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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 April 16th, 2022 (11:22 PM).
jastolze007 jastolze007 is offline
 
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Not sure if this was fixed in a future version (I'm on an older source version) but the item ball pictured in the attachment causes the game to either softlock or totally crash the emulator.

The first time I tried to pick it up, the game said something glitchy and included the name of the last pokemon I battled then changed the music to play strange background noises.

The second time, it just crashed. I didn't battle anyone on that route that time so it didn't mention any names.
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Old April 17th, 2022 (5:26 PM).
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Quote:
Originally Posted by jastolze007 View Post
Not sure if this was fixed in a future version (I'm on an older source version) but the item ball pictured in the attachment causes the game to either softlock or totally crash the emulator.

The first time I tried to pick it up, the game said something glitchy and included the name of the last pokemon I battled then changed the music to play strange background noises.

The second time, it just crashed. I didn't battle anyone on that route that time so it didn't mention any names.
It was fixed one or two updates ago. It's caused by referencing TM 20's name data from the right address but the wrong bank.
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Old April 18th, 2022 (5:34 PM).
Carmilla Carmilla is offline
 
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how do u evolve pokemon that evolve by trading? and is there a detailed walkthrough for this rom hack?
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Old April 18th, 2022 (6:26 PM).
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how do u evolve pokemon that evolve by trading?
They evolve at level 45.

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and is there a detailed walkthrough for this rom hack?
Define "walkthrough". There is a readme file with a massive changelog that details everything that has been modified. There is a New Player's Guide for an overview on all the useful new stuff the player can take advantage of. There isn't a guide that walks you through the game step-by-step since the single player is pretty much the same as the original. For everything else, that information is open and available in the files within the data folder.
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Old April 21st, 2022 (8:13 PM).
isnowwayne isnowwayne is offline
 
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I'm proud to say that, after 45 minutes of research, I've managed to get Yellow sprites. Maybe I could research how to put Gen 2 sprites into it on my day off.

On a side note, my first Nuzlocke attempt failed due to Champion Blue's Alakazam. The AI improvements are amazing.

My only other QoL suggestion is to shorten the Poké Flute's cast time, if possible. Remove the long tune and make it work quickly, as though it's an Awakening?

I also couldn't figure out how Pay Day in the first slot would tip me off in the slots. Oh, and there's still the infamous trash can second switch bug in Surge's gym, but I suppose there's no way around it.
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Old April 21st, 2022 (10:11 PM). Edited April 21st, 2022 by Actually a Fungus.
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No updates, just thought you'd get a kick out of this! https://www.dropbox.com/s/otve88jaoluqn91/20220422_020615.jpg?dl=0
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Old April 21st, 2022 (10:23 PM). Edited April 22nd, 2022 by jojobear13.
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Originally Posted by isnowwayne View Post
I'm proud to say that, after 45 minutes of research, I've managed to get Yellow sprites. Maybe I could research how to put Gen 2 sprites into it on my day off.
Easiest way would be to use the "make clean" command. Then replace all the gen 1 png files with gen 2 png files. Remember that gen 2 back sprites need to be treated the same as the spaceworld back sprites due to their size.

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I also couldn't figure out how Pay Day in the first slot would tip me off in the slots.
I buried it in the readme file. If the pokemon at the top of your team knows pay day, go around and interact with all of the slot machines. If the slot machine is a lucky one, your pokemon will play its cry before you are asked if you want to play. Note that slots machines that are unplayable can be lucky.

Furthermore, your pokemon will cry when playing the slots. Like real slot machines, the slots in the game corner will rarely allow you to win unless it algorithmically determines you are allowed to win. Especially for jackpots, which the machine will never let you win unless allowed (the reel will move to cheat you like the last row of a Stackerz game). But your pokemon will let you know when these special modes are active. 1 cry means the next pull is set to be a "win state" by the machine for non-jackpot wins. 2 crys means the machine switched into "fever mode" which gives a very long string of winning pulls. 3 crys means the machine is in "jackpot state" and it will allow you to line up 3 bars or 3 sevens.

If you don't hear a cry, it means your pull is likely to be a losing one. Optimize your gains by betting 1 coin on these pulls.

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Oh, and there's still the infamous trash can second switch bug in Surge's gym, but I suppose there's no way around it.
It's fixed. But the second switch can appear in an adjacent can you've already checked. I'll look into that.
EDIT: Okay, so I understand what Gamefreak was trying to do and why they coded it the way they did. But the implementation itself is kinda bad, and it was coded with some incorrect assumptions about how binary ranges work. I did some rewriting of their code and moved some things around so that the trash cans work as intended. The switches are now both randomly set at the same time, and they can be discovered independently of each other. Vertical adjacency is now also just as likely as horizontal adjacency.
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Old April 22nd, 2022 (6:01 PM). Edited April 22nd, 2022 by isnowwayne.
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Easiest way would be to use the "make clean" command. Then replace all the gen 1 png files with gen 2 png files. Remember that gen 2 back sprites need to be treated the same as the spaceworld back sprites due to their size.
You're referring to the PNG files in the /pic folder, right? For what it's worth, I couldn't find a place to download Gen 2 PNG files by batch. There must be a better way than to download them one by one.

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I buried it in the readme file. If the pokemon at the top of your team knows pay day, go around and interact with all of the slot machines. If the slot machine is a lucky one, your pokemon will play its cry before you are asked if you want to play. Note that slots machines that are unplayable can be lucky.
Thanks for pointing it out. I missed the "#Tricks and Secrets" section in the README. I never play with audio, so I didn't notice the cries.

Oh yeah, in my attempts to figure out how to insert Gen 2 sprites, I ran into colorful challenges.

I succeeded in inserting Yellow front sprites, but I noticed I didn't have the option to enable Nuzlocke mode in the game. That freaked me out that I didn't have the latest master development patch 1.23.04. I also noticed certain folders available in the master_dev branch were not present in my local copy of shinpokered. Later on, I took a closer look at the code:
Code:
git clone https://github.com/jojobear13/shinpokered/ -b master --single-branch
cd shinpokered
Then, it dawned on me that I should replace "master" with "master_dev", like so:
Code:
git clone https://github.com/jojobear13/shinpokered/ -b master_dev --single-branch
cd shinpokered
It's a victory, because that gave me the missing folders and also Nuzlocke mode. So, you may want to revise the code in master_dev's INSTALL.md.
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Old April 22nd, 2022 (8:24 PM).
Carmilla Carmilla is offline
 
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Originally Posted by jojobear13 View Post
They evolve at level 45.


Define "walkthrough". There is a readme file with a massive changelog that details everything that has been modified. There is a New Player's Guide for an overview on all the useful new stuff the player can take advantage of. There isn't a guide that walks you through the game step-by-step since the single player is pretty much the same as the original. For everything else, that information is open and available in the files within the data folder.
thanks that covers everthing i have one more question why do i always get a level 247 dratini and how can i evolve it? (it's lvl 247 if i have space in my party, 255 if it's stored on pc and after i draw it, it becomes lvl 237 in my party :/
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Old April 22nd, 2022 (8:39 PM).
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abyssthesavior abyssthesavior is offline
 
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Could this be put on the 3DS as a custom VC inject and possibly be compatible with Pokemon Bank, or is that latter part unlikely?
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Old April 22nd, 2022 (10:37 PM). Edited April 22nd, 2022 by jojobear13.
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Originally Posted by abyssthesavior View Post
Could this be put on the 3DS as a custom VC inject and possibly be compatible with Pokemon Bank, or is that latter part unlikely?
This is something that is in-progress over in the pokered disassembly discord server. Early research indicates that it's possible with Shin Pokemon, but it's not something I have planned for the immediate future.

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thanks that covers everthing i have one more question why do i always get a level 247 dratini and how can i evolve it? (it's lvl 247 if i have space in my party, 255 if it's stored on pc and after i draw it, it becomes lvl 237 in my party :/
That's not supposed to happen. Under what conditions are you getting this dratini? Need more details.
EDIT: Make sure you apply your patch correctly. This is the #1 reason crazy stuff happens to people.

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Originally Posted by isnowwayne View Post
It's a victory, because that gave me the missing folders and also Nuzlocke mode. So, you may want to revise the code in master_dev's INSTALL.md.
The _dev branches aren't really official releases. They're more or less for archiving and tracking my scratchwork. Regardless, the "git pull" command will help keep you updated.
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Old April 24th, 2022 (9:10 AM). Edited April 24th, 2022 by LinkNinjaMaster.
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Hi! I think I found a bug in the blue lite version v1.23.03L that I downloaded from the lite_dev branch a few weeks ago, applied to a clean Blue version. I don't know if it is already fixed.

This just happened to me with a Weepinbell in Erika's gym: Using Spearow I attack first with Peck, then it paralyzed my Spearow, next turn it obviously moves first and used Wrap, so Spearow is immobilized and next turn I switch to Vulpix. Everything OK when switching in, Weepinbell didn't attack. Next turn It outspeeds but uses Poison Powder and poisons Vulpix. I use Ember. Then it uses Wrap, I'm immobilized and so next turn I switch to Spearow, but as soon as Spearow enters the battle, Weepinbell uses Wrap again. I feel like maybe it was a one-time thing so I switch back to Vulpix, same thing happens. So I switch to Butterfree thinking the same is going to occur, but Weepinbell doesn't attack once again.

So yeah tl;dr Wrap users get to attack when the player switches if the Pokémon switching in has a status ailment, I just described the scenario in detail in case it was needed. I don't know if it's fixed already but I don't see any report in the github.

**Edit to avoid double post**

Oh and this one is just a small question but is there a version of Shin PokeRed/Blue that has the better movesets of Yellow? Not asking for new moves or movesets from other Gens, just the movesets of Yellow.

**Edit: additional glitch details and testing**
I just did another test with another trainer, this time with a Bellsprout, and this time I let myself get attacked with wrap on a statused Pokémon, then next turn I switch to another statused one (opponent uses Wrap at switch-in as expected) but then I immediately switch to a Pokémon without status and the same happens, wrap at switch-in. So I switch back to one of the previous ones with status effect, but this time around it does nothing at switch-in.

Now I'm doing further testing as I type, and switching between a statused Pokémon and a healthy one doesn't trigger any kind of glitch, no matter the order. Trainer ran out of Wrap PP so I restart. I switch a lot between my healthy Pokémon in my next test, Bellsprout doesn't status my Pokémon. In all of those switches, the alleged glitch never arises.
Next test I let it poison, paralyze and put to sleep a bunch of my Pokémon, with Spearow in particular being poisoned instead of paralyzed, and then switch into and from a bunch of Wraps. The glitch never shows up.
Then in the last test I recreate the first time's condition of Spearow being paralyzed and Vulpix being poisoned, while the rest of my team was healthy. I take a Wrap with paralyzed Spearow, and can't execute my attack for that turn. Switch to Vulpix. Nothing. I really start to believe it was a random glitch that's just not happening anymore. But then I let Vulpix take a Wrap after doing a non-damaging move, and switch to Spearow. Bellsprout Wraps again at switch-in. I switch to Vulpix, no further actions happen on that turn. I take a Wrap once again and next turn I switch to Spearow and the same happens. I repeat this one last time. It keeps happening.


...Long story short, I did a bunch of testing and the only setup I found that could replicate the glitch every time was having a poisoned Vulpix take a Wrap to the face, then switch to a paralyzed Spearow and the opponent would move before I could select any further action. I have no idea what is happening, and there's a chance that this was fixed in a more recent update, but this was so bizarre that I had to share it.

**Last edit I swear**
Something else NOT regarding the alleged glitch from before. I noticed that the AI keeps using status moves if I heal myself in-battle, so they decide their action after player item use. Is that intended or not?
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Old April 24th, 2022 (5:07 PM). Edited April 24th, 2022 by jojobear13.
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Good post. Lot's of nitty gritty details for me to comb through.

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Originally Posted by LinkNinjaMaster View Post
Something else NOT regarding the alleged glitch from before. I noticed that the AI keeps using status moves if I heal myself in-battle, so they decide their action after player item use. Is that intended or not?
There's a check I wrote that randomly "blinds" the AI to your lack of status if you used an item or switched. It's 50%. But I think I need to make some adjustments. Since AI routines are run on each move individually, this means the 50% is per-move that can cause a status. Which is fine if you're up against a paras with scratch and stun spore as its moves. But it's a different story with something like a bellsprout with wrap, poison powder, sleep powder, and stun spore. Since the 50% blinding check is run on each of the three status moves, the actual probability that it will use any of its status moves is 1-(0.5)^3 = 87.5%. Hence why it can sometimes feel like an enemy is always countering your usage of items.

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Oh and this one is just a small question but is there a version of Shin PokeRed/Blue that has the better movesets of Yellow? Not asking for new moves or movesets from other Gens, just the movesets of Yellow.
I've merged them into the level-up lists in the master branch. Some tweaking was required on some pokemon, notably the eevee lines, in order to smooth out some rough edges with progression.

Quote:
So yeah tl;dr Wrap users get to attack when the player switches if the Pokémon switching in has a status ailment, I just described the scenario in detail in case it was needed. I don't know if it's fixed already but I don't see any report in the github.
I was able to use your descriptions to recreate a test scenario and preserve it as a saved state. I've set things up against a high-speed ekans with wrap as its only move (note: I can directly edit opponents in the debugger to be whatever I need). Switching out of a trapping move is supposed to make the opponent lose a turn. But if your switch-in choice has a status then it is letting the opponent choose a move (not supposed to happen), so wrap gets chosen. I suspect that this is due to an oversight in how status effects are handled within the turn sequence. I will experiment more and look for a solution.

EDIT: Found the problem. Two issues are causing the observations.
1 - I have it so that, when a trapped pokemon switches, the trapper has FF written as its chosen move. This is a null value that is treated as "no move". In the section where an enemy's chosen move is recorded, either from a link cable value or from the AI making a selection, that FF from earlier is getting overwritten. This is how the opponent is able to use wrap when not allowed.
2 - When the player switches out of a trapping move, I made it so an EnemyActed bit gets set. This makes the battle engine treat the opponent as if it already used an item or switched. The result is a full turn denial. But I neglected to make this a two-way street since it's only supposed to apply to the AI; a player is (and always was even in vanilla) able to use items or switch in the midst of a trapping move even if the opponent switches on the same turn. This means that the check for the EnemyActed bit only gets run if the player's new pokemon is faster than the opponent's pokemon, and it was covering-up the aforementioned 1st issue. But if player switches out of a trapping move into a pokemon slower than the enemy trapper, then the cover-up never happens.

Solution: Make sure the FF null move is not overwritten. The player switching out of a trapping enemy should not set the EnemyActed bit. Instead, the null move should be checked-for during the TrainerAI (switching and item-use) function. If the null move is found, the AI will not switch or use an item. The enemy will then execute the null move as expected.
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Old April 26th, 2022 (8:47 PM).
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Originally Posted by jojobear13 View Post
(...) Found the problem. Two issues are causing the observations.
1 - I have it so that, when a trapped pokemon switches, the trapper has FF written as its chosen move. This is a null value that is treated as "no move". In the section where an enemy's chosen move is recorded, either from a link cable value or from the AI making a selection, that FF from earlier is getting overwritten. This is how the opponent is able to use wrap when not allowed.
2 - When the player switches out of a trapping move, I made it so an EnemyActed bit gets set. This makes the battle engine treat the opponent as if it already used an item or switched. The result is a full turn denial. But I neglected to make this a two-way street since it's only supposed to apply to the AI; a player is (and always was even in vanilla) able to use items or switch in the midst of a trapping move even if the opponent switches on the same turn. This means that the check for the EnemyActed bit only gets run if the player's new pokemon is faster than the opponent's pokemon, and it was covering-up the aforementioned 1st issue. But if player switches out of a trapping move into a pokemon slower than the enemy trapper, then the cover-up never happens. (...)
Oh wow. I was suspecting it had something to do with the speed but I couldn't manage to get conclusive evidence so I thought the status effect was the most likely culprit. I guess not!
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Old May 1st, 2022 (9:16 PM).
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I figured out a thing. I was able to increase the maximum game clock to 32767 hours (about 3.74 years).
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Old May 1st, 2022 (10:57 PM). Edited May 1st, 2022 by SPazzzi95.
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I have another suggestion, could there be an optional npc in the japanese builds that brings back the flashing animations for some of the moves? It would be a pretty neat touch up.
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Old May 2nd, 2022 (9:37 AM).
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I have another suggestion, could there be an optional npc in the japanese builds that brings back the flashing animations for some of the moves? It would be a pretty neat touch up.
Gotta say no to this one. Apparently I’m in the minority of people negatively affected by the original flashing. It makes me kinda barfy and gives me headaches.
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Old May 2nd, 2022 (7:34 PM).
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That's why i was suggesting for it to be optional.
I also never expected for you to be affected by the flashing, anyway thanks for your work jojo.
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Old May 2nd, 2022 (7:59 PM).
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That's why i was suggesting for it to be optional.
I know, but I'd still have to reverse-engineer it and debug it. Which means hours and hours spent staring at it. I don't think I'm physically capable of implementing such a feature.
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Old May 2nd, 2022 (8:15 PM).
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Yeah understood it's better safe than sorry.
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Old May 4th, 2022 (4:04 AM).
Carmilla Carmilla is offline
 
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That's not supposed to happen. Under what conditions are you getting this dratini? Need more details.
EDIT: Make sure you apply your patch correctly. This is the #1 reason crazy stuff happens to people.
ordinary conditions and im sure i patched correctly i found many other bugs including seismic toss not working on ghost types and hyper beam recharging after KOing an opponent
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Old May 4th, 2022 (4:43 AM).
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ordinary conditions
Doesn't help. I need to recreate the issue. Game Corner? Wild encounter? What Route? What version? Post .SAV file?

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i found many other bugs including seismic toss not working on ghost types and hyper beam recharging after KOing an opponent
Those are intentional bugfixes.
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Old May 5th, 2022 (4:30 AM).
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Doesn't help. I need to recreate the issue. Game Corner? Wild encounter? What Route? What version? Post .SAV file?


Those are intentional bugfixes.
im playing the full shin_pokemon_blue_origback_v1.23.ips patch no custom changes this happened in the game corner. how can i post my .sav file here?
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Old May 5th, 2022 (8:02 AM).
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im playing the full shin_pokemon_blue_origback_v1.23.ips patch no custom changes this happened in the game corner. how can i post my .sav file here?
That helps. I found a typo that affected Blue and Green prize corner pokemon. You can re-patch fresh using the attached hotfix patch. The dratini can't be rolled back, but the prize corner should be fixed now.
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Old May 5th, 2022 (10:16 PM). Edited May 5th, 2022 by darkestabsol.
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I've been playing Green version 1.23 (not the hotfix) as an inject on my 3ds, and Misty's Staryu came up shiny when I battled Misty for the first time. I replayed the battle afterwards and the Staryu was normal the second time, so I assume it's just an oddity with shininess.
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