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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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  #176   Link to this post, but load the entire thread.  
Old October 14th, 2020 (3:28 PM).
jastolze007 jastolze007 is offline
 
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I have a question about the randomized trainer with 6 LV 100 Pokemon. Does the roster call for random Pokemon in general and use the default moveset or are they teams that you created that are called randomly? I apologize if you already answered this, I couldn't find it asked yet.
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Old October 16th, 2020 (7:15 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by jastolze007 View Post
I have a question about the randomized trainer with 6 LV 100 Pokemon. Does the roster call for random Pokemon in general and use the default moveset or are they teams that you created that are called randomly? I apologize if you already answered this, I couldn't find it asked yet.
Each pokemon is selected randomly. Default movesets are used.
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Old October 18th, 2020 (8:00 AM). Edited October 18th, 2020 by jastolze007.
jastolze007 jastolze007 is offline
 
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I absolutely love this hack. My favorite part is the replayability. I love being able to rematch any trainer/gym leader by talking to them again. It makes leveling up and earning money so much easier (So I can buy Ethers -> Max Elixers throughout the game)

Have you considered upping the bag space from 20 Items or expanding the PC item storage? That would probably break save compatibility, but just curious

I enjoy being able to check Stat experience and Effort values at ease. My absolute favorite part is the random trainer roster at Lv100. I haven't gotten that far yet, but I can't wait to beat him. This is also a 151 hack so that's also a huge plus.

One potential issue: Freezing doesn't seem to thaw out on its own. I had about 35 turns pass before I caught Zapdos upon freezing it with Ice Punch, and I believe it has a 20% chance to thaw each turn, yet it never did. Idk if that was overlooked, intentional or if I was just super lucky.

I am curious what would happen if I set level scaling on when I sent out a Pokemon LV 255. Would the level loop back to 0? Anyway, I'll probably never know because I don't like using Rare candies and grinding to that level is a LOT of work (Which I enjoy)

Just found one game breaking glitch: I enabled the marking on PKMN registered and Female/Male via the aide and after that, I went to view a PKMN's Effort values in storage by holding select (in this case, Hitmonchan) and the game crashed after going trying to load the second screen of its summary. I tried it three times and it did it all three times. I tried it without talking to the aide and it didn't occur.
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Old October 20th, 2020 (9:54 AM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by jastolze007 View Post
I absolutely love this hack. My favorite part is the replayability. I love being able to rematch any trainer/gym leader by talking to them again. It makes leveling up and earning money so much easier (So I can buy Ethers -> Max Elixers throughout the game)
Glad you're enjoying it.

Quote:
Have you considered upping the bag space from 20 Items or expanding the PC item storage? That would probably break save compatibility, but just curious
I did, and I decided to forgo the feature. It causes things to act wonky with features of pokemon stadium.

Quote:
One potential issue: Freezing doesn't seem to thaw out on its own.
That's how freezing worked in Gen 1.

Quote:
I had about 35 turns pass before I caught Zapdos upon freezing it with Ice Punch, and I believe it has a 20% chance to thaw each turn, yet it never did.
Starting with Gen 2, a frozen pokemon has a 10% chance to thaw per turn. This was increased to 20% in Gen 3 and onward.

Quote:
I am curious what would happen if I set level scaling on when I sent out a Pokemon LV 255. Would the level loop back to 0? Anyway, I'll probably never know because I don't like using Rare candies and grinding to that level is a LOT of work (Which I enjoy)
Yes, it would likely overflow. But this is unlikely to happen. This hack assumes a cap of level 100 and attempts to fix glitches that allow levels above that. It's not really possible to grind that high anyway because the EXP counter will overflow before you hit level 255.

Quote:
Just found one game breaking glitch: I enabled the marking on PKMN registered and Female/Male via the aide and after that, I went to view a PKMN's Effort values in storage by holding select (in this case, Hitmonchan) and the game crashed after going trying to load the second screen of its summary. I tried it three times and it did it all three times. I tried it without talking to the aide and it didn't occur.
I'll take a look at this over the weekend.
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Old October 23rd, 2020 (3:14 PM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by jastolze007 View Post
Just found one game breaking glitch: I enabled the marking on PKMN registered and Female/Male via the aide and after that, I went to view a PKMN's Effort values in storage by holding select (in this case, Hitmonchan) and the game crashed after going trying to load the second screen of its summary. I tried it three times and it did it all three times. I tried it without talking to the aide and it didn't occur.
Did a quick check with a hitmonchan in the box and the gender symbols toggled on. Viewing the stat screen of the hitmonchan while it's in the box and holding down select for statexp does not crash on on the second page. This is using a fresh compile of v1.16.

I can't seem to replicate your bug. If you attach your .sav file I might be able to see what is going wrong.
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Old October 23rd, 2020 (3:20 PM).
jastolze007 jastolze007 is offline
 
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Originally Posted by jojobear13 View Post
Did a quick check with a hitmonchan in the box and the gender symbols toggled on. Viewing the stat screen of the hitmonchan while it's in the box and holding down select for statexp does not crash on on the second page. This is using a fresh compile of v1.16.

I can't seem to replicate your bug. If you attach your .sav file I might be able to see what is going wrong.
I'm playing on Goomba via GBA flashcard, it's probably just me then if you couldn't replicate it. Unfortunately, the save file is a different structure for .gb/.gbc and can't be converted by normal means. I'll give you it if you want, but it won't work unless you're playing on a Revo K101.

Thanks for the help regardless. This emulator has been known to be buggy when playing mods so I wouldn't worry about it.
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Old October 23rd, 2020 (5:09 PM).
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Chronosplit Chronosplit is offline
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Quote:
Originally Posted by jastolze007 View Post
I'm playing on Goomba via GBA flashcard, it's probably just me then if you couldn't replicate it. Unfortunately, the save file is a different structure for .gb/.gbc and can't be converted by normal means. I'll give you it if you want, but it won't work unless you're playing on a Revo K101.

Thanks for the help regardless. This emulator has been known to be buggy when playing mods so I wouldn't worry about it.
This may not help, but I can vouch for Shin working perfectly on a GBC flashcard. That may cost you a good bit of dough if you're wishing to play gen 2 games too though.
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Old October 23rd, 2020 (7:04 PM).
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Originally Posted by jastolze007 View Post
I'm playing on Goomba via GBA flashcard
Yeah, that emulator still has some bugs to work out. Personally, I use the latest version of BGB for development due to its accuracy in replicating hardware and its built-in debugging tools. When I play for pleasure, I have a stack of cheap bootleg carts that I reflash then play using my SGB or GBC.
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Old October 24th, 2020 (4:50 AM).
jastolze007 jastolze007 is offline
 
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Originally Posted by Chronosplit View Post
This may not help, but I can vouch for Shin working perfectly on a GBC flashcard. That may cost you a good bit of dough if you're wishing to play gen 2 games too though.
I actually had an 80 dollar GBC flash card that worked well but gave it away. I might get another one soon. Thanks for the advice.

Quote:
Originally Posted by jojobear13 View Post
Yeah, that emulator still has some bugs to work out. Personally, I use the latest version of BGB for development due to its accuracy in replicating hardware and its built-in debugging tools. When I play for pleasure, I have a stack of cheap bootleg carts that I reflash then play using my SGB or GBC.
Unfortunately, I love playing on portable only devices. I don't know of a portable BGB. I have heard of its fantastic debugger and wish they'd make a better GBC emulator for GBA. (Goomba has so many graphical issues when playing even Crystal)

Also, I am playing 1.15 currently. I made some basic changes and didn't want to update and have to redo them. I noticed one small issue was with the random trainer battle. After it plays Final battle music after it loads a battle with Blue, after I defeat him the winning theme continues to play (Like it does in the normal battle with Blue) but doesn't go away even with a restart or leaving most areas.

Now, certain town areas are playing the wrong music. (For instance, Pokemon center playing in the underground path) I don't think it will affect anything major, but I did see the changelog showing that you made a change to the music that plays when facing that trainer. How important is it that I update from 1.15?
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Old October 24th, 2020 (7:02 AM).
dragon1200 dragon1200 is offline
 
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Is it possible to make the exp bar blue color? xD
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Old October 24th, 2020 (11:59 AM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by jastolze007 View Post
Also, I am playing 1.15 currently. I made some basic changes and didn't want to update and have to redo them. I noticed one small issue was with the random trainer battle. After it plays Final battle music after it loads a battle with Blue, after I defeat him the winning theme continues to play (Like it does in the normal battle with Blue) but doesn't go away even with a restart or leaving most areas.

Now, certain town areas are playing the wrong music. (For instance, Pokemon center playing in the underground path) I don't think it will affect anything major, but I did see the changelog showing that you made a change to the music that plays when facing that trainer. How important is it that I update from 1.15?
Confirmed and diagnosed. I posted a quick write-up on the github about it. You can clear the issue by beating the E4 again.

1.16 had some very minor fixes and tweaks, improved the AI with switching and using stat-down moves, added a New Game+ feature, and fixed the missingno event not activating. If these are not important to you, then you're fine.
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Old October 24th, 2020 (12:15 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by dragon1200 View Post
Is it possible to make the exp bar blue color? xD
Not without changing the health bar colors. They both use the same palette packet.
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Old October 26th, 2020 (6:03 AM).
jastolze007 jastolze007 is offline
 
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Hey, I tried to update to 1.16 via the github source but after compiling, it erased my save upon booting the newly compiled game. Also, it appeared to be in color, so I assume a lot has happened since the last update. I'd really like to keep my save (luckily, I backed it up) but can't seem to continue using 1.16. I'd really like to get Missingno to work again lol.
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Old October 26th, 2020 (8:43 AM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by jastolze007 View Post
Hey, I tried to update to 1.16 via the github source but after compiling, it erased my save upon booting the newly compiled game. Also, it appeared to be in color, so I assume a lot has happened since the last update. I'd really like to keep my save (luckily, I backed it up) but can't seem to continue using 1.16. I'd really like to get Missingno to work again lol.
Likely Goomba-related. Save your game on the Pallet Town map. Then see if you can use a program called Goomba Save Manager to extract your save into the regular .sav format. Post it here and I'll see if it will load.
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Old October 26th, 2020 (9:22 AM).
jastolze007 jastolze007 is offline
 
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Originally Posted by jojobear13 View Post
Likely Goomba-related. Save your game on the Pallet Town map. Then see if you can use a program called Goomba Save Manager to extract your save into the regular .sav format. Post it here and I'll see if it will load.
That's actually where I saved at. And I didn't realize that Goomba had a save manager. Good to know. When I have a moment later, I'll post it here
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Old November 11th, 2020 (12:06 PM).
SPF SPF is offline
 
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I've been trying to add a new move using your GitHub repository but I keep getting an error when I try to 'make' so maybe you could tell me if it's possible or where I'm making an error.
I've taken into account to edit the constants/move_constants.asm, text/move_names.asm, data/moves.asm, data/animations.asm and the order in which I place the new move (after Substitute).

This is the error I'm getting and I don't know what type of error it's referring to:
Quote:
ERROR: main.asm(901) -> data/moves.asm(178) -> data/moves.asm::move(6):
syntax error
error: Assembly aborted (1 errors)!
This is the line 178 in the report that gives the error:
Quote:
move AMBUSH_GRIP, NO_ADDITIONAL_EFFECT 50, BUG, 100, 10
Thank you for your time and your work.
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Old November 11th, 2020 (1:51 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by SPF View Post
This is the line 178 in the report that gives the error:
move AMBUSH_GRIP, NO_ADDITIONAL_EFFECT 50, BUG, 100, 10

Missing a comma after NO_ADDITIONAL_EFFECT
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Old November 11th, 2020 (2:34 PM).
SPF SPF is offline
 
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Thank you.
I can't believe the ammount of times I've been trying the same thing without realizing that. u_u
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Old November 13th, 2020 (6:40 AM).
SPF SPF is offline
 
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Hi, I get another error after editing the files to add a new move and trying to compile.

Quote:
ERROR: main.asm(2096) -> engine/overworld/elevator.asm(67):
Section 'bank1E' is too big (max size = 0x4000 bytes, reached 0x4001).
make: *** [Makefile:42: main_red.o] Error 1
I looked at the bank1E and the only file from there that I edit is the data/animations.asm so I wonder if there is a way to make it possible to add new moves, don't know if moving that file to another bank or whatever.

I hope I'm not bothering you with these questions haha 😅
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Old November 13th, 2020 (1:10 PM).
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jojobear13 jojobear13 is offline
 
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Originally Posted by SPF View Post
Hi, I get another error after editing the files to add a new move and trying to compile.

I hope I'm not bothering you with these questions haha 😅
This error means you have run out of space in the rom bank. Each assembly command takes up a certain number of bytes; the syntax you type is just a visual stand-in for numerical command codes (like how my dad used to code when he was in college). Each rom bank has 16,384 bytes (4000 in hex).

Bank 1E is particularly packed ever since I backported the GBC support from Yellow version. Moving elevator.asm to somewhere else looks to be the easiest thing to do since its contents are only ever accessed from other banks.

Since these are general questions regarding pokered and assembly errors, I suggest that you will find better tech support on the pret team's discord. The folks there are nice as well as much more active and knowledgeable than I.
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Old November 18th, 2020 (11:47 AM).
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Version 1.17 has been uploaded. The changelog applies equally to both master and lite branches.

- Fixed a transformed pokemon having the wrong palette
- Fixed the cable club text borders having the wrong palette
- A revision control function has been added that will cancel unsupported cable links
- Choosing the cable club colosseum initiates a version control handshake
--- Will hang and cancel the link if the other game is incompatible with battles
--- Lite/Master branch only supports battles with other similar lite/master branch builds (cross-linking between lite and master is not compatible).
- Audio engine has been back-ported from Yellow version
--- Fixes some channel conflicts between cries and the low-health alarm
--- Fixes some audio hiccups with Yellow's color palettes on the GBC
--- Press SELECT on the option menu to change the audio mixing option
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Old November 20th, 2020 (3:29 PM).
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jojobear13 jojobear13 is offline
 
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Minor update. The code base now compiles a Green Version. The Green Version ips patches have been uploaded and should be applied to a USA Blue rom.
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Old November 22nd, 2020 (1:35 PM). Edited November 22nd, 2020 by mattcits.
mattcits mattcits is offline
 
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I just forked the lite branch today, and tried to compile before I made any changes. Got this error:

rgbasm -D _BLUE -h -o main_blue.o main.asm
ERROR: main.asm(16) -> home.asm(4376) -> home.asm::print_digit(4359):
syntax error
error: Assembly aborted (1 errors)!
make: *** [Makefile:48: main_blue.o] Error 1

This is my first time trying your version, I was hoping to use it as a base for a rom hack. Any idea what could be wrong??

Edit: Just tried the master branch, same error with the print_digit function (but a different line number of course)
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Old November 22nd, 2020 (7:19 PM).
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jojobear13 jojobear13 is offline
 
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Quote:
Originally Posted by mattcits View Post
I just forked the lite branch today, and tried to compile before I made any changes. Got this error:

rgbasm -D _BLUE -h -o main_blue.o main.asm
ERROR: main.asm(16) -> home.asm(4376) -> home.asm::print_digit(4359):
syntax error
error: Assembly aborted (1 errors)!
make: *** [Makefile:48: main_blue.o] Error 1

This is my first time trying your version, I was hoping to use it as a base for a rom hack. Any idea what could be wrong??

Edit: Just tried the master branch, same error with the print_digit function (but a different line number of course)
Seems like you are trying to compile with rgbds-0.4.2-pre version. This is a pre-release and is currently unstable. You should delete any .gbc, .sym. and .o files in your directory and compile using an earlier version. I personally use rgbds-0.4.0 version.
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Old November 22nd, 2020 (7:59 PM).
mattcits mattcits is offline
 
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That seemed to do the trick! Thanks for the quick response!!
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