Deokishisu
Mr. Magius
- 993
- Posts
- 19
- Years
- If I'm online, it's a safe bet I'm at a computer.
- Seen Apr 27, 2025
Hello everyone. I've been traveling around Europe these past few weeks, so watching this thread understandably wasn't a huge priority. I'm back home now, though. Thanks for the continued interest in this hack while I was gone!
Thank you for these reports. I can't believe I screwed up the Mewtwo in the other Cerulean Cave versions. Enjoy your infinite Mewtwo while you can, because these will be fixed in the next release.
My commits are generally very descriptively labeled. Go back through the commit list in the master branch and you won't be able to miss the main Nuzlocke-related ones.
I cannot view the image in your link. darthbr is incorrect that it is required to catch 60 Pokemon to progress to the Sevii Islands postgame, as that has been changed. If you could include a description of what is halting your advance, I'd be happy to tell you what you may be missing.
I'm not entirely sure what you are describing. You beat the Rival's Squirtle in the first battle with Perfect IVs on and when you leveled up only got +1 to its Sp. Attack stat? IVs have a much less noticeable effect on stats at low levels. I'm not ruling out the possibility of a bug here, as this option wasn't thoroughly tested, I just want to be sure I understand the situation that you're reporting. I'll do some snooping as well to see if there's anything going on with the implementation.
Please see this post for the answer to your question.
Yes, this is a FireRed hack. With the decompilations, literally anything that the GBA hardware (and its supported peripherals) is capable of is possible. Coding can be done all in a text editor if you are so inclined, but you will likely want an IDE like VSCode (which is essentially just a fancy text editor) when working on a project like this. I'm not sure what CRPE is, but it sounds like binary hack shenanigans. My advice to hackers would be to embrace the decomps and completely eschew binary hacking because you will have a much easier time and quicker development in the long run for all but the most simple of hacks.
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As for updates, before I left for my vacation I was tinkering with the joyboot that the Colosseum Bonus Disc sends to the GBA games to distribute Jirachi. I was actually very unsatisfied with my reply to darthbr regarding the availability of Jirachi and Celebi here, so I wanted to see if I could do something about it. Essentially, the GameCube itself doesn't do the actual distribution of Jirachi, it just sends the joyboot file to the GBA and does a few handshakes and then the joyboot writes the Jirachi to the save and sets its external events flag. Long story short, I was able to get Emerald to overwrite the joyboot that the bonus disc sends with a modified one to allow Emerald to receive the Jirachi from an unmodified bonus disc. This is normally impossible as Emerald is incompatible, the bonus disc will spit out an error, and the joyboot will refuse to distribute.
In the near future, I will be applying the same method to get pokefirered compatible with the bonus disc, which will allow the bonus disc to distribute Jirachi directly to this hack. When this is finished, I'll release a new version. As one of the goals of this hack is to maintain link compatibility with all Gen 3 games and peripherals, I feel that expanding compatibility with Gen 3 external events also falls within this scope. For those in the know, there is stubbed out functionality to detect FRLG in the bonus disc's joyboot file, but the implementation is actually incomplete. It will check and write to the save at the offsets corresponding to the R/S saves if the check to disallow FRLG is nopped out, which is obviously not something that is desirable.
I know that the next question will be, "Well, what about Celebi from the JP Colosseum Bonus Disc?" The answer to that is I will tinker with that as well when I feel like it. The JP Bonus Disc has a more complicated distribution scheme that likely involves several separate joyboot files, so that will take some time to figure out. It is on the to do list now, just with no ETA as I have to be in the mood to deal with it.
There are other distributions that FRLG are incompatible with that it could be made compatible with using a similar method (Shiny Extremespeed Zigzagoon from one of the GameCube demo kiosk ISOs is one example), though doing this is not easy as I have to essentially partially decompile each joyboot that is sent and then repack it into the ROM of the hack so that it can overwrite what the GCN is sending. Those are a maybe, but are very low priority compared to Celebi. The other thing I would like to investigate is the joyboot that Pokemon Box: Ruby & Sapphire sends to the game, as I would like to make it so that it unlocks all of its functionality for FRLG immediately (in line with the lack of trade restrictions that are already present), instead of having to wait for the vanilla postgame to be finished and having 100 Pokemon caught. Modifying the checks in the joyboot it sends should be enough to allow that, but I haven't investigated Pokemon Box specifically yet.
Theres a bug in island four. Theres a rock buged. When u left The boat, right side.
I Found a critical bug... went to cerulean cave to capture mewtwo before e4 rematch, then i used master ball, after caught, he spawned again lol... you can have infinite mew2's LOL
Thank you for these reports. I can't believe I screwed up the Mewtwo in the other Cerulean Cave versions. Enjoy your infinite Mewtwo while you can, because these will be fixed in the next release.
First of all, hack looks great! I was interested in the tech side of the hack since you were able to implement a built-in nuzlocke mode. What files in the github do you suggest I look at if I wanted to do something similar? Also do you have any resources you referenced when you were implementing it? Thanks for the hard work!
My commits are generally very descriptively labeled. Go back through the commit list in the master branch and you won't be able to miss the main Nuzlocke-related ones.
What do I do to advance?https://photos.app.goo.gl/eL7SZ3MVgyiRxCGf9
I cannot view the image in your link. darthbr is incorrect that it is required to catch 60 Pokemon to progress to the Sevii Islands postgame, as that has been changed. If you could include a description of what is halting your advance, I'd be happy to tell you what you may be missing.
Maybe I'm confused but isn't perfect IV supposed to let you gain actual stats? My Charmander gained nothing except 1 Sp.Atk and zero of everything else after defeating a Squirtle. Is that a glitch or a problem with my rom?
Edit: Using the mentioned Squirrels rom.
I'm not entirely sure what you are describing. You beat the Rival's Squirtle in the first battle with Perfect IVs on and when you leveled up only got +1 to its Sp. Attack stat? IVs have a much less noticeable effect on stats at low levels. I'm not ruling out the possibility of a bug here, as this option wasn't thoroughly tested, I just want to be sure I understand the situation that you're reporting. I'll do some snooping as well to see if there's anything going on with the implementation.
Do you plan to make a version of this for Pokemon Emerald Version?
Please see this post for the answer to your question.
My confusion is complete. I need help.
This is a BPRE hack, not BPEE? How do you implement such features? Is this what the promise of decompilation gives us?
I never thought things like dynamic reassigning wild pokemon was even possible...
What do you decomp folks use to code this?
Thanks for giving me the briefest overview.
I'm out here struggling to understand the fuss about CRPE, and now hacks like this breaking all rules... ;)
Yes, this is a FireRed hack. With the decompilations, literally anything that the GBA hardware (and its supported peripherals) is capable of is possible. Coding can be done all in a text editor if you are so inclined, but you will likely want an IDE like VSCode (which is essentially just a fancy text editor) when working on a project like this. I'm not sure what CRPE is, but it sounds like binary hack shenanigans. My advice to hackers would be to embrace the decomps and completely eschew binary hacking because you will have a much easier time and quicker development in the long run for all but the most simple of hacks.
-----
As for updates, before I left for my vacation I was tinkering with the joyboot that the Colosseum Bonus Disc sends to the GBA games to distribute Jirachi. I was actually very unsatisfied with my reply to darthbr regarding the availability of Jirachi and Celebi here, so I wanted to see if I could do something about it. Essentially, the GameCube itself doesn't do the actual distribution of Jirachi, it just sends the joyboot file to the GBA and does a few handshakes and then the joyboot writes the Jirachi to the save and sets its external events flag. Long story short, I was able to get Emerald to overwrite the joyboot that the bonus disc sends with a modified one to allow Emerald to receive the Jirachi from an unmodified bonus disc. This is normally impossible as Emerald is incompatible, the bonus disc will spit out an error, and the joyboot will refuse to distribute.
In the near future, I will be applying the same method to get pokefirered compatible with the bonus disc, which will allow the bonus disc to distribute Jirachi directly to this hack. When this is finished, I'll release a new version. As one of the goals of this hack is to maintain link compatibility with all Gen 3 games and peripherals, I feel that expanding compatibility with Gen 3 external events also falls within this scope. For those in the know, there is stubbed out functionality to detect FRLG in the bonus disc's joyboot file, but the implementation is actually incomplete. It will check and write to the save at the offsets corresponding to the R/S saves if the check to disallow FRLG is nopped out, which is obviously not something that is desirable.
I know that the next question will be, "Well, what about Celebi from the JP Colosseum Bonus Disc?" The answer to that is I will tinker with that as well when I feel like it. The JP Bonus Disc has a more complicated distribution scheme that likely involves several separate joyboot files, so that will take some time to figure out. It is on the to do list now, just with no ETA as I have to be in the mood to deal with it.
There are other distributions that FRLG are incompatible with that it could be made compatible with using a similar method (Shiny Extremespeed Zigzagoon from one of the GameCube demo kiosk ISOs is one example), though doing this is not easy as I have to essentially partially decompile each joyboot that is sent and then repack it into the ROM of the hack so that it can overwrite what the GCN is sending. Those are a maybe, but are very low priority compared to Celebi. The other thing I would like to investigate is the joyboot that Pokemon Box: Ruby & Sapphire sends to the game, as I would like to make it so that it unlocks all of its functionality for FRLG immediately (in line with the lack of trade restrictions that are already present), instead of having to wait for the vanilla postgame to be finished and having 100 Pokemon caught. Modifying the checks in the joyboot it sends should be enough to allow that, but I haven't investigated Pokemon Box specifically yet.
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