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Oh boy, you sure have been missing out on something!
Also, this idea may sound a bit crazy, but you could move evolutions like Rhyperior, Electivire, and Magmortar to spots beyond 201, since they're not going to be in the wild anyway. And then move the likes of Phanpy and Gligar to spots between 151 and 201.
Actually, that sounds quite doable. A little bit of a pain, but easy to do. Maybe I'll do the entire Johto dex after all.
Still run into the 'wild is beginning to get crowded' issue, however it's not an immediate issue.
Well, I'll prioritize Munchlax, Bonsly, Mantyke, (I think they'd make good prizes, since you don't normally expect to find baby pokemon in wild), move Phanpy, Teddiursa and Gligar into the wild, and do maybe Mareep, Hoppip, Natu, and see how it is. I don't like to the do the 'make every pokemon in an area super rare' thing too much, although I could if needed. There are still a few routes I haven't touched too much I think, and a bunch with duplicate pokemon - I don't think anyone would mind if Ratatta disappeared from a lot of routes.
I've been meaning to play this hack for a while, as for new one evo pokemon I'd definitely say Meowth, it would.make it easier for a team rocket hack (I'd even be willing to help with emotion frames). As for your type changes I notice you said many are based on Alola forms, if you're willing to update to gen II style sprites (easily done) all of the Alolan forms are on Skeetendo already made by myself and Pia/Kuruko, it would make sense to change forms to match types.
Alright, new update everyone! Check out multiple shiny forms! I thought it would be unique for pokemon to have multiple shiny variants. Right now the 4 colors are a bit random (I just re-use existing palettes by shifting the shiny pokemon's palette forward by some DV decided value), but I could alter it I think so every pokemon has, say, a pink, blue, green, yellow, black/gray, red, and purple variant. Would people be interested in that?
I also, due to the fact it is now weak Sunkern you find early instead of Tangela, nerfed Brock a lot, giving him Zubat and lowering levels, but he's still fairly tough.
No, I will consider doing that - it isn't something I've figured out how to do yet, if anyone knows how. It probably just involves going in and finding where the function tells the TM to delete itself, and doing some kind of check to make sure you don't buy a bazillion...
In the meantime, I will consider just making TMs really, really cheap? Would that be a decent alternative? I think that might be more fun than one super-expensive TM you just buy once, but maybe it would make things too easy, idk.
I've been meaning to play this hack for a while, as for new one evo pokemon I'd definitely say Meowth, it would.make it easier for a team rocket hack (I'd even be willing to help with emotion frames). As for your type changes I notice you said many are based on Alola forms, if you're willing to update to gen II style sprites (easily done) all of the Alolan forms are on Skeetendo already made by myself and Pia/Kuruko, it would make sense to change forms to match types.
Yeah, I was definitely leaning Meowth, especially since many of the people voting 'other' aren't bother to comment what the heck they mean by it! And also, it would be nice to have a team rocket hack. Would mean I'd have to put it up on Github for people but I was planning on that anyway. If I had help with emotion frames that would make it go even quicker; the coding part is honestly extremely simple, it's the emotions that take the most time here.
I have updated to Gen 2 sprites already actually, so, hmm, I guess I should change forms! I hadn't realized (or forgot) we had devamps for all of them, honestly. That would be quite cool, I'll do that next update if I remember. And then when I do a normal type version I'll vamp them back to normal Kanto form. ^_^
Here are my shiny modifications to the original shiny code, if anyone wants to mimic multiple shine forms:
Spoiler:
Code:
I altered engine/palettes.asm:
ld hl, MonsterPalettes
;shiny
ld e, a
ld d, $00
add hl, de
ld a, [hl]
push bc
ld d, a
ld a, e
and a
ld a, d
jr z, .done
ld b, a
ld a, [wShinyMonFlag]
bit 0, a ; is mon supposed to be shiny?
ld a, b
jr z, .done
add (1) ;give it color of pokemon one space ahead, so, mewtwo looks like mew,etc
ld b, a
ld a,[wTemp]
cp 1
jr nz, .nextcolor
ld a,b
add (5) ;this one makes it 6 spaces ahead, so, Pikachu turns blue like Nidoqueen/pokemon look like evo line a jump away from them.
jr .done
.nextcolor
ld a,[wTemp]
cp 2
jr nz, .nextcolor2
ld a,b
add (4) ;5 spaces.
jr .done
.nextcolor2
ld a,[wTemp]
cp 3
jr nz, .nextcolor3
ld a,b
add (8) ;this is 9 spaces.
jr .done
.nextcolor3
ld a,[wTemp]
cp 4
jr nz, .nope
ld a,b
add (14) ;15. hopefully some good variety this wayz.
jr .done
.nope
ld a,b
.done
pop bc
ret
and in main.asm, set the varieties/check for different shines!
Code:
IsMonShiny:
; Input: de = address in RAM for DVs
; Reset zero flag if mon is shiny
; Mon is shiny if certain stats are certain values
ld h, d
ld l, e
;Attack must be even2,odd1 (1, 3, 5, 7, 9, 11, 13, or 15) (1 in 2)
ld a, [hl]
and 2 << 4
jr z, .NotShiny
ld a,0
ld [wTemp], a
ld a, [hli]
and $f
cp 9
jr z, .MaybeShiny1
cp 8
jr z, .MaybeShiny2
cp 7
jr z, .MaybeShiny3
cp 2
jr z, .MaybeShiny4
cp 11
jr nz, .NotShiny
.MaybeShiny1 ;color1
ld a, 1
ld [wTemp], a
ld a, [hl]
jr .Shiny
.MaybeShiny2;color2
ld a, 2
ld [wTemp], a
ld a, [hl]
jr .Shiny
.MaybeShiny4;color2
ld a, 4
ld [wTemp], a
ld a, [hl]
jr .Shiny
.MaybeShiny3;color3
ld a, 3
ld [wTemp], a
ld a, [hl]
;ol' speed check if we want to reduce values even more, would have to alter the maybe shinies above to go here instead of shiny. could also introduce even moar varieties of pokemonz.
;.shinyspeedcheck
;and $f << 4
;cp 5 << 4
;jr z, .Shiny
;cp 13 << 4
;jr nz, .NotShiny
.Shiny
; set zero flag
and a ; a cannot be 0, so zero flag is set with thing command
ret
.NotShiny
; reset zero flag
xor a
ret
You also of course have to do the calling for the shiny check in battle. This is just my example of modifying the shiny code, the original and full version you can check out in Red++; the only thing you have to worry about when porting it over to yellow is some variable names change slightly.
Alright, new update everyone! Check out multiple shiny forms! I thought it would be unique for pokemon to have multiple shiny variants. Right now the 4 colors are a bit random (I just re-use existing palettes by shifting the shiny pokemon's palette forward by some DV decided value), but I could alter it I think so every pokemon has, say, a pink, blue, green, yellow, black/gray, red, and purple variant. Would people be interested in that?
I also, due to the fact it is now weak Sunkern you find early instead of Tangela, nerfed Brock a lot, giving him Zubat and lowering levels, but he's still fairly tough.
No, I will consider doing that - it isn't something I've figured out how to do yet, if anyone knows how. It probably just involves going in and finding where the function tells the TM to delete itself, and doing some kind of check to make sure you don't buy a bazillion...
In the meantime, I will consider just making TMs really, really cheap? Would that be a decent alternative? I think that might be more fun than one super-expensive TM you just buy once, but maybe it would make things too easy, idk.
Thank you.
Yeah, I was definitely leaning Meowth, especially since many of the people voting 'other' aren't bother to comment what the heck they mean by it! And also, it would be nice to have a team rocket hack. Would mean I'd have to put it up on Github for people but I was planning on that anyway. If I had help with emotion frames that would make it go even quicker; the coding part is honestly extremely simple, it's the emotions that take the most time here.
I have updated to Gen 2 sprites already actually, so, hmm, I guess I should change forms! I hadn't realized (or forgot) we had devamps for all of them, honestly. That would be quite cool, I'll do that next update if I remember. And then when I do a normal type version I'll vamp them back to normal Kanto form. ^_^
Here are my shiny modifications to the original shiny code, if anyone wants to mimic multiple shine forms:
Spoiler:
Code:
I altered engine/palettes.asm:
ld hl, MonsterPalettes
;shiny
ld e, a
ld d, $00
add hl, de
ld a, [hl]
push bc
ld d, a
ld a, e
and a
ld a, d
jr z, .done
ld b, a
ld a, [wShinyMonFlag]
bit 0, a ; is mon supposed to be shiny?
ld a, b
jr z, .done
add (1) ;give it color of pokemon one space ahead, so, mewtwo looks like mew,etc
ld b, a
ld a,[wTemp]
cp 1
jr nz, .nextcolor
ld a,b
add (5) ;this one makes it 6 spaces ahead, so, Pikachu turns blue like Nidoqueen/pokemon look like evo line a jump away from them.
jr .done
.nextcolor
ld a,[wTemp]
cp 2
jr nz, .nextcolor2
ld a,b
add (4) ;5 spaces.
jr .done
.nextcolor2
ld a,[wTemp]
cp 3
jr nz, .nextcolor3
ld a,b
add (8) ;this is 9 spaces.
jr .done
.nextcolor3
ld a,[wTemp]
cp 4
jr nz, .nope
ld a,b
add (14) ;15. hopefully some good variety this wayz.
jr .done
.nope
ld a,b
.done
pop bc
ret
and in main.asm, set the varieties/check for different shines!
Code:
IsMonShiny:
; Input: de = address in RAM for DVs
; Reset zero flag if mon is shiny
; Mon is shiny if certain stats are certain values
ld h, d
ld l, e
;Attack must be even2,odd1 (1, 3, 5, 7, 9, 11, 13, or 15) (1 in 2)
ld a, [hl]
and 2 << 4
jr z, .NotShiny
ld a,0
ld [wTemp], a
ld a, [hli]
and $f
cp 9
jr z, .MaybeShiny1
cp 8
jr z, .MaybeShiny2
cp 7
jr z, .MaybeShiny3
cp 2
jr z, .MaybeShiny4
cp 11
jr nz, .NotShiny
.MaybeShiny1 ;color1
ld a, 1
ld [wTemp], a
ld a, [hl]
jr .Shiny
.MaybeShiny2;color2
ld a, 2
ld [wTemp], a
ld a, [hl]
jr .Shiny
.MaybeShiny4;color2
ld a, 4
ld [wTemp], a
ld a, [hl]
jr .Shiny
.MaybeShiny3;color3
ld a, 3
ld [wTemp], a
ld a, [hl]
;ol' speed check if we want to reduce values even more, would have to alter the maybe shinies above to go here instead of shiny. could also introduce even moar varieties of pokemonz.
;.shinyspeedcheck
;and $f << 4
;cp 5 << 4
;jr z, .Shiny
;cp 13 << 4
;jr nz, .NotShiny
.Shiny
; set zero flag
and a ; a cannot be 0, so zero flag is set with thing command
ret
.NotShiny
; reset zero flag
xor a
ret
You also of course have to do the calling for the shiny check in battle. This is just my example of modifying the shiny code, the original and full version you can check out in Red++; the only thing you have to worry about when porting it over to yellow is some variable names change slightly.
The shiny function is an interesting idea, Rangi is doing a similar thing for Polished Crystal but more subtle and for normal mons. Though to be honest I feel Rangi's is more natural. Though if you were to change to colour set shinies like you say that would be great! Reminiscent of the pink mons in the anime almost.
I hadn't realized you had already updated to gen II sprites. We currently have nearly all front sprites from 1-7 (minus some gen 7 pokes) and virtually all form/es. And I would estimate 60/70% of back sprites. Gen I-III backs are done with many of 4-7 on the way or already done. If there's anything needed though let me know.
More than willing to help with emotions once you're sure which pokemon you're settled on!
The shiny function is an interesting idea, Rangi is doing a similar thing for Polished Crystal but more subtle and for normal mons. Though to be honest I feel Rangi's is more natural. Though if you were to change to colour set shinies like you say that would be great! Reminiscent of the pink mons in the anime almost.
I hadn't realized you had already updated to gen II sprites. We currently have nearly all front sprites from 1-7 (minus some gen 7 pokes) and virtually all form/es. And I would estimate 60/70% of back sprites. Gen I-III backs are done with many of 4-7 on the way or already done. If there's anything needed though let me know.
More than willing to help with emotions once you're sure which pokemon you're settled on!
Glad to see another update to this hack after so long! Although I've got one more typing suggestion, maybe two, which I can't believe I didn't come up with earlier. You could make Mismagius Ghost/Fairy, since it looks and acts like a witch, and it'd give it a niche over Gengar.
Also, why did you make the Kabuto line Water/Ground? I thought the Rock type made sense on them, since they're fossils. I'd prefer them as Rock/Water types (or Rock/Bug, even though you gave Sudowoodo that typing).
Glad to see another update to this hack after so long! Although I've got one more typing suggestion, maybe two, which I can't believe I didn't come up with earlier. You could make Mismagius Ghost/Fairy, since it looks and acts like a witch, and it'd give it a niche over Gengar.
Also, why did you make the Kabuto line Water/Ground? I thought the Rock type made sense on them, since they're fossils. I'd prefer them as Rock/Water types (or Rock/Bug, even though you gave Sudowoodo that typing).
Mismagius is pure ghost, it and its prevo are the only ones, it already has a niche. But you do have a point about Kabuto.
Kabuto I made water/ground to make it tougher (And at the time, to give the game a water/ground type), but, I suppose since I have Wooper in the game now (and have for awhile) I could put it back. Some fossils do get saturated with mud if they get contaminated / aren't in pure condition, though, so it's actually not that far-fetch'd it would be ground instead. But again, I can put it back, since you prefer it that way.
Anyway, speaking of typing, I was reading Skeetendo and apparently they say water/flying is completely wasted on Mantine/Mantyke, so I'm thinking of changing their typing to part dark instead, to make them stronger. And then, I think I may add Octillery also, and make it fire/water for the lolz. Sound good?
And enjoy some sprites (base part of it kudos Dannye-33) for alternate follows. People can use them as long as they credit both of us. I thought people might enjoy a preview of what the Meowth-follow game will look like.
I'm all for Fire/Water Octillery, but I'd rather have Mantyke and Mantine as Water/Flying types. Water/Dark may remove the x4 Electric weakness, but it gives them more weaknesses in return.
Mantyke and Mantine don't look Dark at all, though. They look happy and unaggressive, and they help out Remoraid, which doesn't seem very Evil (yes, あくタイプ aku taipu means Evil-type). I can't think of a more appropriate dual type for them; how about making them pure Water type? (Since some canon pure Water-types got dual types that make more sense, having at least one pure example of each type would be nice.)
Mantyke and Mantine don't look Dark at all, though. They look happy and unaggressive, and they help out Remoraid, which doesn't seem very Evil (yes, あくタイプ aku taipu means Evil-type). I can't think of a more appropriate dual type for them; how about making them pure Water type? (Since some canon pure Water-types got dual types that make more sense, having at least one pure example of each type would be nice.)
I'm all for Fire/Water Octillery, but I'd rather have Mantyke and Mantine as Water/Flying types. Water/Dark may remove the x4 Electric weakness, but it gives them more weaknesses in return.
Are you saying evil can't look happy and innocent? : P
Okay okay. Alright, I guess I won't make them part dark, since it doesn't suit them very well. Maybe I'll go pure Water like Rangi said.
And I'mma post the Unfinished Meowth Version (technically playable) here shortly. It'll be basically the same as this, just with Meowth, since adding on Meowth or replacing Pikachu with anything really coding wise is incredibly easy (I detailed how to in my tutorial already). Idk if it should get its own thread.
Meowth faces for Bloodless to ref, and for others to critique if they want. Also, a small patch for the Meowth follow game. I warn most of the emotion sprites right now are either pikachus or a bit hideous. :P
Since this is technically an update-foo the double post is allowed.
The last one is more modern Nintendo style, which I won't refuse if you make, but is more difficult to line up the animations on, just as a warning. Although I am using Nintendo backsprite for the very first emotion animation since it's so convenient for Meowth's back.
Sorry about the wait. My internet died for a long while, and I wasn't able to access any of the pokemon data I meant to add (like for Mantine/Mantyke), just the stuff I already had on my comp. However, I still got a lot of stuff done without it; it motivated me to do that All Pokemon Follow I'd been meaning to try and it turned out to be more compatible with Pikachu's happiness and evolving by it than I thought it would be! So, both in one game now.
The sprites /are/ fairly limited, so lots of pokemon of the same type share sprites.
I don't suppose you've buffed Pikachu and Raichu's stats, have you? It'd make keeping a Pikachu around viable late-game without the need of overleveling. If you decide to do this, I suggest you give Pikachu Raichu's stats and buff Raichu just a little bit.
Oh, I found the error; it was a small typo. For some reason, Gamefreak makes you specify how many moon stones you need to give the pokemon to make it evolve, and I forgot to put '1' there. Will put the fix in the game shortly.
Well, other starters are now much more viable, and maybe you will find this just as good - you see, I just altered the game so ALL pokemon will follow. Only Pikachu and Raichu get the special pikachu/raichu-face sprites atm with exceptions for special events like Bill and Jigglypuff. So if you really want, you can dump Pikachu and pick up a different mon as your 'starter' and they'll follow too now!
The other pokemon have their own happiness system, which currently is tied to how many HP UPs they can take (not the best system, but it works); I'm probably going to end up tweaking it.
Bulbasaur was supposed to learn Sludge, but that must have gotten overwritten in one of the newer versions by accident. x_X Will fix soon along with the gligar error.
Cycling road being buggy I will try to fix a little later; unfortunately I never spent the time to actually try and beat my own game, since I restarted so much to test new features. In the meantime, it should be viable to simply beat the game by going the other way. If need be, I will revert the bike to normal bikespeed. x_X
edit: Alright, fixed, I just had to revert changes to the bike. I guess I sped it up too much. :P
In addition, in the latest patch I also have Raichu voices, finally! No more Raichu saying 'pikachu' when you unleash it in battle or when looking up its status screen.