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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 June 24th, 2022 (11:49 PM).
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I just finished working on implementing the "Bill's secret garden" rumor from my youth. Added it as a nice little easter egg feature.
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Old June 25th, 2022 (6:26 AM). Edited June 25th, 2022 by SPazzzi95.
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Here i am again with more things that should be delocalized in the Japanese builds.

Firstly, please correct me if if this was changed. Porygons dex entry in Red and Green only should state it's species name to be "CG Pokemon" instead of " Virtual pokemon".

Second, the two kids on the third floor of the Celadon Department Store should say they're trading Haunter for Kangaskhan in Red and Green. The boy who recieves the Haunter should call himself " The Haunter maniac".

Third, Blizzard should have a 30% chance to freeze the enemy, this is only the case in all the gen 1 japanese games. This got changed in the international releases for some reason.

Fourth, the Snes in the players bedroom should say Famicom.

Fifth, the Red and Green save sound effect should be restored too. (sounds the same as in Gold Silver and Crystal).

Lastly, in Jp Green the Nidoran in the npc's house in Pewter should play the Nidoran female cry instead of the males cry. This was not carried over into Red and Blue.

Anyways sorry for the mouthful. This should likely be the last of the delocalization stuff i researched about mainly on Bulbapedia and Tcrf.
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Old June 25th, 2022 (12:57 PM). Edited June 25th, 2022 by SPazzzi95.
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Also here's a bit of a suggestion if you're interested. This person created higher resolution versions of the vanilla gen 1 back sprites ( Not the Spaceworld 97 ones ). Would it be okay to make another optional patch with these back sprites for all the versions, jp included?

https://www.romhacking.net/hacks/6303/
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Old June 25th, 2022 (2:54 PM). Edited June 25th, 2022 by jojobear13.
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Quote:
Originally Posted by SPazzzi95 View Post
Also here's a bit of a suggestion if you're interested. This person created higher resolution versions of the vanilla gen 1 back sprites ( Not the Spaceworld 97 ones ). Would it be okay to make another optional patch with these back sprites for all the versions, jp included?
From a technical perspective, it's not that simple. But more than that, I'm not comfortable with taking and assimilating what is essentially original fan artwork and efforts by Seasick that have not been produced as a general public resource. I'm considering using RHDN as a backup release space, so I want to remain cordial with that community.

Quote:
Firstly, please correct me if if this was changed. Porygons dex entry in Red and Green only should state it's species name to be "CG Pokemon" instead of " Virtual pokemon".
The japanese "シージー" is literally just "C.G." but the english letters don't look as good on screen and leaves dead space. Also, "Virtual" holds a better localization meaning when it comes to how kids in 90s America understood it. None of us in school used "CG" in parlance like kids do now. Everything was "Virtual": Virtua Fighter, Virtua Racing, Virtualboy, etc. It was totally radical.

Quote:
Second, the two kids on the third floor of the Celadon Department Store should say they're trading Haunter for Kangaskhan in Red and Green. The boy who recieves the Haunter should call himself " The Haunter maniac".
Noted

Quote:
Third, Blizzard should have a 30% chance to freeze the enemy, this is only the case in all the gen 1 japanese games. This got changed in the international releases for some reason.
No action on this. It would cause link battle desyncs within each branch.

Quote:
Fourth, the Snes in the players bedroom should say Famicom.
I try to go with Nob Ogasawara's localization where appropriate. It's why I still have "Youngster" instead of "Shorts" and "Giovanni" instead of "Sakaki".

Quote:
Fifth, the Red and Green save sound effect should be restored too. (sounds the same as in Gold Silver and Crystal).
Confession time. I'm really, really bad at SFX adjustments in this game. I'll give it the good 'ol pokemon try though.

Quote:
Lastly, in Jp Green the Nidoran in the npc's house in Pewter should play the Nidoran female cry instead of the males cry. This was not carried over into Red and Blue.
This may have to do with it playing a text SFX instead of a call to the PlayCry function. If so, then there isn't anything I can do about it because changing it would also change it in the Oak Intro. I'll look into it. Nope, I'm totally wrong. It's a simple adjustment to the map script.
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Old June 25th, 2022 (3:49 PM).
MStern MStern is offline
 
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Originally Posted by jojobear13 View Post
I just finished working on implementing the "Bill's secret garden" rumor from my youth. Added it as a nice little easter egg feature.
You should consider adding something with the grass to the side of Pallett Town too. That one's a classic.
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Old June 25th, 2022 (6:58 PM).
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You should consider adding something with the grass to the side of Pallett Town too. That one's a classic.
The grass does not actually exist as part of the map. It's nothing more than filler blocks drawn into vram to act as a visual border.
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Old June 25th, 2022 (7:55 PM). Edited June 25th, 2022 by jojobear13.
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Fifth, the Red and Green save sound effect should be restored too. (sounds the same as in Gold Silver and Crystal).
So this has been a bit of a strange rabbit hole to go down. It turns out that Red, Green, and Blue all have slight differences. That sneaky Masuda!

All international localizations use the SFX for BlueJP. The Green and RedJP SFX, if I am correct on my hunch, still exist in a dummied-out file that isn't used for anything. Nope, I'm totally wrong. Save_3.asm is for dungeon-style maps. Meaning that USA Red and Blue have unique SFX just for those maps. Geez oh man this is silly.

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Anyways sorry for the mouthful. This should likely be the last of the delocalization stuff i researched about mainly on Bulbapedia and Tcrf.
At least until some more obscure details get discovered. But thank you. It's quite helpful to have another set of eyes auditing this kind of stuff.
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Old June 26th, 2022 (1:17 AM). Edited June 26th, 2022 by SPazzzi95.
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Don't thank my eyes, thank my ocd.

Also i didn't know that the save sfx depends on map location, i never heard about that before until now.
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Old June 28th, 2022 (12:18 PM). Edited June 28th, 2022 by jojobear13.
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Vortiene and I had some back and forth discussion in the pokered discord server, and we got this little beauty to work. I think the colored pokeball animations are a nice addition to shinpokered. But also keep an eye on Vortiene's profile for the next release of his own project (I saw footage of some neat stuff he was doing).
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Old June 28th, 2022 (12:40 PM).
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Ah thats pretty cool. I usually lurk around the pret discord seeing the other projects the other folks are doing, neat.
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Old June 28th, 2022 (12:43 PM).
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Neat
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Old June 30th, 2022 (10:42 AM).
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Would it be possible to make a semi-lite patch with all the optional QOL features, but not the Yellow movesets, the set battle style changes, the fishing changes, and the changes to AI Pokemon moves? These four features are too different from vanilla and can't easily be avoided, but I don't want to give up the field move changes and the move relearner/deleter. Everything else the full version adds can really be avoided by a player who doesn't want to interact with them.
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Old July 1st, 2022 (11:43 AM).
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Would it be possible to make a semi-lite patch with all the optional QOL features, but not the Yellow movesets, the set battle style changes, the fishing changes, and the changes to AI Pokemon moves? These four features are too different from vanilla and can't easily be avoided, but I don't want to give up the field move changes and the move relearner/deleter. Everything else the full version adds can really be avoided by a player who doesn't want to interact with them.
That's not within the future scope. The long-term plan is to eventually tether most every feature to an assembler tag. This will allow people to custom compile to their own tastes with little to no assembly knowledge required. For example, the current development repos have this implemented with battle sprites, the female trainer, and metric values.
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Old July 1st, 2022 (12:56 PM). Edited July 1st, 2022 by SPazzzi95.
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Quote:
Originally Posted by jojobear13 View Post
From a technical perspective, it's not that simple. But more than that, I'm not comfortable with taking and assimilating what is essentially original fan artwork and efforts by Seasick that have not been produced as a general public resource. I'm considering using RHDN as a backup release space, so I want to remain cordial with that community.



The japanese "シージー" is literally just "C.G." but the english letters don't look as good on screen and leaves dead space. Also, "Virtual" holds a better localization meaning when it comes to how kids in 90s America understood it. None of us in school used "CG" in parlance like kids do now. Everything was "Virtual": Virtua Fighter, Virtua Racing, Virtualboy, etc. It was totally radical.



Noted



No action on this. It would cause link battle desyncs within each branch.



I try to go with Nob Ogasawara's localization where appropriate. It's why I still have "Youngster" instead of "Shorts" and "Giovanni" instead of "Sakaki".



Confession time. I'm really, really bad at SFX adjustments in this game. I'll give it the good 'ol pokemon try though.



This may have to do with it playing a text SFX instead of a call to the PlayCry function. If so, then there isn't anything I can do about it because changing it would also change it in the Oak Intro. I'll look into it. Nope, I'm totally wrong. It's a simple adjustment to the map script.
One more oddity that i found that's different that i found between the japanese red and green versions and japanese blue and the international versions. Is that the trade that takes place in vermillion, instead of a little girl, it's a gentleman instead.
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Old July 1st, 2022 (3:13 PM).
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One more oddity that i found that's different that i found between the japanese red and green versions and japanese blue and the international versions. Is that the trade that takes place in vermillion, instead of a little girl, it's a gentleman instead.
Huh, so it is. Where did you find this?
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Old July 1st, 2022 (11:31 PM).
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Huh, so it is. Where did you find this?
Sorry for the late reply but i found it in this video

https://m.youtube.com/watch?v=RMZa3Eh-6ug
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Old July 2nd, 2022 (6:18 AM).
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Sorry for the late reply but i found it in this video

https://m.youtube.com/watch?v=RMZa3Eh-6ug
Also i dont know if this was changed. But again on the third floor of the celadon dept store, the flyer's should say "Red and Green both are Pokemon"
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Old July 2nd, 2022 (11:22 AM).
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This looks to be intended to be used as a base to work on, right? Since it does seem kind of a waste to make good AI when the vanilla bosses have such awful teams...
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Old July 2nd, 2022 (11:52 AM).
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That's not within the future scope. The long-term plan is to eventually tether most every feature to an assembler tag. This will allow people to custom compile to their own tastes with little to no assembly knowledge required. For example, the current development repos have this implemented with battle sprites, the female trainer, and metric values.
Sweet, that sounds really cool and I can't wait for it.
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Old July 2nd, 2022 (2:59 PM).
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Also i dont know if this was changed. But again on the third floor of the celadon dept store, the flyer's should say "Red and Green both are Pokemon"
Aye, confirmed that it stays "Red and Green" for japanese blue as well.
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Old July 2nd, 2022 (4:24 PM).
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Just found this and i am loving it, amazing work. Sorry if this has been asked before, but i couldnt find an answer. How do trade evolutions work?
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Old July 2nd, 2022 (4:45 PM). Edited July 2nd, 2022 by jojobear13.
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Just found this and i am loving it, amazing work. Sorry if this has been asked before, but i couldnt find an answer. How do trade evolutions work?
See "Adjustments to learnsets and base stats" in the readme file.
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Old July 2nd, 2022 (4:56 PM).
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This looks to be intended to be used as a base to work on, right?
More so the Lite branch.
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Old July 3rd, 2022 (7:10 AM). Edited July 3rd, 2022 by SPazzzi95.
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Some more delocalization things i found on bulbapedia that should be worth checking out. Most i've already touched on, but there's some here i didn't know about. Mostly dex catigories on the main list on the page.

https://m.bulbapedia.bulbagarden.net/wiki/List_of_localization_changes_in_the_Pokémon_games
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Old July 10th, 2022 (5:49 PM).
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So here's a new thing I've been messing with.

For the past few versions, I've been using the RNG code that was used in Prism and Polished Crystal. It's been very good for what I needed it to do; be a better RNG than the incredibly simplistic vanilla implementation. But I've decided that it's a little too heavy duty for what this rom hack needs, and it has some features that I'm never going to utilize.

I'm replacing it with a pretty good xor-shift implementation. It doesn't pass all of the diehard pseudorandom tests, but I'm not exactly generating rogue-like maps here. The quality is still very good. And the best part is that it is quite fast. Much faster than the Prism RNG. This is important when it's getting run 60 times per second at minimum. Another plus is that all my memory read-writes can be done with 4 hram bytes, and it remembers the last three numbers generated.

I've set it so that all the seed bytes come from random garbage in hram when the game gets initialize on power-up. Ever get frustrated with the RNG screwing you a lot which causes you to flail at the gameboy buttons and turn the power off? Yeah, that will actually do something now; it will generate new seed values for the RNG and hopefully give you a better run of luck.
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