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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 December 18th, 2021 (2:28 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by MStern View Post
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 just checked all three guys in the Pewter Mart and I'm not seeing a problem.
Quote:
- 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.
I'm still tweaking the code a bit.

Quote:
- The rival Abra getting Tri Attack feels really out of place. I think something like Mega Punch is more appropriate.
It fits for what I'm trying to do. It's a bit of a battle trap for the player. Abra's 100 base special largely makes it beefy against the player's special moves. Tri-Attack is there because it is 100 accuracy, with no other effects, and is 80 power to make up for abra's 15 base attack. It will take pot-shots at the player with Tri-Attack, and an unwary player might be baited into using moves like scratch, gust, horn attack, or double-kick. Doing so and failing to KO the abra leads to a 50% chance that it will strike back with Counter for punishing damage.

Quote:
- 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 hooked" would need to be replaced with something that consists of 4 characters in order to get everything on a single line. I've yet to find a good option.

Quote:
- 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.
The max level generated for the Old rod is 19 (that is 12 + a random number between 0 to 7). This is consistent with route 11 wild pokemon next to Vermilion City. The chance of actually fishing up a Staryu with the old rod is 3.125% per cast, but I've been wanting to replace it with Psyduck.

Quote:
- 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.
The No-Yes menu was coded by Gamefreak. I just reused it. Regardless, this was not a difficult request to do.
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Old December 18th, 2021 (2:33 PM).
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Originally Posted by 0reilly View Post
Might be user error, but how do I download?
Go to the github page. Navigate to the IPS patches folder. Select the desired patch. Click the Download button on Github to download the ips patch. Use a patcher like Lunar IPS to apply it to the correct rom file.
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Old December 18th, 2021 (3:21 PM).
MStern MStern is offline
 
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Originally Posted by jojobear13 View Post
I just checked all three guys in the Pewter Mart and I'm not seeing a problem.
It seems to be inconsistent. I'll have to look around more.

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"The hooked" would need to be replaced with something that consists of 4 characters in order to get everything on a single line. I've yet to find a good option.
"Wild" (4 char) can be changed to "Lured" (5 char). You can then change "Attacked" (8 char) into a word that only takes 7. For example, "Pounced" or "Strikes". "Lured X strikes!" could work.

Quote:
The max level generated for the Old rod is 19 (that is 12 + a random number between 0 to 7).
That's definitely not the case. I saw level 22 Staryu, level 26 Goldeen, and level 25 Krabby.


Overall I'm impressed where this hack is going. Playing with things like instant-text it feels like how RBY always should have been. It's a splendid project.
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Old December 18th, 2021 (5:14 PM).
MStern MStern is offline
 
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For the text speed bug, here's a save state: https://www.mediafire.com/file/srpz4h3h8e9wkau/shin_pokemon_blue_v1.23.sn1/file

If you talk to that girl the text isn't instant. It gets fixed after reloading a regular save.
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Old December 18th, 2021 (11:11 PM).
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Originally Posted by MStern View Post
For the text speed bug, here's a save state: https://www.mediafire.com/file/srpz4h3h8e9wkau/shin_pokemon_blue_v1.23.sn1/file

If you talk to that girl the text isn't instant. It gets fixed after reloading a regular save.
Thanks. This helps a lot.

I found out what was wrong with the text speed. The HRAM address used for recording who moved first in a round is FFF4. But this is also unknowingly used to clear some delay flags involved with text. The problem can be created by exiting a battle right after a round where the enemy went first. This address can be cleared and the problem corrected by reading the pokedex entry of a pokemon you own. Either way, I moved H_WHOFIRST to the unused address FFF2 to prevent this problem from showing up again after using the pokedex to correct it.

On the rods, it looks like you caught a mistake I made. The RodResponse function is getting used for all the rods now, so 0-7 levels were getting added twice each time the Good/Old Rod routine runs.

The SLP/FRZ clause handler is now read-only when it comes to party data. I discovered that the party data gets updated automatically in-between rounds, so trying to update it during the clause handler is unnecessary. I ran the the new code against your save state with Fearow vs Clefairy, and everything checked out.

I was trying some things to slightly boost the rate of over-leveled obedience, but the way the math is processed makes things kinda wonky. I went back to Gamefreak's default obedience formula, and now it works as intended.

I updated the patches in master_dev so that you can independently verify.
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Old December 19th, 2021 (5:19 AM).
MStern MStern is offline
 
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- I just got to the "ketchup" mechanic. 10/10, great pun.
- The levelled disobedience limits definitely need tweaking. Level 15 is reasonable for Brock, but for everyone after it needs to be at around 5 levels higher. Right now you constantly brush into the limit and it lets gym leaders use higher level Pokemon than the player. I feel its main purpose should to be stop the player from overlevelling a single Pokemon to steamroll the game (which is normally the optimal strategy due to the game's XP formula), which means it doesn't have to be that tight. Personally I hate level caps and prefer the solution of later generations where XP is decreased when you outlevel the opponent. I'm assuming that's difficult to implement, so these caps might be a necessary evil.
- I've been trying out the 60fps mode, and although it looks great, it makes the NPC sprite jitter stick out more. This problem was fixed in the gen 2 engine, so I've been wondering how hard it would be to backport.

On an unrelated note, if you ever feel like implementing larger-scale original content that's faithful to the developer's vision, you could go about reimplementing this cut city:
https://tcrf.net/Prerelease:Pok%C3%A9mon_Red_and_Blue#Capsule_Monster_Pitch


There was originally supposed to be another city right below Celadon. The only information we have the concept label "C" (since "T" is Tokyo, maybe Chiba?) and this rough placeholder map:
https://tcrf.net/Development:Pok%C3%A9mon_Red_and_Blue/Unused_Maps#Exteriors


Looking at the vanilla map of Celadon, there's an awkward space near the cut tree. That's a possible place to put an entrance:


The hack has a growing amount custom NPCs. It might make sense to create a new location for them as the overworld gets crowded.
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Old December 19th, 2021 (5:54 PM).
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Originally Posted by MStern View Post
- I just got to the "ketchup" mechanic. 10/10, great pun.
I've been working on my Dad-jokes. Pokemon is full of silly puns.

Quote:
- The levelled disobedience limits definitely need tweaking. Level 15 is reasonable for Brock, but for everyone after it needs to be at around 5 levels higher.
Agreed. It's too punishing. Upping them all by 5 levels should do the trick.

Quote:
- I've been trying out the 60fps mode, and although it looks great, it makes the NPC sprite jitter stick out more. This problem was fixed in the gen 2 engine, so I've been wondering how hard it would be to backport.
Yeah, it's still experimental. It's less about implementation and more about how the overworld is updated between frames. Gamefreak implemented a lot of lessons-learned in programming the Gen 2 games, so they are much more efficient in this regard. The Gen 1 vanilla games all have stuttering; I checked my old cartridges on my unmodded GBC to make sure I was still sane. It's very slight, but it's still there. The old TFT screens do a good job of hiding it. Modern LCD screens, doing stuff like 60 fps, and running shoes all combine to make it more and more noticeable.

I may be able to make the overworld engine run more efficiently, but this is a long-term goal. The SHARP processor needs to do all the updates in under 16.6 milliseconds.

Quote:
There was originally supposed to be another city right below Celadon. The only information we have the concept label "C" (since "T" is Tokyo, maybe Chiba?) and this rough placeholder map
I'm well aware of all the Capsule Monsters data that has come out, but I haven't the slightest clue about what I'd want to do with that alpha location. Something to keep on the back burner. With Saffron as the last map in the map list, I speculate that the "T" is for "Tower" and that the raid on Silph Co was going to be the climactic ending. The "C" then probably stands for "Cave" which I speculate was what became the Seafoam Islands considering there is unused pokemart data between Fuchsia and Cinnabar.
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Old December 20th, 2021 (1:24 AM).
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Originally Posted by MStern View Post
- I've been trying out the 60fps mode, and although it looks great, it makes the NPC sprite jitter stick out more. This problem was fixed in the gen 2 engine, so I've been wondering how hard it would be to backport.
I did some very minor optimizations which help a little bit. But I've narrowed down the main sources of dropped frames that are inherent to gen 1's code:

1 - There is 1 frame of lag right at the start of a movement from one square to another. The tile data for the direction the window scrolls needs to be searched and loaded, and this takes longer than 1 frame to complete.

2 - The sprite updater for the overworld can normally be run in just under 1 frame. But the audio engine can sometimes take just long enough that the sprite updater cannot complete before the next screen refresh. This typically happens when all the audio channels need updating such as during an intense chord. The result is that this creates another 1 frame of lag at random times with a lot of trainers around.

In the vanilla 30FPS game, there are is an extra frame of delay just to buffer against this kind of stuff. But you lose this buffer in 60FPS mode.
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Old December 20th, 2021 (3:43 PM).
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I did notice in the latest release there was an ability to switch item bags so that more items can be carried
though I wonder if there's a way to increase space on the pc item storage system to more than 50

I kinda ask cuz I have to sell or throw away some of my unused TMs since I can't carry all 50 of them or store all 50 TMs in the item pc storage
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Old December 20th, 2021 (3:46 PM). Edited December 20th, 2021 by MStern.
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Found another glitch with the sleep clause. If you sleep and then KO an opponent's Pokemon, the next one he sends out will be sleep immune. This is on the latest master dev ips patch.

Save state: https://www.mediafire.com/file/a9n0cftgozygq2x/shin_pokemon_blue_v1.23.sn1/file
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Old December 20th, 2021 (5:41 PM). Edited December 20th, 2021 by jojobear13.
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Originally Posted by erpster8 View Post
I did notice in the latest release there was an ability to switch item bags so that more items can be carried
though I wonder if there's a way to increase space on the pc item storage system to more than 50

I kinda ask cuz I have to sell or throw away some of my unused TMs since I can't carry all 50 of them or store all 50 TMs in the item pc storage
I could theoretically add another PC box. It would require 102 contiguous bytes of WRAM space that is both within the address range that gets saved and is also not used for anything at all. Easier said than done. The extra bag space was only attainable because I chopped off most of the space for unused events.



Quote:
Originally Posted by MStern View Post
Found another glitch with the sleep clause. If you sleep and then KO an opponent's Pokemon, the next one he sends out will be sleep immune. This is on the latest master dev ips patch.

Save state: https://www.mediafire.com/file/a9n0cftgozygq2x/shin_pokemon_blue_v1.23.sn1/file
Interesting. Turns out that when a pokemon is KO'd its status byte never actually clears. I made it so the sleep/freeze clause handler checks for and discounts pokemon that have zero HP, and then I updated the dev patches.
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Old December 21st, 2021 (12:59 AM).
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any plans for a wild pokemon randomizer to be implemented?
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Old December 21st, 2021 (2:44 AM).
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In your latest revision in the dev branch, you say that the Pokémon Tower rival battle disables the Cerulean City battle, but I don't understand the logic behind it since that Cerulean battle has to happen before you reach Lavender Town.

Am I missing something?
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Old December 21st, 2021 (11:35 AM).
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Originally Posted by LusoTrainer View Post
In your latest revision in the dev branch, you say that the Pokémon Tower rival battle disables the Cerulean City battle, but I don't understand the logic behind it since that Cerulean battle has to happen before you reach Lavender Town.

Am I missing something?
See Pikasprey's new video. I knew you could trade over a pokemon with Cut and beat Misty to skip the SS Anne, but I didn't realize that this also allowed the player to exit Cerulean to the east before having to do Nugget Bridge. The Nugget Bridge-->Bill's Cottage-->SS Anne sequence of events is completely optional in the vanilla game and the Lite branch.

The master branch has the pokemon NPC blocking Surge's gym that forces the player to do the whole sequence to get the thunder badge. This is to make sure the SS Anne leaves before the Elite-4 in order to avoid a plot hole with it returning in the post-game. But at least in this scenario it is a self-contained quest that can be done at any point after arriving in Cerulean City.
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Old December 21st, 2021 (11:39 AM).
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Originally Posted by Murkrow View Post
any plans for a wild pokemon randomizer to be implemented?
Not built into the game. I made a bash script, called randoshinred, that randomizes a patched rom file.
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Old December 25th, 2021 (11:50 AM).
MStern MStern is offline
 
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https://www.youtube.com/watch?v=fxNzPeLlPTU

A vanilla glitch in damage calculation means attacks that are too weak and are x4 resisted will result in 0 damage (displayed as a miss). Most notably this means that Weedle/Kakuna cannot poison Brock's Pokemon. And here I thought I could cheese him using poison + item clause (Brock has a billion Full Heals because GF hates strategy).
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Old December 25th, 2021 (10:37 PM).
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Originally Posted by MStern View Post
https://www.youtube.com/watch?v=fxNzPeLlPTU

A vanilla glitch in damage calculation means attacks that are too weak and are x4 resisted will result in 0 damage (displayed as a miss). Most notably this means that Weedle/Kakuna cannot poison Brock's Pokemon. And here I thought I could cheese him using poison + item clause (Brock has a billion Full Heals because GF hates strategy).
This isn't actually a bug or a glitch. Looking at the battle engine code, it was an intentional decision that any damage calculation that gets reduced to 0 will set the wMoveMissed byte. The reason is because this byte is used for all of the different scenarios where a move fails to work and not just on a straight miss. In particular, it is also used to signify that a defender is immune. The function PrintMoveFailureText handles the specifics of what text gets printed when this byte is set, but it does default to printing the "[USER]'s attack missed!" text in all but 2 cases; immune defenders and missed OHKO moves have their own text.

The programmer decided that it would save space and streamline things to treat all calculated damage results of 0 as if the defending pokemon was immune. PrintMoveFailureText then prints the "It doesn't affect" text if the damage multiplier from the type chart was 0. This was the right decision to make from a development perspective. Not only does it rectify the battle state for this early-game edge case into a stable and predictable endpoint, but it does it for no cost in extra bytes. Furthermore, leaving the damage at 0 can invite divide-by-zero scenarios which get the game stuck in an infinite loop.

So yeah, it's just one of those Gen 1 mechanics that went away with Gen 2 (like speed crits and whatnot). If anything, it's a text error that gives obtuse and inaccurate feedback. I'll make it so a 0 damage result like this prints "<TARGET>'s unaffected!" which is normally only displayed when a OHKO move fails.
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Old December 27th, 2021 (3:35 PM).
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is there any way to add "item descriptions" when choosing items from the bag?

this new version of Pokemon Grape came out a few days ago which have added that feature when selecting items from the bag

Quote:
Item descriptions pop up once you have selected an Item.
I really didn't expect a new version of his game to come out but it was more than just a new bug fixed version
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Old December 27th, 2021 (4:55 PM).
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Would it be possible to add the "Presents" underneath the gamefreak logo in the intro after the stars. And add the original borders surrounding the town map. This would make the jp shin versions more accurate to the real japanese releases.



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Old December 27th, 2021 (5:40 PM).
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Originally Posted by erpster8 View Post
is there any way to add "item descriptions" when choosing items from the bag?

this new version of Pokemon Grape came out a few days ago which have added that feature when selecting items from the bag
Possible? Yes.
Do I want to? Meh...
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Old December 27th, 2021 (5:46 PM).
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Would it be possible to add the "Presents" underneath the gamefreak logo in the intro after the stars. And add the original borders surrounding the town map. This would make the jp shin versions more accurate to the real japanese releases.



I've been meaning to look into how the spacing will work out. Probably doable. What I can't do is a top region map border as that will cut off the text.
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Old December 27th, 2021 (6:01 PM). Edited December 27th, 2021 by SPazzzi95.
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Yeah got it, but i think rangi made the text work for red star and blue star i think. The map border thing. So you might wanna look into that.
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Old December 27th, 2021 (7:59 PM). Edited December 27th, 2021 by Luna.
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Yeah, its definitely possible to move the text and restore the border. RedStar/BlueStar has it if you wanna take a look.
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Old December 27th, 2021 (8:59 PM).
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Yeah got it, but i think rangi made the text work for red star and blue star i think. The map border thing. So you might wanna look into that.
God bless open source.
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Old December 27th, 2021 (9:34 PM). Edited December 27th, 2021 by SPazzzi95.
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This is something minor that i've noticed about Red's sprite in the title screen in shin red/green. The upper part of his lower glove next to bulbasaur seems to be cut off a little bit.



And here is the sprite of red in the offical red and green title screen to compare with.

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