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There was a typo in the object data of the unknown dungeon basement that affects the Green patches. I've fixed it and re-uploaded new Green patches. Please try again with these new patches if you are using Green version.
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After some discussion with my Reddit liaison, I've started work on a very simple randomizer for Shin Pokemon. I'm planing to have it be a unix bash script that can be run under cygwin with core utilities. The user will be prompted to input the name of the rom file as well as the banks and hex addresses of some important labels I'm adding to the .sym files (the .sym files will be added to the github). From there, the script will automatically do the necessary hex-editing on the rom file.
While it does require a little more skill than the nice GUI options for other game, the tradeoff is that it is compatible with all unix-based operating systems and environments (very handy for developers). It will also continue to work when I make new updates to Shin Pokemon. Initial plans are as follows: --Mew, Mewtwo, and the bird trio are unaffected since their encounters are handled by map scripts and I don't want to mess with that yet. --Likewise, scripted pokemon (gifts, in-game trades, fossils, game corner, etc) are slated for later. --But your starters will get randomized of course. --151 availability is only in the master branch since that is already built into the rom itself. --Random encounter-able land & water pokemon will be randomized on a global scale (all instances of one species become all one other species). --Super rod pokemon will be randomized on a global scale. --Trainer pokemon will be randomized on a global scale. --Pokemon are put into A, B, and C tier lists. Randomization occurs within each separate list to prevent something like Brock throwing 2nd-stage evolutions at you. --No move randomizer planned yet since it takes a while to do it in a way that prevents soft-locking. Current status: I can accurately write bytes to a rom file, and I can randomize an array of pokemon hex values. Looking feasible but I have a long way to go. |
So the randomizer bash script is making progress. I had to make sure VIM was installed to Cygwin so I could access the xxd command. Starter pokemon and trainer rosters can now be randomized.
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Hey Jojo, hope youre keeping well, good to see progress is still going well with this rom :) so i discovered the New Game+ mechanism and played around with it a bit, saving my party to a box first then setting up with a junk pokemon ready to switch over (i actually did this several times to get it all just how i wanted it and experiment with the mechanism, and i believe i have found a bug, i left the old game with 80 pokemon in the bank and switched into the new game with only 78, when i got to the pokedex i can see whats going on, even though i have bulbasaur in the bank and i picked charmander this time, the pokedex is showing bulbasaur as not owned (no pokeball) so i'm guessing its something to do with the initial selection process clearing out the pokedex for the options i didnt pick? or something is re-setting any found status on the first 3 as you select one? not sure but yeah have at it :)
All the best :) |
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Hey jojobear13, I love this hack so far (actually my favorite one) but I would like to ask you if a japanese version of it is planned ? I've been digging through the net for a disassembly of the Green version with no success. If it's not in your plans, how would I proceed to make a translation of your hack ? (if you allow me of course). Thanks !
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This is not a beginner's-level endeavor. |
How to make legendaries not spawn after beating future red?
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Attn all. A basic bash script randomizer, "randoshinred", is now in beta test for those who compile the master development branch.
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The randomizer sounds awesome; something that I feel more of these "expansion" hacks should implement as it creates a whole new experience- I'm tired of using the same dang 3 starters each time! lol
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do external randomizers still work?
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I thought I'd report that upon testing to see if my PKMN could indeed correctly level up past 100 via the cap change I made, while rare candies work, the said PKMN doesn't gain any exp on 100. If I used a rare candy to raise it above 100 and then go into battle, it will reset to 100 and try to learn all of its level up moves. With that said, I've noticed in past Red builds I've made, that this only is affected when using a gift Pokemon. For instance, my Gyarados that I paid for when it was a Magikarp on Route 4 or starter PKMN. I know this isn't a problem from your code, but it's kinda unfortunate as I would have liked to continue to play.
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Let's look at mewtwo for example. Math will be done in hex so it's easy to see the bytes being used. 250 in hex is $A8. Mewtwo's growth rate is "slow", so the exp it needs to hit the level cap i$s 5/4 n^3. Calculating ($A8)^3 gives $485a00. That's three bytes, so we're good so far. Now multiply by 5 to get $0169C200. Uh oh, that's 4 bytes. You've overflowed so that leftmost 01 gets tossed out of calculations. That leaves $69C200 / 4 to give a final result of $1A7080. This is an incorrect exp result that corresponds to a much lower level. By my calculations, the highest value for max_level without initiating an overflow for any of the growth rates is 140. |
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Try implementing the changes in this commit. This updates the CalcExperience function to do math with 4 bytes instead of 3 bytes. This will prevent the left-most byte from being dropped and give accurate math. Since pokemon are still restricted to 3 bytes of exp, I also made it so that it dynamically lowers the max_level for each pokemon (based on growth rate) such that the maximum experience achievable stays within 3 bytes. Theoretically, mons with the fast growth rate can go all the way to level 255 now while mons at the slow growth rate are capped to level 237. |
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Also, would this work with a previous save? Or would I need to start over? |
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In terms of updating your game save, have you tried saving outside in pallet town and using the softlock teleport? |
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