tentacruel. Which makes no sense as the blastoise should've stayed in. Just one example, but rival, gyms, elite four, all their new moves and AI can't compensate for the fact they never attack you. They just change. Apologies if this has been brought up before, found this hack today, and didn't read through to full thread. |
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Intelligent switching is really hard to get right, so feedback is always appreciated. I am considering the following adjustments: - don’t consider switching due to low health if you out-speed the player - reduce the weight of super effective moves when considering a switch - when switching in a mon, flag it so it cannot be switched out. Clear the flag when The player changes the active mon. |
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Here's what I'm playtesting with so far. Chances to switch have been reduced:
-->toxic poison - changed probability from 50% to 34% -->super effective moves - probability weight reduced by 25% -->only switch out from low HP if player outspeeds enemy -->an enemy mon is flagged when sent out; non-volatile status or low hp cannot initiate switching until the player sends out a new mon (which clears the flag). The code can be seen in the latest commit to master_dev and lite_dev. I had to move some stuff out of core.asm to make room in the memory bank. EDIT: Another change I've added. If a super effective move instigates the AI to switch, the mon getting sent back gets flagged while it is benched. The scoring system applies a penalty for this flag. Once again, switching flags are cleared when the player sends out a new mon. The idea is that since the enemy mon was recalled due to taking a super effective hit, the scoring system for choosing what to send out should be dissuaded from sending it out again if the player's mon hasn't changed. This will help the AI account for player mons with type coverage. Mono-type teams (like swimmers) are kind of hosed since nothing they switch to is particularly good if you have a stab super effective move, but then again they were always hosed in that way. They probably won't switch from super-effective moves anyway due to how the scoring works. EDIT 2: Another change. I found it was possible to cheese using the sleep status again (it's very powerful in gen 1). The switching AI now has a 12.5% chance to switch a sleeping mon each turn that it's sleep counter is > 3. The idea is to simulate a situation where the opponent is hoping his active mon wakes up, but there's a chance he gets impatient and switches. The cutoff of 3 is so the opponent doesn't use Rest and then switch for the lols. 12.5% is chosen to help reduce situations of switching back and forth between sleeping mons (switching in gen 1 does not decrement the sleep counter). |
I'm still on version 1.15 (I think) since I've made some changes to weaker, fully evolved PKMN that gave low EXP and some moves / PKMN type changes (Arbok is part Dragon, Marowak and Ninetales are now part Ghost) Would you consider making these changes in the official branch, or other type changes so there are more Ghost and Dragon types?
What about bringing the three new types in from Gen II+? Could you make an optional patch or branch for that? It does get rid of the retro typing, but at least Magnemite will gain its secondary steel type! Loving this so far. I've since started a new game and am using the same team as last playthrough. |
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Since there is some confusion on what version people are running when I receive bug reports, I made it so the game will display the current patch version on the main menu. This will take effect in the upcoming v1.18 and onward.
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Oh, My little mini-project was actually used for something! Cool!
I also do have a few things to make sure of, particularly with Shiny Pokemon and Missingno. In terms of shiny pokemon, was the way DVs were calculated changed at all? I know that in the originals, it's impossible to get Shinies of most species because wild Pokemon can't be shiny. And in terms of missingno, How accurate is it's sprite? I know that in my own PokeJP project, the sprite isn't quiiite right, as shown here.https://cdn.discordapp.com/attachments/225418244461166592/787864267624939520/unknown.png I actually have no idea if it would even be possible to fix its sprite to always one of two signature set of blocks, but.... |
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Unless it's on the fossil and ghost hex ids, then use those, etc. |
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That said, I took an hour and recreated the front sprite. I think I'll use this in future versions. You're right in that it's simply too iconic. |
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It must have been some kind of quick-reference for the dev team. Nobody would notice in 1996 unless they hooked their Super Gameboy up to a very expensive high quality monitor. Not to mention that Blue version still has the reddish-white. Since Blue was made on its own after the release of Red and Green, the white differentiation would have not been needed. I guess they grabbed the code for Red version and started working from there. They certainly weren't going for a color-coded tint aesthetic. |
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Oh, and a small nitpick, but there isn't any patch to restore Red or Blue to their Japanese Version. Red has the graphics and whatnot from green, just with Red's wild data, while Blue has entirely new wild pokemon and gift pokemon data, as well as trades. Sure, it's a very nitpicky thing, but just having the Green Patch be redundant since it's just a slightly different version of Blue seems weird to me. |
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I'll probably add a compiler option for jp-red and jp-blue until I can find a solution for batch-making ips patches. |
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Yeah, that works. I just thought that the typical rom hack running shoes just look like they're gliding across the floor if anything.
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Merry Christmas! Version 1.18 has been released. Here's the changelog:
Master & Lite branches - Incredibly minor text edits in Green to match the japanese script - Palette & sound edits in Green - PP usage is now tracked for both wild and AI trainer pokemon - There is a chance for the AI to switch a sleeping pokemon based on the sleep counter --> chance is 0% if counter <= 3 --> chance is 12.5% if counter > 3 - Chances to switch have been reduced: --> toxic poison - changed probability from 50% to 34% --> super effective moves - probability weight reduced by 25% --> only switch out from low HP if player outspeeds enemy (gives the enemy one last shot at dealing damage) --> an enemy mon is flagged when sent out; non-volatile (except sleeping) status or low hp cannot initiate switching --> enemy mon that is recalled back due to a super effective move is flagged; it is demerited from being switched-in --> switch flags are all cleared when player sends out a new mon since the situation is now different - Patch version now shows on main menu - Fixed a scrolling text artifact in the credits when running in GBC-mode Master branch only - Fixed Mew appearing with glitched graphics - Mew's encounter has been changed a bit --> It's wild encounter rate has been reduced --> You will get a message about a "tingling feeling" if mew is encounterable --> You can only find it in the wild once --> Mew won't appear again after encountering; a message says the tingling feeling goes away - Beating the future red fight now also resets Mew's encounter - Missingno now has its iconic "L-block" appearance - When holding B to go faster, the player animation is sped-up by 50% to avoid the "ice skating" appearance |
There was a typo in the object data of the unknown dungeon basement that affects the Green patches. I've fixed it and re-uploaded new Green patches. Please try again with these new patches if you are using Green version.
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After some discussion with my Reddit liaison, I've started work on a very simple randomizer for Shin Pokemon. I'm planing to have it be a unix bash script that can be run under cygwin with core utilities. The user will be prompted to input the name of the rom file as well as the banks and hex addresses of some important labels I'm adding to the .sym files (the .sym files will be added to the github). From there, the script will automatically do the necessary hex-editing on the rom file.
While it does require a little more skill than the nice GUI options for other game, the tradeoff is that it is compatible with all unix-based operating systems and environments (very handy for developers). It will also continue to work when I make new updates to Shin Pokemon. Initial plans are as follows: --Mew, Mewtwo, and the bird trio are unaffected since their encounters are handled by map scripts and I don't want to mess with that yet. --Likewise, scripted pokemon (gifts, in-game trades, fossils, game corner, etc) are slated for later. --But your starters will get randomized of course. --151 availability is only in the master branch since that is already built into the rom itself. --Random encounter-able land & water pokemon will be randomized on a global scale (all instances of one species become all one other species). --Super rod pokemon will be randomized on a global scale. --Trainer pokemon will be randomized on a global scale. --Pokemon are put into A, B, and C tier lists. Randomization occurs within each separate list to prevent something like Brock throwing 2nd-stage evolutions at you. --No move randomizer planned yet since it takes a while to do it in a way that prevents soft-locking. Current status: I can accurately write bytes to a rom file, and I can randomize an array of pokemon hex values. Looking feasible but I have a long way to go. |
So the randomizer bash script is making progress. I had to make sure VIM was installed to Cygwin so I could access the xxd command. Starter pokemon and trainer rosters can now be randomized.
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Hey Jojo, hope youre keeping well, good to see progress is still going well with this rom :) so i discovered the New Game+ mechanism and played around with it a bit, saving my party to a box first then setting up with a junk pokemon ready to switch over (i actually did this several times to get it all just how i wanted it and experiment with the mechanism, and i believe i have found a bug, i left the old game with 80 pokemon in the bank and switched into the new game with only 78, when i got to the pokedex i can see whats going on, even though i have bulbasaur in the bank and i picked charmander this time, the pokedex is showing bulbasaur as not owned (no pokeball) so i'm guessing its something to do with the initial selection process clearing out the pokedex for the options i didnt pick? or something is re-setting any found status on the first 3 as you select one? not sure but yeah have at it :)
All the best :) |
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Hey jojobear13, I love this hack so far (actually my favorite one) but I would like to ask you if a japanese version of it is planned ? I've been digging through the net for a disassembly of the Green version with no success. If it's not in your plans, how would I proceed to make a translation of your hack ? (if you allow me of course). Thanks !
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This is not a beginner's-level endeavor. |
How to make legendaries not spawn after beating future red?
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Attn all. A basic bash script randomizer, "randoshinred", is now in beta test for those who compile the master development branch.
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The randomizer sounds awesome; something that I feel more of these "expansion" hacks should implement as it creates a whole new experience- I'm tired of using the same dang 3 starters each time! lol
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do external randomizers still work?
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I thought I'd report that upon testing to see if my PKMN could indeed correctly level up past 100 via the cap change I made, while rare candies work, the said PKMN doesn't gain any exp on 100. If I used a rare candy to raise it above 100 and then go into battle, it will reset to 100 and try to learn all of its level up moves. With that said, I've noticed in past Red builds I've made, that this only is affected when using a gift Pokemon. For instance, my Gyarados that I paid for when it was a Magikarp on Route 4 or starter PKMN. I know this isn't a problem from your code, but it's kinda unfortunate as I would have liked to continue to play.
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Let's look at mewtwo for example. Math will be done in hex so it's easy to see the bytes being used. 250 in hex is $A8. Mewtwo's growth rate is "slow", so the exp it needs to hit the level cap i$s 5/4 n^3. Calculating ($A8)^3 gives $485a00. That's three bytes, so we're good so far. Now multiply by 5 to get $0169C200. Uh oh, that's 4 bytes. You've overflowed so that leftmost 01 gets tossed out of calculations. That leaves $69C200 / 4 to give a final result of $1A7080. This is an incorrect exp result that corresponds to a much lower level. By my calculations, the highest value for max_level without initiating an overflow for any of the growth rates is 140. |
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Try implementing the changes in this commit. This updates the CalcExperience function to do math with 4 bytes instead of 3 bytes. This will prevent the left-most byte from being dropped and give accurate math. Since pokemon are still restricted to 3 bytes of exp, I also made it so that it dynamically lowers the max_level for each pokemon (based on growth rate) such that the maximum experience achievable stays within 3 bytes. Theoretically, mons with the fast growth rate can go all the way to level 255 now while mons at the slow growth rate are capped to level 237. |
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Also, would this work with a previous save? Or would I need to start over? |
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In terms of updating your game save, have you tried saving outside in pallet town and using the softlock teleport? |
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As for preserving your code changes for a v1.18 update, you'd probably be fine with either Git Pull or Git Rebase. |
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Hey jojobear! I absolutely love this hack and have put around 70ish hours into it now. I just wanted to thank you again for all of your hard work. Do you have any plans to give gen 2 the same treatment?
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Regardless, I was able to extract the save data from the goomba .sav file into a raw gbc .sav format. I loaded it up in BGB emulator with a v1.18M rom. I got invisible walls but no crashes (as expected). I used the softlock teleport to reload the overworld and the invisible walls cleared (also as expected). Everything checks out. I attached the raw gbc .sav file for you as a backup. I took the raw gbc .sav and compressed it back into the goomba .sav file. It was truncated to 64KB, but the compressed gbc save data should still be intact. It's also attached, so give it a try. |
I recently did a hardcore nuzlocke (nuzlocke + no items, no overleveling, battle every trainer) and it was so fun (version 1.17). This romhack is amazing.
Though i have to point out something. I don't know if it's intentional or not, but Hypnosis seems to have 100% accuracy (the AI missed 0 times with that, and used it quite a lot), and this makes Agatha way more difficult than the rest of the game. I had very little problems everywhere else, but I almost died there. I lost 1 pokemon and the rest ended up with ~10 HP each (and almost all asleep). Also, the champion's Rhydon crit me like 4/8 hits. Assuming critical hits still work with base speed, that's odd. It might have been extremely bad luck, but just in case you want to look into it or something. Anyway, excelent job! |
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A note on move accuracy though. Retail red/blue had pretty poor rng to where 60% accuracy moves were actually more like 50% accuracy. Enemy status moves also had a flat 25% chance to miss on top of this to make the game easier. In retail red/blue, Agatha only has around 37% to 40% chance of actually landing hypnosis. She gets the full 60% accuracy in this hack, so that's a huge boost relative to the original games and you really feel it. |
I tested the .sav you made, but it lead to a new game being started. I believe I'm SOL when it comes to Goomba on my RevoK101 Plus. I'm pretty sure the reason its save file structure is larger is because it stores FW information in the save. Just a guess. Anyway, if you can absolutely guarantee if I start a new game, that I'll be able to go to my said Level cap without issues via that build you made, then I'll start fresh.
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I appreciate all the help you've given me regardless. |
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I think this is an issue with your K101 doing some kind of hash check. I'll see if I can bypass it. I'm using a few different tools:
So the file I ended up with is the same size as the file you initially posted. That's a good sign. But what a task it is to cut through not one but two special save structures. 136KB K101 save --> 32KB raw gbc save --> 64KB goomba GBA save --> 136 KB K101 save. EDIT: You might want to replicate this process using your own compiled rom update just to make sure everything is consistent between the rom and the sav. |
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It's the end of the month, so I figured I'd put out version 1.19.
Changelog for the master branch:
Changelog for the lite branch:
The bash script for randomizing the rom, "randoshinred", has also been added to the released master branch. It seems to work okay so far. I'll see how this one goes. |
nice update, i was just about to ask if bulbasaur and bellsprout really exist lol
i spent almost 4 hours and not even got a glimpse of them. Edit : just caught a bulbasaur, like 5 mins only after the update ! |
Attention all. If you are on version 1.18 or 1.19 of either the lite or master branch, please update your game to version 1.19.1 hotfix 1. It's been found that trainer AI completely ignores move preferences due to a major oversight in how I implemented PP tracking. This causes the AI to choose moves like a wild pokemon.
Version 1.19.1 re-works the implementation so that trainer AI will check its move preferences against moves that are unusable due to Disable or having 0 PP. If the most preferable move cannot be used, then the next most-preferable move will be used instead. This follows in sequence until no moves are available and Struggle is initiated. I offer my humble apologies. |
for legendaries respawm. i took out this 2 parts in script route 25, follow the image, i just left the above red part, is that ok??? (game wont bug)?
my doubt it, the game compiled... like i left in image https://i.ibb.co/jk9Y68B/doubt.png |
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Hey, so I'm likely to start a fresh playthrough of this mod on the most recent version once I finish playing Unbound. Can you confirm that leveling up past 100 works in battle? Rare candies seem to work according to the set level cap but battle EXP is a different story.
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It’s been working okay so far, but I really need to sit down sometime and grind from 100 to 255 on a few different growth rate ‘mons. |
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Thanks for helping me with this man. I appreciate all the work you do. Hopefully this does in fact solve the issues I was having with leveling past 100. I'll report to you what happens. I never use rare candies so it'll be at least a month before I hit a team of 6 at level 100+. More people should incorporate the rematch system like you implemented. It really gives the game fresh post game life. Also, the randomized scaling trainer is amazing. |
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The maximum amount of exp that is supported by 3 bytes is 16,777,215. According to my calculations, here are the level caps for each growth rate.
So even though you set the max_level constant to 250, that will be ignored for your medium-slow teammates. The function in battle that handles exp calculation for level-up passes max_level into register 'd' then calls CalcExperience to determine if the level cap experience has been reached. But CalcExperience will decrement the value in 'd' and try again if the result exceeds 3 bytes. The result is that the max_level value gets lowered on the fly. Come to think of it, I should probably make adjustments to rare candies and the daycare man. Rare candies can be wasted and I don't know what will happen with the daycare man. EDIT: Oh this is interesting. Apparently Game Freak hard-coded the day care to not increase 'mon exp past 5,242,880. Looks like I can just increase that cap and everything will still work. Glad you like the randomized trainer. It was actually kind of easy to do one I figured out how to hijack the process that loads trainer data. |
Any chance of you making a shin Pokemon yellow hack?
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I got a really lucky roll for my Magikarp's DV's: 15 HP, 13 ATK, 14 DEF, 14 SPD 15 SPC
Anyways, I can't remember, but does EV growth ever stop at Level 100? I thought I heard somewhere it does. Also, regarding the randomized scaled trainer: How will the game handle an opponent PKMN if it's a slow growth rate and my PKMN is level 240 or higher? Would be interesting to see how the game would react. |
Can you explain this in item usage part: (im changing some, i created one for Erika, instead of super potion)
cp $20 jr nc, .sabrinareturn ld a, $A call AICheckIfHPBelowFraction jp c, AIUseHyperPotion .sabrinareturn ret (she will use hyper potion when pkmn reach 20% of life? ) -- i want make Erika use Hyper Potion when reach red life, so, wich one is correct, Sabrina os erika? cp $80 jr nc, .erikareturn ld a, $A call AICheckIfHPBelowFraction jp c, AIUseHyperPotion .erikareturn ret ________________ ; unused? joenote - repurposing for a new vendor on celadon dept store floor 3 CeladonMart3ClerkText:: (is this guy in game, or no?) if not, how do i activate him? is it too hard? |
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The experience cap does not apply to AI teams because they do not have experience nor do they level-up. Their level is set to whatever and it’s used for calculating stats and other things. I’m pretty sure I capped the random trainer to 255 some months. I’ll have to double check that later. Quote:
If the value in register ‘a’ is less than $20 (basically a $20 out of $ff random chance), then check to see if hp is less than 1/$A of max (basically check if hp is down to 1/10th). If hp is in fact that low, use a hyper potion. The extra celadon vendor is only in the master branch. You would have to re-add all the needed scripts for that map and add his sprite to the map’s object header file. I’m stuck phone-posting for a while, so I can’t really provide detailed instruction at this time. |
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__ what is the possibility to have pokemon following you and each one have his own miniature? https://www.pokecommunity.com/showthread.php?t=382380 you can check here too https://tcrf.net/Proto:Pok%C3%A9mon_Gold_and_Silver/Spaceworld_1997_Demo/Pok%C3%A9mon _ other point < the symbols are great, but they dont show if my pokemon is male or female ;( |
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I've been looking into adding following pokemon. The main hurdle is to first backport the follower pikachu from yellow and get it working correctly. There's some problems I haven't quite figured out. Like with backporting GBC color, I'll probably try a few things, fail utterly, then come back to it some weeks later and have more success. |
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db LT_SURGE,$1 db 1,1,THUNDERSHOCK db 3,1,THUNDERBOLT i want make pikachu use thundershock as priority move, like first move, is it right? |
Love the edition of green version, how would one go about randomizing wild encounters and trainer pokemon at the very least?
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Line 1 - find trainer instance 1 of the LT_SURGE trainer type. Line 2 - ‘mon in roster position 1, move slot 1, override to Thundershock. Line 3 - ‘mon in roster position 3, move slot 1, override to Thunderbolt. |
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so, Surge raichu, is 3 right? move slot 1, the first move always will be thunderbolt? |
Were you ever able to test the level cap thing? I tried doing it myself by using rare candies and then leveling up after compiling the mod, but it started a new game on me and I couldn't test it without starting over. The only change I made was purchasing rare candies early and changing the price to something more affordable. Not sure why it started a new game, but whenever you're able to get a chance could you confirm that leveling on level 101 in battle doesn't reset your EXP? I'd really appreciate that. I love this game regardless of what happens.
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Moves can be given priority in func_battle.asm under the HighPriorityMoves function. You can see where I've commented-out lines for adding additional moves. This applies globally to the battle engine, so giving Thundershock priority here will make that true for all pokemon using Thundershock. |
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Also, a request for the randomizer: Could you make it an option to make all trainers have random teams after the initial battle? Like, each time you challenge them, they have a different team, but the same amount and keep their levels? That would require a lot of work, I'm sure. But, if that were possible and you had time, I'd definitely give it a go! |
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I did find some problems that I'm trying stress-test:
You might want to run with version 1.19.2-development. I think I've fixed the listed problems. |
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Just wanted to chime-in. I've started making decent use of the labels for issues on github. Take a look at the issues tab to see what I've been up to. You can see the bugs and enhancements that I'm tracking, the investigations that I'm working on, which issues are found in a retail copy of red & blue, and which ones have a fix and are going into the next patch.
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This is my favorite Gen 1 rom hack |
I know you implemented the softlock warp, but there's one issue with it; you can only use it if you have all the pause menu options unlocked (meaning you have the Pokémon and Pokédex items in the menu), meaning if you get softlocked before getting the Pokédex you're legitimately softlocked. Granted this isn't as much of an issue since it's at the very beginning of the game and you can get back to that point after only a couple minutes of in-game time (plus I believe there's only one or two ways to softlock before you get the Pokédex and you have to do it intentionally or just incredibly dumb), but I thought it was worth mentioning regardless. It's really nice to be able to re-fight trainers to grind, though, saves so much time and so much money on replacement FitBits lol. Keep up the great work, I'm sure I'll be usng this hack for many years to come! 😘
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Now as for early-game softlocking, the only one I know of that applies to Shin Pokemon right now was discovered by Shenanagans Smash a few years ago. This madman managed a 2-minute softlock by abusing the bug that de-constrains NPC movement. The next version of Shin Pokemon will not allow this as one of my dev commits fixes this bug. Roaming NPCs will be constrained to 5 steps on each axis so the girl NPC cannot move beyond the top-right tip of Red's house (x=8, y=3). Aside from that one, there are no other pre-pokedex softlocks in the US red/blue versions that are currently known. |
The Easter Bunny has come early with a release of version 1.20! This release focuses on increasing the stability of the hack. There's more support for offshoot projects that want a higher level cap, some improvements to vblank periods that alleviate graphical artifacts, improvements to how overworld sprites update to account for scripted movement, and a whole host of minor retail-present glitches and oversights that I've ignored until now.
That doesn't mean there's no candy to be found among all these vegetables. The rival's missing text when you lose has been restored. Furthermore, players who run the master branch in SET style are in for a special challenge when attempting to catch mewtwo; it won't let you use master balls and picks its moves using trainer AI. Quote:
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Marky Sparky (SparkStarMAS89) is doing a playthrough of Shin Pokemon Red. I would be remiss to not send some traffic his way.
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Something new coming down the pipe. I managed to implement a basic gamma shader for built-in color correction. See my report over at Decomp & Disassembly. I've attached before & after images. This is great if play with an IPS-moded gameboy or an AGS-101 SP.
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