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[Released] Pokémon: Kanto Reloaded (Now in Open Beta)

I know, I KNOW I'm a month late and I said I'd have the Beta release ready by now, but there always seems to be JUST ONE MORE THING I have to get done. Plus, I want to have some actual content beyond Vermilion in addition to the updates, so I'd like to get Route 9 finished, at least. New ETA is Leap Day, February 29.

In the meantime, a quick peek at some of the features I've added that will be present in the upcoming Beta:
  • 60 FPS for a much smoother-looking game
  • Multiple save files
  • The ability to transfer Pokemon between save files (with minor limitations)
  • Pokemon encountered via Honey will scale with your party level, have a higher chance for rares, and have a better chance to be shiny, have their hidden ability, or have one perfect IV
  • Working move animations thanks to the recently-released Gen 9 Animation Project
  • All music tracks updated to remixes or remasters (an option to use the old GBA music instead will be provided)

Cannot wait! <3
 
The game has been updated to Beta version 0.3.0. Download Here!

A number of changes have been made to make the experience feel more polished and complete (see the changelog for details). If you are continuing a save from the Alpha version, delete your entire Kanto Reloaded folder before extracting the update. This will not affect any saved games. However, do note that Alpha features like re-rolling Gym Leaders, changing your character, and the free Bicycle have been removed. Make sure you're content with your gamestate before updating.

In addition, I've set up a Discord server, for easier bug reporting and discussion. Join it here!

One major note, all music in the game has been updated to remixes or remasters of the original music, courtesy of some extremely talented members of the community. If, however, you would prefer to keep the original GBA/DS style music, extract the update first, then download this link and copy the Audio folder into your main Kanto Reloaded directory, overwriting files when prompted. Fair warning, you'll miss out on a few things like the bangin' new theme for rival battles, but I also understand some people might want a more authentic Gen 3 feel, so the option is there.

Spoiler: Version Changelog
 
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I pushed out a quick hotfix (v0.3.1) to address a couple of game-breaking bugs. The download links in both the main post and my comment above have been updated. If you previously downloaded the 0.3.0 version, please re-download from the new link!

Also, if you're continuing from the Alpha and already received the 3rd badge, you'll need to head back down towards the entrance of Vermilion Gym to activate the cutscene necessary to progress the game. It might play out a little funky, but then you'll be good to go.
 
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Kanto Reloaded version 0.3.2 is out! Nothing major was added content-wise, just a couple new maps right now. Progress has been slower than I'd hoped, though I'm making an effort to have monthly updates from here on out.

Download HERE!

There were some big changes behind the scenes involving a rewrite of the randomization script. This was in order to allow me to more easily code the Wild Pokemon scanners in the Pokemon Centers, as well as implementing a neat portable version of them, which is unlocked as a reward from Professor Oak for making progress on your Pokedex (of note, the Exp Share and Exp All are now also available the same way). But the biggest addition is that ALL the non-legendary Gen IX Pokemon have finally been coded into the game (though not yet with finalized sprites and movesets). The majority of them will require a new game to spawn in as wild Pokemon. As always, download and extract to the same folder as your current game, overwriting all files if prompted.

A separate note for anyone using the GBA music: this update adds a new music track, so the GBA music download has been updated to include its 16-bit version as well.

As always, feedback is appreciated, especially over on the Discord server!
 
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Hello there,

so far i realy started to like this game. It gives me almost everything i always wanted form a Kanto remake.
Just got to the rock tunnel since i only started recently.
Love the Scanners, love that they show the Pokemon in order of rearity (they do, dont they?) being able to chose from all Starters even randomly is fantastic. the Story so far, love it.

Few things that could improve thou. Id love to be able to also chose Eevee as a starter or even an option for an Eeveelotion only playthrou. but that is a just a me thing.
The Level Cap thou could be a bit higher, i mean like the same level as the strongest Pokemon the next gym leader has. so far i always cap out 2 levels below that, what sometimes even prevented me from having an evolved Pokemon to go into battle.
Another thing is how strong random trainers are, no matter what trainer i face the Pokemon always hit like a truck. I actually got my Rockruff two shot with tackles by an Rattata of the same level.
maybe it has something to do with ev and that stuff but man, some of these hits dmg way more as they should.
last thing, and i dont know if that is just my bad luck. But it seems to me that opponents have way higher chances of getting Status changes like Paralyse and the like in and keep them on you then the other way around.

For an old Gen 1 Casual player like me this is a real Challenge and a nice change even thou im cussing al lot more than jusual when playing Pokemon ^.^

But well, overall great Work, keep it up
 
Love the game and story so far, really an interesting way of remaking things.

Have noticed a few minor bugs though, mainly that Pluck doesn't do its effect at all having seen multiple pokemon chow down on a berry right after it being used on them. Also at least one mon has its TM learn set messed up, that being Trumbeak being unable to learn Bullet Seed.

Smaller issues with the game, if you've rolled into a stone heavy evolution set there doesn't seem to be any actual way to evolve those mons yet? That could be me misunderstanding how the prism shards are supposed to work though (which is an idea I like). Also it's possible for new trainers to spawn in while you're on a route, which can make pokecenter runs harrowing to say the least. They can also even replace a trainer you've just battled, meaning you get no chance at all to heal up in between.
 
Life's hit me hard recently, making it difficult to find the time to work on this. Not gonna let it die, just... it's a lot for a one-man team right now. To address a few of the questions and comments:

The Level Cap thou could be a bit higher, i mean like the same level as the strongest Pokemon the next gym leader has. so far i always cap out 2 levels below that, what sometimes even prevented me from having an evolved Pokemon to go into battle.

Level Cap will definitely be worked on. Things like that, balance issues, are something that I can only really nail down once the game is mostly complete (I'm already worried we're going to hit levels 60-70 with the way the game's progressing, which would screw with a lot of balancing, like the movesets). Currently, the level cap being set below the first gym leader's ace is intentional, but I'll see how I feel about it moving forward.

Another thing is how strong random trainers are, no matter what trainer i face the Pokemon always hit like a truck. I actually got my Rockruff two shot with tackles by an Rattata of the same level.
maybe it has something to do with ev and that stuff but man, some of these hits dmg way more as they should.
last thing, and i dont know if that is just my bad luck. But it seems to me that opponents have way higher chances of getting Status changes like Paralyse and the like in and keep them on you then the other way around.

I'll check out the code just to be safe, but it's all base Essentials. I haven't changed anything in the battle formulas beyond a few custom moves. However, I will say that basic trainers are definitely supposed to be a bit more challenging. Personally always hated the Bug Catchers coming at you with Lv9 Caterpies when you just took down Brock's Lv14 Onix.

Rattata still shouldn't be 2-shotting Rockruff, though.

Have noticed a few minor bugs though, mainly that Pluck doesn't do its effect at all having seen multiple pokemon chow down on a berry right after it being used on them.

Noted. As mentioned above, the battle system is base Essentials, no changes made. So I'll look into Pluck to see what's going on.

Also at least one mon has its TM learn set messed up, that being Trumbeak being unable to learn Bullet Seed.

Movesets right now are however they come packaged in the Gen 8 & Gen 9 packs, so take it up with them! But in all seriousness, I will be making custom movesets for every 'mon in the game, so things like that will be fixed, but at the same time, apologies if at some point your favorite becomes unable to learn certain moves you've been accustomed to.

Smaller issues with the game, if you've rolled into a stone heavy evolution set there doesn't seem to be any actual way to evolve those mons yet? That could be me misunderstanding how the prism shards are supposed to work though (which is an idea I like).

Upon rescuing Bill (after the 3rd gym), you'll unlock the ability to convert Prism Shards to evolution stones. Right now it only works by talking to Bill at Bill's Cottage, but since that's a bit out of the way, I do intend to make something more accessible later down the line. But rolling a stone-heavy team is exactly why I went the Prism Shard route. No real way to know what stones each player is going to need in any given playthrough.

Also it's possible for new trainers to spawn in while you're on a route, which can make pokecenter runs harrowing to say the least. They can also even replace a trainer you've just battled, meaning you get no chance at all to heal up in between.

Hmm... THAT needs some looking into. Trainers shouldn't rotate on you out of nowhere, it should only be an illusion of constant rotation. What's actually happening is there's multiple spots in the game where the trainer variables get re-rolled while you interact with another event (two of the Pokemon Centers do it when you heal your Pokemon, for example). But I tried to make sure they were only placed in cities or maps without trainers, specifically to avoid new trainers popping up while you're in the middle of a route. Do you remember which routes this was happening on?


Thank you both for the feedback!
 
Hmm... THAT needs some looking into. Trainers shouldn't rotate on you out of nowhere, it should only be an illusion of constant rotation. What's actually happening is there's multiple spots in the game where the trainer variables get re-rolled while you interact with another event (two of the Pokemon Centers do it when you heal your Pokemon, for example). But I tried to make sure they were only placed in cities or maps without trainers, specifically to avoid new trainers popping up while you're in the middle of a route. Do you remember which routes this was happening on?


Thank you both for the feedback!
I believe the incidents I was referring to specifically happened on the route leading from Pewter to Mt Moon, seeing a kid I couldn't avoid spawned in while I was heading back to avoid battles between me and the center before entering, then the one that replaced a trainer I'd just fought was either in Mt Moon itself, or possibly the route east out of Cerulean. Don't remember that as well because it didn't actually matter much, it was just a real surprise.

Also, my mentioning of Pluck may have been incorrect due to being unfamiliar with the move. Not sure if it's always supposed to eat it like Bug Bite seems to, or only if the user can use the berry.

And finally, thanks for the info about where to use the shards, that's good to know.
 
When's the next Gym gonna be added? And I don't mean Gym 4, I mean next Gym for the randomizer pool.
 
Far later than I ever anticipated, we've finally got a new update - Version 0.3.3 (Download HERE)

As with the previous update, this one includes new music tracks, so if you're using the GBA music option, you'll want to re-download that file to get the 16-bit versions.

There's not a whole lot in terms of new content on the players' end, unfortunately. Lavender Town, Diglett's Cave, and Routes 8 and 12 have been added, but nothing story-wise. Behind the curtain though, I did a LOT of work. I'm getting rid of the HM items, replacing them with a custom Pokemon Tech system - that required heavy coding rewrites and re-scripting the sections you got the HM items in. Two new Gym Leader options have been added, which is always a large undertaking (since each requires custom dialogue for every cutscene the Leader appears in). And finally, I've added nameplates to dialogue in cutscenes to make things easier to follow - the problem here being that I had to individually update every line of dialogue in every variation of every cutscene (see Gym Leaders, above) and I think I was going mad by the end of it.

But things are progressing. Life has settled down a bit. I'm not promising anything in terms of more frequent updates, but just know that I am still hard at work, and I'll always answer questions over on the Discord.
 
Slowly but surely plodding along, version 0.4.0 is out!

Download HERE
As per usual, the GBA music download has also been updated; if you are using that resource, you'll need to download the latest version of that, as well.

Okay, there's actually two very important issues with this release, so if you are updating from a previous save file and don't usually read the patch notes, PLEASE don't skip these ones.

Firstly, there is now an option in the menu to use Unreal Time instead of real-time for the game's internal clock. To avoid compatibility issues, this has been DISABLED by default, however it is highly recommended to turn it ON unless you run into a problem with it. Don't do so if any time-sensitive events, such as Daisy's grooming service or breeding at Hawthorn Lab, are in their recharging phase: setting the game to Unreal Time will cause them to never re-initialize. In future updates, berry trees and other time-sensitive events will be re-balanced based on whether you are running Real or Unreal Time; right now, certain things like the grooming service will reset pretty much instantly if you're using it.
In the final release, Unreal Time will be the default option at the start of a new game.

Second, and by far the most important, this update contains a complete re-balancing of EXP tracks and growth rates, including both trainer and wild Pokémon levels. This change to many Pokémon's growth rates is potentially GAMEBREAKING. If you are continuing a save from a prior version, the game has a high likelihood to crash the next time you earn EXP points, if the EXP-earning Pokémon was given a new growth rate (and all starters were affected, so...)

In order to rectify this, speak to the Gameplay Settings guide in any Pokémon Center and select the "EXP Fix" option. This will update the EXP points for all Pokémon in your party to the new formula, allowing you to continue play and avoid the crash. Do note that this will only affect Pokémon in your party. If you have any Pokémon in the PC that you wish to use, you'll have to put them in your party and speak to the guide again. Any future Pokémon you catch or receive will be safe. I apologize for the inconvenience, but I hope you can tell from this fix that I'm pretty dedicated to keeping save files compatible for the entirety of development, if I can.

That's all! Players familiar with Kanto will notice a story deviation, as the entirety of Pokémon Tower has been reworked and is now accessible without a trip to Celadon first. This version of the game caps at the conclusion of that quest, including the Rival battle, which has been moved to after the events of Pokémon Tower.
 
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Plan for the next update is to include all of Celadon (which is unironically a LOT), including the Gym, Dept. Store, and of course the Game Corner. I put together a little preview of the Game Corner features, where you can watch me try out the Slots, Voltorb Flip, Roulette, and throw a game of Triple Triad.

Everything will be working as of the next update, though Triple Triad will be barebones. Eventually I want to expand it to have unique players with unique decks, rewards for ranking up, etc. Right now you'll just be able to play random NPCs with random decks.
 
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