Seen 4 Hours Ago
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1.8 Years
# Shin Pokémon Red and Blue (and Green)

Version 1.2x

This is a rom hack of pokemon red & blue based on the Pret team's disassembly.
It's a mostly-vanilla hack that focuses on fixing game engine bugs and oversights from the original game.
Additionally, trainer AI routines are improved and multiple quality-of-life improvements have been added.
Think of it as what the Nintendo Virtual Console re-release of red & blue might have been (plus a few extra goodies).

For the latest build patches and detailed changelog, please visit the main github page at The patches for your choice of red or blue are kept in the ips_patches folder.

Prefer only the bugfixes and AI improvements? Want a codebase from which to launch your own rom hack?
Then the Lite branch is what you want. Head on over and start compiling.

A bash script randomizer, "randoshinred", is now in beta test.


***Lite features for a cleaned-up purist experience***

A huge number of bugs, glitches, oversights, and text errors of all sorts have been fixed.
There are too many to enumerate in a simple summary, and some of them are very obscure or previously undiscovered.

Includes an english Green version.
It swaps the graphics, Cerulean Cave layout, and a few lines of text to replicate the original Green version.
Apply the patch to a USA blue rom to use it.

Engine features from USA Yellow version have been backported.
Super Gameboy palettes get converted to display on the Gameboy Color. No more monochrome!
The audio engine is backported. Hit SELECT on the options screen to cycle through the output types.
Playing in GBC mode on a backlit LCD screen? Press SELECT at the copyright screen to activate color correction.

Experimental 60FPS Mode: Place the cursor over CANCEL in the options screen and toggle by pressing left or right.

Trainer AI has been improved and greatly expanded.
Some trainers will even try to switch pokemon intelligently.

You get notified when a box is filled (either via catching or depositing a pokemon).

Switching out of a trapping move wastes the trapper's turn.
This prevents unbeatable AI scenarios as well as a PP underflow glitch.

Rage is limited to 2-3 turns but attack boosts are kept.
This is primarily to prevent infinite battle loops.

Sleep does not prevent choosing a move, and the move is used upon waking up.
To maintain sleep move accuracy, sleep starts with a counter of at least 2.
And Rest now sets the sleep counter to 3.

***Additional Master features that go beyond engine modifications and fixes***

An experimental New Game+ has been added.

All 151 pkmn are available in one version.

You can play as a boy or a girl.

There's an EXP bar in battle.

You can select RUN in trainer battles to forfeit the match and black yourself out.

You can hunt for shiny pokemon, and they are valid with Gen 2 games.

No more grinding wild pokemon. Nearly all trainers can be rematched just by talking to them once or twice.

The "SET" battle style gives increased difficulty by making the stats of trainer pokemon more on your level.
It also doubles the effect of X-stat items that trainers love to use.

One of OAK's aides toggles scaling of trainer rosters to your level (evolving them if applicable).

Another of OAK's aides toggles a pokeball-caught symbol in battle after obtaining the pokedex.
To aide with to Gen 2 interaction, this also applies a gender symbol to species that can be male or female.

Lots of quick-keys features.
- Place the cursor over FIGHT and press Select to play the enemy 'mon cry if it's already owned.
- Softlock Warp - instantly teleport back to your mom's house if you get stuck.
- Running Shoes - Hold B to double your speed when walking, surfing, and biking. Includes proper animation speed-up!
- Press SELECT to use HMs based on proper context.
- Press SELECT while holding A to automatically get on/off your bike or use the best rod in your inventory.
- Hold SELECT and enter the status screen to print a 'mons stat exp.
- Hold START and enter the status screen to print a 'mons DVs.
- When playing in color, hold SELECT when choosing a 'dex entry to load the shiny palette.

New NPCs!
- The move relearner and deleter are in Saffron City.
- An NPC in the Celadon Hotel will pay COINS for showing him pokemon as an alternative to slots.
- After the elite-4, a new vendor opens up in celadon allowing the purchase of normally unique items.
- After the elite-4, there is an NPC in the underground path that generates random trainer battles.
- The game corner chief will buy pokemon from the player post-e4.
- There's a tournament being held in the SS Anne's kitchen after the elite 4 are beaten. Yes, the ship returns!
- Added some special post-game trainer battles as fun little easter eggs. Can you find and defeat all five?

Other minor changes to lessen annoyance.
- TMs and HMs now have their attacks (albeit abbreviated) appended to the item names
- All TMs can be repurchased as they are strategically scattered across all the Kanto pokemarts.
- The safari zone mechanics run off level instead of speed and safari balls have a boosted catch rate.
- Slot machines are a little more lucky so now you can actually win big
- CUT is not needed to get to Lt. Surge and Erika (a blocking event replaces the Vermilion shrub).
- Yellow version learnsets have been integrated and stone evolutions gain back some level-up moves.
- Hitting with a trapping move reduces its user's speed by 25% until recalculated via some other effect.
- Trapping move users play their cry on the move's final turn.

Cheats and Secrets!
- A pokemon with Pay Day in your top slot will tip you off to a lucky slot machine and when it's in a special payout mode.
- New item, M.GENE, re-randomizes a pkmn's DVs to values of 9,8,8,8 or more.
- Defeat all five post-game special trainers to reactivate the legendary pokemon.
- To find shiny pokemon better, put a level-100 Chansey at the top of your roster. Use a repel if you wish!
- Do you dare to activate Missingno at the cinnabar shore? Only if you got your 'dex diploma.
- Win the SS Anne's tournament with a pikachu in your party, and the Surf HM can be used on that particular pikachu.

Hardware Compatibility
- Compatible with original Gameboy hardware (DMG, Super, Pocket, Color, Advance, SP)
- Potentially compatible with Pokemon Stadium 1 & 2
- Might be possible to use a save from vanilla USA red/blue with this rom hack (save in RED's house before transferring over)


- The Pret team for the pokered and pokeyellow disassemblies and all the code comments that came with them.
- MoriyaFaith's pokejp project for green version assets and code referencing
- Rangi for the tool Polished Map
- Exp bar coded by Danny-E 33
- The Pokemon Prism team for the improved RNG
- Move deleter/relearner coded by TheFakeMateo for Pokemon Red++
- Code contributions and bugfixing by wisp92
- The following folks for their great tutorials, glitch videos, and explanations across the internet
- The following folks for their help in pointing out and diagnosing bugs

GBC Title Screen

Backported Palettes from Pokemon Yellow


TrainerAI, Shiny SGB palette, & Exp Bar

TMs in Marts

Shiny Animation

Girl Trainer

I just like this comparison
Author of Shin Pokemon Red/Blue/Green. A Gen 1 hack focusing on bugfixes, better AI, and QoL/151 enhancements. Come say hello in the sideshow thread.
Seen 4 Hours Ago
Posted 4 Days Ago
227 posts
1.8 Years
maybe i just skipped few text, the lite version has 150 (all obtainable?)
Negative on that. People making their own hacks using the Lite branch as a base will want to decide for themselves how to do 151 'mon availability. The 'mon availability of the Lite branch is the same as retail red/blue so as to not create more work for them.

You can create your own preferred wildmon availability by editing the data/wildPokemon asm files. For trade evolutions, you can edit the data/evos_moves.asm file and give them an evolution via level.


I play for keeps!

Seen July 18th, 2021
Posted May 12th, 2021
486 posts
10.7 Years
Is there a means to change the front sprites and even the back sprites as well? I've been wanting to have a hack of Red/Blue that has a mix of Pokémon Green sprites (fronts) and some of the Pokémon Gold beta (fronts and all the back sprites).
In the disassembly of red it's all PNG files, so changing sprites is about as simple as taking PNG files of Yellow or Green sprites from pokered and replacing them. You should also be able to do that with graphics from pokegold or pokecrystal (and yes the beta) in PNG format as long as you do it right, since you don't need to care about palettes due to everything being monochrome.

Just compile after that, and you'll find out whether or not it's all done properly. This quality is pretty well all universal between pokered projects that aren't in color though.

EDIT: Or just read this:
Seen 4 Hours Ago
Posted 4 Days Ago
227 posts
1.8 Years
Both the master and lite branches have been updated. Version 1.09 has the following changes:

- Gamefreak's abandoned functions for halving and doubling stats have been modified and put back into use
- The 999 cap for reflect and light screen is now consolidated into a single function
- Rest now more efficient in undoing brn/par stat changes
- Catching a pokemon with brn/par no longer applies the stat penalties to its party data stats
- New custom function for undoing the stat changes of burn and paralysis
- undoing paralysis is accurate to within 0 to -3 points
- undoing burn is accurate to within 0 to -1 point
- AI using full heal now reverts brn/par stat changes
- Condition healing items (including using Full Restore at max hp) no longer reset all stats
- Burn heal undoes the attack stat changes
- Paralyze heal undoes the speed stat changes
- Full restore at max hp undoes the stat changes of brn/par
- Full Restore when used in battle to heal HP now undoes the stat changes of brn/par
- Haze and status-curing items now clear the toxic counter
- The function that applies badge stat-ups has been reworked
- now selectively boosts the correct stat when called during a stat-up/down effect
- as a result, badge boosts are no longer temporary

EDIT: I had a typo in my code. I re-uploaded new 1.09 patches to the original post and the github.
Seen 4 Hours Ago
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1.8 Years
The master and lite branches have been updated to version 1.10. Changes are as follows:

- The ABCD teleport glitch has been fixed
- The lift key in the rocket hideout drops during the end of battle text like in Yellow-version
- A wild marowak is no longer assumed to be the ghost marowak
- Pokedoll is disallowed during ghost marowak battle

- Fixed some issues with text in celadon floor 3, outside bill's house, and in vermillion city
- Fixed some incorrect placements in the pkmn random table lists
- Consolidated custom funcions into individual files for easy sorting

Shin Pokemon Red/Blue is now considered complete. Further updates from here on out will be rare and focus on fixing any overlooked issues.
Seen 4 Hours Ago
Posted 4 Days Ago
227 posts
1.8 Years
Having an issue: The rocket won't drop the lift key therefore I cannot continue
Caused by a small typo that was making the lift key event set but not checked.I fixed it and pushed the updated patches to github. Please download the patch again and re-apply it to a fresh unpatched rom.


Age 30
Seen 7 Hours Ago
Posted 1 Day Ago
437 posts
4.7 Years
Could you fix the Critical hit ignoring the positive offensive stats please? It's annoying to use 3 Amnesia's and then it hit critical to do less than what a normal hit would have done. Also, I feel like the crit hit is higher than vanilla red version. Every second move against me is a crit :/
Seen 4 Hours Ago
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227 posts
1.8 Years
Could you fix the Critical hit ignoring the positive offensive stats please? It's annoying to use 3 Amnesia's and then it hit critical to do less than what a normal hit would have done. Also, I feel like the crit hit is higher than vanilla red version. Every second move against me is a crit :/
Critical hit rate for enemies is slightly higher than vanilla because their speed stat is boosted by stat exp. The Gen 1 RNG is also not the best, and it seems to be seeded by the time between button inputs.

I’m hesitant on changing critical hit interactions with stat boosts. It was a deliberate design decision in vanilla rather than a bug or an oversight. Critical hits being tied to speed means that fast crit-seekers can easily sweep a whole team. There is no countermeasure to this unless you get lucky and can set up evasion spam.

My initial experiments with this was a ball of frustration where Hikers’ machops wipe early-game parties with karate chop. Trust me, you replace one annoyance with a bigger annoyance.

Obviously GF changed this in gen 2 to take stat changes into account, but they also decoupled critical hits from the speed stat.
Seen 4 Hours Ago
Posted 4 Days Ago
227 posts
1.8 Years
Is it possible to make this compatible with Danny-E full color patch?

I tried but got black screen
TLDR: Yes, but I'm not taking on that project.

IPS patches rarely work like what you are trying to do. Patching rom files is not like applying mods to a PC game with a modular file structure. Each patch assumes that the base rom file has certain values at certain locations within the rom file (your command values, address locations, etc) and then changes them accordingly. The default assumption for most hacks is that it patches the unmodified vanilla rom file. When you apply a patch you have now changed the rom. The default assumptions on where and what everything is in the rom file is not necessarily true anymore for applying another patch on top of that. You can get away with multi-patching for very small changes where the areas they overwrite do not overlap and everything pretty much stays in the same place.

Both Shin Pokemon and Danny's Full Color patch are not small changes. Data is shifted around from their default memory banks to make room for stuff. Whole core functions are added or re-written. To make Shin Pokemon compatible, I would have to start from square one and gradually integrate Danny's patch into Shin's code in such a way as to make them not interfere with each other. It would probably take me another year to do that and bugfix everything, so I'll leave that to someone else.

Inner Rhymes

Hip Hop and Pokemon are all I need.

Seen 6 Hours Ago
Posted 5 Days Ago
1,250 posts
4.4 Years
This is exactly what I've been looking for. Most R/B quality of life hacks tend to include features that are either too modern or just a level increase in difficulty. I started playing a few minutes ago and I'm having a blast because the old school sprites feel very nostalgic to me because I'm so used to playing hacks with the Gen 2 graphics patch. Cheers and thanks you!
Ayee I just dropped my latest single Soulace on all streaming platforms. This is a chill Lofi track that's very personal to me! I hope y'all enjoy!

Apple Music:


I play for keeps!

Seen July 18th, 2021
Posted May 12th, 2021
486 posts
10.7 Years
I've been loving this project so far!

While I'm aware that graphically this should keep as close to the original games as possible, I've noticed a patch on RHDN that gave me an idea: it changes only the Pokemon backsprites to the spaceworld demo, and they all seem to match up with the frontsprites unlike the ones the original game had. Seems that the source code isn't in the entry though.

Would that be possible for Shin to fold in later on if desired? I realize that it looks like there's some extra steps involved.
Seen 4 Hours Ago
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227 posts
1.8 Years
Would that be possible for Shin to fold in later on if desired? I realize that it looks like there's some extra steps involved.
Yeah, that would be possible. I’d handle it with instructions for self-compiling like I do for the green or yellow front sprites. I’d have to do some tests to see if I can do a 1:1 replacement of the back sprites or if I have to move stuff around memory banks.