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Sideshow Showcase The place to show side-projects that you're working on, for the small yet still big things you want to do, such as translation patches, "386" patches, and anything small like that.

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Old January 12th, 2021 (7:31 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by jastolze007 View Post
I've been playing on Goomba and haven't been able to transfer save without starting over.
Go ahead and save in pallet town. Then post your save file here. I'll see what I can do in spite of goomba's format.

As for preserving your code changes for a v1.18 update, you'd probably be fine with either Git Pull or Git Rebase.
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Old January 13th, 2021 (4:16 AM).
jastolze007 jastolze007 is offline
 
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Originally Posted by jojobear13 View Post
Go ahead and save in pallet town. Then post your save file here. I'll see what I can do in spite of goomba's format.

As for preserving your code changes for a v1.18 update, you'd probably be fine with either Git Pull or Git Rebase.
I'll get to it when I can access my PC. Probably later today. I didn't know there was an option to pull only the changes from the source code on GitHub, but that actually makes a lot of sense. Thanks again.
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Old January 13th, 2021 (2:32 PM).
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Hey jojobear! I absolutely love this hack and have put around 70ish hours into it now. I just wanted to thank you again for all of your hard work. Do you have any plans to give gen 2 the same treatment?
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Old January 13th, 2021 (3:25 PM).
jastolze007 jastolze007 is offline
 
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Originally Posted by jojobear13 View Post
Go ahead and save in pallet town. Then post your save file here. I'll see what I can do in spite of goomba's format.

As for preserving your code changes for a v1.18 update, you'd probably be fine with either Git Pull or Git Rebase.
Here's the .sav. I saved in the player's room in Pallet Town.
Attached Files
File Type: sav pokered.gbc.sav‎ (136.0 KB, 4 views) (Save to Dropbox)
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Old January 13th, 2021 (9:26 PM).
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Originally Posted by jastolze007 View Post
Here's the .sav. I saved in the player's room in Pallet Town.
Hmm...I'm not sure why this goomba sav is larger than 64 KB.

Regardless, I was able to extract the save data from the goomba .sav file into a raw gbc .sav format. I loaded it up in BGB emulator with a v1.18M rom. I got invisible walls but no crashes (as expected). I used the softlock teleport to reload the overworld and the invisible walls cleared (also as expected). Everything checks out. I attached the raw gbc .sav file for you as a backup.

I took the raw gbc .sav and compressed it back into the goomba .sav file. It was truncated to 64KB, but the compressed gbc save data should still be intact. It's also attached, so give it a try.
Attached Files
File Type: sav pokered.gbc.sav‎ (64.0 KB, 2 views) (Save to Dropbox)
File Type: sav pokered.sav‎ (32.0 KB, 1 views) (Save to Dropbox)
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Old January 14th, 2021 (7:00 AM).
MonadoBoy MonadoBoy is offline
 
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I recently did a hardcore nuzlocke (nuzlocke + no items, no overleveling, battle every trainer) and it was so fun (version 1.17). This romhack is amazing.

Though i have to point out something. I don't know if it's intentional or not, but Hypnosis seems to have 100% accuracy (the AI missed 0 times with that, and used it quite a lot), and this makes Agatha way more difficult than the rest of the game. I had very little problems everywhere else, but I almost died there. I lost 1 pokemon and the rest ended up with ~10 HP each (and almost all asleep).

Also, the champion's Rhydon crit me like 4/8 hits. Assuming critical hits still work with base speed, that's odd. It might have been extremely bad luck, but just in case you want to look into it or something.

Anyway, excelent job!
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Old January 14th, 2021 (8:40 AM).
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Originally Posted by MonadoBoy View Post
I recently did a hardcore nuzlocke (nuzlocke + no items, no overleveling, battle every trainer) and it was so fun (version 1.17). This romhack is amazing.
Thank you. Glad you had fun. I'm kind of surprised the Rocket in Mt Moon with the raticate didn't end your run.

Quote:
Though i have to point out something. I don't know if it's intentional or not, but Hypnosis seems to have 100% accuracy (the AI missed 0 times with that, and used it quite a lot), and this makes Agatha way more difficult than the rest of the game. I had very little problems everywhere else, but I almost died there. I lost 1 pokemon and the rest ended up with ~10 HP each (and almost all asleep).

Also, the champion's Rhydon crit me like 4/8 hits. Assuming critical hits still work with base speed, that's odd. It might have been extremely bad luck, but just in case you want to look into it or something.
You just had abysmal luck. Like, Xcom levels of bad luck.

A note on move accuracy though. Retail red/blue had pretty poor rng to where 60% accuracy moves were actually more like 50% accuracy. Enemy status moves also had a flat 25% chance to miss on top of this to make the game easier. In retail red/blue, Agatha only has around 37% to 40% chance of actually landing hypnosis. She gets the full 60% accuracy in this hack, so that's a huge boost relative to the original games and you really feel it.
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Old January 14th, 2021 (8:47 AM).
jastolze007 jastolze007 is offline
 
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I tested the .sav you made, but it lead to a new game being started. I believe I'm SOL when it comes to Goomba on my RevoK101 Plus. I'm pretty sure the reason its save file structure is larger is because it stores FW information in the save. Just a guess. Anyway, if you can absolutely guarantee if I start a new game, that I'll be able to go to my said Level cap without issues via that build you made, then I'll start fresh.
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Old January 14th, 2021 (10:02 AM).
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Originally Posted by jastolze007 View Post
I tested the .sav you made, but it lead to a new game being started. I believe I'm SOL when it comes to Goomba on my RevoK101 Plus. I'm pretty sure the reason its save file structure is larger is because it stores FW information in the save. Just a guess. Anyway, if you can absolutely guarantee if I start a new game, that I'll be able to go to my said Level cap without issues via that build you made, then I'll start fresh.
What happens if you just use your original save but use an updated rom?
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Old January 14th, 2021 (10:45 AM).
jastolze007 jastolze007 is offline
 
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Originally Posted by jojobear13 View Post
What happens if you just use your original save but use an updated rom?
Normally, I can continue progress. But this rom specifically erased my save when I updated a few months ago. Same rom name and all. I had a backup fortunately.

I appreciate all the help you've given me regardless.
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Old January 14th, 2021 (11:36 AM). Edited January 14th, 2021 by jojobear13.
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Originally Posted by jastolze007 View Post
Normally, I can continue progress. But this rom specifically erased my save when I updated a few months ago. Same rom name and all. I had a backup fortunately.

I appreciate all the help you've given me regardless.

I think this is an issue with your K101 doing some kind of hash check. I'll see if I can bypass it.

I'm using a few different tools:
  • There's goombasav (I use GoombasavCore.WinForms.x64.exe).
  • Also the Revo save converter.
  • Goomba color.
  • And finally the good ol' VBA emulator.
  1. As before, I use goombasav to extract a raw gbc sav from your k101 sav.
  2. I use goomba color to compile the updated gbc rom into a gba rom.
  3. I open VBA, check my save type settings (automatic & 64k flash), and load the goombafied rom. I start a new game and then save the game after it drops me into the player's room. This generates a dummy VBA sav.
  4. I use goombasav again to load the VBA dummy sav. This time I use the raw gbc sav from before to replace the saved data in the dummy sav.
  5. I take the modified dummy sav and use it to fire up VBA with the goombafied rom. The saved game is detected and loads with invisible walls. Softlock teleport clears the invisible walls. Game is saved again. So far so good.
  6. I go into the gooba options (L + R) and go into and out of the save manager. This is just so that goomba updates its own save structure. This results in a cleaned VBA sav for the goombafied rom.
  7. Finally I use the Revo save converter to convert the cleaned VBA sav into a K101 sav. See attached.

So the file I ended up with is the same size as the file you initially posted. That's a good sign. But what a task it is to cut through not one but two special save structures. 136KB K101 save --> 32KB raw gbc save --> 64KB goomba GBA save --> 136 KB K101 save.

EDIT: You might want to replicate this process using your own compiled rom update just to make sure everything is consistent between the rom and the sav.
Attached Files
File Type: sav pokered.gba.sav‎ (136.0 KB, 1 views) (Save to Dropbox)
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Old January 14th, 2021 (1:58 PM).
jastolze007 jastolze007 is offline
 
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Originally Posted by jojobear13 View Post
I think this is an issue with your K101 doing some kind of hash check. I'll see if I can bypass it.

I'm using a few different tools:
  • There's goombasav (I use GoombasavCore.WinForms.x64.exe).
  • Also the Revo save converter.
  • Goomba color.
  • And finally the good ol' VBA emulator.
  1. As before, I use goombasav to extract a raw gbc sav from your k101 sav.
  2. I use goomba color to compile the updated gbc rom into a gba rom.
  3. I open VBA, check my save type settings (automatic & 64k flash), and load the goombafied rom. I start a new game and then save the game after it drops me into the player's room. This generates a dummy VBA sav.
  4. I use goombasav again to load the VBA dummy sav. This time I use the raw gbc sav from before to replace the saved data in the dummy sav.
  5. I take the modified dummy sav and use it to fire up VBA with the goombafied rom. The saved game is detected and loads with invisible walls. Softlock teleport clears the invisible walls. Game is saved again. So far so good.
  6. I go into the gooba options (L + R) and go into and out of the save manager. This is just so that goomba updates its own save structure. This results in a cleaned VBA sav for the goombafied rom.
  7. Finally I use the Revo save converter to convert the cleaned VBA sav into a K101 sav. See attached.

So the file I ended up with is the same size as the file you initially posted. That's a good sign. But what a task it is to cut through not one but two special save structures. 136KB K101 save --> 32KB raw gbc save --> 64KB goomba GBA save --> 136 KB K101 save.

EDIT: You might want to replicate this process using your own compiled rom update just to make sure everything is consistent between the rom and the sav.
Thanks for the help. I actually use the revo K save manager. But, what command line did you use to get it to work with gbc saves? For gba, I do a "Converter.exe" "Pokemon Mod" 128. And that allows me to use Revo GBA saves on VBA.
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Old January 14th, 2021 (2:43 PM).
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Originally Posted by jastolze007 View Post
Thanks for the help. I actually use the revo K save manager. But, what command line did you use to get it to work with gbc saves? For gba, I do a "Converter.exe" "Pokemon Mod" 128. And that allows me to use Revo GBA saves on VBA.
There are two separate converter exe files. The one you are talking about is called K1toVBA. To convert in the other direction you need to use the other exe called VBA2K1 (it doesn’t use the 128 argument).
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Old January 30th, 2021 (12:19 AM). Edited January 30th, 2021 by jojobear13.
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It's the end of the month, so I figured I'd put out version 1.19.

Changelog for the master branch:
  • Fixed a minor bug where the first byte of pokedex "owned" gets cleared on a new game+
  • Fixed minor desync with abbreviated rival music
  • Fixed poison/burn/leechseed damage sometimes being applied twice
  • Minor changes to support external randomizer
  • Updated title screen to use kanji instead of katakana
  • Fixed an artifact when title screen 'mons scroll left in GBC-mode
  • Fixed a bug in AI roster scoring when evaluating type matchups for switching
  • Tweaked item usage for cooltrainers and Giovanni
  • Increased encounter rate from 3/256 to 11/256 for the following pokemon
    • charmander, bulbasaur, squirtle, eevee
    • bellsprout (red), oddish (blue), vulpix (red), oddish (blue)
    • farfetch'd (route 12)
  • Increased mew's encounter rate from 1.5/256 to 3/256
  • Improved exp calculation for developers who want a level cap between 101 and 255
    • EXP calculation routine now does math in 4 bytes instead of 3 bytes
    • Exp calculation result is still capped to 3 bytes regardless of level cap to prevent overflow
    • The byte cap on the exp result means that certain growth rates may have a level cap
    • For example, the "slow" growth rate is theorized to cap at level 237
  • Trainer battle prize money uses 3 bytes instead of 2, lifting the 9999 cap on winnings
  • To prevent infinite loops, Rage ends after 2 to 3 turns (attack boosts are kept)
  • AI will not do actions during Rage or when recharging

Changelog for the lite branch:
  • fixed minor desync with abbreviated rival music
  • fixed poison/burn/leechseed damage sometimes being applied twice
  • minor changes to support external randomizer
  • AI will not do actions during Rage or when recharging
  • Improved exp calculation for developers who want a level cap between 101 and 255
    • EXP calculation routine now does math in 4 bytes instead of 3 bytes
    • Exp calculation result is still capped to 3 bytes regardless of level cap to prevent overflow
    • The byte cap on the exp result means that certain growth rates may have a level cap
    • For example, the "slow" growth rate is theorized to cap at level 237
  • Trainer battle prize money uses 3 bytes instead of 2, lifting the 9999 cap on winnings
  • To prevent infinite loops, Rage ends after 2 to 3 turns (attack boosts are kept)
  • Fixed an artifact when title screen 'mons scroll left in GBC-mode
  • Fixed a bug in AI roster scoring when evaluating type matchups for switching

The bash script for randomizing the rom, "randoshinred", has also been added to the released master branch. It seems to work okay so far. I'll see how this one goes.
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Old January 30th, 2021 (9:47 AM). Edited January 30th, 2021 by zxcfs.
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nice update, i was just about to ask if bulbasaur and bellsprout really exist lol
i spent almost 4 hours and not even got a glimpse of them.
Edit : just caught a bulbasaur, like 5 mins only after the update !
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Old February 4th, 2021 (3:40 AM).
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Attention all. If you are on version 1.18 or 1.19 of either the lite or master branch, please update your game to version 1.19.1 hotfix 1. It's been found that trainer AI completely ignores move preferences due to a major oversight in how I implemented PP tracking. This causes the AI to choose moves like a wild pokemon.

Version 1.19.1 re-works the implementation so that trainer AI will check its move preferences against moves that are unusable due to Disable or having 0 PP. If the most preferable move cannot be used, then the next most-preferable move will be used instead. This follows in sequence until no moves are available and Struggle is initiated.

I offer my humble apologies.
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Old February 5th, 2021 (11:08 AM).
darthbr darthbr is offline
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for legendaries respawm. i took out this 2 parts in script route 25, follow the image, i just left the above red part, is that ok??? (game wont bug)?

my doubt it, the game compiled... like i left in image

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Old February 5th, 2021 (11:40 AM).
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for legendaries respawm. i took out this 2 parts in script route 25, follow the image, i just left the above red part, is that ok??? (game wont bug)?

my doubt it, the game compiled... like i left in image

You missed one detail. Go to the "Route25TextRed:" function and near the bottom remove these lines.
Code:
ld a, $3
ld [wRoute25CurScript], a
ld [wCurMapScript], a
This tells the map script routine to load script pointer #3 (that being Route25Script3) on the next frame refresh. Since you removed Route25Script3, you must remove these lines as well or else the game will jump into garbage data and crash.
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Old February 5th, 2021 (12:33 PM).
darthbr darthbr is offline
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Originally Posted by jojobear13 View Post
You missed one detail. Go to the "Route25TextRed:" function and near the bottom remove these lines.
Code:
ld a, $3
ld [wRoute25CurScript], a
ld [wCurMapScript], a
This tells the map script routine to load script pointer #3 (that being Route25Script3) on the next frame refresh. Since you removed Route25Script3, you must remove these lines as well or else the game will jump into garbage data and crash.
oh thank you for help, so deleting this last part, i dont have to worry?
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Old February 5th, 2021 (9:27 PM).
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oh thank you for help, so deleting this last part, i dont have to worry?
I think you're okay. You can always check it against the commit history.
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Old February 7th, 2021 (7:48 AM).
jastolze007 jastolze007 is offline
 
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Hey, so I'm likely to start a fresh playthrough of this mod on the most recent version once I finish playing Unbound. Can you confirm that leveling up past 100 works in battle? Rare candies seem to work according to the set level cap but battle EXP is a different story.
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Old February 7th, 2021 (11:43 AM).
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Originally Posted by jastolze007 View Post
Hey, so I'm likely to start a fresh playthrough of this mod on the most recent version once I finish playing Unbound. Can you confirm that leveling up past 100 works in battle? Rare candies seem to work according to the set level cap but battle EXP is a different story.
See the v1.19 changelog. The exp calculation function has been modified to handle the math better. It also won’t let you overflow the exp.

It’s been working okay so far, but I really need to sit down sometime and grind from 100 to 255 on a few different growth rate ‘mons.
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Old February 8th, 2021 (7:54 AM).
jastolze007 jastolze007 is offline
 
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See the v1.19 changelog. The exp calculation function has been modified to handle the math better. It also won’t let you overflow the exp.

It’s been working okay so far, but I really need to sit down sometime and grind from 100 to 255 on a few different growth rate ‘mons.
Well, I modified the usual team I use to have a Medium Slow growth rate. I'm sure that can reach at least 250 (The set cap) before the overflow.

Thanks for helping me with this man. I appreciate all the work you do. Hopefully this does in fact solve the issues I was having with leveling past 100.

I'll report to you what happens. I never use rare candies so it'll be at least a month before I hit a team of 6 at level 100+.

More people should incorporate the rematch system like you implemented. It really gives the game fresh post game life. Also, the randomized scaling trainer is amazing.
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Old February 8th, 2021 (11:09 AM). Edited February 8th, 2021 by jojobear13.
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Originally Posted by jastolze007 View Post
Well, I modified the usual team I use to have a Medium Slow growth rate. I'm sure that can reach at least 250 (The set cap) before the overflow.

Thanks for helping me with this man. I appreciate all the work you do. Hopefully this does in fact solve the issues I was having with leveling past 100.

I'll report to you what happens. I never use rare candies so it'll be at least a month before I hit a team of 6 at level 100+.

More people should incorporate the rematch system like you implemented. It really gives the game fresh post game life. Also, the randomized scaling trainer is amazing.
Sounds good. This kind of stuff interests me, so I'm glad I can help.

The maximum amount of exp that is supported by 3 bytes is 16,777,215.
According to my calculations, here are the level caps for each growth rate.
  • medium-slow - 245
  • slow - 237
  • medium-fast - 255
  • fast - 255

So even though you set the max_level constant to 250, that will be ignored for your medium-slow teammates. The function in battle that handles exp calculation for level-up passes max_level into register 'd' then calls CalcExperience to determine if the level cap experience has been reached. But CalcExperience will decrement the value in 'd' and try again if the result exceeds 3 bytes. The result is that the max_level value gets lowered on the fly.

Come to think of it, I should probably make adjustments to rare candies and the daycare man. Rare candies can be wasted and I don't know what will happen with the daycare man.
EDIT: Oh this is interesting. Apparently Game Freak hard-coded the day care to not increase 'mon exp past 5,242,880. Looks like I can just increase that cap and everything will still work.

Glad you like the randomized trainer. It was actually kind of easy to do one I figured out how to hijack the process that loads trainer data.
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Old February 8th, 2021 (12:54 PM).
charphantom96 charphantom96 is offline
 
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Any chance of you making a shin Pokemon yellow hack?
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