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Minor text edits for the Green build have been pushed to the github repositories. Too minor to bother with a patch.
--> Digglett sculptures are re-translated more accurately as Buddha statues. --> The Bike Shop's name is restored to Miracle Cycle. --> The sneezing Hiker with hay fever is re-translated more accurately as laughing from having eaten funny-tasting mushrooms. Lol...get it? "Funny"-tasting? I'll let myself out. But for real, the Hiker's japanese dialogue is a goofy pun. Psychedelic shrooms are called "laughing mushrooms" in japanese. The joke is that he ate some laughing mushrooms which pokemon (and presumably the child playing it) interprets in a literal way; they are fanciful mushrooms that make a person laugh uncontrollably. It took me a while to think up a lame pun in english that kinda worked and kept the double-meaning. |
Thank you for making this hack. I really enjoy playing it! :)
How do pokemon like haunter or graveler evolve? Are their final evolutions out there in the wild? Btw I was able to encounter Mew without having the diploma. The sprite was glitched but once caught, it became a normal looking Mew. |
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Trade evolutions evolve by level in the mid to late 40’s |
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Anyway, you can always find evolution and level-up information in the data/evos_moves.asm file. |
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I've been working on PP tracking for both AI trainers and wild pokemon. Coming soon to a patch near you.
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Downloaded and played through today. Just going to say that I loved it, however, giving trainers improved changing actually makes battles a lot easier. Half the opponents moves are spent changing. Making it very easy to whittle them down.
Many changes don't even make sense. I have my haunter going to use psychic against a tentacruel. The trainer changes to a blastoise. (which doesn't make sense, as I hadn't used psychic yet, but not a huge deal) Psychic hits the blastoise, next turn, he switches back to the tentacruel. Which makes no sense as the blastoise should've stayed in. Just one example, but rival, gyms, elite four, all their new moves and AI can't compensate for the fact they never attack you. They just change. Apologies if this has been brought up before, found this hack today, and didn't read through to full thread. |
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Intelligent switching is really hard to get right, so feedback is always appreciated. I am considering the following adjustments: - don’t consider switching due to low health if you out-speed the player - reduce the weight of super effective moves when considering a switch - when switching in a mon, flag it so it cannot be switched out. Clear the flag when The player changes the active mon. |
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Here's what I'm playtesting with so far. Chances to switch have been reduced:
-->toxic poison - changed probability from 50% to 34% -->super effective moves - probability weight reduced by 25% -->only switch out from low HP if player outspeeds enemy -->an enemy mon is flagged when sent out; non-volatile status or low hp cannot initiate switching until the player sends out a new mon (which clears the flag). The code can be seen in the latest commit to master_dev and lite_dev. I had to move some stuff out of core.asm to make room in the memory bank. EDIT: Another change I've added. If a super effective move instigates the AI to switch, the mon getting sent back gets flagged while it is benched. The scoring system applies a penalty for this flag. Once again, switching flags are cleared when the player sends out a new mon. The idea is that since the enemy mon was recalled due to taking a super effective hit, the scoring system for choosing what to send out should be dissuaded from sending it out again if the player's mon hasn't changed. This will help the AI account for player mons with type coverage. Mono-type teams (like swimmers) are kind of hosed since nothing they switch to is particularly good if you have a stab super effective move, but then again they were always hosed in that way. They probably won't switch from super-effective moves anyway due to how the scoring works. EDIT 2: Another change. I found it was possible to cheese using the sleep status again (it's very powerful in gen 1). The switching AI now has a 12.5% chance to switch a sleeping mon each turn that it's sleep counter is > 3. The idea is to simulate a situation where the opponent is hoping his active mon wakes up, but there's a chance he gets impatient and switches. The cutoff of 3 is so the opponent doesn't use Rest and then switch for the lols. 12.5% is chosen to help reduce situations of switching back and forth between sleeping mons (switching in gen 1 does not decrement the sleep counter). |
I'm still on version 1.15 (I think) since I've made some changes to weaker, fully evolved PKMN that gave low EXP and some moves / PKMN type changes (Arbok is part Dragon, Marowak and Ninetales are now part Ghost) Would you consider making these changes in the official branch, or other type changes so there are more Ghost and Dragon types?
What about bringing the three new types in from Gen II+? Could you make an optional patch or branch for that? It does get rid of the retro typing, but at least Magnemite will gain its secondary steel type! Loving this so far. I've since started a new game and am using the same team as last playthrough. |
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Since there is some confusion on what version people are running when I receive bug reports, I made it so the game will display the current patch version on the main menu. This will take effect in the upcoming v1.18 and onward.
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Oh, My little mini-project was actually used for something! Cool!
I also do have a few things to make sure of, particularly with Shiny Pokemon and Missingno. In terms of shiny pokemon, was the way DVs were calculated changed at all? I know that in the originals, it's impossible to get Shinies of most species because wild Pokemon can't be shiny. And in terms of missingno, How accurate is it's sprite? I know that in my own PokeJP project, the sprite isn't quiiite right, as shown here.https://cdn.discordapp.com/attachments/225418244461166592/787864267624939520/unknown.png I actually have no idea if it would even be possible to fix its sprite to always one of two signature set of blocks, but.... |
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Unless it's on the fossil and ghost hex ids, then use those, etc. |
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That said, I took an hour and recreated the front sprite. I think I'll use this in future versions. You're right in that it's simply too iconic. |
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It must have been some kind of quick-reference for the dev team. Nobody would notice in 1996 unless they hooked their Super Gameboy up to a very expensive high quality monitor. Not to mention that Blue version still has the reddish-white. Since Blue was made on its own after the release of Red and Green, the white differentiation would have not been needed. I guess they grabbed the code for Red version and started working from there. They certainly weren't going for a color-coded tint aesthetic. |
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Oh, and a small nitpick, but there isn't any patch to restore Red or Blue to their Japanese Version. Red has the graphics and whatnot from green, just with Red's wild data, while Blue has entirely new wild pokemon and gift pokemon data, as well as trades. Sure, it's a very nitpicky thing, but just having the Green Patch be redundant since it's just a slightly different version of Blue seems weird to me. |
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I'll probably add a compiler option for jp-red and jp-blue until I can find a solution for batch-making ips patches. |
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Yeah, that works. I just thought that the typical rom hack running shoes just look like they're gliding across the floor if anything.
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Merry Christmas! Version 1.18 has been released. Here's the changelog:
Master & Lite branches - Incredibly minor text edits in Green to match the japanese script - Palette & sound edits in Green - PP usage is now tracked for both wild and AI trainer pokemon - There is a chance for the AI to switch a sleeping pokemon based on the sleep counter --> chance is 0% if counter <= 3 --> chance is 12.5% if counter > 3 - Chances to switch have been reduced: --> toxic poison - changed probability from 50% to 34% --> super effective moves - probability weight reduced by 25% --> only switch out from low HP if player outspeeds enemy (gives the enemy one last shot at dealing damage) --> an enemy mon is flagged when sent out; non-volatile (except sleeping) status or low hp cannot initiate switching --> enemy mon that is recalled back due to a super effective move is flagged; it is demerited from being switched-in --> switch flags are all cleared when player sends out a new mon since the situation is now different - Patch version now shows on main menu - Fixed a scrolling text artifact in the credits when running in GBC-mode Master branch only - Fixed Mew appearing with glitched graphics - Mew's encounter has been changed a bit --> It's wild encounter rate has been reduced --> You will get a message about a "tingling feeling" if mew is encounterable --> You can only find it in the wild once --> Mew won't appear again after encountering; a message says the tingling feeling goes away - Beating the future red fight now also resets Mew's encounter - Missingno now has its iconic "L-block" appearance - When holding B to go faster, the player animation is sped-up by 50% to avoid the "ice skating" appearance |
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