The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Fan Games > ROM Hacks Showcase > Sideshow Showcase
Reload this Page Red Shin Pokemon Red/Blue/Green/JP builds (Bugfix, AI, and QoL patch)

Notices
For all updates, view the main page.

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.

Ad Content
Reply
Thread Tools
  #101   Link to this post, but load the entire thread.  
Old May 27th, 2020 (11:06 AM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by JOBO View Post
You're right, it didn't upload properly.
I'm still not seeing any issue with depositing or withdrawing the coin case. I'm walking into the vermilion pokemon center and everything is behaving fine. This is using a freshly dumped red rom with the patch applied.
Reply With Quote
  #102   Link to this post, but load the entire thread.  
Old May 28th, 2020 (1:50 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Just making a quick post about some updates I’m working on over the next month.

—The amazing man glitch is fixed. I need to port the changes to the lite branch.

—Red/Green/Blue versions were originally supposed to have an quick intermediate frame when turning 180 degrees from a standstill. The code is there but doesn’t display anything, and it was cut from from all future games. This is getting fixed and activated for the master and lite branch.

—The AI for switching is admittedly not super robust. It switches defensively to the next mon in the roster and is blind to the mon it switches to. I’m going to revisit the switching AI and, at the very least, try to prevent it from doing blatantly stupid switch-ins. The master and lite branches will get this one.

—SGB colors on the GBC. This one is being a pain in my rear. Lots of studying going into this one, so I’ve split it into its own branch for experimentation. This is a long-term feature that may or may not go anywhere. If I ever get it to work I’ll document the code changes and write up a guide for implementation.
Reply With Quote
  #103   Link to this post, but load the entire thread.  
Old June 3rd, 2020 (10:35 AM).
JOBO's Avatar
JOBO JOBO is offline
o/_\O
 
Join Date: Apr 2015
Location: Canada
Gender: Male
Nature: Quiet
Posts: 633
Quote:
Originally Posted by jojobear13 View Post
I'm still not seeing any issue with depositing or withdrawing the coin case. I'm walking into the vermilion pokemon center and everything is behaving fine. This is using a freshly dumped red rom with the patch applied.
I realize now that it's only happening on the emulator I'm using. Masterboy on Psp, which has never given me problems with this hack before now. Not a huge deal. Thanks for checking it out! I'm excited for the future releases :)
Reply With Quote
  #104   Link to this post, but load the entire thread.  
Old June 3rd, 2020 (10:19 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by JOBO View Post
I realize now that it's only happening on the emulator I'm using. Masterboy on Psp, which has never given me problems with this hack before now. Not a huge deal. Thanks for checking it out! I'm excited for the future releases :)
Ah, okay. Yeah, not all emulators are created equal. I use BGB on my laptop since its closest to the real hardware and gives nice debug tools. Then I do playtesting on my old Super Gameboy and sometimes my Gameboy Pocket.
Reply With Quote
  #105   Link to this post, but load the entire thread.  
Old June 4th, 2020 (2:18 AM).
zycain zycain is offline
 
Join Date: May 2020
Posts: 9
Hey Jojo, I have found a bug which doesn't seem to be game-breaking linked with depositing items in the PC on some real hardware. If I deposit the item on the first or last line of the selection box everything is a-ok but if I scroll down and deposit any item on the middle two lines I get a different items name as having been deposited (seems totally random and names items I'm not even carrying/even own or badges or doesn't happen at all) but does actually deposit the correct item when checked inside the computer afterwards. I think I've done this in about every pokemart with the same glitch. I'm playing a fresh red rom with the latest patch on a ez-flash jr card on a Game Boy DMG-01. I could not replicate this bug on BGB or VisualBoyAdvance, a Game Boy Color or a Game Boy Advance AGB-001 (that's all the hardware I have to test with)

I have a photo of the screen showing the glitch and can upload the save file if needed but I don't seem to have permission to post attachments...?
Reply With Quote
  #106   Link to this post, but load the entire thread.  
Old June 4th, 2020 (2:31 AM).
zycain zycain is offline
 
Join Date: May 2020
Posts: 9
given it seems somewhat intermittent and I only extensively play on the DMG-01 normally its entirely possible the other things I tried could produce the bug just I didn't try for long enough? I don't want to inadvertently lead you down a dead end of just looking at one circumstance I just wanted it to be known my testing so far on other hardware/emulators is brief at best
Reply With Quote
  #107   Link to this post, but load the entire thread.  
Old June 4th, 2020 (3:51 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by zycain View Post
given it seems somewhat intermittent and I only extensively play on the DMG-01 normally its entirely possible the other things I tried could produce the bug just I didn't try for long enough? I don't want to inadvertently lead you down a dead end of just looking at one circumstance I just wanted it to be known my testing so far on other hardware/emulators is brief at best
I’ve seen this. It has to do with how TM names are now more descriptive. Under the hood, TM names are handled by a list whereas before they were just generated on the fly by a function.

I’m pretty sure it’s just a matter of your save file working through data cleanup. My expectation is it will work itself out as items get deposited and taken out.

You can always attach your save file or post a download link at the GitHub page. Just open up a new issue and I can queue it up for investigation.
Reply With Quote
  #108   Link to this post, but load the entire thread.  
Old June 7th, 2020 (9:17 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by zycain View Post
Hey Jojo, I have found a bug which doesn't seem to be game-breaking linked with depositing items in the PC on some real hardware. If I deposit the item on the first or last line of the selection box everything is a-ok but if I scroll down and deposit any item on the middle two lines I get a different items name as having been deposited (seems totally random and names items I'm not even carrying/even own or badges or doesn't happen at all) but does actually deposit the correct item when checked inside the computer afterwards. I think I've done this in about every pokemart with the same glitch. I'm playing a fresh red rom with the latest patch on a ez-flash jr card on a Game Boy DMG-01. I could not replicate this bug on BGB or VisualBoyAdvance, a Game Boy Color or a Game Boy Advance AGB-001 (that's all the hardware I have to test with)

I have a photo of the screen showing the glitch and can upload the save file if needed but I don't seem to have permission to post attachments...?
Quote:
Originally Posted by JOBO View Post
Hey Jojobear13! I'm loving shin Pokemon red and have been playing it for quite some time. I booted it up today and experienced a strange bug. I went to my personal pc to deposit some items, when I tried to deposit the coin case the game crashed. I rebooted, went to the PC again and it crashed a second time. I'm playing on "shin_pokemon_red_v113_hotfix3.ips". If you need any more info or a save file then let me know. Cheers :)
I believe I have found a common root cause for these issues and have fixed it. Machines, in order to give them unique list-based names, were given their own list-type constant (the unused value of 3). All other items use list-type 4. This can cause problems when a mix of machines and other items are displayed in the same menu. If a machine is the bottom-most item displayed, then the value in wNameListType gets changed to 3. If it's a regular item, then gets changed to 4. Normally this would always be 4 in an item menu, so Gamefreak devs made it so wNameListType only gets updated when the menu gets redrawn by scrolling up or down.

The problem is that you can select the top three displayed items without scrolling the menu and getting it to redraw. wNameListType doesn't get updated. Selecting a regular item when a machine is at the bottom, or selecting a machine while a regular item is at the bottom, will load the wrong list constant for the item and cause the game to load name data from the wrong location. This can result in loading a name from a different item or (assuming you don't load a value of $50 within 10 loops) loading a huge string of garbage data that crashes the game.

I have pushed a commit to v1.14b to correct this.
Reply With Quote
  #109   Link to this post, but load the entire thread.  
Old June 16th, 2020 (5:25 PM).
zycain zycain is offline
 
Join Date: May 2020
Posts: 9
Hey Jojo, I had spotted JOBO's post and did wonder if we came across the same issue glad you pinned it down sounds like it can only help with the overall stability.

I've found a bug (that could be related?) it's a different use case as I just got an EZ Flash Omega for DS Lite gaming so it could be that flash hardware or Goomba (shudders) but if I go to the Mart on Cinnabar and try to buy a Max Elixer 9 times out of 10 I get a corruption and the game freezes, when the selection loads instead of saying "x01 $5500" it just displays "x01" then crashes/sometimes lets me back out but mostly crashes.

I also noticed an oddity when grinding Blaine when his battle completes instead of the celebratory jingle on receiving the badge again, a wrong sound is played, it sounds like menu closing. the main music continues to play as normal, its barely noticeable on a single pass likely wouldn't even realise but repeatedly its jarring enough to stick out thought I'd mention it

I'm now past the E4 and in to the post-game material you have added in, your rom is wonderfully fun to play and you deserve an amazing amount of credit for your insanely hard work getting all of these amazing features added in to the game they add a wonderful level of depth, I look forward to hopefully many more hours of grinding to get a full Pokedex, exploring all the little extras you have added in and also to see the ongoing development of this rom :D might even get brave enough to try out hard mode again one day! good job making something that was already re-playable even more so!

Thanks for the credit, not necessary but I'm very grateful none-the-less :D

Zycain
Reply With Quote
  #110   Link to this post, but load the entire thread.  
Old June 17th, 2020 (12:38 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by zycain View Post
I've found a bug (that could be related?) it's a different use case as I just got an EZ Flash Omega for DS Lite gaming so it could be that flash hardware or Goomba (shudders) but if I go to the Mart on Cinnabar and try to buy a Max Elixer 9 times out of 10 I get a corruption and the game freezes, when the selection loads instead of saying "x01 $5500" it just displays "x01" then crashes/sometimes lets me back out but mostly crashes.
Right, it is the same as I mentioned before. TM03 is right below the max elixir, so scrolling down to select the max elixir makes TM03 the bottom item and triggers the glitch. I've since fixed the problem.

Quote:
I also noticed an oddity when grinding Blaine when his battle completes instead of the celebratory jingle on receiving the badge again, a wrong sound is played
This is a bug in the original games. You can also hear it with a few other gym leaders (Misty I think). Still looking into it.
Reply With Quote
  #111   Link to this post, but load the entire thread.  
Old June 17th, 2020 (11:20 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
I've put out new patches for both the lite and master branches that are consistent with the current 1.14 beta changelog. There's a lot of stuff in there. Now onto making the switching AI a little smarter.
Reply With Quote
  #112   Link to this post, but load the entire thread.  
Old June 20th, 2020 (7:27 AM).
zycain zycain is offline
 
Join Date: May 2020
Posts: 9
Hey found another little bug upon battling the Silph Co chief post E4 the dialog text upon talking to him reads "Do you challenge him to to a pokemon battle?" this is using the current 114b1 :)
Reply With Quote
  #113   Link to this post, but load the entire thread.  
Old June 20th, 2020 (1:51 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by zycain View Post
Hey found another little bug upon battling the Silph Co chief post E4 the dialog text upon talking to him reads "Do you challenge him to to a pokemon battle?" this is using the current 114b1 :)
Yes, that is intentional. The post-e4 special trainers have an intended order as hinted by dialogue, but I do not force that order on the player. I did this because I miss the days when games had secrets that, while hinted at, could be discovered by sheer accident.
Reply With Quote
  #114   Link to this post, but load the entire thread.  
Old June 20th, 2020 (5:13 PM).
zycain zycain is offline
 
Join Date: May 2020
Posts: 9
sorry I meant the word "to" is repeated
Reply With Quote
  #115   Link to this post, but load the entire thread.  
Old June 20th, 2020 (7:15 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by zycain View Post
sorry I meant the word "to" is repeated
Good grief. Guess I need to get my eyes checked.
Reply With Quote
  #116   Link to this post, but load the entire thread.  
Old June 22nd, 2020 (7:52 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
An expansion to the switching AI has been committed to both the lite and master branches. Will consolidate it into IPS patches after a period of playtesting.
Reply With Quote
  #117   Link to this post, but load the entire thread.  
Old June 26th, 2020 (12:07 PM).
Octorox Octorox is offline
 
Join Date: Aug 2009
Gender: Male
Posts: 17
This is a pretty great hack and exactly the kind of thing I was looking for in a Gen 1 QOL hack. A few nitpicks though:

Quote:
Originally Posted by jojobear13 View Post
Press SELECT to use HMs based on proper context (must have the right badge and the move on one of your pkmn)
Out of curiosity, why Select? Why not the A button like in every other Pokemon game? Certainly not a dealbreaker but I find this a bit unintuitive.

Quote:
Originally Posted by jojobear13 View Post
TrainerAI, Shiny SGB palette, & Exp Bar
I think the EXP bar looks a little "off" with the Gen 1 style battle interface. However, I think if you moved the bar itself up by one pixel so the bottom is flush with the arrow graphic it would look a lot better.

Does this hack also have the Pokeball "caught" tile? I find that to be a useful piece of information when facing off with wild Pokemon. I wouldn't mind seeing gender either, since it's relevant when trading with Gen 2 or importing into Pokemon Bank and afaik is just determined by DVs in Gen 2.
Reply With Quote
  #118   Link to this post, but load the entire thread.  
Old June 26th, 2020 (2:39 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by Octorox View Post
Out of curiosity, why Select? Why not the A button like in every other Pokemon game? Certainly not a dealbreaker but I find this a bit unintuitive.
The reason is that it was easy to do in a weekend or two. The engine itself is surprisingly rigid. The A button is coded for confirmation and text in such a way that tile checking functions would need to be added to overworld.asm, but it's very difficult to free up the needed space in rom bank 0. Select is an unused button, so it's easy to check for it then jump to another rom bank to do all the custom functions.

Quote:
I think the EXP bar looks a little "off" with the Gen 1 style battle interface. However, I think if you moved the bar itself up by one pixel so the bottom is flush with the arrow graphic it would look a lot better.
There's only two pixels of height to work with on the exp bar. The black line was originally flush but the exp bar was too tiny. I'll play around and see what I can do

Quote:
Does this hack also have the Pokeball "caught" tile? I find that to be a useful piece of information when facing off with wild Pokemon. I wouldn't mind seeing gender either, since it's relevant when trading with Gen 2 or importing into Pokemon Bank and afaik is just determined by DVs in Gen 2.
Hitting select in battle will play the opposing mon's cry if you've caught it. I've not done the pokeball marker or even thought about adding gender as I'm not too familiar with adjusting how tiles are rendered.
Reply With Quote
  #119   Link to this post, but load the entire thread.  
Old June 26th, 2020 (3:19 PM).
Octorox Octorox is offline
 
Join Date: Aug 2009
Gender: Male
Posts: 17
Thanks for the response. I'm sorry if I came across as overly critical. To tell you the truth I have next to no knowledge when it comes to asm hacking so what you've done is far more than I could ever do.

The only reason I asked about the A-button HM use is because it's already been implemented into other hacks. Specifically Rangi's Space World Edition, as have genders and shinies in a pretty elegant and unobtrusive way. I know it's not a simple as "plugging it in" to your hack though.
Reply With Quote
  #120   Link to this post, but load the entire thread.  
Old June 26th, 2020 (4:50 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by Octorox View Post
Thanks for the response. I'm sorry if I came across as overly critical. To tell you the truth I have next to no knowledge when it comes to asm hacking so what you've done is far more than I could ever do.
You didn't. I have thick skin anyway.

Quote:
The only reason I asked about the A-button HM use is because it's already been implemented into other hacks. Specifically Rangi's Space World Edition, as have genders and shinies in a pretty elegant and unobtrusive way. I know it's not a simple as "plugging it in" to your hack though.
Rangi has been doing this a lot longer than I have. Those projects all have years worth of features built upon features. Backs of giants and all. Anyway, folks like rangi and mateo and Danny-E are at the point where big chunks of the engine have been re-written. Meanwhile I'm still struggling to get palettes working on the gameboy color.

But hey, this is just something I picked up as a learning exercise.
Reply With Quote
  #121   Link to this post, but load the entire thread.  
Old July 1st, 2020 (11:07 PM). Edited July 2nd, 2020 by jojobear13.
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
There was a crash happening upon choosing the starter pokemon. It's caused by the key item sfx playing in a text box in the overworld (specifically an improper stack push/pull).

In light of this, I have put out v1.14 beta-2 patches for both the lite and master branches to fix this problem. The beta-2 patches also contain the most recent draft of the switching AI.

The master branch beta-2 patch has the following additions but they are totally untested:
- Slightly adjusted the style of the exp bar for flush lines and better visibility in grayscale
- The mind battle with trainer RED can only be initiated after beating Oak, Fuji, Silph Chief, and Green
- Beating the RED mind battle will respawn mewtwo and the legendary birds
- You must re-beat the four special trainers to challenge the RED mind battle again after each win
- Mewtwo and legendary birds removed from cerulean cave wild battle tables
- Static mewtwo encounter set back to level 70

EDIT: Beta 3 uploaded. I am testing the previously mentioned master features, and beating Green wasn't setting a flag.
Reply With Quote
  #122   Link to this post, but load the entire thread.  
Old July 3rd, 2020 (3:03 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by Octorox View Post
Does this hack also have the Pokeball "caught" tile? I find that to be a useful piece of information when facing off with wild Pokemon. I wouldn't mind seeing gender either, since it's relevant when trading with Gen 2 or importing into Pokemon Bank and afaik is just determined by DVs in Gen 2.
So in the process of fixing the flag check for pokemon owned, I've been poking around with how the battle HUD get's loaded. I think this is really easy to do. A lot of handy tiles are already loaded into VRAM so I can just directly point to them and assign a coordinate. Initial experiments are promising. I just need to piece together some tiles that look halfway decent. For the pokeball indicator I'll probably just use one of the four textbox corners.

The male/female symbols are just text tiles (thankfully), but there's some extra planning in where and when they are displayed. Since gender has no mechanical or graphical meaning in gen 1, I'll probably limit its display to enemy wild pokemon and the individual 'mon status screens.
Reply With Quote
  #123   Link to this post, but load the entire thread.  
Old July 7th, 2020 (7:52 AM).
darthbr darthbr is offline
Banned
 
Join Date: Dec 2015
Posts: 237
Hello Jojo, long time hum? xD

I want to update the AI switching in my custom game, how to proceed? i added the custom ai function (in home as well), updated the stats function (in battle engines), but im having a error when trying to compile, i mean, how to update it without errors, i just want update this feature.
Reply With Quote
  #124   Link to this post, but load the entire thread.  
Old July 7th, 2020 (1:26 PM).
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
Quote:
Originally Posted by darthbr View Post
Hello Jojo, long time hum? xD

I want to update the AI switching in my custom game, how to proceed? i added the custom ai function (in home as well), updated the stats function (in battle engines), but im having a error when trying to compile, i mean, how to update it without errors, i just want update this feature.
You need to research rebasing with git. Basically automatically refreshes your main branch from one of my branches and then automatically overlays your changes on top of that. You will likely have conflicts that will be pointed out by git, so you'll have to learn how to fix those and continue the rebase.

What may be simpler but more tedious is cherry-picking. You download one of my branches as a local branch in your directory. Then you start cherry-picking specific commit hashes from it that you want to apply.
Reply With Quote
  #125   Link to this post, but load the entire thread.  
Old July 15th, 2020 (11:12 PM). Edited July 15th, 2020 by jojobear13.
jojobear13's Avatar
jojobear13 jojobear13 is offline
 
Join Date: Nov 2019
Posts: 484
A small teaser for something I've been working on. Super Gameboy palette conversion for the Gameboy Color, like how it is done in Pokemon Yellow, has been coming along in great strides. Here's the progress thus far:
  • The background palettes are displaying well. This is the source of 90% of the game's color.
  • Title screen BGmaps and attributes modified to get the proper appearance.
  • Overworld sprite tile attributes are linking to the correct object palette.
  • Palettes displayed on the GBC are derived from Pokemon Yellow and tweaked where appropriate. This is because the default SGB pals were designed to look good on a 90's CRT monitor. A real GBC screen, combined with the GBC's color mixing, makes them look very washed out.

I still need to do a few more things. The title screen has the wrong object palette for Trainer Red. There's also a brief graphical glitch affecting a few tiles of Red's hat at the start of battle. I also haven't tested out the slot machines that much.
Attached Images
File Type: png Capture.PNG‎ (103.0 KB, 13 views) (Save to Dropbox)
File Type: png Capture2.PNG‎ (42.1 KB, 8 views) (Save to Dropbox)
Reply With Quote
Reply

Quick Reply

Join the conversation!

Create an account to post a reply in this thread, participate in other discussions, and more!

Create a PokéCommunity Account
Ad Content
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 8:52 AM.