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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 November 3rd, 2021 5:22 PM

Quote:

Originally Posted by SPazzzi95 (Post 10424368)
Looks like the back sprites for green version are glitched up.

I updated the green patch with a fix. It should work now.

SPazzzi95 November 3rd, 2021 5:24 PM

Thanks

JOBO November 3rd, 2021 11:09 PM

The update looks awesome and I appreciate all the hard work! Would it be possible to have a master branch ips with the vanilla sprites included in the downloads? I'm awful with github stuff and can never seem to figure that out. The previous releases were with the og sprites so I was hoping that would be an option. I'm really glad you're still pushing updates! Cheers

jojobear13 November 4th, 2021 7:06 AM

Quote:

Originally Posted by JOBO (Post 10424428)
The update looks awesome and I appreciate all the hard work! Would it be possible to have a master branch ips with the vanilla sprites included in the downloads? I'm awful with github stuff and can never seem to figure that out. The previous releases were with the og sprites so I was hoping that would be an option. I'm really glad you're still pushing updates! Cheers

I've uploaded "_origback" alternative patches for red & blue. Using these instead of the regular master patches will keep the original back sprites.

JOBO November 4th, 2021 8:55 AM

Thank you so much JoJobear! I really appreciate it. Have a good day my friend.

jojobear13 November 4th, 2021 9:10 AM

You're welcome.

I plan on continuing to support Shin Pokemon as problems are discovered. But updates are going to be less frequent unless there's some show-stopper bug that's found. Queuing up little things in the issue log over a few months then knocking them all out at once is easier to manage.

jaegon05 November 4th, 2021 6:29 PM

i can't go viridian forest => pewter city
in shin green 1.22M version

just loof route 2 gate = viridian forest exit

jojobear13 November 5th, 2021 1:13 AM

Quote:

Originally Posted by jaegon05 (Post 10424779)
i can't go viridian forest => pewter city
in shin green 1.22M version

just loof route 2 gate = viridian forest exit

Oh fun. It seems that treating the forest tileset as an outside area breaks certain warps. Give me a sec.

jojobear13 November 5th, 2021 2:20 AM

Quote:

Originally Posted by jaegon05 (Post 10424779)
i can't go viridian forest => pewter city
in shin green 1.22M version

just loof route 2 gate = viridian forest exit

New fixed patches have been re-uploaded for both master and lite branches.

EDIT: I switched the forest tileset back to an inside area until I can find out why this breaks certain warp tiles.

jaegon05 November 5th, 2021 2:32 AM

Quote:

Originally Posted by jojobear13 (Post 10424881)
New fixed patches have been re-uploaded for both master and lite branches.

thank you very so much.

darthbr November 5th, 2021 11:33 AM

Hello,

How to add ''tm names'' into marts in LITE version?
like, TM X - ICE BEAM

is it too hard?

JOBO November 5th, 2021 9:24 PM

1 Attachment(s)
Hey Jojobear

I noticed a small graphical glitch. I rematched the first bug catcher in viridian forest, on his second pokemon (caterpie) I used flamethrower and half of the attack changed to the colour green. I tried this on wild caterpie and it didn't happen.

jojobear13 November 6th, 2021 2:31 AM

Quote:

Originally Posted by JOBO (Post 10425254)
Hey Jojobear

I noticed a small graphical glitch. I rematched the first bug catcher in viridian forest, on his second pokemon (caterpie) I used flamethrower and half of the attack changed to the colour green. I tried this on wild caterpie and it didn't happen.

Once again, I added a fix and re-uploaded the patches.

Looks like I neglected to clear out and reset the OBP0 palette settings when the attack colors are set. It gets overwritten when trainers send out a new pokemon, and this causes the wrong colors to display for the attack objects.

Also I did a workaround for Fly and Teleport in the forest tileset. So that's back in. The forest tileset is still considered indoors, but Fly and Teleport now have a hard-coded exception. Fingers crossed this didn't break anything else.

This is why professional game developers spend money on hiring a QA team.

jastolze007 November 6th, 2021 3:30 AM

No more green flamethrower? 😭

Love this hack. Just updated a couple days ago and was able to carry over my save from 1.19. I'm thoroughly enjoying challenging the trainers with different 'mons each battle.

Kudos!

jojobear13 November 6th, 2021 4:45 AM

Quote:

Originally Posted by darthbr (Post 10425061)
Hello,

How to add ''tm names'' into marts in LITE version?
like, TM X - ICE BEAM

is it too hard?

It's not straightforward. Lots of little things need to be added, changed, and deleted. Look at home.asm. You have to check out all my changes to GetItemName:: along with all the stuff I commented out, also GetName::, then hijack an unused spot in NamePointers::, then defining your tmhmNames list.

You should probably ask eshasunrise who recently got this working in Retyped Red.

jastolze007 November 6th, 2021 8:04 AM

1 Attachment(s)
Weird visual bug with obtaining any TM that starts with 0. (Ex: TM 06) In both cases I've experienced, since the new update, it displays them in a glitch name.

Also, upon receiving HM04, it said I got "Gary" instead. Name looks fine in bag though.

jojobear13 November 6th, 2021 1:19 PM

Quote:

Originally Posted by jastolze007 (Post 10425486)
Weird visual bug with obtaining any TM that starts with 0. (Ex: TM 06) In both cases I've experienced, since the new update, it displays them in a glitch name.

Also, upon receiving HM04, it said I got "Gary" instead. Name looks fine in bag though.

I know what’s wrong. I have a thing I have to do right now, but I’ll fix it tonight.

jojobear13 November 6th, 2021 7:26 PM

Quote:

Originally Posted by jastolze007 (Post 10425486)
Weird visual bug with obtaining any TM that starts with 0. (Ex: TM 06) In both cases I've experienced, since the new update, it displays them in a glitch name.

Also, upon receiving HM04, it said I got "Gary" instead. Name looks fine in bag though.

I re-uploaded patches that fix the TM/HM names in text boxes.

The ListName address needed to be set to ITEM_LIST when using GetItemName on machines in order to work with an extra check I added to GetName.

jastolze007 November 7th, 2021 7:53 AM

Quote:

Originally Posted by jojobear13 (Post 10425689)
I re-uploaded patches that fix the TM/HM names in text boxes.

The ListName address needed to be set to ITEM_LIST when using GetItemName on machines in order to work with an extra check I added to GetName.

Awesome. I need to update because there was a gamebreaking bug with picking up Thunder TM. The music slowly faded out of the Power Plant's music and started playing a weird music. The item ball never disappeared and would appear over the start menu if you opened it. It wasn't frozen, but my character was. (Thank God for your softlock warp. It went back to normal)

Also, I don't remember for sure, but didn't one of the updates address the critical hit nerf when you raise offensive stats? Asking because the crit rate would destroy me sometimes when in battle after I used Amnesia at least twice.

Also, is there anything that can be done in Red's code (not for this hack) to address the game always soft resetting once going out of bounds? Like, would the game still glitch up? Was curious what would've happened.

jojobear13 November 7th, 2021 11:03 AM

Quote:

Originally Posted by jastolze007 (Post 10425868)
Awesome. I need to update because there was a gamebreaking bug with picking up Thunder TM. The music slowly faded out of the Power Plant's music and started playing a weird music. The item ball never disappeared and would appear over the start menu if you opened it. It wasn't frozen, but my character was. (Thank God for your softlock warp. It went back to normal)

Also, I don't remember for sure, but didn't one of the updates address the critical hit nerf when you raise offensive stats? Asking because the crit rate would destroy me sometimes when in battle after I used Amnesia at least twice.

Also, is there anything that can be done in Red's code (not for this hack) to address the game always soft resetting once going out of bounds? Like, would the game still glitch up? Was curious what would've happened.

It's 1.22 where I address the crit-hit nerf. The first thing I did was change the damage factor equation from [2(2*level)/5] + 2 to instead be [2*(2level)/5] + 4. This is causes a very small change in damage output, but it has the advantage of greatly simplifying the algebra involved. In particular, it allows me to do a simple value comparison to predict ahead of time the greater of the two: regular damage or critical damage. How it works now is that critical hits, rather than always using the critical damage over regular damage, will instead run the comparison and use the greater damage of the two. The result is that critical hits mathematically don't do anything when boosted past a certain point (otherwise it would be overkill).

The act of going out of bounds results in loading garbage data into the map functions. Like how missingno's appearance is the result of feeding garbage data into the battle sprite renderer. You aren't soft resetting so much as you are jumping to a random address and crashing the game.

MStern November 10th, 2021 1:10 PM

Bug report: Graveller learns Headbutt at level 29, should be Harden.

jojobear13 November 10th, 2021 3:12 PM

Quote:

Originally Posted by MStern (Post 10427269)
Bug report: Graveller learns Headbutt at level 29, should be Harden.

You sure you don't mean Body Slam?

MStern November 10th, 2021 8:40 PM

My bad, that's what I meant :)

jojobear13 November 10th, 2021 8:47 PM

Quote:

Originally Posted by MStern (Post 10427412)
My bad, that's what I meant :)

Right.

So I made a few adjustments to ‘mons that learn explosion moves to try to play nicer with the ai. The issue is that the gen-1 move learning function can’t pick up multiple moves learned at the same level.

So I have to do something about that.

MStern November 10th, 2021 9:45 PM

Some other notes I had while playing:
- The sunbathing blocker Pokemon at Vermillion should probably say something like "It's staring curiously at the S.S Anne" to make it obvious that's the leave condition. When I saw it for the first time it really confused me.
- I think the Eevee lines are better off using their RB movesets instead of yellow's. Yellow was balanced around the rival's Eevee, so it learns important moves before level 25, making them impossible to get in vanilla. The most egregious example is Jolteon, who because of this can never learn Thundershock.
- The spaceworld back sprites are placed too far up for some pokemon. Nidoking for example looks awkwardly cut off.


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