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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 November 29th, 2021 (11:51 PM).
MStern MStern is offline
 
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So I tried doing a Set battle-style playthrough in the most recent patch, and it honestly feels like a trollish difficulty romhack. I'm at the E4 right now and it's horrendous. Agatha's Gengar will outspeed and repeatedly Hypnosis your entire team as soon as you cure it. My mainstay top-tier team which I raised while keeping the E4 in mind can barely keep up with them. Raising other Pokemon that can counter these specific strategies would take literally hours of grinding. The XP gains in RBY are horrible and are not fun with these kind of difficulty spikes.

Some rambling about XP: the reason levelling is so slow in the late game is because XP requirements are cubic while gains are linear. In vanilla: XP gain = base yield * fainted level / 7. Later generations added a scaling factor which takes into account the player Pokemon's level, but you could probably achieve a similar effect by making gains quadratic instead of linear. For example: XP gain = base yield * (fainted level)^2 / 40 + 10. This formula gives very similar gains early on against your rival and route 1 Pidgeys, but scales up fast as levels increase. I have no idea whether implementing something like this is practical or desirable, but these are some thoughts.
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Old November 30th, 2021 (3:33 PM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by MStern View Post
So I tried doing a Set battle-style playthrough in the most recent patch, and it honestly feels like a trollish difficulty romhack. I'm at the E4 right now and it's horrendous. Agatha's Gengar will outspeed and repeatedly Hypnosis your entire team as soon as you cure it. My mainstay top-tier team which I raised while keeping the E4 in mind can barely keep up with them. Raising other Pokemon that can counter these specific strategies would take literally hours of grinding. The XP gains in RBY are horrible and are not fun with these kind of difficulty spikes.

Some rambling about XP: the reason levelling is so slow in the late game is because XP requirements are cubic while gains are linear. In vanilla: XP gain = base yield * fainted level / 7. Later generations added a scaling factor which takes into account the player Pokemon's level, but you could probably achieve a similar effect by making gains quadratic instead of linear. For example: XP gain = base yield * (fainted level)^2 / 40 + 10. This formula gives very similar gains early on against your rival and route 1 Pidgeys, but scales up fast as levels increase. I have no idea whether implementing something like this is practical or desirable, but these are some thoughts.
Ah yes. Agatha. The updated AI shows just how brain-dead effective the old hypnosis-confuse ray combo can be. I would suggest activating the Sleep Clause if she's giving you too much trouble. Fun fact - Agatha is the only member of the Elite-4 in the vanilla release to not have intelligent move-picking AI; her move-picking was the same as a Channeler.

Set mode is now the "hard mode" option and is not meant to be relaxing. Trainers having StatEXP starts to matter more and more the farther into the game you go. You don't have your badge boosts either, so every trainer is like a link battle against a kid that manically grinds out wild encounters.

When it comes to doing math on the gameboy, you really want to avoid calculating exponents whenever possible. The processor is from the 1970's. Doing quadratic equations is always possible, but it's also very resource-intensive. Also, your equation would result in the cumulative XP gained through trainer battles (beating every trainer one time) to be somewhere in the ballpark of 28 million as opposed to ~500,000 normally. A tad too much to say the least.

Here's the thing about EXP distribution in the pokemon games that Satoshi Tajiri directed. It's more of an art form with a set of assumptions than a hard science. He made the assumption that the total EXP gained from trainer battles should make up between 1/3 to 1/2 the total EXP gained throughout the entire adventure. The other 1/2 to 2/3 of that comes from wild battles. The vision was that players would be spending most of their time looking for rare pokemon and KO'ing stuff they didn't want instead of running. This mindset comes from pokemon's predecessors (Final Fantasy/Dragon Quest/SaGa) which rarely had you running from weak foes as it was faster and optimal to just kill them. Tajiri also wanted to heavily incentivize trading, so balancing was done with the idea that traded pokemon get a permanent 50% EXP boost. The result of this direction is that you can't make large changes to EXP-gain or level curves without carefully re-scaling everything else in the game.

As it stands, beating every trainer in the game a single time gets you a cumulative ~500,000 EXP. With a team of 6 pokemon with medium-fast growth rates (where level = cube-root of experience gained), that's enough to get each one of them to about level 43. Now let's say that for every two trainer 'mons you KO in the game, you've at some point gone and KO'ed three or four wild mon's of similar level. That should add an additional 500k EXP from wild battles. So with about 1-mil EXP accumulated and spread evenly across your team of 6 med-fast 'mons, they are now going to be about level 55. This is enough to reasonably take on the Elite-4 and have a tough fight against the champion. So far everything is working out and the game ends with a difficult boss gauntlet. Now let's assume that all pokemon on the player's team are traded for that sweet 1.5 EXP multiplier. That brings the EXP accumulated to 1.5-mil which results in a team around level 62. That's enough to power through the Elite-4 without too much trouble.

There's not much I would do with tweaking the EXP-gain formula. That's a bit of a pandora's box with unknown repercussions. But giving a 1.5X boost for playing in Set mode is unlikely to hurt anything.
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Old December 1st, 2021 (11:08 AM).
MStern MStern is offline
 
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It's a shame the options are so limited. The lack of catch-up mechanics means late-game additions like the gift Lapras (level 15 and slow level up group) are completely unusable. 1.5x would be better than nothing, at least, and would simulate the player trading their Pokemon for the boost.
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Old December 1st, 2021 (8:55 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by MStern View Post
It's a shame the options are so limited. The lack of catch-up mechanics means late-game additions like the gift Lapras (level 15 and slow level up group) are completely unusable. 1.5x would be better than nothing, at least, and would simulate the player trading their Pokemon for the boost.
It just means that one needs to get a bit creative with the programming. Exponent math is slow, but anything that can be broken down into doubling and halving numbers is fast and easy. That's nothing more than shifting bits left and right and occasionally doing addition.

What I can do is repurpose the 1.5x boost function that runs when 1.5x modifiers are being applied to the total EXP value. I can call it as many times as I like in order to make the boost multiplier compound on itself, and I've been playing around with making it compound based on level gap. This results in a big initial boost for very under-leveled pokemon. The boost then lessens itself as the level gap shrinks, and it provides no extra benefit when the gap is finally closed. This can be combined with the level-scaling toggle and trainer rematches in order to power-level a dratini or a lapras up to where the player sits in the game progression.
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Old December 2nd, 2021 (3:30 AM).
MStern MStern is offline
 
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That sounds awesome. I'm looking forward to trying out these changes.
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Old December 2nd, 2021 (6:48 PM).
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ericgall23 ericgall23 is offline
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Hi there! :)

I just played Pokémon Shin Green up to the end! Honestly, I really loved it, it's awesome and revolutionary for sure! ;) I won't try Shin Red or Shin Blue, coz from what I've seen, there are mostly the same as Shin Green, and I chose Shin Green coz it has diferrent sprites than Red and Blue, and I wanted something really different as well! ;)

What I really liked in your game:
- The fact that we can choose to make trainers harder! Oh my! What a great change is that! Of course, I activated it since the beginning. At first it was difficult (when I faced Beedrill in Viridian Forest), but I really enjoyed the challenge all the game! It's so great to have the choice for the difficulty! (It makes me remember Black2, though in that game, it's only activated after Elite 4) Great job for this! ;)
- The inclusion of the Move Deleter and the move relearner! Serisouly, those should have been present in the very orginal games (Gen 1 and 2)! They're very useful and convenient! The move deleter is the only way we can get rid of HM moves, and the move relearner allow us to obtain moves Pokémon learn at earlier levels, but that we missed them. There were no way in the originals Gen 1 games to do this!!! They're very useful! Awesome change and awesome job for this! ;) Thanks so much! ;)
- The new content after Elite 4, like Oak's battle, Fuji's battle, etc. Very interesting, and it makes us play our game much longer than the original! ;) Good job!
- Some improved movesets for certain Pokémon (Such as Koffing/Weezing getting Mimic via level-up, or some like Yellow). A difference that is always appreciated! ;)
- That fact you keep the same Pokémon and same moves, without adding new ones! That allows us to trade with other games (including originals) without any glitch, so it's ALWAYS a good thing! Thanks so much for this as well, coz if you had added new moves or new or fake Pokémon, I won't have played it... never!
- The fact we can have rematches with most trainers! What a great change for sure! No need for VS Seekers or Pokégaer calls to have rematches! A very nice and great feature that should be in the originals! Great and awesome job for this! ;) I love this!
- The sprites from Green is a real difference as well! They make a real change insted of the same from Red and Blue! Thanks so much! ;)
- The fact that all marts have TMs on sale! It's a really good thing in itself, especially coz TMs are single-use and not like the ones in Gen 5, which they can be used infinitely in Gen 5. Anyway, thanks so much! ;)
- The fact we can sell our Pokémon. A new different thing useful for getting money.
- The fact we can obtain coins by showing a Pokémon. Very good in itself too! ;)
- The new tournament on S.S. Anne was aawesome too. It meks me remember the batle Tower in later gens! Great job for this! ;)

What I liked less in your game:
- Well, the dialogs are mostly the same (about 90%) as the original game. I was quitte aware of that, and it's not a big problem in itself, but different dialogs would be great... Just a suggestion...
- I would have liked some TMs to be different, especially the uselss ones like TM37 (Too restricted!), TM41 (Too much restricted!) or TM04 (Whirlwind is completely useless in trainer battle!). There are other move possibilities... It's just a suggestion, but it doesnt ruin your game at all, don't worry! ;)
- TM compatibilities with Pokémon could have been updated as well, according to later generations... I would have loved that, but then again, it's just a suggestion...

Bref, I really love your game in general, and I will always keep it in my games to play it again for sure! ;) Thank you so much for it, and for all the efforts you made! It's clear that you have put lots of work, passion and determination into it, and I really felt it all the way! I recommend it to everyone, coz it's flexible for everyone! I never seen a Pokémon game like this one! You should become a part of the real Pokémon Team who makes real Pokémon games! ;) I'm sure they would love your ideas! ;) Revolution is always great! ;) You have lots of potential for sure! ;)

If you have other games like this one, and from Gen 2 too, I'm very interested to try them!

Good luck, and good success, in your future projects! ;)
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Old December 4th, 2021 (4:17 AM).
MStern MStern is offline
 
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As evidenced in the bike shop glitch, it's possible to set the in-game text to display instantly. Would it be possible to implement that as a legitimate feature? For example, you could rank up the text speeds in the options menu. Slow would be medium, medium would be fast, and fast would be instant. I'm not aware of anybody using the vanilla slow text speed, so I doubt anyone will miss it.
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Old December 4th, 2021 (11:53 AM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by MStern View Post
As evidenced in the bike shop glitch, it's possible to set the in-game text to display instantly. Would it be possible to implement that as a legitimate feature? For example, you could rank up the text speeds in the options menu. Slow would be medium, medium would be fast, and fast would be instant. I'm not aware of anybody using the vanilla slow text speed, so I doubt anyone will miss it.
I looked at this last year, but there were a few issues with getting the speed to stick. Per glitch city labs:

Quote:
The instant text will persist until:
The player opens the start menu.
The player heals their Pokémon at a Pokémon Center.
The player loads a Yes/No box.
The player speaks with the Bike Shop owner again.
I might look into it again once I get some vacation time.
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Old December 4th, 2021 (4:31 PM).
MStern MStern is offline
 
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Speedrunners use item underflow to overwrite memory and seem to achieve the effect permanently. Here's an example:

https://youtu.be/wtZ7CzbxBFM?t=2017 (at 33:37)

He says the options store the text delay as 1, 3, or 5 frames per character, but can be set to 0.
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Old December 6th, 2021 (3:15 AM).
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jojobear13 jojobear13 is offline
 
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Coming sometime this month:
Quote:
**Temporary Field Move Slots**
When teaching a pokemon a field move outside of battle, such as with a HM, this feature becomes apparent.
You will be asked if you would like to teach it as a temporary field move.
If so, it will be learned into a special field move slot that is separate from the normal list of four moves.
Such a temporary move cannot be used in battle, but it can be used in the overworld as normal.
Each pokemon on your team can have one temporary field move at a time.
Having one will display it on the status screen above the pokemon's other moves.
A temporary field move cannot be overwritten with another field move.
But it will be erased if it's owning pokemon leaves the party (such as by being deposited in the PC).
If all four of a pokemon's regular moves are field moves, its temporary field move cannot be menu-selected.
But if a fifth field move in the temporary slot is a HM, it can still be activated via One-Button HM Usage.
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Old December 6th, 2021 (6:54 AM).
Mortimer Mortimer is offline
 
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Hello! Probably a dumb question, but neither Lunar IPS nor the online patcher allow me to use the shin_pokemon_green_v1.22.ips patch, they keep telling me it is not a valid patch. Am I doing something wrong? I am doing the exact same thing I do with all patches.
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Old December 6th, 2021 (10:05 AM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by Mortimer View Post
Hello! Probably a dumb question, but neither Lunar IPS nor the online patcher allow me to use the shin_pokemon_green_v1.22.ips patch, they keep telling me it is not a valid patch. Am I doing something wrong? I am doing the exact same thing I do with all patches.
Most likely. It’s needs to be applied to a US Blue rom. Patching the wrong rom will give errors.
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Old December 6th, 2021 (10:35 AM).
Mortimer Mortimer is offline
 
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Most likely. It’s needs to be applied to a US Blue rom. Patching the wrong rom will give errors.
Oh yeah, I do have a US Blue Rom. Thing is, when I use Lunar IPS, the moment I select the "Shin Pokemon Green" .ips file it gives me an error that says "This is not an IPS file!". This has never happened to me before with other .ips files. It doesn't even allow me to select a ROM to patch. Double-clicking it doesn't work, and none of my other .ips files behave like this.
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Old December 6th, 2021 (11:12 AM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by Mortimer View Post
Oh yeah, I do have a US Blue Rom. Thing is, when I use Lunar IPS, the moment I select the "Shin Pokemon Green" .ips file it gives me an error that says "This is not an IPS file!". This has never happened to me before with other .ips files. It doesn't even allow me to select a ROM to patch. Double-clicking it doesn't work, and none of my other .ips files behave like this.
This can happen when a person downloads a github file wrong. For example, doing right-click & Save Link As... on shin_pokemon_blue_v1.22.ips will cause it to download a html link. You have to click on the file to view it in github, and then click the download button off to the right. You will get the IPS file attached below.
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File Type: ips shin_pokemon_green_v1.22.ips‎ (449.4 KB, 0 views) (Save to Dropbox)
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Old December 6th, 2021 (2:35 PM).
Mortimer Mortimer is offline
 
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Originally Posted by jojobear13 View Post
This can happen when a person downloads a github file wrong. For example, doing right-click & Save Link As... on shin_pokemon_blue_v1.22.ips will cause it to download a html link. You have to click on the file to view it in github, and then click the download button off to the right. You will get the IPS file attached below.
It appears that you are right and that was indeed what happened. I genuinely thought that right-clicking the .ips file on Github would allow me to download it right away, but I was indeed downloading an HTML file that posed as an .ips one. Thank you!
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Old December 6th, 2021 (11:19 PM).
MStern MStern is offline
 
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I've encountered a nasty glitch using the sleep/freeze clauses. It makes some trainer pokemon have infinite HP and become unbeatable.



It seems to happen when the enemy trainer inflicts a status on your Pokemon and then decides to switch out. I can make it happen fairly consistently against the Bellsprout trainer in Victory Road.
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Old December 7th, 2021 (3:39 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by MStern View Post
I've encountered a nasty glitch using the sleep/freeze clauses. It makes some trainer pokemon have infinite HP and become unbeatable.

It seems to happen when the enemy trainer inflicts a status on your Pokemon and then decides to switch out. I can make it happen fairly consistently against the Bellsprout trainer in Victory Road.
I've been looking at the function that checks if the sleep or freeze clause triggers. I really should be ashamed of the horrific mess of spaghetti code that I created. But I think I found the problem. I'm pretty sure the HandleSlpFrzClause function clobbers an address used for copying HP data when an opponent switches. It does this when copying the active battle data (HP, status, etc) to the party data. This results in the switched-in pokemon pulling a new HP value somewhere in the range of 0 to 65,535. You can still beat it. You just have to be...persistent.

Anyway here's what all I did to improve things:
1 - Back up and restore all registers with push/pop when HandleSlpFrzClause is called to prevent clobbering.
2 - When calling HandleSlpFrzClause during trainer AI routines, back up the value of whose turn it is and force it to the enemy's turn. Restore this value when complete.
3 - HandleSlpFrzClause should solely copy the status condition byte from the active data to the party data. Don't make it more complicated that it needs to be.
4 - Remove all the fancy popping and pushing and jumping around. Rework the function to have a top-to-bottom procedure flow. Easier to follow and less room for error.

I've attached a patch from my working dev build. You can patch a fresh rom file and see if the problems with the slp, frz, and item clauses go away.
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Old December 7th, 2021 (6:11 PM).
MStern MStern is offline
 
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Yep, that seems to have fixed it.
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Old December 10th, 2021 (9:42 AM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by ericgall23 View Post
Hi there! :)

I just played Pokémon Shin Green up to the end! Honestly, I really loved it, it's awesome and revolutionary for sure! ;) I won't try Shin Red or Shin Blue, coz from what I've seen, there are mostly the same as Shin Green, and I chose Shin Green coz it has diferrent sprites than Red and Blue, and I wanted something really different as well! ;)
Hi there. Glad you liked it! Sorry for the late response. I've been finishing up some things IRL.

But yes, you are correct. The versions are just there for personal preference and have only minor differences.

Quote:
What I really liked in your game:
- The fact that we can choose to make trainers harder! Oh my! What a great change is that! Of course, I activated it since the beginning. At first it was difficult (when I faced Beedrill in Viridian Forest), but I really enjoyed the challenge all the game! It's so great to have the choice for the difficulty! (It makes me remember Black2, though in that game, it's only activated after Elite 4) Great job for this! ;)
Yeah. I don't mind rom hacks that try to be hard. But also I sometimes want to turn my brain off and play on autopilot. Its going to be impossible to strike a balance here that pleases everyone, so I try to give options instead of impositions.

Quote:
- The inclusion of the Move Deleter and the move relearner! Serisouly, those should have been present in the very orginal games (Gen 1 and 2)! They're very useful and convenient! The move deleter is the only way we can get rid of HM moves, and the move relearner allow us to obtain moves Pokémon learn at earlier levels, but that we missed them. There were no way in the originals Gen 1 games to do this!!! They're very useful! Awesome change and awesome job for this! ;) Thanks so much! ;)
Your welcome. They seem like no-brainers now, but it's just something that wasn't thought about much until around 1999. Too many tropes from 90's RPGs were lingering around at it took a while ideas like this to gain traction.

Quote:
- The new content after Elite 4, like Oak's battle, Fuji's battle, etc. Very interesting, and it makes us play our game much longer than the original! ;) Good job!
You have these old-timers who are alluded to have been deeply involved with pokemon in the past. I always wondered what their teams would be like had they been trainers in their youth. Former protagonists of an untold adventure.

Quote:
- Some improved movesets for certain Pokémon (Such as Koffing/Weezing getting Mimic via level-up, or some like Yellow). A difference that is always appreciated! ;)
It's a balancing act between maintaining gen 1 legality and having movesets that play well with the AI. The wrong set on a weezing can mean it will always blow itself up on turn-1, and that gets old really fast.

Quote:
- That fact you keep the same Pokémon and same moves, without adding new ones! That allows us to trade with other games (including originals) without any glitch, so it's ALWAYS a good thing! Thanks so much for this as well, coz if you had added new moves or new or fake Pokémon, I won't have played it... never!
It's part of what makes Gen 1 what it is. For better or worse. Really, I mainly kept it this way so that I could transfer my teams into Stadium and finally beat Round 2 after 20 years.

Quote:
- The fact we can have rematches with most trainers! What a great change for sure! No need for VS Seekers or Pokégaer calls to have rematches! A very nice and great feature that should be in the originals! Great and awesome job for this! ;) I love this!
I never understood why the official games made us jump through hoops just to have extremely limited rematches. You're standing right there. Just challenge them again. It doesn't make the game any less fun, so why throw barriers in front of the player?
Quote:
- The sprites from Green is a real difference as well! They make a real change insted of the same from Red and Blue! Thanks so much! ;)
Japanese builds are coming this month. Complete with original pokedex translations and metric units.

Quote:
- The fact that all marts have TMs on sale! It's a really good thing in itself, especially coz TMs are single-use and not like the ones in Gen 5, which they can be used infinitely in Gen 5. Anyway, thanks so much! ;)
There's actually not enough item space available to support reusable TMs. 50 spots in the PC and 20 in your bag. So I had to get creative.
Quote:
- The fact we can sell our Pokémon. A new different thing useful for getting money.
- The fact we can obtain coins by showing a Pokémon. Very good in itself too! ;)
- The new tournament on S.S. Anne was aawesome too. It meks me remember the batle Tower in later gens! Great job for this! ;)
I didn't even plan that stuff. It born out of me going "Oh, hey! I wonder what I can do if I play around with this section of code!"

Quote:
What I liked less in your game:
- Well, the dialogs are mostly the same (about 90%) as the original game. I was quitte aware of that, and it's not a big problem in itself, but different dialogs would be great... Just a suggestion...
Me no write gud.

Quote:
- I would have liked some TMs to be different, especially the uselss ones like TM37 (Too restricted!), TM41 (Too much restricted!) or TM04 (Whirlwind is completely useless in trainer battle!). There are other move possibilities... It's just a suggestion, but it doesnt ruin your game at all, don't worry! ;)
- TM compatibilities with Pokémon could have been updated as well, according to later generations... I would have loved that, but then again, it's just a suggestion...
Again. Trying to keep things gen 1 legal for better or for worse. For worse in this case.

Quote:
Bref, I really love your game in general, and I will always keep it in my games to play it again for sure! ;) Thank you so much for it, and for all the efforts you made! It's clear that you have put lots of work, passion and determination into it, and I really felt it all the way! I recommend it to everyone, coz it's flexible for everyone! I never seen a Pokémon game like this one!
I'll be adding more options in the next version.

Quote:
You should become a part of the real Pokémon Team who makes real Pokémon games! ;) I'm sure they would love your ideas! ;) Revolution is always great! ;) You have lots of potential for sure! ;)
Japanese work culture. Been there, done that. I'm too expensive to put up with that again.

Quote:
If you have other games like this one, and from Gen 2 too, I'm very interested to try them!

Good luck, and good success, in your future projects! ;)
They aren't my projects, but for follow-ups with a similar feel I recommend Perfect Crystal 2020 Update for Gen 2 and Cosmic Emerald for Gen 3.
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Old December 10th, 2021 (3:12 PM).
MStern MStern is offline
 
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About trainer rematches being limited in the original games: that's probably because they're overpowered. If you can infinitely rebattle the same trainer it means:

1) There's no reason to grind wild encounters.
2) You accumulate a ton of money.

Grinding wild Pokemon is an intended part of the experience, since it leads you to naturally discover all the encounters in each route. Romhacks that focus heavily on trainer rematches (like Crystal Clear) aren't very fun because they render a large part of the game pointless. Even in Shin, I try to avoid doing too many rematches because it breaks the difficulty curve. It leads to the player having more money than they should at that point in the game.
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Old December 10th, 2021 (3:18 PM).
jastolze007 jastolze007 is offline
 
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Quote:
Originally Posted by MStern View Post
About trainer rematches being limited in the original games: that's probably because they're overpowered. If you can infinitely rebattle the same trainer it means:

1) There's no reason to grind wild encounters.
2) You accumulate a ton of money.

Grinding wild Pokemon is an intended part of the experience, since it leads you to naturally discover all the encounters in each route. Romhacks that focus heavily on trainer rematches (like Crystal Clear) aren't very fun because they render a large part of the game pointless. Even in Shin, I try to avoid doing too many rematches because it breaks the difficulty curve. It leads to the player having more money than they should at that point in the game.
I personally love the rematch part. It's arguably my favorite part of this hack, along with many, many others. If your team becomes too high leveled, turn on level scaling, maybe?
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Old December 18th, 2021 (5:04 AM). Edited December 18th, 2021 by MStern.
MStern MStern is offline
 
Join Date: Nov 2021
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Just tried out the latest master dev branch. Current glitches:

- Many NPCs aren't effected by text speed settings. e.g., the NPCs in the Pewter City pokemart.
- I couldn't get the new disobedience mechanic to work.
- Using sleep clause, when your Pokemon is asleep and you swap out, it sometimes wakes up "off screen".
Save state: https://www.mediafire.com/file/nzdivo2g45hy361/shin_pokemon_blue_v1.23-01.sgm/file
It should happen upon switching out Spearow. It behaves oddly, switching between asleep/awake as I battle with a different mon.

Other thoughts:
- The rival Abra getting Tri Attack feels really out of place. I think something like Mega Punch is more appropriate.
- Vanilla text before fighting a fished pokemon is longer than normal wild encounters ("The hooked X attacked!" instead of "Wild X appeared!"), resulting in the text box needing scrolling. It would be great if it could be shortened.
- The new Old Rod is far too powerful. It lets you catch formerly end-game water types like Staryu at level 20+ in Vermillion. Staryu stands out the most since in vanilla it's a strictly salt-water Pokemon found by the sea routes.
- Yes/No prompts by hack-introduced NPCs behave differently from vanilla ones. The reversed No/Yes order is fine, but being unable to cancel them by pressing B is bothersome.
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Old December 18th, 2021 (1:15 PM).
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jojobear13 jojobear13 is offline
 
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You need to specify which emulator, version, and play method you are using. SGM files are typically for VBA, but I cannot load it. The ideal is a save state from the BGB emulator.
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Old December 18th, 2021 (1:56 PM).
MStern MStern is offline
 
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Here is a save state from BGB: https://www.mediafire.com/file/o2wf7x2d289kb5h/shin_pokemon_blue_v1.23.sn1/file

I used the shin_pokemon_blue_v1.23.ips patch from the current master dev build, playing on emulator. I encountered this glitch on earlier versions as well.
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Old December 18th, 2021 (2:07 PM).
0reilly 0reilly is offline
 
Join Date: Dec 2021
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Might be user error, but how do I download?
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