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I really appreciate this hack as an improved but still distinctly Gen 1 version of Kanto. One thing I noticed however is that the while the backsprites for Pokemon are higher resolution, the backsprites for Red and the Old Man are still the original 28x28 versions. Poketto and SteppoBlazer have created 48x48 versions that Rangi used in her "Redstar/Bluestar" hack. Would you consider implementing these?
https://raw.githubusercontent.com/Rangi42/redstarbluestar/master/pic/other/redb.png https://raw.githubusercontent.com/Rangi42/redstarbluestar/master/pic/other/oldman.png |
Any future plans regarding this hack?
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- Green and Red-JP have the original front sprites for fossil kabutops and fossil aerodactyl - Green and Red-JP have the original text box corners - Adapted the japanese title screen logo, sfx, and motion for the jp builds - Minor timing fix to title object palette loading - Fixed Raticate not appearing in Unknown Dungeon 2F in Blue-Jp - Fixed incorrect encounters on route 13 for Blue-Jp - Restored intro "Presents" for all builds - Added rom hack version tracking for save files - Seed-based randomized wild pokemon encounters - Built-in nuzlocke mode - Paras is gifted in the Route 2 house in case the player has no pokemon that can learn Cut The nuzlocke mode is going to take a while to properly test. |
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Edit: Just realized I'm not using the developmental patch. Thought it was part of the master branch. |
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Goomba is not ideal, but it's better than nothing. The main feature I'm trying to test right now is the built-in nuzlocke mode. It should work as described in the beta player's guide in the master_dev branch. |
Here’s a cool thing I figured out. The gameboy color has a special double-speed CPU mode that I've been playing around with. I was able to make it so the 60 FPS option takes advantage of this double-speed mode when playing on a GBC. The CPU switches over to 8MHz when on the overworld, so updating all the object parameters and tile positions gets done really fast before the next screen refresh. The results are buttery smooth with none of the stuttering that's present when the CPU runs at regular speed.
https://imgur.com/HrFiz3l |
A few suggestions/questions:
1. Would you like to add other tournament rewards like Fly Pikachu, Amnesia Psyduck, Dragon Rage Magikarp, as well as Pay Day Fearow and Rapidash? They are all legitimate event moves in Pokemon Stadium. I won't consider Mist Vaporeon and Acid Diglett because they aren't obtainable. 2. There are Pokedex text error such as Metapod and lowercase pokemon text when receiving a Paras gift. 3. I noticed that Giovanni's Kangaskhan cannot be OHKO by my Kingler's Guillotine. Is it intentional? |
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A OHKO move that fails to hit will generate one of two messages. A message of "#MON's attack missed" indicates that the OHKO move failed its accuracy check. A message of "#MON is unaffected" indicates that the OHKO is prevented from working because the defender has higher speed. Kangaskhan has a base speed of 90 compared to Kinger's 75. It's entirely possible that your Kingler is too slow to hit it with Guillotine. |
I used redjp/bluejp v1.23.04 and the text character should be an apostrophe but it is shown as MNAZ.
https://imgur.com/a/V6XUksR I also noticed that it is impossible to obtain gift Pokemon with DV lower than 8 if you have a space in the party, but you still be able to obtain those with DV lower than 8 if it is transferred to the PC. Is it also intentional? |
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I even made one for good ol' Trainer Violet. https://imgur.com/eN9Xxwa I did a little editing on Red's jacket for consistency. Pocketto had drawn it as more of a short-sleeve vest. But the front art shows it to be more of a jacket with baggier, mid-length sleeves. https://imgur.com/T4y2rlX |
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Another general announcement. Over the years, I've had more than a handful of people ask me how to swap out the battle back & front sprites between Normal, Red&Green, and Spaceworld-style. I've consolidated how these implementations are organized in the code so that they can now be swapped around with compiler tags in the MAKE file. For example, adding the _SWSPRITES tag to a rom-to-be will make it compile with everything needed to implement the 48x48 back sprites and SW front sprites. I've also done this to the Lite branch for consistency (but kept the tags unassigned). Now folks who use shinpokered or shinpokered_lite as a code base won't have to struggle with getting it to work. It will be in effect in the next big commit to the main repositories.
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Hey Jojobear, hope you're doing well. I don't know if you've explored this already, but would it be possible to buff/ make the daycare useful? I can't say that I've ever made actual use of it over all these years because the exp gains are so slow. Maybe a buff to exp gained per step? The other thing that makes it annoying is the lack of a PC in the building. It's a low priority thing, but it's kind of a shame the feature is borderline useless. Thank you for all you've done. Have a good weekend!
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So the exp gain is 1 per step. The key is understanding what that really means from a player perspective. Many areas have an encounter rate of 10/256, so 1 exp per step more or less the same as grinding out wild encounters that each give 25 exp. What kind of wild encounters give this kind of yield? Level 3 Nidorans. So yeah. The daycare is basically a faster way of grinding out wild battles against level 3 Nidorans. And yet this is after you’ve made your way to Cerulean City where you would be better off grinding absolutely anywhere else. You have no incentive to ever use the daycare because it never scales to your game progression. The most straightforward solution would be to scale the “level” of our hypothetical Nidoran with the number of gym badges obtained. 1 badge scales it to level 10, 2 badges to level 15, and so on. That way the daycare keeps pace with wild Pokémon on routes and dungeons. |
Even if you buffed the XP gain, the daycare still won't be that good due to how it handles moves and evolutions. The daycare's best use-case is to level pokemon like Abra and Magikarp. Problem is that you have to constantly check back and take your Abra at exactly level 15 and Magikarp at exactly 19, because otherwise any later they won't learn Confusion or Bite on evolution.
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EDIT: I got it working. EDIT 2: See attachment for a demonstration. Works pretty good after a bit of polishing. |
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Hey Jojobear. Does the lv 100 leading Chansey work with the stationary legendaries?
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Granted, it shouldn't be too hard to correct this. The function for generating a shiny pokemon is very modular as of the current beta patch. Setting bit 7 of address $cfc4 (or just setting the address to $80) will force the next wild pokemon encountered to be shiny. You can do this with your emulator's debugger if you want to cheat it, or use the gameshark code 0180C4CF on the overworld (activate then deactivate the code). |
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