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-   -   Red Shin Pokemon Red/Blue/Green/JP builds (Bugfix, AI, and QoL patch) (https://www.pokecommunity.com/showthread.php?t=427398)

jojobear13 October 1st, 2022 1:55 AM

Quote:

Originally Posted by MStern (Post 10555185)
There's a visual glitch with the man by the grass to the south of the Route 3 Mt Moon entrance / Pokemon center. When the player walks right, the tile beneath him flashes. This is on the dev patch.

Got it. The grass tile priority for NPCs was updating mid-movement, so the game was thinking the guy was standing in grass during the middle frames of the screen scroll.

rubensde October 1st, 2022 2:46 AM

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.

jojobear13 October 1st, 2022 3:02 AM

Quote:

Originally Posted by rubensde (Post 10555212)
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.

If you played in SET mode, then trainers are going to be boosted with stat exp and you won't get your badge boosts.

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.

SPazzzi95 October 1st, 2022 11:47 AM

Ok so i checked the latest patch and it looks like everything works fine.

LinkNinjaMaster October 1st, 2022 10:27 PM

Quote:

Originally Posted by jojobear13 (Post 10554906)
Real quick. What's the history on this butterfree? It's only level 23, so that's not a lot of time for the corruption to happen. Did you catch it early and box it? Or was it in your party and you were doing some side-grinding? I'm trying to narrow down when this could occur.

Dang, I'm not really sure. It has been a while. I believe I caught it as a Caterpie early on, then trained it later, probably after Misty. But I'm not sure if I boxed it or kept it in my party. What I can say for sure is that I boxed it sometime later when I replaced it with another Pokémon, and basically only used it again once I traded it to the other version, where I noticed the corrupted OT name. This means that it stayed boxed for most of my first playthrough.

MStern October 1st, 2022 10:32 PM

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.

jojobear13 October 2nd, 2022 12:52 AM

Quote:

Originally Posted by MStern (Post 10555496)
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.

What if I randomized them within tiers? That way you won’t get randomly curb-stomped by a Tauros on route 3.

Quote:

Originally Posted by LinkNinjaMaster (Post 10555491)
Dang, I'm not really sure. It has been a while. I believe I caught it as a Caterpie early on, then trained it later, probably after Misty. But I'm not sure if I boxed it or kept it in my party. What I can say for sure is that I boxed it sometime later when I replaced it with another Pokémon, and basically only used it again once I traded it to the other version, where I noticed the corrupted OT name. This means that it stayed boxed for most of my first playthrough.

Are you able to post the raw .SAV file with the butterfree? There are a few values within the wram I want to check.

MStern October 2nd, 2022 11:47 AM

Quote:

Originally Posted by jojobear13 (Post 10555515)
What if I randomized them within tiers? That way you won’t get randomly curb-stomped by a Tauros on route 3.

Some sort of weight system would be good. Right now I have to save scum before every trainer fight, else I black out and lose half my money. It would also be nice if blacking out wasn't so expensive, but that's a separate issue.

jojobear13 October 2nd, 2022 11:16 PM

Quote:

Originally Posted by MStern (Post 10555628)
Some sort of weight system would be good. Right now I have to save scum before every trainer fight, else I black out and lose half my money. It would also be nice if blacking out wasn't so expensive, but that's a separate issue.

I pushed a commit to the dev branch if you are interested in giving it a shot.

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.

JulianoFdeS October 4th, 2022 8:01 AM

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 =]

Quote:

Go to the name rater and pick a pokemon to change its nickname. When you get to the naming screen, is the ED character corrupted?
No, it isn't corrupted.

Quote:

- version info of your game from the main screen.
Red Version(J) V1.23M

Quote:

- point in the game that you noticed everything was fine.
At the time LinkNinjaMaster reported the glitch, I was in Cerulean City, can't say exactly what I was doing, I GUESS I was doing ONE of the following three situations:
-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:

- point (and map) in the game you noticed the error.
I noticed only in Fushia City

Quote:

- description of the activities you engaged in between those times and the general order in which you did them. Particularly any custom features of the rom hack. Was your pikachu always in your party for this duration?
From Cerulean fo Fushia city, too much things happened between the last time I checked every Pokémon I had, so it's hard to point when my name got corrupted in my Pikachu's OT.
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:

- if possible, the name of the emulator core that your device is using.
Pizza Boy, I don't know the core it is based on.

JulianoFdeS October 4th, 2022 9:29 AM

Quote:

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.
I totally agree with this.
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.

Neosonic97 October 6th, 2022 6:43 AM

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).

jojobear13 October 6th, 2022 4:26 PM

Quote:

Originally Posted by Neosonic97 (Post 10556753)
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).

That's my bad. I'll create an issue ticket.

Жека October 8th, 2022 1:36 PM

How do I compile a new rom?

jojobear13 October 10th, 2022 3:22 PM

Quote:

Originally Posted by Жека (Post 10557415)
How do I compile a new rom?

Learn how to compile and make small modifications to pokered disassembly first. Their discord can help you in this regard (since they do not help with individual hacks). When you are comfortable working with pokered, you can transfer that experience over to tweaking shinpokered.

JulianoFdeS October 12th, 2022 2:47 PM

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?

jojobear13 October 12th, 2022 8:59 PM

Quote:

Originally Posted by JulianoFdeS (Post 10559337)
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.

That's entirely my fault. It's caused by some old debug code where I tried to automatically remove corrupted characters. I forgot to account for the apostraphe in farfetch'd and the period in mr. mime. You should be able to fix it at the name rater in the next version.

Quote:

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?
Very scant ideas. I think it might be related to Pizza Boy. All I can do is keep an eye out for it in my private playtesting.

Quote:

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.
Best of luck!

Quote:

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?
"Shin", written with the kanji of 真, is the japanese word for "true". This rom hack uses it within the same vein as works like Shin Mazinger Z or Shin Getter Robo to denote an update, re-imagining, or "true form" of something.

Жека October 13th, 2022 6:55 PM

MGBA now supports custom SGBC borders.

erpster8 October 17th, 2022 12:07 PM

Quote:

Originally Posted by jojobear13 (Post 10536055)
Hi everyone. On a tangentially-related note, Vortiene has released Pokemon PureRGB which takes advantage of several advances made by Shin Pokemon. Go give it some love if you get a chance. It gives me the warm fuzzies to see that my contributions are helping others to make cool stuff!

I finally got to play the PureRGB series when v2.1.0 came out earlier this October (though recently v2.2.0 was released). didn't wanna play it until at least the 2.1.0 release, which got many bug fixes & enhancements

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

jojobear13 October 17th, 2022 8:10 PM

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.

jaecky October 20th, 2022 7:09 AM

its a shame really i cant get this to work. the file is incomplete it says.

jojobear13 October 20th, 2022 11:45 AM

Quote:

Originally Posted by jaecky (Post 10563064)
its a shame really i cant get this to work. the file is incomplete it says.

Too little information. Gonna need a better description of the problem if anyone is to help you.

jastolze007 October 21st, 2022 9:05 AM

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.

jojobear13 October 21st, 2022 8:23 PM

Quote:

Originally Posted by jastolze007 (Post 10563512)
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.

Adding yet another textbox to mash 'A' through is not something I'm keen to do. I'd rather print it on-screen as needed like in Final Fantsy 3 to 6. Interesting idea though. Enough that I threw together a quick an dirty proof of concept. There is a little bit of space above the player 'mon back sprite where damage numbers can be printed directly into the battle space. It was not too difficult to print the 2-byte number in the wDamage address during the function where the UI gets updated (such as when the health bars decrementing). It's a little janky because both player and enemy damage are stored in the wDamage address, but it seems to work. I'll probably make this a "debug" cheat code.

jastolze007 October 22nd, 2022 3:33 AM

Quote:

Originally Posted by jojobear13 (Post 10563676)
Adding yet another textbox to mash 'A' through is not something I'm keen to do. I'd rather print it on-screen as needed like in Final Fantsy 3 to 6. Interesting idea though. Enough that I threw together a quick an dirty proof of concept. There is a little bit of space above the player 'mon back sprite where damage numbers can be printed directly into the battle space. It was not too difficult to print the 2-byte number in the wDamage address during the function where the UI gets updated (such as when the health bars decrementing). It's a little janky because both player and enemy damage are stored in the wDamage address, but it seems to work. I'll probably make this a "debug" cheat code.

This sounds amazing. I'm on the source build of 1.22 I think and I've been loving the random trainer roster setting too.

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.

jojobear13 October 22nd, 2022 9:37 AM

Quote:

Originally Posted by jastolze007 (Post 10563766)
This sounds amazing. I'm on the source build of 1.22 I think and I've been loving the random trainer roster setting too.

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.

The github link in the OP is to the main master branch, which is on release 1.23. There is an extensive changelog from 1.22.

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.

Жека October 22nd, 2022 7:16 PM

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.

jastolze007 October 22nd, 2022 11:26 PM

Quote:

Originally Posted by Жека (Post 10563941)
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.

Both of those exist in Shin.

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.

jastolze007 October 24th, 2022 5:24 AM

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.

Gotowork2004 October 24th, 2022 9:15 AM

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.

jojobear13 October 24th, 2022 10:49 AM

Quote:

Originally Posted by Gotowork2004 (Post 10564422)
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.

A previously maxed-out game clock of 255 won't transfer over with an update. This is because the wram address labelled wPlayTimeMaxed gets set to FF when the clock gets maxed. To make use of the expanded game clock, use the gameshark code 010042DA to reset wPlayTimeMaxed back to zero.

jojobear13 October 24th, 2022 10:57 AM

Quote:

Originally Posted by jastolze007 (Post 10564346)
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.

Critical hits now compare critical damage to stat-modified damage and will apply whichever is higher. Stat modifiers still do not apply to crits, but critical damage will never be less than regular damage.

Gotowork2004 October 24th, 2022 11:30 AM

Thanks for the response! I might just leave it as it because it is pretty funny seeing such a high playtime.

SPazzzi95 October 25th, 2022 10:01 PM

Small oversight I noticed. The fossil sprites in Pewter Muesem still display thier blue sprites in Red Jp.

jojobear13 October 26th, 2022 1:25 AM

Quote:

Originally Posted by SPazzzi95 (Post 10565080)
Small oversight I noticed. The fossil sprites in Pewter Muesem still display thier blue sprites in Red Jp.

Thanks, looks like I forgot to update the build tags.

Жека October 29th, 2022 5:55 AM

2 Attachment(s)
https://www.pokecommunity.com/attachment.php?attachmentid=103506&stc=1&d=1667051697

Gotowork2004 October 29th, 2022 1:02 PM

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).

jojobear13 October 30th, 2022 6:05 PM

Quote:

Originally Posted by Gotowork2004 (Post 10566453)
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).

I think I fixed it. Try giving beta patch 1.23.10 a try.

Quote:

Originally Posted by SPazzzi95
...

https://media.tenor.com/Q0DSw9wD4mEAAAAd/i-saw-what-you-deleted.gif

This is the last extra patch I'm doing.

Gotowork2004 October 31st, 2022 7:55 AM

I think that fixed it!

SPazzzi95 October 31st, 2022 7:37 PM

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!

SPazzzi95 November 1st, 2022 11:35 PM

2 Attachment(s)
[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?

jojobear13 November 2nd, 2022 7:01 AM

Quote:

Originally Posted by SPazzzi95 (Post 10567687)
[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?

I need version information to even begin to diagnose the problem.

SPazzzi95 November 2nd, 2022 11:15 AM

It was the latest master dev version.

jojobear13 November 2nd, 2022 1:05 PM

Quote:

Originally Posted by SPazzzi95 (Post 10567826)
It was the latest master dev version.

Thanks. Crazy nonsense like that is caused by jumping to invalid addresses. Usually this happens because a terminator value was left off of a list or a push command was done without a corresponding pop command.

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.

SPazzzi95 November 2nd, 2022 4:55 PM

Thanks looks like it works now

YassQ November 3rd, 2022 1:13 AM

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.

MatteusMint November 6th, 2022 1:24 PM

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?

jojobear13 November 7th, 2022 4:35 PM

Quote:

Originally Posted by MatteusMint (Post 10569366)
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?

Type rgbasm --version and make sure you are running rgbasm v0.5.2.

Then do a git pull to make sure your local master branch is updated with the remote master branch.

GuyStarwind December 14th, 2022 11:12 AM

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

jojobear13 December 14th, 2022 11:29 AM

Quote:

Originally Posted by GuyStarwind (Post 10583465)
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

You might want to switch to the 1.23.11 beta patch linked in the OP (under Beta News).

GuyStarwind December 14th, 2022 11:39 AM

Quote:

Originally Posted by jojobear13 (Post 10583474)
You might want to switch to the 1.23.11 beta patch linked in the OP (under Beta News).

Sounds good. Thanks for the help. I'm not far at all, so not too much of a time loss.

GuyStarwind December 20th, 2022 10:20 PM

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.

LusoTrainer December 22nd, 2022 9:24 AM

Any ETA for 1.24? Maybe at New Year's like the previous one?

jojobear13 December 22nd, 2022 3:45 PM

Quote:

Originally Posted by LusoTrainer (Post 10586314)
Any ETA for 1.24? Maybe at New Year's like the previous one?

Probably later. I wanted to finish playtesting during my work vacation, but it seems I’ll be spending that time with a high fever. How utterly typical.

erpster8 December 24th, 2022 4:51 AM

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

jojobear13 December 26th, 2022 6:04 PM

Quote:

Originally Posted by wienha (Post 10587145)
are you planning on modifying the female trainer sprite to more closely match leaf's original design? the one that was shown in the image that teased her as a scrapped idea for gen 1


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:

edit: I just finished the dex, wanted to note something

I imported my save from vanilla US Red into Shin Red. I beat the Elite Four on my vanilla file before importing, but the secret shop in Celadon didn't let me access it & it had me beat the Elite Four again. not a huge deal, but just thought I should note that for your own reference
Easy fix. I'll note that one in the issues tab.

Жека December 27th, 2022 5:24 PM

Happy 3 year anniversary. Sorry I was a little late!

jojobear13 December 28th, 2022 8:22 PM

Geez, three years since posting this hack. I need a new hobby 😜

Actually a Fungus January 5th, 2023 9:06 AM

I need me one of those GB gadgets! And I absolutely LOVE the custom Jigglypuff GBC!

jastolze007 January 13th, 2023 2:18 PM

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?

jojobear13 January 13th, 2023 2:39 PM

Quote:

Originally Posted by jastolze007 (Post 10594458)
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?

Complete pokedex. View your diploma. Run around the bottom floor of cerulean cave. You got one shot to encounter it.

darthbr January 16th, 2023 2:24 PM

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?

jojobear13 January 17th, 2023 4:49 PM

Quote:

Originally Posted by darthbr (Post 10595623)
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?

I know it's possible. I just don't know how I would go about doing it.

darthbr January 17th, 2023 7:33 PM

Quote:

Originally Posted by jojobear13 (Post 10595965)
I know it's possible. I just don't know how I would go about doing it.

I hope in future. Thanks for the hack

MatteusMint January 20th, 2023 1:53 PM

Quote:

Originally Posted by jojobear13 (Post 10569816)
Type rgbasm --version and make sure you are running rgbasm v0.5.2.

Then do a git pull to make sure your local master branch is updated with the remote master branch.

Thank you that solved my problem, I had too old version.

jojobear13 January 30th, 2023 11:21 AM

1 Attachment(s)
>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.

abyssthesavior January 30th, 2023 6:38 PM

Admittedly not big on ROM Hacks being in cartridges cause of people selling them, but that GBC looks so awesome. Love the Jigglypuff art on it.

jojobear13 January 30th, 2023 11:22 PM

Quote:

Originally Posted by abyssthesavior (Post 10600295)
Admittedly not big on ROM Hacks being in cartridges cause of people selling them, but that GBC looks so awesome. Love the Jigglypuff art on it.

Eh...I have to play on real hardware all the time. Good sanity check for testing problems, but time-consuming.

jojobear13 February 6th, 2023 2:33 PM

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.

Ravenson February 17th, 2023 1:02 PM

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.

jojobear13 February 17th, 2023 10:08 PM

Quote:

Originally Posted by Ravenson (Post 10606212)
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.

Good catch. I made a coding mistake. I fixed it and re-uploaded the 1.23.12 patches. Should work fine now.

Gotowork2004 February 18th, 2023 8:14 PM

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.

jojobear13 February 19th, 2023 6:50 PM

Quote:

Originally Posted by Ravenson (Post 10606212)
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.

Quote:

Originally Posted by Gotowork2004 (Post 10606553)
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.

I swear, it figures...

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

Gotowork2004 February 19th, 2023 8:10 PM

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.

jojobear13 February 19th, 2023 8:11 PM

Quote:

Originally Posted by Gotowork2004 (Post 10606866)
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.

You have no idea. See the edit in my post just above yours.

Gotowork2004 February 19th, 2023 8:28 PM

Haha, I appreciate all of the efforts! I never use itemfinder so I probably would have missed that one lol

Ravenson February 20th, 2023 12:23 PM

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.

jojobear13 February 20th, 2023 12:46 PM

Quote:

Originally Posted by Ravenson (Post 10607060)
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.

So, you're on 1.23.13 beta now. Rods have undergone some tweaking in the master branch. Here is how they currently work:

- Changes to fishing
  • - All rods have an expanded level range
  • - Old rod can fish up two kinds of pokemon (depending on the current map constant value)
    • - Magikarp or Goldeen
    • - Magikarp or Poliwag
  • - When using the old rod, press and hold B within about 1 second to always hook a magikarp
  • - Good rod can fish up three or four kinds of pokemon (depending on the current map constant value)
    • - Poliwag, Horsea, Krabby
    • - Poliwag, Krabby, Goldeen, Psyduck
    • - Goldeen, Psyduck, Shellder
    • - Goldeen, Shellder, Horsea, Tentacool
  • - The Route 12 Fishing Guru is now visitable upon first reaching Lavender Town
  • - Swapped location of Good and Super Rod

Ravenson February 20th, 2023 12:49 PM

Ah yes, looking at the wrong documentation would explain why I was so confused.

Thank you!

jojobear13 February 21st, 2023 8:08 AM

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.

darthbr February 23rd, 2023 1:28 PM

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?

jojobear13 February 23rd, 2023 3:24 PM

Quote:

Originally Posted by darthbr (Post 10607889)
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?

I'm not totally sure what you did. Can you try a "make clean" followed by a "make"?

darthbr February 23rd, 2023 3:54 PM

Quote:

Originally Posted by jojobear13 (Post 10607921)
I'm not totally sure what you did. Can you try a "make clean" followed by a "make"?

i did `` cd pokered`` -> make clean

$ 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

jojobear13 February 23rd, 2023 5:25 PM

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.

darthbr February 23rd, 2023 5:39 PM

Quote:

Originally Posted by jojobear13 (Post 10607947)
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.

Im really sad, cause i did everything right, like this video, just changed the rgbds-0.6.1-win64

>> 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

jojobear13 February 23rd, 2023 5:43 PM

Quote:

Originally Posted by darthbr (Post 10607953)
Im really sad, cause i did everything right, like this video, just changed the rgbds-0.6.1-win64

>> 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

Don't be sad. I just did a "make clean" on my master_dev branch and now I'm getting the same error as you. I think there was an update to rgbgfx. Let me fix it and I'll get back to you.

darthbr February 23rd, 2023 5:49 PM

Quote:

Originally Posted by jojobear13 (Post 10607954)
Don't be sad. I just did a "make clean" on my master_dev branch and now I'm getting the same error as you. I think there was an update to rgbgfx. Let me fix it and I'll get back to you.

alright, thank you!! i tried to compile pokered, and got no errors, i was thinking it was my fault

jojobear13 February 23rd, 2023 6:17 PM

1 Attachment(s)
Quote:

Originally Posted by darthbr (Post 10607957)
alright, thank you!! i tried to compile pokered, and got no errors, i was thinking it was my fault

I just asked around in the pokered discord. Turns out that rgbgfx got a total rewrite in v0.6.0, so it wont take any png that isn't in 8x8 tile dimensions. The minimize sprite is a hack that is an 8x5 partial tile.

I've attached a new png that is the proper 8x8 tile format. I was able to build with this one.

darthbr February 23rd, 2023 6:24 PM

Quote:

Originally Posted by jojobear13 (Post 10607964)
I just asked around in the pokered discord. Turns out that rgbgfx got a total rewrite in v0.6.0, so it wont take any png that isn't in 8x8 tile dimensions. The minimize sprite is a hack that is an 8x5 partial tile.

I've attached a new png that is the proper 8x8 tile format. I was able to build with this one.

oh damn, ok thank you

darthbr February 23rd, 2023 6:48 PM

Quote:

Originally Posted by jojobear13 (Post 10607964)
I just asked around in the pokered discord. Turns out that rgbgfx got a total rewrite in v0.6.0, so it wont take any png that isn't in 8x8 tile dimensions. The minimize sprite is a hack that is an 8x5 partial tile.

I've attached a new png that is the proper 8x8 tile format. I was able to build with this one.

alright, we fixed that, but now i got some other erros

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?

jojobear13 February 23rd, 2023 7:33 PM

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.

darthbr February 24th, 2023 5:17 AM

Quote:

Originally Posted by jojobear13 (Post 10607972)
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.

its working with the master one

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?

jojobear13 February 24th, 2023 10:59 AM

Quote:

Originally Posted by darthbr (Post 10608091)
its working with the master one

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?

Try using
Quote:

git clone https://github.com/jojobear13/shinpokered.git --branch lite_dev
I just tried that one and it downloaded fine.

darthbr February 24th, 2023 11:48 AM

Quote:

Originally Posted by jojobear13 (Post 10608170)
Try using


I just tried that one and it downloaded fine.

Yeah my bad. Its working. Thank you.

LonicTH March 25th, 2023 1:29 PM

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.

erpster8 March 29th, 2023 3:24 PM

Quote:

Originally Posted by abyssthesavior (Post 10600295)
Admittedly not big on ROM Hacks being in cartridges cause of people selling them, but that GBC looks so awesome. Love the Jigglypuff art on it.

just wondering where do those people get those kinds of stuff?

treechirp May 12th, 2023 3:29 PM

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!!

jojobear13 May 15th, 2023 11:25 AM

Quote:

Originally Posted by treechirp (Post 10629345)
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!!

1.23.14 is fine to use. 1.24 is on the horizon for sometime this year, but I expect to be doing only minor tweaks and polishing between 1.23.14 and 1.24.


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