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Dear jojobear13
Thanks for this ROM I am really enjoying it. Almost finished it in "easy mode" and probably will re-play it on escalated. I am not sure if it has been told yet, but there is just one thing I think I found not realistic in the easy mode: the E4. The rival's mons seem to have quite an extra bonus. Not sure if it's just DV boost only... basically 2 things - excessive enemy speed : slowbro outspeeding my +1 lvl machamp (25 base points of difference). Cloyster outspeeding my same level Moltres (20points of difference). - excessive critical ratio. Also for very slow pokemons e.g Lorelei Dewgong's hitting 2 in a row. Probably related to an increased speed. Was that an intentional equalizer? It's sometimes frustrating as later on, Agatha's Gengar can't basically be outsped even by my Jolteon. |
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EDIT: One think I want to mention is that the difficulty additions to SET mode are being separated out into its own menu option in the next version. That way you can have both SET and SHIFT run per the vanilla games. |
Ok so i checked the latest patch and it looks like everything works fine.
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I've been using randomized trainers, and I have to say that Snorlax is absolutely miserable. It starts with Headbutt, Amnesia, and Rest, meaning most Pokemon get walled by it indefinitely. Another problem is Gyarados, who starts with Dragon Rage and Hydro Pump. Fighting either of these in the early game is a death sentence.
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First thing it does is take the higher-BST non-evolving pokemon and make it so they do not appear on randomized trainers under level 30. Trainers at this level are typically inaccessible until you've obtained the pokeflute. The second thing it does is bias the levels at which randomized trainer pokemon auto-evolve to be a bit higher. For example, gyarados won't be generated until trainers of level 26 are encountered sometime after getting through Rock Tunnel. |
I'm veeeeery sorry for the late reply, my life was kinda busy these days, but now I'm back to play Pokémon and visit forums again =]
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-I was at the nugget bridge and route 25 defeating every trainer -I was grinding a team just to beat misty -I was leaving Cerulean after get my Cascade badge At this time, I searched for any Pokémon in my team or PC for corrupted trainer name, everyone, even the Pikachu was fine. Quote:
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As I play with trainer scale AND obedience cap ON at the same time, it obligates me to catch every new pokémon as soon as I can find them and make all their levels high enough to defeat gym leaders but also low enough so them won't disobey me, so it kept me Depositing high level Pokémon and Withdrawing my low level Pokémon all the time, as I catch Pikachu in Viridian, it was in and out of the box tons of times. Features I'm using from this RomHack as soon I was able to activate: QOL features: -60 FPS -Text Speed FAST! -Pokémon caught symbol and gender -Temporary field move slot (I use this all the time, I decided to play the whole game without teaching any HM moves in-battle, I use HM as temporary field move only) Competitive features: -Randomization -Battle Style as SET -Obedience Level Cap -Oak's Aide Level Scaling features I never used: Clause Brothers, Celadon Diner Aide, Bag extra space, New Game+ Quote:
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I'm one who likes a true challenge, but some Pokémon randomized in early game can be really unfair due their high stats and boost moves available for them that abuses it's own stats even more. -Scyther God of critical hits, Slash turns into Guillotine after it boosts itself with focus energy and/or swords dance) and good luck to hit it if it's high enough to use Double Team. -Gyarados Hydro Pump kills everything in it's way, and if you use any Pokémon who resist it like water or grass, good luck, because in early game them don't deal much damage, don't have powerful neither Super Effective moves to counter it, neither will have enough HP to survive two dragon rages, if it even can survive at least one. -Lapras Have high defense, it's hard to deal damage even with Super Effective moves, it also usually attacks first, makes you sleep with sing, protect itself with Mist so it can't be paralized, but can paralize you if you wake up and get hit by body slam, and good luck to hit it if you're not confused yet. -Snorlax Hard to deal any damage even with Super Effective moves and recover itself often, you would probably lose the battle without PP left and struggling, but it's headbutt is here to solve this problem and kills you before it can happen. -Taurus High stats, deal lots of damage, resist too much as Gen one Taurus have high both Defense and Special, don't hit as much critical hits as Scyther's Slash, but it's Stomp will flinch you as often instead. -Hitmonlee High attack stats and good speed stats, it's Double Kick give too much damage even if your Pokémon resists it, and if it use one Medidate, it's Double Kick turns into some early Rolling Kick, if it uses two Medidate, seems it's Double Kick is now early Jump Kick, if it's use Medidate Three times, it looks that it's Double Kick is now early High Jump Kick. I survived most battles against them glad for my Pikachu's high speed + Thunder Wave, Rock-Type Pokémon to tank their powerful Normal Type moves until get my Gastly to abuse it's imunity against them. Trainers who have 3 or more Pokémon on team and coincidently randomized two or more of what I mentioned above was certain defeat. I guess they should be unlocked between level 30 or 40 to be randomized and give challenge without unfairness. Also, Pinsir, Hitmonchan, Chansey, Mr. Mine, Jynx, Electabuzz, Magmar, Licktung and Kanghaskan can also be a pain due their high stats in very early game, but as they don't have much moves available to abuse it, I guess it's fair they be unlocked more early between 20 and 30. |
Not sure if this is a bug or not, but if a Repel-type effect prevents the Mew encounter in Cerulean Cave, the game acts as if you had encountered Mew and forces you to rebattle the five trainers to respawn it. This is particularly annoying if you're trying to shinyhunt Mew using the Level 100 Chansey+Repel trick (like me).
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https://i.postimg.cc/tJYCh5fq/photo-2022-10-12-19-10-49.jpg
Interesting, a wild/trainer Farfetch'd have correct apostraphes, but after you got one, the apostrophes changes for "x" in battle, as well as it's own name on Pokémon team and stats first screen, on the second stats screen and in the Pokédex, the apostraphes are there, I wonder if after you release the next patch, it will fix my Farfetch'd apostraphes, or if I'll have to release it and catch another wild one. I forgot to say, I looked all my Pokémon in my team and PC Box, there's no corrupted OT name, I got rid of that Pikachu by evolving him with thunderstone and traded for that Electrode in Cinnabar, just to release it afterwards, I got a new one on power plant and it's OT name is not corrupted. Did you figured out or is it still a mistery what causes that corruption? And I have to say, +70 gameplay hours of pure satisfaction, even with it's sometimes unbalanced randomizer and weird apostraphes glitches, this was the RomHack I was looking forward for years, I had the best battle ever against Giovanni, I loved the move changes you made to compensate his type weakness and I had to pick a new whole team and lvl uped them up to lvl 43 just to beat him, epic battle, NOW this really looks like the final Gym Leader, he's so boring in vanilla. I'll be in indigo plateau soon, I have got the Moltres, the only 6 Pokémon left to complete the Pokédex is Hitmonlee, Omanyte/Omastar, Dragonite, Mewtwo and Mew. I'm a fan of this project now, and soon I believe that this will be my favorite Gen 1 hack of all time. One doubt, what means "Shin"? Why this name? Just because sounds cool or it have a meaning? |
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MGBA now supports custom SGBC borders.
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also played this guy's Red*/Blue* hack as well; one of the features I like was having those "item descriptions" when selecting an item in the bag/pack that shows a short description of the selected item would be kinda neat if the item description feature from Red*/Blue* somehow made it into the Shin Pokemon games if possible |
I know it's been asked before if Shin Pokemon will implement the original flashing move animations (hyper beam, etc) into Green and Red-JP. The answer is still "no", but I have gone ahead and documented the code changes that were done to lessen the flashing in Blue-JP, Red, and Blue. Basically they just increased the period between frame flashes on certain animation functions by 4x. Anyway, I'm going to tether this to a makefile tag and leave it inactive; others can do what they want with it.
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its a shame really i cant get this to work. the file is incomplete it says.
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Still loving this hack. Just picked my old save file up again and am giving it another go.
Would displaying damage dealt in numbers during battle be a possibility? Is it something you'd consider? I know it's just one more text screen to pass through so I can see how it wouldn't always be appreciated, but if there was a chance for a setting you can toggle stating how much damage was taken/dealt it would be cool to see how high I could get it to go. |
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I was looking for the changelog to see what I'm missing to see if I should update to the current source code and looked on Github but couldn't find it. Anyway, I look forward to hopefully seeing how that looks in battle. Are you going to print how much HP damage it dealt or how much damage would have been dealt? The latter sounds more interesting personally. |
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The master_dev branch is where I do all my iterative development. It updates as I push new code. I may or may not accidentally break things here. I do keep a changelog from 1.23 up to date. Anyway, it prints whatever is stored in wDamage. That’s determined by the battle engine. While the hp bar goes down, it is the absolute damage of the attack. I’m just lucky that this matches what is done in other RPGs. If it KOs the Pokémon, it switches to the hp deducted from the hp bar (prevents underflowing the hp). I did set it up so that the display is cleared if either Pokémon has zero hp in order to clean it up a bit. But the deducted value stays on screen for a little bit if a new Pokémon is replacing one that was KO’ed. |
Been playing a bit of pokemon pure red and really liked the options menu and also xp bar had a a cleaner implementation.
Would be better for difficulty settings and fps options. |
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Harder difficulty is toggled by setting switch to set in options. There's also an "experimental" 60 FPS setting. I forget how it activates but it describes it on the main post. |
Hey, did you happen to "fix" the crit damage? I know it normally ignores stat changes but it seems like it's been doing more when I use Amnesia or Swords Dance with a crit.
Also, I encountered a weird vanilla bug that I figured was fixed. I was in Poke Mansion and it randomly said "Ding Dong. Time's up"! Then warped me back to Safari entrance. I had been to the Safari Zone but I didn't do the Glitch City trick. I can try to reproduce it. I'm still on the version where the tilesets im Viridian Forest and others don't really allow you to leave upon trying to exit. I know you fixed that in a newer version though. I appreciate all your work JoJo. I'm actually about to complete a dex fully. In my 15 years of playing mods, I've never finished the dex. Never thought it would be through a Gen 1 mod. |
I've come across a pretty insignificant glitch, not even sure its worth fixing but i thought i would mention it. I updated my game to 1.23.09 last night and the playtime for my game, which was previously maxed out at 255:00, now shows up as 32767:00. I used speed up a lot, but I don't think I have played the game for over 32 thousand hours, and the playtime has stopped going up.
For background, I'm playing on shin blue with the original back sprites. The original .sav file was from a vanilla blue save, which I transferred over to Shin blue around version 1.23.06. |
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Thanks for the response! I might just leave it as it because it is pretty funny seeing such a high playtime.
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Small oversight I noticed. The fossil sprites in Pewter Muesem still display thier blue sprites in Red Jp.
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I just noticed a bug with vitamins. They are no longer increasing stats/stat exp. Even on pokemon that don't have any stat exp or low stat exp. When i use the vitamins, both stat exp and stats remain the same.
Most of the time, the dialogue still shows up as normal ("bulbasaur's attack increased"), there are just no effects. Sometimes, the "it won't have any effect" dialogue box will appear even for pokemon with non maxed stats, but ive noticed that it only appears when trying to give vitamins to pokemon in the 5th spot in your party. I did not have this issue in the previous version (1.23M) so I think this is a problem that came recently (maybe with 1.23.09). |
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This is the last extra patch I'm doing. |
I think that fixed it!
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My Social Anxiety Disorder made me delete that. Really what's a dude like me obsessed with 26 year old game lol.
Anyways thanks for the patch! |
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[ATTACH]Attachment 103590[/ATTACH]
There seems to be a glitch with the Rival's Squirtle on route 23. Whenever I attacked it, the game goes nuts and it spams moves like clamp etc. The squirtle was also using the same moves as my pikachu who fought it, the graphics also became corrupted with flowers. After I won the battle the game froze and kept playing rhyhorn's cry. I believe this probably has something to do with the 60 fps mode? |
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It was the latest master dev version.
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Sure enough, I found an instance where a push with no pop can happen under certain conditions. I rebuilt and re-upped the 1.23.10 beta patches. Give it a try now. |
Thanks looks like it works now
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Great hack, very welcome and much needed changes and additions.
I'm at victory road right now and I enjoyed this more than I thought I would. Thanks for making this, really appreciate the effort. The only "criticism" I have would be that because of all the togglable features I always end up toggling on or off something because I can't leave my buttons alone, nothing major just a minor annoyance on my part. |
I am a big fan of this hack and was thinking of using the disassembly to make some minor changes. However the current master branch wont compile (version 1.18 however compiles just fine in cygwin). Error message is .end in /scripts/safarizoneentrance.asm is not defined. To my novice eyes it looks like a indentation error on line 341. However, when i modify this I instead get the error:
ERROR: wram.asm(3380) -> sram.asm(17): 'wSpriteDataEnd - wSpriteDataStart' not defined make: *** [Makefile:60: wram_red.o] Error 5 Which doesn't make sense to me at all. So my question is more or less how should I proceed to compile the code? |
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Then do a git pull to make sure your local master branch is updated with the remote master branch. |
I apologize if this has been asked a billion times, but the trainers won't do anything and after my turn the next round starts. I'm playing Shin Green v1.22. Wild Pokémon attack and Gym Leader's Pokémon attack but just regular trainers don't do anything. Any idea?
Thanks |
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I just want to say this has been an awesome experience playing this. I'm not finished yet, but I'm far enough (just beat 7th gym) to have a pretty good idea. But the changes have been most welcome. I like doing a challenge where my Pokémon can't be higher than the current gym leader's highest Pokémon and you can't fight the gym leaders with more Pokémon than what they have, and this version has been really great adding an extra challenge. But really the new changes are so welcome and I'm not sure I can go back to playing the original versions.
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Any ETA for 1.24? Maybe at New Year's like the previous one?
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no problem, jojobear
I can wait. In the meantime, I'll resume playing pureRGB until the next release of shin pokemon red/blue/green comes out |
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You mean Green? It's a false rumor that she was a scrapped idea. Ken Sugimori drew her backside because he needed a piece of artwork that depicted three trainers. A different artist came up with her front-side appearance for a paper-crafting book that was published, and this was later re-worked into the manga character. Gamefreak never considered adding a female player character until late 1997 as a gen-2 feature. Anyway, the answer is "no" and is something that was already fought about internally some years ago. Quote:
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Happy 3 year anniversary. Sorry I was a little late!
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Geez, three years since posting this hack. I need a new hobby 😜
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I'm on a slightly older version atm, (1.22) but am confused on how to encounter Mew. I have the other 150 owned. I know it's changed a few times. What all do I need to do to encounter him?
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Is there Any possibility to add mini sprites (The sprites from battle list and over world) from each pokemon in lite version and Master one?
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>TFW someone on 4chan shills shinpokered in /biz/ of all places.
I don’t know who you are bro, but I pour one out to you. We’re all gonna make it. |
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Oh yeah, brother. We got new beta patches with v1.23.12. Fixed some major problems with a memory leak and a scripting error too.
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I downloaded the beta patch. When I look at a Pokemon's stats in the menu, the HP values don't display. The bar is still there, and the numbers do appear in the party screen, they're just missing on a Pokemon's individual stat screen. This problem is not present in my 1.23.10 rom.
EDIT: If it at all matters, this bug is present both when using my RetroArch's Gearboy emulator and on standalone BGB. |
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I noticed a couple of issues with the hotfix patch:
1. Early stage pokemon belonging to trainers no longer evolve when hard mode is active (for example trainers in viridian forest are using level 70 caterpie and weedle instead of butterfree and beedrill). 2. Super minor, but when you boot up the game it says version 1.23.10, not 1.23.12. |
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I went ahead and generated and uploaded 1.23.13 beta patches from my current local repository. Try those instead. EDIT: Fixed a problem with the itemfinder at the last second and re-uploaded 1.23.13 |
Very cool, thank you. I downloaded the new beta patch, seems like everything is fixed. I bet it must feel like whack-a-mole with the bugs, fix one and another pops up.
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Haha, I appreciate all of the efforts! I never use itemfinder so I probably would have missed that one lol
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I have some questions about Old Rod functionality. I just got to Vermilion City and am fishing there. From looking at the documentation and the scripts, the way I think it's supposed to work is that 50% of the time I should get a level 5 Magikarp, and 50% of the time I should pull something from the Good Rod table (Tentacool, Magikarp, Poliwag, etc.). Is that correct? Because what's happening is that I've encountered Magikarps of various levels (usually 10 but I've seen 8, 11, I think 12) and Poliwags (12 to 20). I'm pretty unlucky so before I looked it up I just assumed I wasn't getting the rare vanilla Goldeen because it's rare but based on what I've seen it feels like I'm misunderstanding something? Thanks for any clarity you can provide.
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- Changes to fishing
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Ah yes, looking at the wrong documentation would explain why I was so confused.
Thank you! |
Before anyone asks, I had to re-do the 1.23.13 beta patches again. Certain house interiors were broken. Turns out that one house in viridian city is re-used in a whole bunch of places.
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Hello
im trying to compile shin lite, but im getting this error... rgbgfx -d1 -o gfx/minimized_mon_sprite.1bpp gfx/minimized_mon_sprite.png FATAL: Image height (5 pixels) is not a multiple of 8! Conversion aborted after 1 error make: *** [Makefile:103: gfx/minimized_mon_sprite.1bpp] Error 1 its the first compilation, i downloaded the files in github, set in pokered folder, then everything is set, but im getting this error, can u help me or check? |
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$ make clean rm -f pokered.gbc pokeblue.gbc pokegreen.gbc pokebluejp.gbc pokeredjp.gbc audio_red.o main_red.o text_red.o wram_red.o audio_blue.o main_blue.o text_blue.o wram_blue.o audio_green.o main_green.o text_green.o wram_green.o audio_bluejp.o main_bluejp.o text_bluejp.o wram_bluejp.o audio_redjp.o main_redjp.o text_redjp.o wram_redjp.o pokered.sym pokeblue.sym pokegreen.sym pokebluejp.sym pokeredjp.sym find . \( -iname '*.1bpp' -o -iname '*.2bpp' -o -iname '*.pic' \) -exec rm {} + make clean -C tools/ make[1]: Entering directory '/home/b1400171/pokered/tools' rm -f scan_includes gfx pkmncompress make[1]: Leaving directory '/home/b1400171/pokered/tools' then ``make`` but got the same error, im trying to compile the lite version from your github, theres no modifications, this will be the first one, but im getting this error, not sure if u modified something |
Shinpokered pulls to a folder called "shinpokered", not "pokered".
I'd suggest you start fresh. First, make sure you have RGBASM 0.5.2 installed if compiling the regular lite branch. But I would recommend switching to the lite_dev branch since it has about a year's worth of fixes. Lite_dev compiles with RGBASM 0.6.0. This is important since changes to the compiler means old code will throw a bunch of errors. Type "git clone https://github.com/jojobear13/shinpokered/ -b lite_dev --single-branch" This will download the lite_dev branch into a folder called "shinpokered". Type "git pull origin lite_dev" at any time to make sure your local lite_dev repository is up to date with my remote github repository. Try "make" after that. |
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>> followed this video: https://www.youtube.com/watch?v=n0D6U9iwHCw the only different thing is the versions in cygwin, cause theres new ones, and im on windows 10 *of course i changed the github link |
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I've attached a new png that is the proper 8x8 tile format. I was able to build with this one. |
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ld optimization will stop being the default; pass `-l` to opt into it error: Assembly aborted (3 errors)! make: *** [Makefile:55: audio_red.o] Error 1 i think its the newer update, its causing these errors, can u try it in yours? |
It's a makefile error, but I don't know what could be wrong from just that error message. Some kind of incompatibility with your version of rgbds. You really should just clone or pull from the current lite_dev branch. I've updated all the code there as well as the makefile to be compliant with rgbds 0.6.0.
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but i cant download the lite one... git clone https://github.com/jojobear13/shinpokered/ -b lite_dev --single-branch its not downloading $ https://github.com/jojobear13/shinpokered/ -b lite_dev --single-branch bash: https://github.com/jojobear13/shinpokered/: No such file or directory also, if i try to download the lite one manually, its comming the ''master'' one, its comming with de 48x48 sprites changes and other things, can u please check? |
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I have a question, maybe someone somewhere asked this, but there are 32 tabs and I won’t try go through all that to see if someone asked the same.
But, is there a way to example, translate this romhack to other languages? I know in the GitHub there’s ways to edit the texts and when compiling it comes out as expected. Yet is there a way to add “custom characters” to the font graphic, and display them when used? And if so, where? I need help. |
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Really loving this ROM hack - recently started playing it. I noticed a few fixes in the dev patch that I like. Should I just go ahead and continue with 1.23.14 or is 1.24 on the horizon? Either way, amazing stuff!!
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