mkarthick98
Tensai
- 44
- Posts
- 10
- Years
- India
- Seen Nov 9, 2016
I don't think you need to. I read somewhere that as long as you haven't dome anything beyond 0x900000, and left it intact, you won't have issues. Am I wrong on this?
when i open in G3hs i get at offset 0xfffffe there is unknown rom id. what does that mean? what do i do?
Loving the ability and move lists. Almost every cool thing is already implemented! :O
I'm surprised Bad Dreams hasn't been implemented though, mostly because it seems simpler than things like Analytic and Download. Wouldn't it function like an always active Nightmare, or is there something about Bad Dreams that I'm forgetting?
Mold breaker negates around 40 different abilities ! Implementing this thing is equivalent to the effort of making a beta of 3 gyms. It should done by a group rather than a single personI'm trying to figure out why Mold Breaker hasnt been implemented yet. It's pretty hype.
No hurry though. This rom base is one of the best things the community has to offer.
I don't know if this is the right place to report bugs or not. When I used Brick Break on a pokemon that had cast Reflect the game froze. Music continued to play but the image was static. Other than that I've just been enjoying your fantastic work. Keep it up.
In regards to the open source thing, that's not really a problem at all.
The only thing I think that would need to be sourced would be abilities if anything.
As Projectwolfie said, the majority of edits are well documented elsewhere.
I'll start work on releasing information with offsets and things.
The implementation of many abilities could certainly be improved if people want to look into them.
Last I checked this is intentional, due to the length limit of attack names. Round Eyes is that name for the same reason.DizzyEgg said:Dazzling Gleam is called "Dazzle"
The G3HS ini included does not work. When I replace the ini the program crashes when I try opening any ROMs. Even the control rom won't open.
To fix the Geomancy loop bug, change the move target to "user" instead of "selected target".
Also, all moves with Clear Smog's effect must ignore Protect. Protecting against them freezes the game.
Oh that idea of making more non canon "normal type moves become _____ type" is awesome and i would love that. I thought of an ability called "Transmute" based on alchemy which turns normal moves into Steel but I have no ASM abilities lol. Another idea was "Void Heart" which would be like storm drain or lightningrod, but eat Fairy moves. I'm getting silly now though, lol.
Tested this myself, I couldn't replicate it. Brick Break works fine for me, and I tried both Reflect and Light Screen for either side of the field. Did you alter the animation? Due to Brick Break's effect, it has a different animation if either of the screens are up, so if you've changed its animation it won't have a valid animation to go to when breaking a barrier, which probably caused the game to freeze.
The Substitute glitch is an issue, though. There's no image for the substitute on the other Pokemon's side, but it says "the substitute took damage for Bulbasaur!" or whatever. I haven't tested the moves that bypass Substitute.
Apart from that, I haven't seen any more glitches, although that's probably because I haven't been playtesting with the game itself. I'll report any other issues that come up.
EDIT: Charming Cry and Moonblast are both status moves, rather than special. Charming Cry is also set to "depends on target" for the range, rather than "both foes".
Thief still has 10 PP- it should be 25.
Flash is 70 accuracy.
After battle on Route 8, Lass Julia still says "Don't be so mean to my CLEFAIRY!" with the caps.
Not all of the Saffron Guards have been decapitalized (I only know for sure that the west one wasn't, not positive about the others).
Mr. Fuji's text in the Pokemon Tower is still capitalized too.
Oh, I just thought of something. Since you've already implemented Aerilate, Pixilate, and Refrigerate, would it be possible to make these abilities with the other types? I know there's no canon equivalents, and that there's limited ability space that would probably be better off with actual abilities, but I think it would be neat. Up to you, obviously.
Spoiler:Name suggestions, if you need them-
Grass- Cultivate
Fire- Immolate
Ground- Palpitate
Poison- Contaminate
Electric- Generate
Water- Hydrate
Rock- Carbonate
Bug- Mandibulate
Ghost- Reincarnate
Fighting- Dominate
Dragon- Ruinate
Psychic- Contemplate
Dark- Devastate
Steel- Machinate
I've reported these before but I think they got lost in that pointless argument, haha. I tested all of these both in my hack and against a control - applying the 1.5a patch to a vanilla FireRed rom. They give the same results.
-Sand Force freezes the game when the player sends the pokemon out. This does not occur for computer controlled pokemon with sand force though.
-The "impact" burst graphic for Horn Leech is a white block. Minor, but I think this was supposed to be a burst particle?
Another bug I ran into with Magic Bounce: if fighting an NPC trainer whose pokemon are shiny because of Shinyzer, Magic Bounce will turn that trainer's pokemon into bad eggs and the game will freeze.
Also, the daycare couple still freeze the game when taking the pokemon back. The single daycare below Cerulean is fixed and works fine, but the breeding daycare is still borked.
Really loving the new abilities in 1.5a!
I found some minor things, mostly related to moves:
- Some texts aren't decapitalized on the Pokemon Center's second floor. For example saving the game before entering the trade/battle room.
- While battling between two emulators(the same game of course) Stealth Rock's and Sticky Web's texts get messy.
- Dazzling Gleam is called "Dazzle" and has a strange animation. It kinda looks like incomplete Iron Defense.
- Growth seems to boost sharply Attack and Special Attacks regardless of the weather
- Bubble's power is 30, should be 40
- Acid Armor's PP is 40, should be 20
- Dragon Pulse's power is 90, should be 85 (to match VI generation)
- Wake-up-slap works fine however the slp Icon won't disappear when you wake up pokemon
- Drain Kiss' power is 75, should be 50
- Snarl's PP is 10, should be 15
- Substitute is completely broken
- Psycho Cut's description lacks the second "h" in the word "high"
- Incinerate is BUGGY. When used on Pokemon that holds berry garbage text appears
- Zap Cannon's power is 100, should be 120
- Miracle Eye should enable psychic attacks to hit dark types, but it doesn't
- Tailwind's animation is strange compared to the original; The move should last 4 turns but is permanent, however it doesn't do anything at the moment.
- Sweet Scent lowers evasiveness by 1 stage, should by 2 stages
- Minimize raises evasiveness by 1 stage, should by 2 stages
- After defeating a wild pokemon using Volt Switch or U-Turn change is forced and 2 pokemon obtain exp (I think I read somewhere it can't be corrected but I decided to post it anyway)
- I can select an enemy to use Acupressure on it. Fortunately the move's effects won't affect the enemy
- Bug Bite and Pluck don't work as planned, when used on Pokemon that holds a Berry they ignore it
- Geomancy won't ever complete, it's stuck at the first stage and the text always says: "Pokemon is absorbing power!"
- Cotton Guard's PP is 20, should be 10. By the way, does this move raise the defense by 2 or by 3 stages?
- Work Up's PP is 20, should be 30
- Head Smash takes 1/3 recoil damage, should 1/2
If I find any other errors, I'll let you know. I also have a question. Are you going to insert all abilities you can or leave some space just like you did with moves? I ask because unlike the moves, there are no tutorials how to add abilities so I don't think many people would be able to do so.
Patch is really awesome! I love some new attacks and abilities, like Technican or Moxie. I'm looking forward to 1.5b/1.6!
Are you still planning to do this?
The G3HS ini included does not work. When I replace the ini the program crashes when I try opening any ROMs. Even the control rom won't open.