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Dear jojobear13
Thanks for this ROM I am really enjoying it. Almost finished it in "easy mode" and probably will re-play it on escalated. I am not sure if it has been told yet, but there is just one thing I think I found not realistic in the easy mode: the E4. The rival's mons seem to have quite an extra bonus. Not sure if it's just DV boost only... basically 2 things - excessive enemy speed : slowbro outspeeding my +1 lvl machamp (25 base points of difference). Cloyster outspeeding my same level Moltres (20points of difference). - excessive critical ratio. Also for very slow pokemons e.g Lorelei Dewgong's hitting 2 in a row. Probably related to an increased speed. Was that an intentional equalizer? It's sometimes frustrating as later on, Agatha's Gengar can't basically be outsped even by my Jolteon. |
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EDIT: One think I want to mention is that the difficulty additions to SET mode are being separated out into its own menu option in the next version. That way you can have both SET and SHIFT run per the vanilla games. |
Ok so i checked the latest patch and it looks like everything works fine.
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I've been using randomized trainers, and I have to say that Snorlax is absolutely miserable. It starts with Headbutt, Amnesia, and Rest, meaning most Pokemon get walled by it indefinitely. Another problem is Gyarados, who starts with Dragon Rage and Hydro Pump. Fighting either of these in the early game is a death sentence.
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First thing it does is take the higher-BST non-evolving pokemon and make it so they do not appear on randomized trainers under level 30. Trainers at this level are typically inaccessible until you've obtained the pokeflute. The second thing it does is bias the levels at which randomized trainer pokemon auto-evolve to be a bit higher. For example, gyarados won't be generated until trainers of level 26 are encountered sometime after getting through Rock Tunnel. |
I'm veeeeery sorry for the late reply, my life was kinda busy these days, but now I'm back to play Pokémon and visit forums again =]
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-I was at the nugget bridge and route 25 defeating every trainer -I was grinding a team just to beat misty -I was leaving Cerulean after get my Cascade badge At this time, I searched for any Pokémon in my team or PC for corrupted trainer name, everyone, even the Pikachu was fine. Quote:
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As I play with trainer scale AND obedience cap ON at the same time, it obligates me to catch every new pokémon as soon as I can find them and make all their levels high enough to defeat gym leaders but also low enough so them won't disobey me, so it kept me Depositing high level Pokémon and Withdrawing my low level Pokémon all the time, as I catch Pikachu in Viridian, it was in and out of the box tons of times. Features I'm using from this RomHack as soon I was able to activate: QOL features: -60 FPS -Text Speed FAST! -Pokémon caught symbol and gender -Temporary field move slot (I use this all the time, I decided to play the whole game without teaching any HM moves in-battle, I use HM as temporary field move only) Competitive features: -Randomization -Battle Style as SET -Obedience Level Cap -Oak's Aide Level Scaling features I never used: Clause Brothers, Celadon Diner Aide, Bag extra space, New Game+ Quote:
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I'm one who likes a true challenge, but some Pokémon randomized in early game can be really unfair due their high stats and boost moves available for them that abuses it's own stats even more. -Scyther God of critical hits, Slash turns into Guillotine after it boosts itself with focus energy and/or swords dance) and good luck to hit it if it's high enough to use Double Team. -Gyarados Hydro Pump kills everything in it's way, and if you use any Pokémon who resist it like water or grass, good luck, because in early game them don't deal much damage, don't have powerful neither Super Effective moves to counter it, neither will have enough HP to survive two dragon rages, if it even can survive at least one. -Lapras Have high defense, it's hard to deal damage even with Super Effective moves, it also usually attacks first, makes you sleep with sing, protect itself with Mist so it can't be paralized, but can paralize you if you wake up and get hit by body slam, and good luck to hit it if you're not confused yet. -Snorlax Hard to deal any damage even with Super Effective moves and recover itself often, you would probably lose the battle without PP left and struggling, but it's headbutt is here to solve this problem and kills you before it can happen. -Taurus High stats, deal lots of damage, resist too much as Gen one Taurus have high both Defense and Special, don't hit as much critical hits as Scyther's Slash, but it's Stomp will flinch you as often instead. -Hitmonlee High attack stats and good speed stats, it's Double Kick give too much damage even if your Pokémon resists it, and if it use one Medidate, it's Double Kick turns into some early Rolling Kick, if it uses two Medidate, seems it's Double Kick is now early Jump Kick, if it's use Medidate Three times, it looks that it's Double Kick is now early High Jump Kick. I survived most battles against them glad for my Pikachu's high speed + Thunder Wave, Rock-Type Pokémon to tank their powerful Normal Type moves until get my Gastly to abuse it's imunity against them. Trainers who have 3 or more Pokémon on team and coincidently randomized two or more of what I mentioned above was certain defeat. I guess they should be unlocked between level 30 or 40 to be randomized and give challenge without unfairness. Also, Pinsir, Hitmonchan, Chansey, Mr. Mine, Jynx, Electabuzz, Magmar, Licktung and Kanghaskan can also be a pain due their high stats in very early game, but as they don't have much moves available to abuse it, I guess it's fair they be unlocked more early between 20 and 30. |
Not sure if this is a bug or not, but if a Repel-type effect prevents the Mew encounter in Cerulean Cave, the game acts as if you had encountered Mew and forces you to rebattle the five trainers to respawn it. This is particularly annoying if you're trying to shinyhunt Mew using the Level 100 Chansey+Repel trick (like me).
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https://i.postimg.cc/tJYCh5fq/photo-2022-10-12-19-10-49.jpg
Interesting, a wild/trainer Farfetch'd have correct apostraphes, but after you got one, the apostrophes changes for "x" in battle, as well as it's own name on Pokémon team and stats first screen, on the second stats screen and in the Pokédex, the apostraphes are there, I wonder if after you release the next patch, it will fix my Farfetch'd apostraphes, or if I'll have to release it and catch another wild one. I forgot to say, I looked all my Pokémon in my team and PC Box, there's no corrupted OT name, I got rid of that Pikachu by evolving him with thunderstone and traded for that Electrode in Cinnabar, just to release it afterwards, I got a new one on power plant and it's OT name is not corrupted. Did you figured out or is it still a mistery what causes that corruption? And I have to say, +70 gameplay hours of pure satisfaction, even with it's sometimes unbalanced randomizer and weird apostraphes glitches, this was the RomHack I was looking forward for years, I had the best battle ever against Giovanni, I loved the move changes you made to compensate his type weakness and I had to pick a new whole team and lvl uped them up to lvl 43 just to beat him, epic battle, NOW this really looks like the final Gym Leader, he's so boring in vanilla. I'll be in indigo plateau soon, I have got the Moltres, the only 6 Pokémon left to complete the Pokédex is Hitmonlee, Omanyte/Omastar, Dragonite, Mewtwo and Mew. I'm a fan of this project now, and soon I believe that this will be my favorite Gen 1 hack of all time. One doubt, what means "Shin"? Why this name? Just because sounds cool or it have a meaning? |
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MGBA now supports custom SGBC borders.
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also played this guy's Red*/Blue* hack as well; one of the features I like was having those "item descriptions" when selecting an item in the bag/pack that shows a short description of the selected item would be kinda neat if the item description feature from Red*/Blue* somehow made it into the Shin Pokemon games if possible |
I know it's been asked before if Shin Pokemon will implement the original flashing move animations (hyper beam, etc) into Green and Red-JP. The answer is still "no", but I have gone ahead and documented the code changes that were done to lessen the flashing in Blue-JP, Red, and Blue. Basically they just increased the period between frame flashes on certain animation functions by 4x. Anyway, I'm going to tether this to a makefile tag and leave it inactive; others can do what they want with it.
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its a shame really i cant get this to work. the file is incomplete it says.
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Still loving this hack. Just picked my old save file up again and am giving it another go.
Would displaying damage dealt in numbers during battle be a possibility? Is it something you'd consider? I know it's just one more text screen to pass through so I can see how it wouldn't always be appreciated, but if there was a chance for a setting you can toggle stating how much damage was taken/dealt it would be cool to see how high I could get it to go. |
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I was looking for the changelog to see what I'm missing to see if I should update to the current source code and looked on Github but couldn't find it. Anyway, I look forward to hopefully seeing how that looks in battle. Are you going to print how much HP damage it dealt or how much damage would have been dealt? The latter sounds more interesting personally. |
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