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- 12
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- Seen Sep 15, 2022
I've been playing this ROMhack for a couple weeks now. Polished Crystal is, for me, the ideal way to play Gen II. I love all the quality-of-life improvements and the mechanics borrowed from later generations, all paired with greatly-refined Gen II graphics. (I've always loved the Gen II battle animations in particular, and you've built off of the existing ones to show newer-gen attacks beautifully.)
I especially appreciate how you display Abilities in the battle interface: the black text cards that pop up are actually better than how Gen III handled abilities. There's a practical limit to how much text you can shove through the main text box at the bottom of the battle screen before it becomes annoyingly too much information, and by splitting abilities into their own unique text boxes, you made it much easier to process what's going on.
I also really, really like the new PC Pokemon storage boxes. (Though I do miss the PC box mid-save cloning glitch from the base Gen II games. Farewell, infinite master balls...)
And I don't mind how you removed some Pokemon to fit later evolutions in, or how you merged some attacks together. I'm a minimalist at heart, and I'll happily take a smaller, more carefully-curated collection of attacks and Pokemon over the Pokedex- and battle engine-bloat of other ROMhacks.
I do have one minor criticism. I understand what you were trying to do by slowing down the cries of fainting Pokemon, but in practice, I don't think it has the effect you intend. In the original code, the hundreds of Pokemon cries were based off a handful of sound samples that were altered to make them sound "unique". Slowing a cry down often makes it sound like a completely different Pokemon's cry, because that's how the original programmers often made those cries in the first place. Fainting Electrode sounds exactly like a regular Electabuzz, and several others end up sounding like Noctowl. (Others just sound weird. Fainting Electabuzz doesn't sound anything like a slowed-down Electabuzz cry, but it does sound mildly disturbing, like the cry isn't playing right.) I'd appreciate an option to turn off the altered fainting cries, though I understand if you decide that's too much work.
But that's a pretty minor complaint, and as far as I'm concerned this is the ideal ROMhack, so perfect I thought something like it would only exist in my imagination. It's that good!
btw, I cannot for the life of me find the other Johto starters in Yellow Forest. I wanted to revamp my team after beating the Elite 4, and I've seen it mentioned in a couple places that Totodile and Chikorita are catchable there. But after spending a couple hours fruitlessly walking in grass and surfing in Yellow Forest, I gave up, downloaded your code from GitHub, and searched the wild encounter files for any mention Totodile or Chikorita, only to find that they're not even listed anywhere as a wild encounter. Is it possible to obtain them at all? (Yes, I am playing v3.0.0)
>I especially appreciate how you display Abilities in the battle interface: the black text cards that pop up are actually better than how Gen III handled abilities. There's a practical limit to how much text you can shove through the main text box at the bottom of the battle screen before it becomes annoyingly too much information, and by splitting abilities into their own unique text boxes, you made it much easier to process what's going on.
This is actually inspired from how more modern generations do it, but I do indeed vastly prefer it over how Gen 3-4 did it. Specifically, it's inspired by how Black/White 2 does it:
![[PokeCommunity.com] Pokémon Polished Crystal (update 3.1.1!) [PokeCommunity.com] Pokémon Polished Crystal (update 3.1.1!)](https://i.imgur.com/OfW65f7.png)
>I also really, really like the new PC Pokemon storage boxes. (Though I do miss the PC box mid-save cloning glitch from the base Gen II games. Farewell, infinite master balls...)
This wasn't deliberate (although I was aware of the fact that the upgrade would remove the glitch as a side effect), I don't really *mind* the glitch, but saw it more as a quirk caused by technical limitations than anything else. You can still induce cloning by the link trade method.
>btw, I cannot for the life of me find the other Johto starters in Yellow Forest. I wanted to revamp my team after beating the Elite 4, and I've seen it mentioned in a couple places that Totodile and Chikorita are catchable there. But after spending a couple hours fruitlessly walking in grass and surfing in Yellow Forest, I gave up, downloaded your code from GitHub, and searched the wild encounter files for any mention Totodile or Chikorita, only to find that they're not even listed anywhere as a wild encounter. Is it possible to obtain them at all? (Yes, I am playing v3.0.0)
There are no Johto starters in Yellow Forest, are you reading an older guide perhaps? Starters (both Kanto and Johto) are gift Pokémon acquired through various events in the game. The exact gifts are determined by your initial starter choice for each region, but you will end up with all 6 after completing all of the events.
>I do have one minor criticism. I understand what you were trying to do by slowing down the cries of fainting Pokemon, but in practice, I don't think it has the effect you intend. In the original code, the hundreds of Pokemon cries were based off a handful of sound samples that were altered to make them sound "unique". Slowing a cry down often makes it sound like a completely different Pokemon's cry, because that's how the original programmers often made those cries in the first place. Fainting Electrode sounds exactly like a regular Electabuzz, and several others end up sounding like Noctowl. (Others just sound weird. Fainting Electabuzz doesn't sound anything like a slowed-down Electabuzz cry, but it does sound mildly disturbing, like the cry isn't playing right.) I'd appreciate an option to turn off the altered fainting cries, though I understand if you decide that's too much work.
I've considered just removing the distortion (or perhaps just slowing down the cry, leaving the pitch alone) since it clearly doesn't work right, as a stopgap measure before I or someone else can figure out how to implement fainting cries better.