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  #826    
Old October 8th, 2009 (2:53 PM).
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Evilpkmn Evilpkmn is offline
Evilmad says Bonjour
     
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    We CAN finish this game , by playing 300+ hours XD !
    I look foward fight against this champion !
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      #827    
    Old October 9th, 2009 (11:55 PM).
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      Interesting idea XD. That's gonna be tough.
      So, can we look forward to South Rijon or Naljo as well?

      btw after I've finished 1st beta my team is:
      Speerine (speed/marine - Seadra) lv. 63
      Steeltress (steel/fortress - Metagross) lv. 64
      Crustroy (crush/destroy - Tyranitar) lv. 58
      Dewil (devil - Crobat) lv. 62
      Flagon (flame/dragon - Charizard) lv. 61
      Buzzeptric (buzz/zap/electric - Ampharos) lv. 63
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        #828    
      Old October 17th, 2009 (6:36 AM).
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        That seems like a very detailed feature. While minor, it makes the game more interesting. Is there a day/night system implemented? If so could the pokemon that appear there change depending on the time of day and weather?
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          #829    
        Old October 17th, 2009 (4:10 PM). Edited October 17th, 2009 by colcolstyles.
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        Yours truly
         
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        I was intrigued reading about your weather system. So much, in fact, that I decided to go to work implementing it. This is what I got:
        Code:
        '----------------------------------------------------------------
        ' Natural Weather Script
        ' By colcolstyles
        ' 10/17/2009
        ' As the player moves from one map to the next, the weather has
        ' the possibility of changing. Both the type of weather that
        ' might begin and the odds of a change occurring depend on
        ' the current weather (actual odds given in script). This script
        ' also contains an available option for manual override; the
        ' hacker can (by setting the OVERRIDE flag) specify a particular
        ' weather to be used, thus deactivating the random weather.
        '----------------------------------------------------------------
        
        #erase 0x800000 0x100
        #dynamic 0x800000
        
        #define V_WEATHER 0x7000
        #define V_RANDVAR 0x7001
        #define F_OVERRIDE 0x500
        #define W_SUNNY 0x2
        #define W_CLOUDY 0xB
        #define W_RAIN 0x3
        #define W_THUNDER 0xD
        
        '----------------------------------------------------------------
        
        #org @main
        compare F_OVERRIDE B_TRUE
        if B_== goto @manual
        random 0x14
        copyvar V_RANDVAR LASTRESULT
        compare V_WEATHER W_SUNNY
        if B_== call @sunnyscript
        compare V_WEATHER W_CLOUDY
        if B_== call @cloudyscript
        compare V_WEATHER W_RAIN
        if B_== call @rainscript
        compare V_WEATHER W_THUNDER
        if B_== call @thunderscript
        doweather
        end
        
        '----------------------------------------------------------------
        
        #org @sunnyscript
        compare V_RANDVAR 0x1 ' 2/20 chance of becoming cloudy
        if B_<= goto @becomecloudy
        compare V_RANDVAR 0x2 ' 1/20 chance of spontaneous rain
        if B_<= goto @becomerainy
        setweather W_SUNNY ' 17/20 chance of remaining the same
        return
        
        #org @cloudyscript
        compare V_RANDVAR 0x4 ' 5/20 chance of becoming sunny
        if B_<= goto @becomesunny
        compare V_RANDVAR 0xE ' 10/20 chance of becoming rainy
        if B_<= goto @becomerainy
        compare V_RANDVAR 0x11 ' 3/20 chance of thunderstorm
        if B_<= goto @becomethunder
        setweather W_CLOUDY ' 2/20 chance of remaining the same
        return
        
        #org @rainscript
        compare V_RANDVAR 0x2 ' 3/20 chance of thunderstorm
        if B_<= goto @becomethunder
        compare V_RANDVAR 0xA ' 8/20 chance of rain stopping but remaining cloudy
        if B_<= goto @becomecloudy
        compare V_RANDVAR 0xC ' 2/20 of rain cutting out completely
        if B_<= goto @becomesunny
        setweather W_RAIN ' 7/20 chance of remaining the same
        return
        
        #org @thunderscript
        compare V_RANDVAR 0xC ' 13/20 chance of reducing to rain
        if B_<= goto @becomerainy
        compare V_RANDVAR 0xF ' 3/20 chance of suddenly reducing cloudy
        if B_<= goto @becomecloudy
        setweather W_RAIN ' 4/20 chance of remaining the same
        return
        
        '----------------------------------------------------------------
        
        #org @becomesunny
        setvar v_WEATHER W_SUNNY
        setweather W_SUNNY
        return
        
        #org @becomecloudy
        setvar V_WEATHER W_CLOUDY
        setweather W_CLOUDY
        return
        
        #org @becomerainy
        setvar V_WEATHER W_RAIN
        setweather W_RAIN
        return
        
        #org @becomethunder
        setvar V_WEATHER W_THUNDER
        setweather W_THUNDER
        return
        
        '----------------------------------------------------------------
        
        #org @manual
        setweather V_WEATHER
        doweather
        end
        
        '----------------------------------------------------------------
        I thought this would be a lot easier until I realized that FR/LG's scripting language doesn't have elseif statements -_-'
        So I made some changes to the control flow and I think I've got it working pretty well. And, as an added bonus, I threw in a few lines of code which allow the player to manually override the script and specify a particular weather that they want on every map. As I'm writing this, I'm thinking that maybe I should expand that feature to allow for people to shut down the script entirely, as in: let the weather be dictated by what is written in each map's header. And, as I was writing that, I think I' figured out how to do it: as I was experimenting with things early on, I found that the script wasn't working at first. I eventually realized that the variable 'V_WEATHER' has to be initialized (I set it to '0x2') for the script to activate. So I guess that's how the hacker can turn it off (and back on by setting it to one of those constants). One last thing: in your outlining of the system, you used 0x1, 0x2, etc. for the various weather effects but I decided to use the values I found in AdvanceMap for them so that I could double the effectiveness of my constants by using them in my 'setweather' statements.
        OK I'll shut up now ^_^

        By the way, I really like this idea and I was wondering if you would give me permission to use something similar to it if I changed up the odds (I was planning on doing that anyway because there are a few slight tweaks I'd like to make based on my observations while debugging the script)?
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          #830    
        Old October 17th, 2009 (6:12 PM).
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          You should be able to. Its not copyrighted or anything
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            #831    
          Old October 17th, 2009 (6:18 PM).
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          colcolstyles colcolstyles is offline
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          Quote:
          Originally Posted by Trigger View Post
          You should be able to. Its not copyrighted or anything
          Yeah but I don't know if Hiroshi Sotomura would appreciate it if I stole his idea. Though it technically wasn't his idea to begin with, I still would like to ask for his permission first.
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            #832    
          Old October 17th, 2009 (7:07 PM). Edited October 17th, 2009 by colcolstyles.
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          colcolstyles colcolstyles is offline
          Yours truly
           
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          Quote:
          Originally Posted by Hiroshi Sotomura View Post
          Quite frankly, I'm the one who should be asking you if I can "steal" that script. :P
          (And with this vague question-sentence, I'm indeed asking for permission.)
          Sure, knock yourself out. After all, you're the one who gave me the idea.
          Quote:
          Originally Posted by Hiroshi Sotomura View Post
          Bonus points for (though I did expect someone to think of it) utilising variables to implement it.
          What, exactly, were you planning on using then? Variables were the first and only thing that came to mind when I was writing the script and even looking back, I still can't think of any other way to do it :\
          Quote:
          Originally Posted by Hiroshi Sotomura View Post
          By the way, you're awesome.
          Thanks ^_^
          That means a lot coming from you.
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            #833    
          Old October 17th, 2009 (7:49 PM).
          colcolstyles's Avatar
          colcolstyles colcolstyles is offline
          Yours truly
           
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          Quote:
          Originally Posted by Hiroshi Sotomura View Post
          Well actually, I meant to say that it's great that you directly utiliised the already-provided variables from the game. Since I was actually thinking of pre-assigning existing weather conditions and creating variables for them when I wrote the structure, the code ends up being cleaner if you initialise existing variables instead (not to mention, familiar for those who know the weather codes).
          I'm a little lost now but at least I can take solace in the fact that I help in one way or another :P
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            #834    
          Old October 18th, 2009 (8:30 AM).
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          Masterge77 Masterge77 is offline
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            Wow, I'm enjoying this game, but it's been a long time since the last beta.....
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              #835    
            Old October 18th, 2009 (10:35 AM). Edited October 18th, 2009 by colcolstyles.
            colcolstyles's Avatar
            colcolstyles colcolstyles is offline
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            Quote:
            Originally Posted by Hiroshi Sotomura View Post
            Also colcolstyles, can I get the exact things you did to get the script working to begin with? :P
            Just compile the script and then create a 'setmaptile' (0x01) level script on two maps (I used Pallet Town and Route 1 for convenience). The script will activate upon switching between the two.
            Oh yes and you'll also have to initialize the "current weather" variable in order for any possible to changes to occur. For testing purposes, I just gave the guy outside Prof. Oak's lab a script which sets 0x7000 to 0x2 ('sunny').
            By the way, I also tested the entering/leaving house functionality and it works :)
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              #836    
            Old October 18th, 2009 (11:42 AM).
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            Masterge77 Masterge77 is offline
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              I keep getting the 00003 error, It keeps saying:

              ERROR CODE: 00003
              Cannot save the game
              The required save memory is not in use.
              Please refer to http://rijon.nintendo-net.com/errorcodes.html for more info

              I tried what it said, but it did not work at all, I tried setting the save type to "Automatic" and the flash memory type to "Flash 128K" but I still keep getting the error, I need help here!
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                #837    
              Old October 18th, 2009 (5:35 PM). Edited October 18th, 2009 by colcolstyles.
              colcolstyles's Avatar
              colcolstyles colcolstyles is offline
              Yours truly
               
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              Quote:
              Originally Posted by Hiroshi Sotomura View Post
              @colcolstyles: Ah, a setmaptile script. I should consider making special deviations with that script to allow setmaptile to… plant puddles in certain areas. :P (I was already considering this, but I forgot about it as I rewrote this.)
              That's genius! Of course, the script would have to be different for every map as the locations of puddles would vary from map to map. But that's a really neat idea :)

              Also, I looked over your latest entry and the idea looks pretty cool. Only, I can't seem to think of any useful function for it :\
              There was an issue in the old RHN that demonstrated how one could use 'writebytetooffset' to change the pointer to the player's OW in the RAM to another OW. Using that method would eliminate some of the glitches present with the '0x0B' behavior method, leading me to believe that the '0x0B' method doesn't have any benefits.

              Though if you're interested I found out that when the player switches control to the "0x0B NPC", their range of movement is limited. Upon closer inspection, I discovered that the available walking range is dependent on the value in the 'Movement' byte in AdvanceMap. As I'm sure you're already aware, that byte controls how many tiles a NPC can move vertically and horizontally. For example, a value of 21 would give the NPC a range like this (behold the amazing ASCII art):
              ______
              |_|_|_|
              |_|_|_|
              |_|X|_|
              |_|_|_|
              |_|_|_|

              ...with the X representing the original location. Anyways, I found that when you switch control from the player to the NPC, the player is limited to only those tiles. Everything else acts as though it's movement permission is '1'. Once I discovered that the Movement byte was the controlling factor, I deducted that the maximum movement range would be 17x17 ('0xFF' (counting the original location)) but if you set the Movement byte to 0x00, then the NPC's range becomes unlimited :O
              So I guess that might be useful if you plan on using this.

              As a helpful tip, you can use the command 'spritebehave wPeople# bBehaviour#' to change a NPC's behavior byte to '0x0B' at any time.

              One thing which I was very disappointed to discover was that 'special 0x8E' doesn't mimic the effect of, say, opening and closing the bag. Nor does 'fadescreen', though (unlike 'special 0x8E') I didn't expect that work in the first place. So unless you can think of some other 'special' (or anything that might emulate the opening and closing of the bag) then we can't control when and where the player switches control to the NPC :\

              On a final note, I've been experimenting with the possibility of having two "0x0B NPCs" on the same map but I haven't been able to draw any conclusions so far. Please, let me know if you make any discoveries of your own.

              Edit: Whoa, I just found out something more. If you open the Bag again (after you've already "morphed" into the "0x0B NPC" (do you mind if I just start calling them BNPCs?)), you will retain control over that NPC but the OW graphic will change back to that of the Player's default OW. Interesting...
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                #838    
              Old October 20th, 2009 (3:17 AM).
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              burger29 burger29 is offline
                 
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                Can somebody tell me where I can get the hm Flash
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                  #839    
                Old October 20th, 2009 (4:28 AM).
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                Pokepal17 Pokepal17 is offline
                More cowbell~
                 
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                Quote:
                Originally Posted by colcolstyles View Post
                That's genius! Of course, the script would have to be different for every map as the locations of puddles would vary from map to map. But that's a really neat idea :)

                Also, I looked over your latest entry and the idea looks pretty cool. Only, I can't seem to think of any useful function for it :\
                There was an issue in the old RHN that demonstrated how one could use 'writebytetooffset' to change the pointer to the player's OW in the RAM to another OW. Using that method would eliminate some of the glitches present with the '0x0B' behavior method, leading me to believe that the '0x0B' method doesn't have any benefits.

                Though if you're interested I found out that when the player switches control to the "0x0B NPC", their range of movement is limited. Upon closer inspection, I discovered that the available walking range is dependent on the value in the 'Movement' byte in AdvanceMap. As I'm sure you're already aware, that byte controls how many tiles a NPC can move vertically and horizontally. For example, a value of 21 would give the NPC a range like this (behold the amazing ASCII art):
                ______
                |_|_|_|
                |_|_|_|
                |_|X|_|
                |_|_|_|
                |_|_|_|

                ...with the X representing the original location. Anyways, I found that when you switch control from the player to the NPC, the player is limited to only those tiles. Everything else acts as though it's movement permission is '1'. Once I discovered that the Movement byte was the controlling factor, I deducted that the maximum movement range would be 17x17 ('0xFF' (counting the original location)) but if you set the Movement byte to 0x00, then the NPC's range becomes unlimited :O
                So I guess that might be useful if you plan on using this.

                As a helpful tip, you can use the command 'spritebehave wPeople# bBehaviour#' to change a NPC's behavior byte to '0x0B' at any time.

                One thing which I was very disappointed to discover was that 'special 0x8E' doesn't mimic the effect of, say, opening and closing the bag. Nor does 'fadescreen', though (unlike 'special 0x8E') I didn't expect that work in the first place. So unless you can think of some other 'special' (or anything that might emulate the opening and closing of the bag) then we can't control when and where the player switches control to the NPC :\

                On a final note, I've been experimenting with the possibility of having two "0x0B NPCs" on the same map but I haven't been able to draw any conclusions so far. Please, let me know if you make any discoveries of your own.

                Edit: Whoa, I just found out something more. If you open the Bag again (after you've already "morphed" into the "0x0B NPC" (do you mind if I just start calling them BNPCs?)), you will retain control over that NPC but the OW graphic will change back to that of the Player's default OW. Interesting...
                Yep that's so true. But I have a way which is kinda cheating but it will look like you are controlling an npc, but you will not be able to interact with scripts. But it won't wear off. :P

                Hiroshi, if you're interested PM me (or for ease add my MSN, I'm more on there than I am PC).
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                  #840    
                Old October 21st, 2009 (8:07 PM). Edited October 21st, 2009 by BeyondYourImagination.
                BeyondYourImagination BeyondYourImagination is offline
                I'am Pokemon Trainer
                   
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                  Age: 8
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                  I can manage that level "60 -or even 100+"
                  i only got 64 Pokemon, and im using 5, training 2 of them (Kadabra lv.61 - Zapdos lv.61 - Articuno lv.50 - Lairon lv.34 - Machoke lv50)
                  and im still moving on to the Warehouse in Botan Outskirts.


                  a hard Pokemon Game i ever encounter
                  thanks Founder

                  cheeerzzzz!!!

                  i'm confused about this....
                  any supreme pokemon appeared on Rijon? like Darkrai,Celebi ect
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                    #841    
                  Old October 22nd, 2009 (1:59 AM).
                  mervyn797 mervyn797 is offline
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                    celebi wasnt in the normal fire red, but i dont think it wont obey. i thought deoxys was the only one.
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                      #842    
                    Old October 22nd, 2009 (4:34 AM).
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                    burger29 burger29 is offline
                       
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                      Is there some kind of walkthrough(text) for this game. I'm still stuck with HM Flash. Any help would be good
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                        #843    
                      Old October 22nd, 2009 (4:17 PM).
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                      mattman324 mattman324 is offline
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                        Quote:
                        Originally Posted by mervyn797 View Post
                        celebi wasnt in the normal fire red, but i dont think it wont obey. i thought deoxys was the only one.
                        Mew also doesn't. But yeah, it's only those two.
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                          #844    
                        Old October 23rd, 2009 (12:51 AM). Edited October 23rd, 2009 by BeyondYourImagination.
                        BeyondYourImagination BeyondYourImagination is offline
                        I'am Pokemon Trainer
                           
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                          HACK Problem!

                          to whom it may concern,
                          After i got Pokemon "Articuno", the image(i mean the icon of Pokemon) did NOT disappear.
                          I talk to it(Pokemon Articuno) and then we battle once more, after i defeat the Pokemon then he disappear.

                          my question are:
                          1. Is it a Bug?
                          2. If i catch it, it is appear to my pokedex as 2 (two Pokemon Articuno)


                          And if it is not a bug, then i will load the save game again hehehe

                          thanks


                          Anyway, i find Lugia hehehe
                          and i got 30+ load save game to catch it hehehe
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                            #845    
                          Old November 3rd, 2009 (1:29 AM).
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                          adipasa adipasa is offline
                          Amateur Hacker
                             
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                            Yeah. . i has finished this game.
                            very nice. .
                            i hope in final version sinnoh pokemon also added. . magnezone :)
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                              #846    
                            Old November 3rd, 2009 (4:50 AM).
                            Masterge77's Avatar
                            Masterge77 Masterge77 is offline
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                              If there is any Sinnoh Pokemon, I'm hoping for Buizel and Riolu lines
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                                #847    
                              Old November 4th, 2009 (11:37 AM).
                              Live Update King Live Update King is offline
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                                Where you do go when you complete the 7th gym? :)
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                                  #848    
                                Old November 4th, 2009 (7:05 PM).
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                                dragonarche dragonarche is offline
                                Is back :D
                                   
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                                  Quote:
                                  Originally Posted by Anthony La View Post
                                  I'm still trying to plot a way for Celebi to appear. Some won't obey the player unless caught the proper way, so that's worth figuring out too.
                                  How about making it on a lower level and
                                  making the player train it.
                                  or putting like 50 rare candy's XD
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                                    #849    
                                  Old November 5th, 2009 (4:55 AM).
                                  Quick Quick is offline
                                     
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                                    Is it possible to get wild Bulbasaur, Charmander, Treeko, Chickorita, Cindaquill and Torchic?

                                    Since it's possible to get wild Mudkip and Totadile.
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                                      #850    
                                    Old November 5th, 2009 (6:04 PM).
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                                    cadgod120 cadgod120 is offline
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                                      Quote:
                                      Originally Posted by Quick View Post
                                      Is it possible to get wild Bulbasaur, Charmander, Treeko, Chickorita, Cindaquill and Torchic?

                                      Since it's possible to get wild Mudkip and Totadile.
                                      It's rather funny, it's name is Totodile
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