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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 October 22nd, 2022 9:37 AM

Quote:

Originally Posted by jastolze007 (Post 10563766)
This sounds amazing. I'm on the source build of 1.22 I think and I've been loving the random trainer roster setting too.

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.

The github link in the OP is to the main master branch, which is on release 1.23. There is an extensive changelog from 1.22.

The master_dev branch is where I do all my iterative development. It updates as I push new code. I may or may not accidentally break things here. I do keep a changelog from 1.23 up to date.

Anyway, it prints whatever is stored in wDamage. That’s determined by the battle engine. While the hp bar goes down, it is the absolute damage of the attack. I’m just lucky that this matches what is done in other RPGs. If it KOs the Pokémon, it switches to the hp deducted from the hp bar (prevents underflowing the hp).

I did set it up so that the display is cleared if either Pokémon has zero hp in order to clean it up a bit. But the deducted value stays on screen for a little bit if a new Pokémon is replacing one that was KO’ed.

Жека October 22nd, 2022 7:16 PM

Been playing a bit of pokemon pure red and really liked the options menu and also xp bar had a a cleaner implementation.

Would be better for difficulty settings and fps options.

jastolze007 October 22nd, 2022 11:26 PM

Quote:

Originally Posted by Жека (Post 10563941)
Been playing a bit of pokemon pure red and really liked the options menu and also xp bar had a a cleaner implementation.

Would be better for difficulty settings and fps options.

Both of those exist in Shin.

Harder difficulty is toggled by setting switch to set in options.

There's also an "experimental" 60 FPS setting. I forget how it activates but it describes it on the main post.

jastolze007 October 24th, 2022 5:24 AM

Hey, did you happen to "fix" the crit damage? I know it normally ignores stat changes but it seems like it's been doing more when I use Amnesia or Swords Dance with a crit.

Also, I encountered a weird vanilla bug that I figured was fixed. I was in Poke Mansion and it randomly said "Ding Dong. Time's up"! Then warped me back to Safari entrance. I had been to the Safari Zone but I didn't do the Glitch City trick. I can try to reproduce it.

I'm still on the version where the tilesets im Viridian Forest and others don't really allow you to leave upon trying to exit. I know you fixed that in a newer version though.

I appreciate all your work JoJo. I'm actually about to complete a dex fully. In my 15 years of playing mods, I've never finished the dex. Never thought it would be through a Gen 1 mod.

Gotowork2004 October 24th, 2022 9:15 AM

I've come across a pretty insignificant glitch, not even sure its worth fixing but i thought i would mention it. I updated my game to 1.23.09 last night and the playtime for my game, which was previously maxed out at 255:00, now shows up as 32767:00. I used speed up a lot, but I don't think I have played the game for over 32 thousand hours, and the playtime has stopped going up.

For background, I'm playing on shin blue with the original back sprites. The original .sav file was from a vanilla blue save, which I transferred over to Shin blue around version 1.23.06.

jojobear13 October 24th, 2022 10:49 AM

Quote:

Originally Posted by Gotowork2004 (Post 10564422)
I've come across a pretty insignificant glitch, not even sure its worth fixing but i thought i would mention it. I updated my game to 1.23.09 last night and the playtime for my game, which was previously maxed out at 255:00, now shows up as 32767:00. I used speed up a lot, but I don't think I have played the game for over 32 thousand hours, and the playtime has stopped going up.

For background, I'm playing on shin blue with the original back sprites. The original .sav file was from a vanilla blue save, which I transferred over to Shin blue around version 1.23.06.

A previously maxed-out game clock of 255 won't transfer over with an update. This is because the wram address labelled wPlayTimeMaxed gets set to FF when the clock gets maxed. To make use of the expanded game clock, use the gameshark code 010042DA to reset wPlayTimeMaxed back to zero.

jojobear13 October 24th, 2022 10:57 AM

Quote:

Originally Posted by jastolze007 (Post 10564346)
Hey, did you happen to "fix" the crit damage? I know it normally ignores stat changes but it seems like it's been doing more when I use Amnesia or Swords Dance with a crit.

Critical hits now compare critical damage to stat-modified damage and will apply whichever is higher. Stat modifiers still do not apply to crits, but critical damage will never be less than regular damage.

Gotowork2004 October 24th, 2022 11:30 AM

Thanks for the response! I might just leave it as it because it is pretty funny seeing such a high playtime.

SPazzzi95 October 25th, 2022 10:01 PM

Small oversight I noticed. The fossil sprites in Pewter Muesem still display thier blue sprites in Red Jp.

jojobear13 October 26th, 2022 1:25 AM

Quote:

Originally Posted by SPazzzi95 (Post 10565080)
Small oversight I noticed. The fossil sprites in Pewter Muesem still display thier blue sprites in Red Jp.

Thanks, looks like I forgot to update the build tags.

Жека October 29th, 2022 5:55 AM

2 Attachment(s)
https://www.pokecommunity.com/attachment.php?attachmentid=103506&stc=1&d=1667051697

Gotowork2004 October 29th, 2022 1:02 PM

I just noticed a bug with vitamins. They are no longer increasing stats/stat exp. Even on pokemon that don't have any stat exp or low stat exp. When i use the vitamins, both stat exp and stats remain the same.

Most of the time, the dialogue still shows up as normal ("bulbasaur's attack increased"), there are just no effects. Sometimes, the "it won't have any effect" dialogue box will appear even for pokemon with non maxed stats, but ive noticed that it only appears when trying to give vitamins to pokemon in the 5th spot in your party.

I did not have this issue in the previous version (1.23M) so I think this is a problem that came recently (maybe with 1.23.09).

jojobear13 October 30th, 2022 6:05 PM

Quote:

Originally Posted by Gotowork2004 (Post 10566453)
I just noticed a bug with vitamins. They are no longer increasing stats/stat exp. Even on pokemon that don't have any stat exp or low stat exp. When i use the vitamins, both stat exp and stats remain the same.

Most of the time, the dialogue still shows up as normal ("bulbasaur's attack increased"), there are just no effects. Sometimes, the "it won't have any effect" dialogue box will appear even for pokemon with non maxed stats, but ive noticed that it only appears when trying to give vitamins to pokemon in the 5th spot in your party.

I did not have this issue in the previous version (1.23M) so I think this is a problem that came recently (maybe with 1.23.09).

I think I fixed it. Try giving beta patch 1.23.10 a try.

Quote:

Originally Posted by SPazzzi95
...

https://media.tenor.com/Q0DSw9wD4mEAAAAd/i-saw-what-you-deleted.gif

This is the last extra patch I'm doing.

Gotowork2004 October 31st, 2022 7:55 AM

I think that fixed it!

SPazzzi95 October 31st, 2022 7:37 PM

My Social Anxiety Disorder made me delete that. Really what's a dude like me obsessed with 26 year old game lol.

Anyways thanks for the patch!

SPazzzi95 November 1st, 2022 11:35 PM

2 Attachment(s)
[ATTACH]Attachment 103590[/ATTACH]

There seems to be a glitch with the Rival's Squirtle on route 23. Whenever I attacked it, the game goes nuts and it spams moves like clamp etc. The squirtle was also using the same moves as my pikachu who fought it, the graphics also became corrupted with flowers. After I won the battle the game froze and kept playing rhyhorn's cry. I believe this probably has something to do with the 60 fps mode?

jojobear13 November 2nd, 2022 7:01 AM

Quote:

Originally Posted by SPazzzi95 (Post 10567687)
[ATTACH]Attachment 103590[/ATTACH]

There seems to be a glitch with the Rival's Squirtle on route 23. Whenever I attacked it, the game goes nuts and it spams moves like clamp etc. The squirtle was also using the same moves as my pikachu who fought it, the graphics also became corrupted with flowers. After I won the battle the game froze and kept playing rhyhorn's cry. I believe this probably has something to do with the 60 fps mode?

I need version information to even begin to diagnose the problem.

SPazzzi95 November 2nd, 2022 11:15 AM

It was the latest master dev version.

jojobear13 November 2nd, 2022 1:05 PM

Quote:

Originally Posted by SPazzzi95 (Post 10567826)
It was the latest master dev version.

Thanks. Crazy nonsense like that is caused by jumping to invalid addresses. Usually this happens because a terminator value was left off of a list or a push command was done without a corresponding pop command.

Sure enough, I found an instance where a push with no pop can happen under certain conditions.

I rebuilt and re-upped the 1.23.10 beta patches. Give it a try now.

SPazzzi95 November 2nd, 2022 4:55 PM

Thanks looks like it works now

YassQ November 3rd, 2022 1:13 AM

Great hack, very welcome and much needed changes and additions.
I'm at victory road right now and I enjoyed this more than I thought I would. Thanks for making this, really appreciate the effort.
The only "criticism" I have would be that because of all the togglable features I always end up toggling on or off something because I can't leave my buttons alone, nothing major just a minor annoyance on my part.

MatteusMint November 6th, 2022 1:24 PM

I am a big fan of this hack and was thinking of using the disassembly to make some minor changes. However the current master branch wont compile (version 1.18 however compiles just fine in cygwin). Error message is .end in /scripts/safarizoneentrance.asm is not defined. To my novice eyes it looks like a indentation error on line 341. However, when i modify this I instead get the error:
ERROR: wram.asm(3380) -> sram.asm(17):
'wSpriteDataEnd - wSpriteDataStart' not defined
make: *** [Makefile:60: wram_red.o] Error 5

Which doesn't make sense to me at all. So my question is more or less how should I proceed to compile the code?

jojobear13 November 7th, 2022 4:35 PM

Quote:

Originally Posted by MatteusMint (Post 10569366)
I am a big fan of this hack and was thinking of using the disassembly to make some minor changes. However the current master branch wont compile (version 1.18 however compiles just fine in cygwin). Error message is .end in /scripts/safarizoneentrance.asm is not defined. To my novice eyes it looks like a indentation error on line 341. However, when i modify this I instead get the error:
ERROR: wram.asm(3380) -> sram.asm(17):
'wSpriteDataEnd - wSpriteDataStart' not defined
make: *** [Makefile:60: wram_red.o] Error 5

Which doesn't make sense to me at all. So my question is more or less how should I proceed to compile the code?

Type rgbasm --version and make sure you are running rgbasm v0.5.2.

Then do a git pull to make sure your local master branch is updated with the remote master branch.

GuyStarwind December 14th, 2022 11:12 AM

I apologize if this has been asked a billion times, but the trainers won't do anything and after my turn the next round starts. I'm playing Shin Green v1.22. Wild Pokémon attack and Gym Leader's Pokémon attack but just regular trainers don't do anything. Any idea?

Thanks

jojobear13 December 14th, 2022 11:29 AM

Quote:

Originally Posted by GuyStarwind (Post 10583465)
I apologize if this has been asked a billion times, but the trainers won't do anything and after my turn the next round starts. I'm playing Shin Green v1.22. Wild Pokémon attack and Gym Leader's Pokémon attack but just regular trainers don't do anything. Any idea?

Thanks

You might want to switch to the 1.23.11 beta patch linked in the OP (under Beta News).


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