The PokéCommunity Forums Fan Games ROM Hacking
Battle RBY Hyper Beam's Effect on FireRed

ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

Reply
 
Thread Tools
  #1    
Old April 28th, 2018 (8:30 AM). Edited April 29th, 2018 by DarkCyborg.
DarkCyborg DarkCyborg is offline
     
    Join Date: Dec 2017
    Posts: 13
    I was wondering if something like that was ever made, or even possible. Most of the rombases I found brings elements from further generations to FR, such as abilities, pokémons and types. In this case, I'm searching for exactly the opposite: inserting elements from previous generations on FireRed.

    That said, RBY Hyper Beam's mechanics are different. You do not need to recharge when Hyper Beam KOes a foe or breaks a Substitute. This effect turns Hyper Beam (and all other moves with its effect) into a high risk-high reward execution move.

    That said, is it possible to edit Hyper Beam's effect to skip recharge turn if it KOes a pokémon? Have anybody ever made it?
    Reply With Quote
      #2    
    Old April 28th, 2018 (9:53 AM). Edited April 28th, 2018 by Enpatsu Shakugan.
    Enpatsu Shakugan Enpatsu Shakugan is offline
    Banned
     
    Join Date: Apr 2018
    Gender: Male
    Nature: Hasty
    Posts: 1,829
    Why would you want this?

    I think that issue with it in the original games wasn't intentional, and was yet another programming issue with the games. Let's be honest, they had a lot.

    The fact that this was remedied in later games and never reverted proves to me that was the original intent of the move. And it makes sense to me. To use a recharging move that doesn't recharge is just an exploit, not strategy.

    So I wouldn't bank on another broken Gen 1 mechanic being implemented in any hacks.

    If you just gotta use Hyper Beam (or Giga Impact) with no real 'downsides', the best you're going to get is putting it on a Slaking or using it as a match finisher.
    Reply With Quote
      #3    
    Old April 28th, 2018 (10:22 AM). Edited April 28th, 2018 by DarkCyborg.
    DarkCyborg DarkCyborg is offline
       
      Join Date: Dec 2017
      Posts: 13
      Quote:
      Originally Posted by Enpatsu Shakugan View Post
      Why would you want this?

      I think that issue with it in the original games wasn't intentional, and was yet another programming issue with the games. Let's be honest, they had a lot.

      The fact that this was remedied in later games and never reverted proves to me that was the original intent of the move. And it makes sense to me. To use a recharging move that doesn't recharge is just an exploit, not strategy.

      So I wouldn't bank on another broken Gen 1 mechanic being implemented in any hacks.

      If you just gotta use Hyper Beam (or Giga Impact) with no real 'downsides', the best you're going to get is putting it on a Slaking or using it as a match finisher.
      I know that Generation 1 has a lot of issues. Desyncs, eternal freezes, lack of moves of certain types (such as Bug, Ghost, Dragon, Fighting), Psychic and Normal-types high dominance, critical hits everywhere... despite I like to play RBY OU on PS, I know it is gamebreaking.

      However, RBY Hyper Beam's "mechanics" creates an interesting meta game. I mean, Hyper Beam is almost useless in most generations, while that's not true on generation 1. While you can actually use Hyper Beam to KO pokémons without downsides, it won't be great to the Hyper Beam user if the opponent switches to a counter.

      That said, RBY HB is not an spammable move that you can just use to finish up every healthy team, it requires some strategy to work. A recharge turn is still necessary when you don't KO the opponent. Also, in FireRed it doesn't have the broken critical hit rates from generation 1.

      Answering your question: I'd want RBY Hyper Beam in FireRed because I like how Hyper Beam works on generation 1, and I like many things from FireRed (abilities, new moves, items...). I think it would be interesting to see RBY HB working in this generation.
      Reply With Quote
        #4    
      Old April 28th, 2018 (1:02 PM).
      Enpatsu Shakugan Enpatsu Shakugan is offline
      Banned
       
      Join Date: Apr 2018
      Gender: Male
      Nature: Hasty
      Posts: 1,829
      Are you skilled in hacks? Why not make it? I don't think anyone else has even thought about that move in particular.
      Reply With Quote
        #5    
      Old April 28th, 2018 (1:39 PM).
      DarkCyborg DarkCyborg is offline
         
        Join Date: Dec 2017
        Posts: 13
        Quote:
        Originally Posted by Enpatsu Shakugan View Post
        Are you skilled in hacks? Why not make it? I don't think anyone else has even thought about that move in particular.
        Nope, I am not. I know basic things, such as editing stuff with PGE/Advance Map, editing stuff with hexedit and even inserting ASM routines, but that's all.

        That's why I'm asking if anyone has done such things, so I could learn from it. Though I'm assuming that's not the case, because most rom hackers doesn't seem to be interested in bringing back past generation mechanics (which is perfectly understandable).
        Reply With Quote
          #6    
        Old April 28th, 2018 (1:59 PM).
        Enpatsu Shakugan Enpatsu Shakugan is offline
        Banned
         
        Join Date: Apr 2018
        Gender: Male
        Nature: Hasty
        Posts: 1,829
        Maybe you can befriend one here and pass on your ideas. Couldn't hurt to try.
        Reply With Quote
          #7    
        Old April 28th, 2018 (10:00 PM). Edited April 29th, 2018 by Skeli-.
        Skeli-'s Avatar
        Skeli- Skeli- is offline
        Lord of the Rings
           
          Join Date: Apr 2014
          Location: Canada
          Age: 19
          Gender: Male
          Nature: Adamant
          Posts: 189
          It's actually very simple to do the faint check in FR. Just insert this battle script.
          Code:
          #dynamic 0x900000
          #org 0x1D732F
          goto @New
          
          #org @New
          attackcanceler
          accuracycheck 0x81D695E 0x0
          attackstring
          ppreduce
          calculatedamage
          attackanimation
          waitanimation
          missmessage
          cmd5c 0x0
          waitstate
          graphicalhpupdate 0x0
          datahpupdate 0x0
          critmessage
          waitmessage 0x40
          resultmessage
          waitmessage 0x40
          jumpiffainted 0x0 0x81D6947
          jumpifsecondarystatus 0x0 0x1000000 0x81D6947
          setbyte 0x2023E85 0xDD
          seteffectwithchancetarget
          goto 0x81D6947
          It makes it so if the opponent is behind a substitute or is knocked out there will be no recharge turn.
          __________________
          Pokemon Unbound

          Reply With Quote
            #8    
          Old April 29th, 2018 (2:17 PM). Edited April 29th, 2018 by DarkCyborg.
          DarkCyborg DarkCyborg is offline
             
            Join Date: Dec 2017
            Posts: 13
            Quote:
            Originally Posted by Skeli Unbound View Post
            It's actually very simple to do the faint check in FR. Just insert this battle script.
            Code:
            #dynamic 0x900000
            #org 0x1D732F
            goto @New
            
            #org @New
            attackcanceler
            accuracycheck 0x81D695E 0x0
            attackstring
            ppreduce
            calculatedamage
            attackanimation
            waitanimation
            missmessage
            cmd5c 0x0
            waitstate
            graphicalhpupdate 0x0
            datahpupdate 0x0
            critmessage
            waitmessage 0x40
            resultmessage
            waitmessage 0x40
            jumpiffainted 0x0 0x81D694E
            jumpifsecondarystatus 0x0 0x1000000 0x81D694E
            setbyte 0x2023E85 0xDD
            seteffectwithchancetarget
            goto 0x81D694E
            It makes it so if the opponent is behind a substitute or is knocked out there will be no recharge turn.
            First, thank you!

            Second, it almost worked. Yeah, Hyper Beam (and all moves with its effect) works fine, the recharge turn is skipped when Hyper Beam koes the foe (I haven't tested with sub, however).

            However, some glitches happened:

            1) When you use Hyper Beam and KO the foe, the enemy's pokémon will not fade. Just like the images below. However, the sprites of KOed pokémon will fade when you access Bag/Pokémon Menus.

            Image 1: Right after the pokémon was KOed by Hyper Beam
            Spoiler:


            Image 2: After Lance sent out his Dragonite.
            Spoiler:


            2) When the foe KOes your pokémon with Hyper Beam, the sprites will fade (because you're forced to open the Pokémon Menu). However, the game will say that "The NPC is about to use <The Pokémon you choose>", and you'll be able to choose another pokémon. Take a look on image 3:

            Spoiler:


            NOTE: I used Battle Script Pro to insert the script.
            Reply With Quote
              #9    
            Old April 29th, 2018 (5:05 PM).
            Skeli-'s Avatar
            Skeli- Skeli- is offline
            Lord of the Rings
               
              Join Date: Apr 2014
              Location: Canada
              Age: 19
              Gender: Male
              Nature: Adamant
              Posts: 189
              Sorry, I made a stupid mistake. Try again now.
              __________________
              Pokemon Unbound

              Reply With Quote
                #10    
              Old April 29th, 2018 (5:31 PM).
              DarkCyborg DarkCyborg is offline
                 
                Join Date: Dec 2017
                Posts: 13
                Quote:
                Originally Posted by Skeli Unbound View Post
                Sorry, I made a stupid mistake. Try again now.
                Great, it's working now!

                Thank you!
                Reply With Quote
                Reply

                Quick Reply

                Join the conversation!

                Create an account to post a reply in this thread, participate in other discussions, and more!

                Create a PokéCommunity Account
                Thread Tools

                Posting Rules
                You may not post new threads
                You may not post replies
                You may not post attachments
                You may not edit your posts

                BB code is On
                Smilies are On
                [IMG] code is On
                HTML code is Off

                Forum Jump


                All times are GMT -8. The time now is 11:16 AM.