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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)

Actually a Fungus March 27th, 2022 9:24 PM

I have been thinking for quite some time how much I wanted to replay gen 1 if not for it being completely busted... and now I've found Shin Pokemon, I can start a new, less broken adventure on this game I used to love so much. After I play the heck out of the original Shin Red, I'd love to try out the Random Nuzloke beta! Thank you so much for all of the hard work you've been putting into this project, it's amazing!!!

pokemonfan6498 March 30th, 2022 11:05 AM

how about to release 2 versions for JP build one with english logo and other wilh japanese and i have sample for jp shin red

Actually a Fungus March 30th, 2022 7:46 PM

Okay, so I started playing Shin Pokemon Green on my phone and I'm not sure if this is a result of the emu or the rom itself but there are a couple of bugs as shown in this video. The original back sprites still show up, not sure if that's supposed to happen in Green, but the crash with the potions happens when I try to buy pokeballs as well.

https://www.dropbox.com/s/1us6b2f51s9dm6p/Shin%20Green%20Bugs.mov?dl=0

jojobear13 March 30th, 2022 10:19 PM

Quote:

Originally Posted by Actually a Fungus (Post 10488433)
Okay, so I started playing Shin Pokemon Green on my phone and I'm not sure if this is a result of the emu or the rom itself but there are a couple of bugs as shown in this video. The original back sprites still show up, not sure if that's supposed to happen in Green, but the crash with the potions happens when I try to buy pokeballs as well.

https://www.dropbox.com/s/1us6b2f51s9dm6p/Shin%20Green%20Bugs.mov?dl=0

Did you apply the patch to a Blue base rom?

jojobear13 March 30th, 2022 11:08 PM

1 Attachment(s)
Quote:

Originally Posted by Actually a Fungus (Post 10488433)
The original back sprites still show up

First off, I updated the beta patches to v1.23.06. There's a few more improvements and fixes in there.

The japanese-style patches (green, redjp, bluejp) are intended to replicate the original jp-release aesthetic as closely as possible. They will all use the original back sprites.

Your video shows a graphic glitch in the gengar vs nidorino intro that has been reported before. This is caused by erroneously applying the green patch to a red base rom (my reproduction is attached). Green needs to be patched onto blue.

Actually a Fungus April 1st, 2022 9:08 AM

Awesome, I'll make sure to use Blue as a base instead, and that makes sense about the green version sprites, thanks!

jojobear13 April 2nd, 2022 9:29 AM

So I'm doing a playtest to get ready for the next version release. I thought it might be fun to stream it. I got my old channel set up again at twitch.tv/7evenforce. If this sounds interesting to you, come give me a follow so you get notified.

Angered_Trainer April 3rd, 2022 11:35 PM

Excuse me, so to play pokemon green I need to apply it to Blue (jp or us) rom? I did try to patch it to pokemon green and it doesn't seen playable (bgb).

jojobear13 April 4th, 2022 4:32 AM

Quote:

Originally Posted by Angered_Trainer (Post 10489872)
Excuse me, so to play pokemon green I need to apply it to Blue.

Correct. Apply a shin green patch to a blue-us rom.

Angered_Trainer April 7th, 2022 11:07 AM

Great. Thanks for the input and amazing work so far.

jojobear13 April 8th, 2022 1:29 PM

Stream 1 is on youtube. I'll be posting the series over in the Travel Journals thread. Already found a few things I need to fix.

SPazzzi95 April 10th, 2022 3:06 PM

I have a suggestion about the back sprites, there's some that date back to very early builds of gold and silver, even older than Spaceworld 97. When they were still called pokemon 2. Could some of the Kanto mons (Pokemon 2) only the back sprites in the GREY replace the current spaceworld 97 back sprites for even more consistency? Because thier a 1 to 1 with the blue front sprites.

https://tcrf.net/Development:Pokémon_Gold_and_Silver/Sprites/CBB_Scratchpads


https://media.discordapp.net/attachments/452166186575200289/960310927742365706/unknown.png

jojobear13 April 11th, 2022 2:24 AM

Quote:

Originally Posted by SPazzzi95 (Post 10491785)
I have a suggestion about the back sprites, there's some that date back to very early builds of gold and silver, even older than Spaceworld 97. When they were still called pokemon 2. Could some of the Kanto mons (Pokemon 2) only the back sprites in the GREY replace the current spaceworld 97 back sprites for even more consistency? Because thier a 1 to 1 with the blue front sprites.

I'd only consider a few of them. These are from scratchpad files that were used for rough drafts and branstorming ideas. Some of these, like machamp and cloyster, look like they were an experiment with doing a sideways profile. And then there's mr.mime standing backwards in what was probably some crazy idea that never panned out. Some of them are just the same but missing touch-ups and adjustments. And others are based off the red-jp/green fronts. But there are a few good ones to pilfer.

metapod
pikachu
vulpix
ninetails
zubat
psyduck
golduck
rhydon

Akiak April 11th, 2022 5:41 AM

Given that this only has the 1st gen Pokemon, you could implement a habitat limitation for the randomizer. Habitats are a classification system that is exclusive to FRLG, so you could make it so wild Pokemon are only replaced by Pokemon in that same habitat. You'd need the space to add that detail to every Pokemon, though.

By the way, I was also wondering how the trainer randomization works. It says it only affects trainers with no roster customization. What does this mean?

SPazzzi95 April 11th, 2022 8:51 AM

Thats true i was only considering the ones that further match thier blue fronts. Some of them like you said cloyster and mr mime are very wonky in thier style. As in that stage of development, mid 1996 they were still trying to figure out how the newer back sprites would pan out going foward from the enlarged pixels in red and green.

jojobear13 April 11th, 2022 10:32 AM

Quote:

Originally Posted by Akiak (Post 10491920)
By the way, I was also wondering how the trainer randomization works. It says it only affects trainers with no roster customization. What does this mean?

Trainer roster data comes in two code formats. Boss trainers, such as the gym leader and rival fights (basically anyone with an actual name), are formatted such that each of their Pokémon can have its own level. These are not affected by the randomizer due to some details I have yet to work out.

No-name trainers, the regular shmucks hanging out on routes and in caves, are formatted such that all their Pokémon share one level value. Gamefreak did this as a space-saving measure. These folks get randomized.

LusoTrainer April 13th, 2022 1:22 AM

Here's a suggestion for an interesting feature: is it possible to add color to trainer sprites like the Pokémon ones?

isnowwayne April 15th, 2022 11:56 AM

I created an account (been a lurker for years) to thank you for these amazing QoL changes!

I appreciate these the most:
  1. The separate slot for HM moves is a godsend. I was never a fan of HM moves!
  2. Running shoes in Gen 1 is always a treat!
  3. The instant text and shortcut usage for HMs hastened my progress a bit.
  4. The Spaceworld rear sprites are far more detailed, and I have no idea why GF/Nintendo didn't stick with them in their Red/Blue release. I could Google this one later, though.

I do have suggestions:
  1. I did notice you said before that a full color hack would require another year, but I may have missed the sprites discussion. Could you make a patch that uses Gen 2 front sprites? It feels awkward to have polished rear sprites while the front sprites are still... Gen 1 being Gen 1.
  2. The level scaling is too much. I'm fresh out of Viridian City with a Charmander with Ember and a Nidoran♂️ with Horn Attack. The Bug Catchers in the Forest always wreck me with their Fury Attack Beedrills. It doesn't help Viridian City has no Potions. I can't level up in the wild, because it would strengthen the Beedrill and give them Twineedle. Perhaps it's better if the enemy level matched the level of the strongest Pokémon in the party, as opposed to them being at least 3 levels higher (from what I've observed.)
  3. In the battle screen and Pokémon moveset/stat screen, is it possible to display the moves' Attack and Accuracy? I often have to Google these for Gen 1, so I can better pick which moves to keep.

In conclusion, though, it's still a top-tier hack. Thanks for your dedication!

LusoTrainer April 15th, 2022 12:58 PM

Quote:

Originally Posted by isnowwayne (Post 10493122)
I did notice you said before that a full color hack would require another year, but I may have missed the sprites discussion. Could you make a patch that uses Gen 2 front sprites? It feels awkward to have polished rear sprites while the front sprites are still... Gen 1 being Gen 1.

But these backsprites from the SpaceWorld demo match the Gen1 front sprites from Red/Blue. You can add the Gen2 front sprites, but if you're doing that, why not match them with the Gen2 back sprites as well?

isnowwayne April 15th, 2022 1:47 PM

Quote:

Originally Posted by LusoTrainer (Post 10493136)
You can add the Gen2 front sprites, but if you're doing that, why not match them with the Gen2 back sprites as well?

Yeah, I can dig that. Though, I don't know how to put Gen 2 sprites into this hack.

MStern April 15th, 2022 2:11 PM

Gen 2 has a very different atmosphere from 1. If you really want those graphics, you can play a backport of R/B on the gen 2 engine. There is one that gives it full colors, which I find to very soulless l and why I like this hack better.

isnowwayne April 15th, 2022 9:50 PM

Quote:

Originally Posted by MStern (Post 10493162)
Gen 2 has a very different atmosphere from 1. If you really want those graphics, you can play a backport of R/B on the gen 2 engine. There is one that gives it full colors, which I find to very soulless l and why I like this hack better.

I agree with the atmosphere. If anyone could help educate me how to apply Gen 2 sprites into this hack, I'd appreciate it!

Edit: I found a bug.

I'm playing the master development patch 1.23.04. This is how you reproduce the bug:
  1. Start a new game. For specificity's sake, I had these options: "Fast!" text speed, "On" Battle Animation, "Set" Battle Style, and 60FPS.
  2. Get a starter. I chose Charmander.
  3. Do not fight Blue! Save the game, and then close it.
  4. Load the game. You'll find yourself in front of mom's house.
  5. At this point, you can go to Viridian City and get Oak's Parcel.
  6. Go back to Oak's laboratory and your rival will challenge you. He leaves afterwards as usual.
  7. Oak gives his parcel speech and then your rival returns as he should.

That's it. Nothing game-breaking, but I thought to mention.

jojobear13 April 15th, 2022 10:20 PM

Quote:

Originally Posted by LusoTrainer (Post 10492353)
Here's a suggestion for an interesting feature: is it possible to add color to trainer sprites like the Pokémon ones?

Quote:

Originally Posted by isnowwayne (Post 10493122)
I did notice you said before that a full color hack would require another year, but I may have missed the sprites discussion. Could you make a patch that uses Gen 2 front sprites? It feels awkward to have polished rear sprites while the front sprites are still... Gen 1 being Gen 1.

It's the scope of this rom hack to keep things Gen-1, particularly pre-1997. That includes color choices and art direction. Doing gen-2 color or sprites is out of scope for this project. The next revision will make it easier for people to add Gen 2 pokemon sprites and recompile on their own.

Quote:

The level scaling is too much. I'm fresh out of Viridian City with a Charmander with Ember and a Nidoran♂️ with Horn Attack. The Bug Catchers in the Forest always wreck me with their Fury Attack Beedrills. It doesn't help Viridian City has no Potions. I can't level up in the wild, because it would strengthen the Beedrill and give them Twineedle. Perhaps it's better if the enemy level matched the level of the strongest Pokémon in the party, as opposed to them being at least 3 levels higher (from what I've observed.)
The level is determined as follows: [highest player pokemon level] + [0 to 3] + [0 to 3 if the gym leader or champion theme is playing]. This mode was actually built for late/post-game rematches and New Game+ where it's assumed you have an evolved team with good moves (and the catch-up exp mechanic syngergizes with it for power-levelling). Turning the scaling off and playing in SET mode will give moderate difficulty. Despite this, I have chosen not to restrict the feature because some Sisyphian players actually like their playthroughs to be a constant unforgiving uphill battle.

Quote:

In the battle screen and Pokémon moveset/stat screen, is it possible to display the moves' Attack and Accuracy? I often have to Google these for Gen 1, so I can better pick which moves to keep.
Not without some creative engine rewrites that I haven't thought about. That information is stored in a different area that is not readily accessible on the status screen.

isnowwayne April 16th, 2022 4:53 AM

Quote:

The next revision will make it easier for people to add Gen 2 pokemon sprites and recompile on their own.
I understand the purist Gen 1 graphics approach. Would you include instructions on how to recompile the Gen 2 sprites?

Quote:

This mode was actually built for late/post-game rematches and New Game+ where it's assumed you have an evolved team with good moves (and the catch-up exp mechanic syngergizes with it for power-levelling).
Yeah, I figured it'd be better to enable this after I'm finished with Misty, so I'd at least have some coverage. It's nice to hear this confirmation, and I'm very eager to see for myself what the New Game+ has to offer!

jojobear13 April 16th, 2022 9:10 AM

Quote:

Originally Posted by isnowwayne (Post 10493337)
I understand the purist Gen 1 graphics approach. Would you include instructions on how to recompile the Gen 2 sprites?

You would replace the sprite files of your choosing in the space world folders and recompile clean. That’s all. Tech support for compiling should go to the pokered disassembly project.

Quote:

I'm very eager to see for myself what the New Game+ has to offer!
It’s a 90s-style NG+. So everything is the same except your old progression is carried over. Like Chrono Trigger or Threads of Fate.

It was made as an experiment in circumventing the one-save-file restriction. All your boxed mons and Pokédex info is preserved. This way you can play fresh without losing your old team. This also means you can smash your way through Kanto with an over leveled team, play with your old boxed Pokémon from the beginning, or activate scaling to make things interesting.


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