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I got a really lucky roll for my Magikarp's DV's: 15 HP, 13 ATK, 14 DEF, 14 SPD 15 SPC
Anyways, I can't remember, but does EV growth ever stop at Level 100? I thought I heard somewhere it does. Also, regarding the randomized scaled trainer: How will the game handle an opponent PKMN if it's a slow growth rate and my PKMN is level 240 or higher? Would be interesting to see how the game would react. |
Can you explain this in item usage part: (im changing some, i created one for Erika, instead of super potion)
cp $20 jr nc, .sabrinareturn ld a, $A call AICheckIfHPBelowFraction jp c, AIUseHyperPotion .sabrinareturn ret (she will use hyper potion when pkmn reach 20% of life? ) -- i want make Erika use Hyper Potion when reach red life, so, wich one is correct, Sabrina os erika? cp $80 jr nc, .erikareturn ld a, $A call AICheckIfHPBelowFraction jp c, AIUseHyperPotion .erikareturn ret ________________ ; unused? joenote - repurposing for a new vendor on celadon dept store floor 3 CeladonMart3ClerkText:: (is this guy in game, or no?) if not, how do i activate him? is it too hard? |
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The experience cap does not apply to AI teams because they do not have experience nor do they level-up. Their level is set to whatever and it’s used for calculating stats and other things. I’m pretty sure I capped the random trainer to 255 some months. I’ll have to double check that later. Quote:
If the value in register ‘a’ is less than $20 (basically a $20 out of $ff random chance), then check to see if hp is less than 1/$A of max (basically check if hp is down to 1/10th). If hp is in fact that low, use a hyper potion. The extra celadon vendor is only in the master branch. You would have to re-add all the needed scripts for that map and add his sprite to the map’s object header file. I’m stuck phone-posting for a while, so I can’t really provide detailed instruction at this time. |
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__ what is the possibility to have pokemon following you and each one have his own miniature? https://www.pokecommunity.com/showthread.php?t=382380 you can check here too https://tcrf.net/Proto:Pok%C3%A9mon_Gold_and_Silver/Spaceworld_1997_Demo/Pok%C3%A9mon _ other point < the symbols are great, but they dont show if my pokemon is male or female ;( |
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I've been looking into adding following pokemon. The main hurdle is to first backport the follower pikachu from yellow and get it working correctly. There's some problems I haven't quite figured out. Like with backporting GBC color, I'll probably try a few things, fail utterly, then come back to it some weeks later and have more success. |
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db LT_SURGE,$1 db 1,1,THUNDERSHOCK db 3,1,THUNDERBOLT i want make pikachu use thundershock as priority move, like first move, is it right? |
Love the edition of green version, how would one go about randomizing wild encounters and trainer pokemon at the very least?
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Line 1 - find trainer instance 1 of the LT_SURGE trainer type. Line 2 - ‘mon in roster position 1, move slot 1, override to Thundershock. Line 3 - ‘mon in roster position 3, move slot 1, override to Thunderbolt. |
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so, Surge raichu, is 3 right? move slot 1, the first move always will be thunderbolt? |
Were you ever able to test the level cap thing? I tried doing it myself by using rare candies and then leveling up after compiling the mod, but it started a new game on me and I couldn't test it without starting over. The only change I made was purchasing rare candies early and changing the price to something more affordable. Not sure why it started a new game, but whenever you're able to get a chance could you confirm that leveling on level 101 in battle doesn't reset your EXP? I'd really appreciate that. I love this game regardless of what happens.
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Moves can be given priority in func_battle.asm under the HighPriorityMoves function. You can see where I've commented-out lines for adding additional moves. This applies globally to the battle engine, so giving Thundershock priority here will make that true for all pokemon using Thundershock. |
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Also, a request for the randomizer: Could you make it an option to make all trainers have random teams after the initial battle? Like, each time you challenge them, they have a different team, but the same amount and keep their levels? That would require a lot of work, I'm sure. But, if that were possible and you had time, I'd definitely give it a go! |
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I did find some problems that I'm trying stress-test:
You might want to run with version 1.19.2-development. I think I've fixed the listed problems. |
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Just wanted to chime-in. I've started making decent use of the labels for issues on github. Take a look at the issues tab to see what I've been up to. You can see the bugs and enhancements that I'm tracking, the investigations that I'm working on, which issues are found in a retail copy of red & blue, and which ones have a fix and are going into the next patch.
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This is my favorite Gen 1 rom hack |
I know you implemented the softlock warp, but there's one issue with it; you can only use it if you have all the pause menu options unlocked (meaning you have the Pokémon and Pokédex items in the menu), meaning if you get softlocked before getting the Pokédex you're legitimately softlocked. Granted this isn't as much of an issue since it's at the very beginning of the game and you can get back to that point after only a couple minutes of in-game time (plus I believe there's only one or two ways to softlock before you get the Pokédex and you have to do it intentionally or just incredibly dumb), but I thought it was worth mentioning regardless. It's really nice to be able to re-fight trainers to grind, though, saves so much time and so much money on replacement FitBits lol. Keep up the great work, I'm sure I'll be usng this hack for many years to come! 😘
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Now as for early-game softlocking, the only one I know of that applies to Shin Pokemon right now was discovered by Shenanagans Smash a few years ago. This madman managed a 2-minute softlock by abusing the bug that de-constrains NPC movement. The next version of Shin Pokemon will not allow this as one of my dev commits fixes this bug. Roaming NPCs will be constrained to 5 steps on each axis so the girl NPC cannot move beyond the top-right tip of Red's house (x=8, y=3). Aside from that one, there are no other pre-pokedex softlocks in the US red/blue versions that are currently known. |
The Easter Bunny has come early with a release of version 1.20! This release focuses on increasing the stability of the hack. There's more support for offshoot projects that want a higher level cap, some improvements to vblank periods that alleviate graphical artifacts, improvements to how overworld sprites update to account for scripted movement, and a whole host of minor retail-present glitches and oversights that I've ignored until now.
That doesn't mean there's no candy to be found among all these vegetables. The rival's missing text when you lose has been restored. Furthermore, players who run the master branch in SET style are in for a special challenge when attempting to catch mewtwo; it won't let you use master balls and picks its moves using trainer AI. Quote:
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Marky Sparky (SparkStarMAS89) is doing a playthrough of Shin Pokemon Red. I would be remiss to not send some traffic his way.
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Something new coming down the pipe. I managed to implement a basic gamma shader for built-in color correction. See my report over at Decomp & Disassembly. I've attached before & after images. This is great if play with an IPS-moded gameboy or an AGS-101 SP.
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