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Holy crap, thanks for doing this on Christmas for everyone! I know it's the 27th (28th for some countries) but this is absolutely amazing, thanks for your continued hard work
Holy crap, thanks for doing this on Christmas for everyone! I know it's the 27th (28th for some countries) but this is absolutely amazing, thanks for your continued hard work
Thanks for the alpha release! I can't wait to try trading between my actual FireRed cartridge by using a wireless adapter.
I've got two bugs to report if you don't mind:
Spoiler:
- if player loses the battle against a trainer or pokemon, the money lost becomes the player's new balance. (ex. if player has $3000 and lost $88 in the battle, the player only has $88 afterwards)
- the trainer id and ability on a pokemon's summary runs off-screen
request: will you include a way to reset the clock similar to the way the original gbc games did? https://tcrf.net/Pokémon_Crystal#Clock_Reset (the down+select+b would open the berry update in CrystalDust instead)
Thanks for the alpha release! I can't wait to try trading between my actual FireRed cartridge by using a wireless adapter.
I've got two bugs to report if you don't mind:
Spoiler:
- if player loses the battle against a trainer or pokemon, the money lost becomes the player's new balance. (ex. if player has $3000 and lost $88 in the battle, the player only has $88 afterwards)
- the trainer id and ability on a pokemon's summary runs off-screen
request: will you include a way to reset the clock similar to the way the original gbc games did? https://tcrf.net/Pokémon_Crystal#Clock_Reset (the down+select+b would open the berry update in CrystalDust instead)
Thanks for the bug, it's fixed now and will be in the next alpha build.
Regarding resetting the clock, what are you wanting to do exactly? If it's because your emulator doesn't support the real-time clock, then I think there's a better way to fix that, and I'll implement it in a future build.
Thanks for the bug, it's fixed now and will be in the next alpha build.
Regarding resetting the clock, what are you wanting to do exactly? If it's because your emulator doesn't support the real-time clock, then I think there's a better way to fix that, and I'll implement it in a future build.
I'm using a hardware (EverDrive-GBA X5) and currently its battery is depleted. I'm guessing that I'd have to reset the clock once I put in new battery?
I'm using a hardware (EverDrive-GBA X5) and currently its battery is depleted. I'm guessing that I'd have to reset the clock once I put in new battery?
As far as I'm aware, an EverDrive with a dead battery won't even save properly, so that's the least of your worries. Though, I could just unlock the built-in RTC reset screen, after I do some tweaks to make it more user-friendly... We'll see, I guess.
There have been a few bugfix patches that have come out, fixing various issues that have been found, including more fixes for the My Boy! emulator. Get it at https://domoreaweso.me/games/pokemon-crystaldust !
Played the newest alpha and while underwhelmed by the length of the demo (Ecruteak is where the real fun begins), I was still impressed by the hack. When it comes to the "official-looking Gen III remake of Crystal", this one is the closest to my imagination and to me it does its job better than other similar hacks I saw.
I am especially happy to see more original tiles and sprites compared to the previous versions. I like most of the custom assets (and some of them look pretty familliar... from Project Platinum, am I right?) and I hope that this hack keeps evolving in this way - that the reused FR/LG assets (at least in Johto, in Kanto they're more acceptable) get gradually replaced with custom-made but "in-style" graphics to make this game feel more like its own version of Pokemon, rather than an edit. I know that the focus is currently mostly on scripting and ASM, and it is fully understandable, but I hope that the visual side of things also gets gradually polished in future releases, as this affects the immersion greatly (the tileset differences between Kanto and Johto was one of the things that "made" GSC to me - this difference was mostly well emulated in HGSS, but I felt it was still not as pronounced as it was in the GBC originals). The recently-popular "Johto Redrawn" fanart maps can be a good source of inspiration when it comes to climatic Johto visuals, but I also think that HGSS is a good reference material as well. Long story short, I think that the dream of having a climatic, authentic-looking Johto on the GBA is close to fullfilment. There's still work to be done but this hack is on the good rails. And this is really great.
I also like the soundtrack. Most of the tracks are just on spot and it really sounds like the work of Masuda. Great job.
Here is the list of my impressions (mostly positive, but some are nitpicky) that I had while playing the game. Beware, a wall of text incoming.
Spoiler:
In fact, I loved this game from the very first moment, as I saw Oak wearing his iconic yellow vest from his Gen II artwork and HGSS sprite. This is one of those little details that really make this hack more "Johto-like", while most other GSC remake hacks just reuse the FRLG sprite (and some even go at length to replace Oak with Elm, which I view as very unorthodox). I think you made the best possible choice here.
PokeGear - this needs a special praise, as it is evident that some really great ASM work has been done here. I think the interface comes from Project Platinum, doesn't it? And it is sure put into good use here. Pity that the Trainer Phone is still not implemented but all other functionalities work just great. One issue I noticed is with the PokeDex Show on the radio, as the PokeDex entries are too long and don't fit the PokeGear textbox (they override it). So, either the PokeGear interface has to be redesigned to fit a longer textbox, or the entries have to be somehow reformatted for the show. Of course, the easiest solution is to get rid of the PokeDex Show (since it airs only from 4AM to 10AM, you don't listen to it all that much, so many people wouldn't even notice) but I think it would be a shame. I'd prefer it to stay, especially that it was cut from HGSS.
In fact, PokeDex could use some redesign too, due to the length of the entries. They do fit the screen (unlike the entries in the Radio show), but override the text borders, which looks ugly. Since the current PokeDex interface is straight up taken from Emerald (even the Area option still shows Hoenn map), so I am guessing that this is still WIP and that in final release, we'll see a wholly different Pokedex interface, am I right?
I love the attention to detail in this game, like characters such as Mr. Pokemon or Buena using character-specific overworld sprites. As for Buena, did you have any design for her in mind? There is no official artwork of her and she never appeared in the anime, TCG or any of the mangas, so I am just wondering how you envisioned her.
That said, I was disappointed that the Sprout Tower Elder uses the title and sprite of a regular Sage. I mean, I can't really complain since this was also the case in the original game, but I think that a new sprite based on the HGSS design would be a really nice addition to the game's character portfolio and I think it would fit well with this hack's overall attention to detail. It's one of those cute little additions in HGSS that made sense and expanded on the world.
This falls into my general remark about reused and original graphic assets, but many Trainer Classes are in a desperate need of a new battle (and possibly overworld) sprites. It is okay if some of them get reused (even GF did that in HGSS) but classes like Youngsters, Lasses, Fishermen or Beauties generally vary between regions/games, so seeing them plainly in their FRLG designs makes the game feel a lot less "Johto-like". That's a thing for the future, sure, but I would love you to have it on mind. At the same time, it was nice to see Pokemaniacs in a more classic incarnation and with a brand-new overworld sprite.
I think I would put the PokeMart theme in the game (the version from RSE is okay, at least as a temporary solution). I know that the original didn't have it, nor did FRLG, but it has became a standard later on (and to me it is an inseparable part of every Pokemon game soundtrack, just like the Pokemon Center theme) to the point that even HGSS had it (and even made a retroactive 8-bit version for the GB Sounds). Of course it's just my opinion, if you want to keep things more classic and just have the Mart play the city's respective theme, that's also okay.
Great job with the Ruins of Alph puzzle, of course. But then I caught three Unowns in Ruins of Alph and... nothing happened. Can't say that I'm surprised since it is just the alpha, but I was curious to see what route would you choose for the Unown Dex - implement it as a Pokedex mode (which may be hard, if not impossible to do) or rework it into a Key Item (which is pretty much what HGSS did with Unown Report, except with some additional lore). I'll be okay with either option, of course preferring the Pokedex Mode (I guess it will be addressed along with a future Pokedex overhaul?), but Key Item is sure a good "B Plan", if the former option turns out impossible/faulty.
Did you think about putting a photo of Professor Silktree in the Ruins of Alph Laboratory? Although it is cut beta content, it was later referenced in the actual game in the remakes (Prof. Silktree gets mentioned in the Unown Report), so I think that it deserves recognition in CrystalDust as well.
I know this is EXTREMELY nitpicky and important literally only for me, but I would keep the Gate Guards wearing red, like in the original (as opposed to battleable Policemen, who wear blue). This is a little detail, which was kept also in HGSS, so I would like to see it in CrystalDust as well. The easiest way to make this sprite is to recolor the Mystery Gift Deliveryman sprite from green to red (the green variant may also be used for the National Park gate guards, who wore green uniforms in GSC [red in HGSS]), or of course making a whole new sprite. But if the data bank space is an issue, then sure I can live with normal, blue-uniform police guards xD
Lack of Proton in Slowpoke Well makes me wonder which scenario is used for Rocket Executives - nameless Executives using the same design (male or female) like in GSC, or four different Executives with specific designs like in HGSS, but with their roles more fitted to the original games? The former is probably more fitting for this hack's general philosophy, but the latter is more interesting from the world-building/immersion point of view (makes the Executives more like their own characters, rather than generic Trainer Class). But even if you use the HGSS option, I hope that Archer and Ariana still appear more similar to their Gen II designs (which may be seen on the "Team Rocket's Evil Deeds" TCG card - I am not a big fan of their Project Platinum sprites, since they are too manga-based [they are basically manga sprites from Serebii.net, just with those masks edited out]). Generally, I would avoid using those manga sprites, but I know there are not many good free-use alternatives out there.
Dem tailless Slowpokes, cool detail! It's just a pity that their tails grow back immediately after beating the Rockets (except for the Kurt's Slowpoke, which stays tailless). How about making their tails regrow (i.e. change their overworld sprite with normal Slowpoke) after fulfilling some event? Like, beating Elite Four... or perhaps ultimately beating the Rockets in the Radio Tower, that would be symbolic!
I'm not a fan of Bugsy giving the player Steel Wing TM. I know that there are no Bug-type TMs in Generation III, but Steel Wing seems like a particularly bad choice. Not only it has little relation to Bugsy's speciality, but also it has a particularly notable obtaining event in the original GSC (and in HGSS the same), in which it is given to the player in the secluded house on Route 28, from the same NPC girl that previously lived on Route 16 and gave you the Fly HM in Generation I games. I personally wouldn't change this minor but rememberable part of the game (especially in a faithful remake like this) and instead opt for something else for Bugsy. My controversial idea is to make Bugsy a Move Tutor for Fury Cutter, since he specifically mentions to be the inventor of this move in GSC. It's another cute little plot detail that got lost in the remakes.
I would change the Sweet Scent woman in the Ilex-Goldenrod gate into a Move Tutor (instead of making her give TM Taunt), like the Headbutt guy. That's because she's a remnant of the beta version, where she originally gave the player Sweet Honey (which was ultimately reworked into Sweet Scent), so I would keep that notable association. Of course the current solution is also acceptable, because it is like in HGSS, yet I think that Sweet Scent being a field move and a remnant of a scrapped mechanic gives it some merit to be kept, and the Taunt TM can be put anywhere else.
Congrats on recreating the Egg Ticket event, even the text is as it should be! It is so great to experience something that we missed in the original Crystal. I was just a bit disappointed to see that it doesn't have a proper sprite yet (it is just S.S. Ticket sprite), but I know this will be addressed in the future.
While it is a pity that the Day-Care doesn't have an enterable backyard where you can visit your deposited Pokemon, it's fully understandable since it would mean adding 386 (or whatever number of Pokemon you plan) overworld sprites, which is not only a hell of spriting work, but also probably unprogrammable due to data limitations. So, I am okay with this loss. As a consolation, I can only say that HGSS didn't do much better with the Day-Care, despite having overworld sprites for all Pokemon programmed. I hated the fact that they made the "backyard" inside the building, it was anticlimatic.
I noticed that the NPC in Violet City that trades you his Onix for a Bellsprout is named KOBE in CrystalDust, while he was named KYLE in the originals. Not sure if it is an intended change (there is also a Fisherman named Kyle in Kanto, perhaps you didn't want to repeat names?) or an oversight, but I'm noting it.
Also, I'm not sure if the genders of trademons are fixed or random, but the traded Machop from Goldenrod Dept. Store (nicknamed MUSCLE) appeared as a male to me. In HGSS (not sure about GSC, but I think the trademon gender was random back then), Muscle is female. This is much better solution from the gameplay point of view, since female Machop helps a lot against Whitney's Miltank. Also, I got Kenya (the Spearow with the mail given by the guard in the north Goldenrod gate) as a male, despite the fact that this Spearow was female in HGSS. Perhaps it's a petty issue, but I think that the Machop one is somewhat important.
Glad to see the PCC alive and kicking and can't wait to see it fully functional. Unfortunately, the original Japan-only Mobile events, such as Chieko Dice Game or the quizzes (which were the original way of GS Ball distribution) are lost material and no footage of them exist (unfortunately, they weren't pre-programmed to the game, apparently Mobile Adapter patched the game and the edits were apparently saved onto the save data and since GBC save data is so short-lived, there are no known existing surviving copies of patched JP Crystal - people sought after it for years, to no avail) but some reconstruction can be made on the basis of surviving accounts and imagination. I think I can help with materials.
Not sure what are your plans for the Trade Corner in the PCC, but if you plan to make a Polished Crystal-esque NPC Wonder Trade hub, then I suggest basing some of the trademons on the "Gotta Catch 'Em All" event Pokemon (at least those more interesting ones, with unusual moves).
Great job on the Card Flip - glad to see it back and it's probably the first hack that succesfully ported it to GBA. The graphical interface of course could still use some polishing, but it's fully functional and this is most important for now. I also hope that the slots get more appropriate reels (stuff like Lotad or Azurill feel off in a Johto-based hack) in the future.
Unfortunately, I was unable to try the Bug-Catching Contest at first, because I thoughtlessly selected the weekday as Sunday on the beginning of the game and apparently the weekday doesn't correlate with the RTC and no matter how I tried changing the time, I was stuck in eternal Sunday. I'm not sure if that's a programming issue or if it's emulator-related (yes, I play on VBA, I know that hackers hate it with a passion but I'm just too used to it and I feel uncomfortable on other emulators...). Is there a way to reset the clock? Or some cheat code to change the day of the week?
However, I replayed the game later and was disappointed to find out that the Park Balls use Gen IV "Sport Ball" design (despite keeping their original name, this just doesn't add up for me). Personally, I would prefer the original Gen II design. Much better and more original than a plain red PokeBall with a sticker. The old design was used in the anime and manga and it was probably designed by Sugimori, even though no game art for it survived (but we don't have Gen II-era game arts for Apricorn Balls other than Fast, Heavy and Lure, either).
The Battle Frontier on the map got me curious. I would be fully okay with just the Battle Tower, but Battle Frontier sure sounds more exciting. Not asking for details, 'cause I guess they're a secret.
Also, one more thing that needs a special praise is the e-Card references that some of the NPCs make. Even if there is no real functionality behind it, it is cool because it really does make this hack feel like a genuine Gen III Pokemon game. I hope that a room for Battle e-Cards, like the one in Mosdeep City, does appear in the hack eventually, even if it serves no real purpose.
I noticed that in this hack, you can use your PokeGear phone even in caves (such as Union Cave or the Slowpoke Well). Is this intentional? In GSC, caves were out of the service area.
Great job, in general. As you can see from my remarks, I am a BIG purist when it comes to all things related to Generation II (it is so frustrating when you have a vision of how a GSC remake should look like but have no programming/hacking abilities, like me), yet this hack satisfies most of my high expectations. It also proves that GBA Gen II remakes aren't dead. After the release of HGSS, many people said that such hacks aren't needed anymore, which I strongly disagree with. Even today, in 2021, when people are already making rumors about a possible future "Let's GO Johto" title, CrystalDust still has its purpose. It gives us a chance to relive what HGSS didn't give us, I mean things like Kris, Card Flip, Room decorations (I know they'll be there in the future), PCC, Egg Ticket & Odd Egg, Wise Trio & Crystal lore elements, Kanto Radio programs, and the like. This is this hack's main purpose for me and so far, it serves it all right. I wish you and your team best luck on future works and I hope that this hack doesn't get abandoned or put on indefinite hiatus and that someday we will see its complete and polished final version. Good luck!
This is awesome, though I have a questio: Will the curent save be compatibile with future versions and maybe the final version? Looks cool btw waited so long for a GOOD gen 2 remake for GBA
I played this game many years ago and Beta 2 ends in Pokemon League. In version 3 is what i mean. Any access to Kanto region? Or any part in Kanto that is available to visit (for gym badges). But still thanks.
The game is being revamped from scratch in Pokeemerald (decompilation). The latest release goes up to the Sudowoodo under Ecruteak City. Nothing of Kanto is yet available.
The game is being revamped from scratch in Pokeemerald (decompilation). The latest release goes up to the Sudowoodo under Ecruteak City. Nothing of Kanto is yet available.
Because the ROM Hack is being rebuilt using Pokemon Emerald as the base game, are Pokemon now available to be caught by Time of Day basis? For example will Hoothoot now replace Pidgey on Route 21 depending if it's day or night then?