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The link to the Latest Live Beta is in the first post of this thread, look for the live log link in the 1st post that should take you to the right place.
on latest live beta is same
![[PokeCommunity.com] Pokémon: Liquid Crystal [3.3.xxxxx Live Beta] [PokeCommunity.com] Pokémon: Liquid Crystal [3.3.xxxxx Live Beta]](https://i44.tinypic.com/f3degg.png)
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The link to the Latest Live Beta is in the first post of this thread, look for the live log link in the 1st post that should take you to the right place.
on latest live beta is same
S/G/C is my favorite generation because Johto had ALOT of rewarding hidden places and items you could find by exploring. It also had an excellent main game and then a well developed and nostalgic post-game in Kanto.
Whilst i don't want to start a big, long debate, Kanto was in no way well developed in the original S/G/C. It was cut down to the bare minimum, reportedly because of cart size limits. LZ did do a good job of expanding it though like you said.
than how I can finish this great game ?Showing us that image isn't proof in and of itself. However, that said, I coulda sworn that this had been fixed. This is getting ridiculous lol.
than how I can finish this great game ?
Your other option is to use this cheat to walk through the wall. This will at least allow you to complete the game:
M) Must Be On
72BC6DFB E9CA5465
A47FB2DC 1AF3CA86
Ghost (Walk Through Walls)
509197D3 542975F4
78DA95DF 44018CB4
How do you activated the pedestals??i have found moltress and articuno, where is zapdos ?
Hey... just wanted to bring this to the attention of a Liquid Crystal coder... I reported awhile back that I think Sunny Day & Rain Dance aren't boosting / reducing Fire & Water moves as they should be. I *think* the Elemental equip items (Charcoal, Mystic Water, etc.) are also broken. I have a theory that when one bypasses the part of the code that determines Special/Physical based on type, one may also be bypassing certain elemental boost effects. Its something that a coder may want to look into via a debugger.
I'm playing on the GameBoid if that helps.
Interestingly, a few days ago, I stumbled across a section of code which was indeed broken. I am not actually sure what the effect it controls are, but there's a bunch of type based checks, which all obviously fail because it's the category byte it's checking it against instead of the type.
All the "Raises X Moves in a pinch" abilities are broken due to the physical/special split as well.
This may or may not be the cause of the glitch you have indicated, but it's another problem I spotted either way.
I found this because the return point of one of my new ability routines is the start of this problematic area. I fixed it on the 649 patch by returning earlier and putting code to calculate the type on the fly for that bit of code, and slightly modified the commands following to use it, but it's harder to do for LC because said extra ability routine is obviously not included.
EDIT: Tracked down the buggy routine. It's at 0x3F4FE. Easy fix for me with the 649 Patch, but LC will be more difficult.
but there arent pedestals -.-'i think just put the flutes on