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I really appreciate this hack as an improved but still distinctly Gen 1 version of Kanto. One thing I noticed however is that the while the backsprites for Pokemon are higher resolution, the backsprites for Red and the Old Man are still the original 28x28 versions. Poketto and SteppoBlazer have created 48x48 versions that Rangi used in her "Redstar/Bluestar" hack. Would you consider implementing these?
https://raw.githubusercontent.com/Rangi42/redstarbluestar/master/pic/other/redb.png https://raw.githubusercontent.com/Rangi42/redstarbluestar/master/pic/other/oldman.png |
Any future plans regarding this hack?
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- Green and Red-JP have the original front sprites for fossil kabutops and fossil aerodactyl - Green and Red-JP have the original text box corners - Adapted the japanese title screen logo, sfx, and motion for the jp builds - Minor timing fix to title object palette loading - Fixed Raticate not appearing in Unknown Dungeon 2F in Blue-Jp - Fixed incorrect encounters on route 13 for Blue-Jp - Restored intro "Presents" for all builds - Added rom hack version tracking for save files - Seed-based randomized wild pokemon encounters - Built-in nuzlocke mode - Paras is gifted in the Route 2 house in case the player has no pokemon that can learn Cut The nuzlocke mode is going to take a while to properly test. |
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Edit: Just realized I'm not using the developmental patch. Thought it was part of the master branch. |
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Goomba is not ideal, but it's better than nothing. The main feature I'm trying to test right now is the built-in nuzlocke mode. It should work as described in the beta player's guide in the master_dev branch. |
Here’s a cool thing I figured out. The gameboy color has a special double-speed CPU mode that I've been playing around with. I was able to make it so the 60 FPS option takes advantage of this double-speed mode when playing on a GBC. The CPU switches over to 8MHz when on the overworld, so updating all the object parameters and tile positions gets done really fast before the next screen refresh. The results are buttery smooth with none of the stuttering that's present when the CPU runs at regular speed.
https://imgur.com/HrFiz3l |
A few suggestions/questions:
1. Would you like to add other tournament rewards like Fly Pikachu, Amnesia Psyduck, Dragon Rage Magikarp, as well as Pay Day Fearow and Rapidash? They are all legitimate event moves in Pokemon Stadium. I won't consider Mist Vaporeon and Acid Diglett because they aren't obtainable. 2. There are Pokedex text error such as Metapod and lowercase pokemon text when receiving a Paras gift. 3. I noticed that Giovanni's Kangaskhan cannot be OHKO by my Kingler's Guillotine. Is it intentional? |
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A OHKO move that fails to hit will generate one of two messages. A message of "#MON's attack missed" indicates that the OHKO move failed its accuracy check. A message of "#MON is unaffected" indicates that the OHKO is prevented from working because the defender has higher speed. Kangaskhan has a base speed of 90 compared to Kinger's 75. It's entirely possible that your Kingler is too slow to hit it with Guillotine. |
I used redjp/bluejp v1.23.04 and the text character should be an apostrophe but it is shown as MNAZ.
https://imgur.com/a/V6XUksR I also noticed that it is impossible to obtain gift Pokemon with DV lower than 8 if you have a space in the party, but you still be able to obtain those with DV lower than 8 if it is transferred to the PC. Is it also intentional? |
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I even made one for good ol' Trainer Violet. https://imgur.com/eN9Xxwa I did a little editing on Red's jacket for consistency. Pocketto had drawn it as more of a short-sleeve vest. But the front art shows it to be more of a jacket with baggier, mid-length sleeves. https://imgur.com/T4y2rlX |
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Another general announcement. Over the years, I've had more than a handful of people ask me how to swap out the battle back & front sprites between Normal, Red&Green, and Spaceworld-style. I've consolidated how these implementations are organized in the code so that they can now be swapped around with compiler tags in the MAKE file. For example, adding the _SWSPRITES tag to a rom-to-be will make it compile with everything needed to implement the 48x48 back sprites and SW front sprites. I've also done this to the Lite branch for consistency (but kept the tags unassigned). Now folks who use shinpokered or shinpokered_lite as a code base won't have to struggle with getting it to work. It will be in effect in the next big commit to the main repositories.
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Hey Jojobear, hope you're doing well. I don't know if you've explored this already, but would it be possible to buff/ make the daycare useful? I can't say that I've ever made actual use of it over all these years because the exp gains are so slow. Maybe a buff to exp gained per step? The other thing that makes it annoying is the lack of a PC in the building. It's a low priority thing, but it's kind of a shame the feature is borderline useless. Thank you for all you've done. Have a good weekend!
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So the exp gain is 1 per step. The key is understanding what that really means from a player perspective. Many areas have an encounter rate of 10/256, so 1 exp per step more or less the same as grinding out wild encounters that each give 25 exp. What kind of wild encounters give this kind of yield? Level 3 Nidorans. So yeah. The daycare is basically a faster way of grinding out wild battles against level 3 Nidorans. And yet this is after you’ve made your way to Cerulean City where you would be better off grinding absolutely anywhere else. You have no incentive to ever use the daycare because it never scales to your game progression. The most straightforward solution would be to scale the “level” of our hypothetical Nidoran with the number of gym badges obtained. 1 badge scales it to level 10, 2 badges to level 15, and so on. That way the daycare keeps pace with wild Pokémon on routes and dungeons. |
Even if you buffed the XP gain, the daycare still won't be that good due to how it handles moves and evolutions. The daycare's best use-case is to level pokemon like Abra and Magikarp. Problem is that you have to constantly check back and take your Abra at exactly level 15 and Magikarp at exactly 19, because otherwise any later they won't learn Confusion or Bite on evolution.
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EDIT: I got it working. EDIT 2: See attachment for a demonstration. Works pretty good after a bit of polishing. |
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Hey Jojobear. Does the lv 100 leading Chansey work with the stationary legendaries?
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Granted, it shouldn't be too hard to correct this. The function for generating a shiny pokemon is very modular as of the current beta patch. Setting bit 7 of address $cfc4 (or just setting the address to $80) will force the next wild pokemon encountered to be shiny. You can do this with your emulator's debugger if you want to cheat it, or use the gameshark code 0180C4CF on the overworld (activate then deactivate the code). |
I have been thinking for quite some time how much I wanted to replay gen 1 if not for it being completely busted... and now I've found Shin Pokemon, I can start a new, less broken adventure on this game I used to love so much. After I play the heck out of the original Shin Red, I'd love to try out the Random Nuzloke beta! Thank you so much for all of the hard work you've been putting into this project, it's amazing!!!
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how about to release 2 versions for JP build one with english logo and other wilh japanese and i have sample for jp shin red
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Okay, so I started playing Shin Pokemon Green on my phone and I'm not sure if this is a result of the emu or the rom itself but there are a couple of bugs as shown in this video. The original back sprites still show up, not sure if that's supposed to happen in Green, but the crash with the potions happens when I try to buy pokeballs as well.
https://www.dropbox.com/s/1us6b2f51s9dm6p/Shin%20Green%20Bugs.mov?dl=0 |
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The japanese-style patches (green, redjp, bluejp) are intended to replicate the original jp-release aesthetic as closely as possible. They will all use the original back sprites. Your video shows a graphic glitch in the gengar vs nidorino intro that has been reported before. This is caused by erroneously applying the green patch to a red base rom (my reproduction is attached). Green needs to be patched onto blue. |
Awesome, I'll make sure to use Blue as a base instead, and that makes sense about the green version sprites, thanks!
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So I'm doing a playtest to get ready for the next version release. I thought it might be fun to stream it. I got my old channel set up again at twitch.tv/7evenforce. If this sounds interesting to you, come give me a follow so you get notified.
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Excuse me, so to play pokemon green I need to apply it to Blue (jp or us) rom? I did try to patch it to pokemon green and it doesn't seen playable (bgb).
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Great. Thanks for the input and amazing work so far.
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Stream 1 is on youtube. I'll be posting the series over in the Travel Journals thread. Already found a few things I need to fix.
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I have a suggestion about the back sprites, there's some that date back to very early builds of gold and silver, even older than Spaceworld 97. When they were still called pokemon 2. Could some of the Kanto mons (Pokemon 2) only the back sprites in the GREY replace the current spaceworld 97 back sprites for even more consistency? Because thier a 1 to 1 with the blue front sprites.
https://tcrf.net/Development:Pokémon_Gold_and_Silver/Sprites/CBB_Scratchpads https://media.discordapp.net/attachments/452166186575200289/960310927742365706/unknown.png |
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metapod pikachu vulpix ninetails zubat psyduck golduck rhydon |
Given that this only has the 1st gen Pokemon, you could implement a habitat limitation for the randomizer. Habitats are a classification system that is exclusive to FRLG, so you could make it so wild Pokemon are only replaced by Pokemon in that same habitat. You'd need the space to add that detail to every Pokemon, though.
By the way, I was also wondering how the trainer randomization works. It says it only affects trainers with no roster customization. What does this mean? |
Thats true i was only considering the ones that further match thier blue fronts. Some of them like you said cloyster and mr mime are very wonky in thier style. As in that stage of development, mid 1996 they were still trying to figure out how the newer back sprites would pan out going foward from the enlarged pixels in red and green.
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No-name trainers, the regular shmucks hanging out on routes and in caves, are formatted such that all their Pokémon share one level value. Gamefreak did this as a space-saving measure. These folks get randomized. |
Here's a suggestion for an interesting feature: is it possible to add color to trainer sprites like the Pokémon ones?
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I created an account (been a lurker for years) to thank you for these amazing QoL changes!
I appreciate these the most:
I do have suggestions:
In conclusion, though, it's still a top-tier hack. Thanks for your dedication! |
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Gen 2 has a very different atmosphere from 1. If you really want those graphics, you can play a backport of R/B on the gen 2 engine. There is one that gives it full colors, which I find to very soulless l and why I like this hack better.
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Edit: I found a bug. I'm playing the master development patch 1.23.04. This is how you reproduce the bug:
That's it. Nothing game-breaking, but I thought to mention. |
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It was made as an experiment in circumventing the one-save-file restriction. All your boxed mons and Pokédex info is preserved. This way you can play fresh without losing your old team. This also means you can smash your way through Kanto with an over leveled team, play with your old boxed Pokémon from the beginning, or activate scaling to make things interesting. |
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Not sure if this was fixed in a future version (I'm on an older source version) but the item ball pictured in the attachment causes the game to either softlock or totally crash the emulator.
The first time I tried to pick it up, the game said something glitchy and included the name of the last pokemon I battled then changed the music to play strange background noises. The second time, it just crashed. I didn't battle anyone on that route that time so it didn't mention any names. |
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how do u evolve pokemon that evolve by trading? and is there a detailed walkthrough for this rom hack?
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I'm proud to say that, after 45 minutes of research, I've managed to get Yellow sprites. Maybe I could research how to put Gen 2 sprites into it on my day off.
On a side note, my first Nuzlocke attempt failed due to Champion Blue's Alakazam. The AI improvements are amazing. My only other QoL suggestion is to shorten the Poké Flute's cast time, if possible. Remove the long tune and make it work quickly, as though it's an Awakening? I also couldn't figure out how Pay Day in the first slot would tip me off in the slots. Oh, and there's still the infamous trash can second switch bug in Surge's gym, but I suppose there's no way around it. |
No updates, just thought you'd get a kick out of this! https://www.dropbox.com/s/otve88jaoluqn91/20220422_020615.jpg?dl=0
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Furthermore, your pokemon will cry when playing the slots. Like real slot machines, the slots in the game corner will rarely allow you to win unless it algorithmically determines you are allowed to win. Especially for jackpots, which the machine will never let you win unless allowed (the reel will move to cheat you like the last row of a Stackerz game). But your pokemon will let you know when these special modes are active. 1 cry means the next pull is set to be a "win state" by the machine for non-jackpot wins. 2 crys means the machine switched into "fever mode" which gives a very long string of winning pulls. 3 crys means the machine is in "jackpot state" and it will allow you to line up 3 bars or 3 sevens. If you don't hear a cry, it means your pull is likely to be a losing one. Optimize your gains by betting 1 coin on these pulls. Quote:
EDIT: Okay, so I understand what Gamefreak was trying to do and why they coded it the way they did. But the implementation itself is kinda bad, and it was coded with some incorrect assumptions about how binary ranges work. I did some rewriting of their code and moved some things around so that the trash cans work as intended. The switches are now both randomly set at the same time, and they can be discovered independently of each other. Vertical adjacency is now also just as likely as horizontal adjacency. |
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Oh yeah, in my attempts to figure out how to insert Gen 2 sprites, I ran into colorful challenges. I succeeded in inserting Yellow front sprites, but I noticed I didn't have the option to enable Nuzlocke mode in the game. That freaked me out that I didn't have the latest master development patch 1.23.04. I also noticed certain folders available in the master_dev branch were not present in my local copy of shinpokered. Later on, I took a closer look at the code: Code:
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Could this be put on the 3DS as a custom VC inject and possibly be compatible with Pokemon Bank, or is that latter part unlikely?
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EDIT: Make sure you apply your patch correctly. This is the #1 reason crazy stuff happens to people. Quote:
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Hi! I think I found a bug in the blue lite version v1.23.03L that I downloaded from the lite_dev branch a few weeks ago, applied to a clean Blue version. I don't know if it is already fixed.
This just happened to me with a Weepinbell in Erika's gym: Using Spearow I attack first with Peck, then it paralyzed my Spearow, next turn it obviously moves first and used Wrap, so Spearow is immobilized and next turn I switch to Vulpix. Everything OK when switching in, Weepinbell didn't attack. Next turn It outspeeds but uses Poison Powder and poisons Vulpix. I use Ember. Then it uses Wrap, I'm immobilized and so next turn I switch to Spearow, but as soon as Spearow enters the battle, Weepinbell uses Wrap again. I feel like maybe it was a one-time thing so I switch back to Vulpix, same thing happens. So I switch to Butterfree thinking the same is going to occur, but Weepinbell doesn't attack once again. So yeah tl;dr Wrap users get to attack when the player switches if the Pokémon switching in has a status ailment, I just described the scenario in detail in case it was needed. I don't know if it's fixed already but I don't see any report in the github. **Edit to avoid double post** Oh and this one is just a small question but is there a version of Shin PokeRed/Blue that has the better movesets of Yellow? Not asking for new moves or movesets from other Gens, just the movesets of Yellow. **Edit: additional glitch details and testing** I just did another test with another trainer, this time with a Bellsprout, and this time I let myself get attacked with wrap on a statused Pokémon, then next turn I switch to another statused one (opponent uses Wrap at switch-in as expected) but then I immediately switch to a Pokémon without status and the same happens, wrap at switch-in. So I switch back to one of the previous ones with status effect, but this time around it does nothing at switch-in. Now I'm doing further testing as I type, and switching between a statused Pokémon and a healthy one doesn't trigger any kind of glitch, no matter the order. Trainer ran out of Wrap PP so I restart. I switch a lot between my healthy Pokémon in my next test, Bellsprout doesn't status my Pokémon. In all of those switches, the alleged glitch never arises. Next test I let it poison, paralyze and put to sleep a bunch of my Pokémon, with Spearow in particular being poisoned instead of paralyzed, and then switch into and from a bunch of Wraps. The glitch never shows up. Then in the last test I recreate the first time's condition of Spearow being paralyzed and Vulpix being poisoned, while the rest of my team was healthy. I take a Wrap with paralyzed Spearow, and can't execute my attack for that turn. Switch to Vulpix. Nothing. I really start to believe it was a random glitch that's just not happening anymore. But then I let Vulpix take a Wrap after doing a non-damaging move, and switch to Spearow. Bellsprout Wraps again at switch-in. I switch to Vulpix, no further actions happen on that turn. I take a Wrap once again and next turn I switch to Spearow and the same happens. I repeat this one last time. It keeps happening. ...Long story short, I did a bunch of testing and the only setup I found that could replicate the glitch every time was having a poisoned Vulpix take a Wrap to the face, then switch to a paralyzed Spearow and the opponent would move before I could select any further action. I have no idea what is happening, and there's a chance that this was fixed in a more recent update, but this was so bizarre that I had to share it. **Last edit I swear** Something else NOT regarding the alleged glitch from before. I noticed that the AI keeps using status moves if I heal myself in-battle, so they decide their action after player item use. Is that intended or not? |
Good post. Lot's of nitty gritty details for me to comb through.
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EDIT: Found the problem. Two issues are causing the observations. 1 - I have it so that, when a trapped pokemon switches, the trapper has FF written as its chosen move. This is a null value that is treated as "no move". In the section where an enemy's chosen move is recorded, either from a link cable value or from the AI making a selection, that FF from earlier is getting overwritten. This is how the opponent is able to use wrap when not allowed. 2 - When the player switches out of a trapping move, I made it so an EnemyActed bit gets set. This makes the battle engine treat the opponent as if it already used an item or switched. The result is a full turn denial. But I neglected to make this a two-way street since it's only supposed to apply to the AI; a player is (and always was even in vanilla) able to use items or switch in the midst of a trapping move even if the opponent switches on the same turn. This means that the check for the EnemyActed bit only gets run if the player's new pokemon is faster than the opponent's pokemon, and it was covering-up the aforementioned 1st issue. But if player switches out of a trapping move into a pokemon slower than the enemy trapper, then the cover-up never happens. Solution: Make sure the FF null move is not overwritten. The player switching out of a trapping enemy should not set the EnemyActed bit. Instead, the null move should be checked-for during the TrainerAI (switching and item-use) function. If the null move is found, the AI will not switch or use an item. The enemy will then execute the null move as expected. |
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I figured out a thing. I was able to increase the maximum game clock to 32767 hours (about 3.74 years).
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I have another suggestion, could there be an optional npc in the japanese builds that brings back the flashing animations for some of the moves? It would be a pretty neat touch up.
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That's why i was suggesting for it to be optional.
I also never expected for you to be affected by the flashing, anyway thanks for your work jojo. |
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Yeah understood it's better safe than sorry.
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I've been playing Green version 1.23 (not the hotfix) as an inject on my 3ds, and Misty's Staryu came up shiny when I battled Misty for the first time. I replayed the battle afterwards and the Staryu was normal the second time, so I assume it's just an oddity with shininess.
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Anyway, shiny-ness in generation 2 is determined solely by DVs. This what allows it to be backwards-compatible with generation 1 (and why the red gyarados stays red after trading it back and forth through the time capsule). Playing in SET mode makes enemy trainers have semi-random DVs assigned to their pokemon, so there is a chance they can come up shiny. |
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Wow, so now I found a completely different and crazy glitch in the same Shin Blue Lite v1.23.03L. But instead of writing a wall of text explaining the glitch like last time, I just recorded myself explaining it (badly lol).
https://youtu.be/8KAXUUpDKDw In summary I encountered a glitch when booting up TM 17 Submission, canceling, then trying to boot TM 9 Take Down and the game goes crazy, starts to play the Low HP beep, some random cry, then you can't use the item, get stuck in a loop, and sometimes crashes depending on what happens. The vid is still useful to see the glitch in action, however I later found that the glitch only happens with TM 9 Take Down, and the conditions for reproducing it seem to be pressing B at any point in the menu then trying to use TM 9. I don't think I've found any alternative info (Also lol I forgot your username when recording the video so I'm sorry 🤣) |
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I think the best way to fix this is to remove Gamefreak's TM/HM code and replace it with what I wrote for the master branch. Gamefreak has the tm and hm names generated on the fly in order to avoid wasting space on a name list, but this in turn can end up causing problems when one goes around and modifies stuff. |
I dont know if its because I am using a Red save file I downloaded to just test some of the later parts of the hack or something but I'm getting pokemon "leveling down" to level 50 when in the SS Anne tournament or in the random trainer.
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- The new daycare is wonderful, especially for filling out your dex by evolving weak pokemon. Did you think about adding a PC to the daycare man's house? It would make the process a lot more convenient.
- I noticed pokemon taken from daycare evolves only once. If you put in Weedle, it will only evolve into Kakuna and not into Beedrill. - I accidentally taught Dig as a field move and used up the TM. I don't think that should consume it. - I would consider adding a visual indicator for the extra bag item space. It's easy to swap lists by accident and assume you've lost items. - If you're adding alternate challenge modes like nuzlocke, I'd suggest adding support for single-pokemon challenge in the style of Jrose11. All it requires is the ability to change your starter to any arbitrary pokemon, which is normally done via cheat codes. |
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Another thought: is it possible to stop cut trees from regrowing? They annoyed me ever since I was a kid, since unlike strength boulders there is no advantage to resetting the trees. It's one of those annoyances that Gamefreak always kept around for whatever reason.
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Interesting. You wouldn't think something as basic as those shrubs would require a hack like that. I can see the performance benefits, but in later gens I'd expect them being able to afford turning them into objects.
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Hello. It's the guy with the weird glitches again. Although I didn't found any glitch this time around. None caused by the game, at least. Probably.
I just started playing the latest stable master version. And I wanted to say that it feels pretty good for the Pokémon to have their Yellow movesets. But while I'm liking this version as well, I definitely prefer the lite version a little more, possibly for nostalgia reasons or whatever, but then again I have a small, somewhat contradictory request. Would you consider making a Lite version patch that has the Yellow movesets instead of the vanilla ones? I would love to play the lite branch with the updated movesets. And I honestly don't have enough experience with the code to build a custom version myself (yet). Thanks in advance! 😄 |
I found a weird minor glitch with the pokedex. If you go down the list and look at the Area of each pokemon, eventually pressing A will make you quit back to the menu. It's not possible to reliably replicate - it seems to be based on the the exact moment you press the A button. Maybe something to do with the RAM?
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Looks like it has to do with the value stored for the current menu item selection. Selecting "area" should be a value of 2. But what's happening is sometimes that value set to 3 which corresponds to "quit". It's a bug in the HandleMenuInput function. I'll figure it out in a couple days. Afterwards I'll post a bug report in the sticky thread in the Previous Generations section of Pokecommunity. EDIT: Oh, this is interesting. Here is what is causing the problem. Button commands for menus are handled by the aptly-named HandleMenuInput function. This is stuff like pressing up, down, A, and B. This function has no problem with pressing buttons simultaneously. So if you are quickly navigating the pokedex menu and you hit A to see the area while not fully releasing DOWN, the game will think you pressed DOWN an additional time before pressing A. You can accurately reproduce this by placing the cursor over AREA then pressing DOWN+A simultaneously. You can even try this with other selections and the UP button. |
Hello, just a quick question. I noticed that Butterfree in the master version 1.23 has its vanilla Red/Blue learnset instead of the Yellow one. Is this intentional? And does this happen with other Pokémon? Sorry for asking in case it's already changed in dev/future versions.
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Hey another thing, would you consider making an additional "SET" battle setting that doesn't increase opponent trainers' Stat Exp. and experience? Kinda like the "FAST" and "FAST!" text option? I don't like playing in Switch mode but I feel like the early game in the current Set mode requires a lot of grinding to consistently win battles. In early-game you as a player don't have a lot of options to tackle the increased difficulty of trainers outside of grinding, but after Misty you start to get a lot of good moves (Bubblebeam, Dig, Thunderbolt, Body Slam) that equals the playing field. I know that I can play in Shift mode up until then and just say no to the switch prompt, but it would be cool if you could add the extra option. Thanks |
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I normally don't follow Reddit, nor do I have an account there. But the pokemon rom hacks subreddit is putting together a reference list of top rom hacks. If you have a moment, give Shin Pokemon some likes.
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This is probably not a bug persay, but something i noticed when in the title screens of Red and Green but not Blue. This is also not the case in the actual Red and Green. Whenever the pokemon scrolls left it kinda cuts off whenever it's about to leave the screen. Especially with the larger sprites it's more obvious. I guess this is something worth noting.
Another thing to note during the intro scene where Gengar is fighting Nidorino. When Nidorino is jumping at Gengar. Im pretty sure that Nidorino is supposed to just hang in the air for a few seconds and then the title screen should show up. Also here's a video i found for reference. https://m.youtube.com/watch?v=4nWzt_Xu3X0 |
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The title screen scrolls pokemon a certain number of tiles to the left per frame before erasing them. It's the same with every version, but I think the red/green sprites are making it more noticeable. I might be able to scroll it for a frame or two more before erasing it. The main thing to avoid is scrolling it so much that it rolls back around to the right side of the screen. The intro cinematic is based on Blue. It looks like GF tweaked it so that the fade-out happens sooner for a more cinematic flair. I'll see if I can tweak it back. |
Alright this is something i forgot to mention.
This is something really minor that has to do with getting the town map from Daisy in pallet. Instead of the text saying " It's a big map this is useful" In the japanese builds. It should go something like this " It's a map of KANTO!... It would be great if she gave it to me, right?" And also in Jp Blue the pokemart sign is supposed to say "Shop" instead of "mart". In addition the Super Gameboy borders for the jp builds should say "pocket monsters" |
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Attached are the fixes to the text tiles. The version texts in the Red-JP and Blue-JP SGB boarders are actually supposed to be off-center. Considering those borders are displayed all the time, I decided to keep them centered to prevent annoying the bejeezus out of people (me included). |
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