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Emerald hack: Pokémon Randolocke (v1.1)

Thank you for the response. It says I need two files though, the first file would be the fresh rom copy of emerald, and the second file is the patch file which I'm assuming is this randomizer. I just don't know how to download the randomizer file in order to patch it. Thank you for your help again, this is all new to me.
No problem. There's a link at the bottom of this post that you can click to download the patch. You'll have to open the zip file to get the patch.
 
You can use https://nuzlocke.app/new to track your nuzlocke encounters. There is an option for base Emerald and you can add locations that may be missing.
The website has been buggy lately. Sprites not loading and it has some random areas sometimes (did a Black 2 nuzlocke race last month and tried to use it).

Idk if OP will see the comments but if they do, do you have a repo of your changes? Id like to see how some of it is calculated if its possible!
 
Was looking for exactly that due to the NI and ended up playing Emerald Crest as it came closes to it, but very excited to try this for the next run!
I quickly ran to Roxanne to test it, here are a few suggestions:

- enforce nicknaming (its a nuzlocke rom, and its a "rule" for nuzlocking)
- enforce only first encounter catchable (currently any encounter is catchable)
- enforce starting pokeballs not randomized (got berries i think)
- enable follow pkm (i just think its neat and its an easy flag toggle for emerald-expansion)
- enable running boots from start (small thing, saves time)
- cap candy sometimes not capping (applied one level at a time after beating Roxanne, started working again after a reboot)
- Emerald Crest has a "Selection wheel" feature for registered items, would be very useful as there are a lot of basic items to register (its a feature branch of emerald-expansion)

Will start a soullink later today, and will be expanding the list if we come accross anything else!
Thanks for your work!
 
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Hey everyone!

First of all, I am beyond words to describe how glad I am at your reaction to this ROM! My inbox on Reddit, my email and this thread have all been flooded with messages of excitement and gratitude from all of you, and I really really appreciate it. I am very happy that you are giving this ROM a chance and you like it so far.

In addition to support, you have also sent me a TON of bug catches and suggestions for future updates, so I wanted to take this chance to address all of them and explain my thought process. My plan is to actively listen to what you want me to add in the ROM, but also have the option to keep it as close to the original one in NI as possible. In this post, I will describe my roadmap for future updates. This is, of course, subject to change, but I wanted to give you all a heads up. I will describe the features list in terms of future updates, and my goal is for the next update (v1.1) of this ROM to come out sometime next week. However, this is tentative, as it depends on my workload and free time available. I will split the suggestions/bug fixes into 5 categories:
  1. Features/bugs that will be addressed soon and probably will be added/fixed in the next update.
  2. Features that will be added soon in the next couple updates, but will be made optionally available via a toggle in the in-game options menu.
  3. Features that I definitely plan to add in the future, as I recognize the need to have them, but not necessarily very soon as they are not a priority.
  4. Features that might be added in the future. I will try to get around to them, but no guarantees.
  5. Features I will not be adding in the game. I will try to explain my reasoning for each one.
Without further ado, here's the roadmap.


Features/Bug fixes in the next update

  • Fix some opponents' moves not being randomized sometimes.
  • Pressing R to throw a ball (this is actually already in the game).
  • Fix TMs so that they are not being randomized if you turn off the game and turn it back on again.
  • Add an NPC in Oldale Town that will gift you 999 Ultra Balls whenever you talk to them.
  • Fix the bug where sometimes Pokémon learn a move called "-" and does nothing.
  • Fix the bug where a couple Pokémon try to learn Struggle. I actually had noticed this in development and I thought I fixed that already, but it seems I didn't do a good enough job.
  • Increase catch rates a bit (not sure yet on the exact number).
  • Unlock the caves of Regirock, Regice and Registeel after the Rayquaza incident, i.e. right before fighting the Sootopolis Gym.

Optional features togglable via the in-game options menu

  • Change Base Power of moves learned so that powerful moves are learned later. This will become the "default" mode with the current mode of completely random moves to be made optional.
  • Enforce nicknaming new Pokemon.
  • Enforce that only the first encounter per-route can be catched.
  • Enforce no randomization on Pokemons' learnsets.
  • Enforce no randomization on Pokemons' abilities.
  • Add an option to disable the bag during battles.
  • Add an option to make Porta Heal not revive Pokemon.

Features that will eventually be added

  • Randomized egg moves.
  • Add an option to the in-game options menu so that whenever a Pokemon faints, you will be asked whether to release it or send it to the box.
  • Adjust the base friendship of Pokemon so that it starts close to the amount needed for friendship evolutions.

Features that might be added in the future

  • Add intermediate level caps between Gym badges, based on Rival and other fights (such as Maxie etc).
  • Add a selection wheel to have up to 4 registered items.
  • Update the battle UI to include nice green arrows and red crosses to indicate effectiveness. I actually really wanted to do that in the original release but just couldn't find the way.
  • Add mega evolutions, Z moves, Dynamax/Gigantamax Pokemon and forms (like Zygarde, etc).
Features that will not be implemented

  • The Torque (Blazing, Noxious, etc.) moves don't have a description.
    • As far as I understand, this is an issue with the base decomp "pokeeemerald-expansion" so I'll wait for the developers to fix it and include it when/if they do.
  • Descriptions for TMs are for their vanilla move, not the move they were randomized to.
    • I think this is the case also for the ROM used in the NI. I find this a very small issue that doesn't really impact the playthrough and will not invest effort to fix it.
  • Enforce starting pokeballs not randomized.
    • This is redundant as you'll be getting Ultra Balls in Oldale Town from the new NPC anyway.
  • Enable Pokemon to follow your in-game avatar.
    • To be frank I personally don't like this feature at all, and would prefer to dedicate my time and resources to fixing other bugs and adding other requested features in the game. If there's significant demand for it though, I might revisit the issue and make it optionally togglable in the future.
  • Enable running shoes from the beginning of the game.
    • I find this an extremely minor thing, seeing as you get the running shoes just after beating your rival in Route 103. When I tested the game, it took me less than a minute to get to this point, so I won't dedicate any time/resources to implementing this.
  • Cap candy sometimes increases a Pokemon's level by 1 instead.
    • As of right now, this is functioning as intended. Essentially, if you have a Pokemon that levels up with an item or via another weird way, the Cap Candy will increase its level by 1 at a time to avoid a situation where you overlevel it, in case you wanted to evolve it at a specific level. There's a very slight chance I might change this based on feedback and time, but for now, that's how I intended it to be. However, if you find the Cap Candy not working correctly on a Pokemon that should just evolve normally via leveling, then it's a bug and I'd love to hear about it!
  • A built-in speedup.
    • I think this is a quite difficult feature to implement that will take a lot of time, and it also becomes completely pointless if you play on a good emulator like mGBA, which has an excellent built-in speedup function, where you can choose the speed.
 
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Great job; I have a random semi-related question: can anybody point me to more hacks with built-in Nuzlocke, Level Caps and *especially* Cap Candy? I'm just getting into Nuzlocke and the latter is something I've seen surprisingly little in most hacks, and I feel like it would vastly improve my enjoyment.
 
I've only seen the Cap Candy in the custom ROM hack used in the Nuzlocke Invitational, which will not be released, and decided to implement it too.
Perhaps there are other ROM hacks that have it but I am not aware of any.
 
Chanses to make the types randomized too? I now it can be difficult to program that plus the part where a mon have to learn forced stab moves, just asking! Terrific work anyway, thank you for your hard work!
 
Hi, first off I'm loving the ROM and I think it could be a classic with some polish.

I just wanted to note that it's not just TMs that seem to be set per reset, it's all moves from any source, tutors, level ups, on-evolution. I found this out because I didn't save after capturing a Whimsicott with Geomancy.

I assume fixing one case will fix all cases but just a heads up.

Abilities and route encounters don't change on reset though.
 
Hey everyone!

I'm honored that so many of you keep playing the game and messaging me with suggestions and bugs found!

I've been hard at work, implementing your ideas and fixing the bugs, so I just wanted to take this opportunity to announce the release of the first update to Randolocke: version 1.1.
Below you'll find the Release Notes.

v1.1 Bug fixes
  • Fixed some opponents' moves not being randomized sometimes (e.g. Gym Leaders).
  • Fixed TMs so that they are not being randomized if you turn off the game and turn it back on again.
  • Fixed the bug where sometimes Pokémon learn a move called "-" and does nothing. (Requires New Game)
  • Fixed the bug where a couple Pokémon try to learn Struggle. (Requires New Game)
  • Fixed a bug where in the tutorial Wally catches his first Pokemon, but sometimes Ralts can kill Zigazgoon, resulting in a game crash. (Requires New Game)
  • Changed Zweilous's evolution level to 63 so that it can evolve before the Elite Four.
  • Removed the restriction on Dark Void and now every Pokemon can use it and not just Darkrai.
v1.1 New Features
  • Added an NPC in Oldale Town that will gift you 999 Ultra Balls whenever you talk to them
  • Added an NPC in Oldale Town that will gift you $999,999 whenever you talk to them.
  • Moderately increased wild Pokemon catch rates.
  • Added an NPC in Slateport City (to the right ferry building, appearing only after Rayquaza sends Kyogre and Groudon away in Sootopolis City) that sells maps to the following legendary Pokemons' locations. They are all randomized as expected. (Requires New Game)
    • Latios and Latias.
    • Mew.
    • Deoxys.
    • Ho-oh and Lugia.
  • The following legendary Pokemon are now available after Rayquaza sends Kyogre and Groudon away in Sootopolis City (i.e. right before Gym 8). They are all randomized as expected. (Requires New Game)
    • Regirock, Registeel and Regice (their caves are unlocked).
    • Kyogre and Groudon (the Weather Institute abnormal events are activated).
v1.1 Optional Features added in the Options Menu
  • Added the option to not randomize Pokemons' abilities.
  • Added the option to not randomize Pokemons' move sets. They won't forget the moves they've already learned, but new moves will be based on the original move set if this is enabled.
  • Changed the way moves are learned so that moves with higher Base Power are learned later. This now becomes the "default" mode with the previous mode of completely random moves being made optional.
  • Added the option to enforce nicknaming new Pokemon.
  • Added the option to implement Nuzlocke Wild Encounters. This makes it so that if you catch a Pokemon on a location, you won't be allowed to catch another Pokemon on the same location. Some testing is required in locations with many sub-locations (e.g. Magma Hideout or other places with many floors). (Requires New Game)
  • Add the option to disable the bag during trainer battles.
  • Add the option to make it so that Porta Heal does not revive fainted Pokemon. This now becomes the "default" mode with the previous mode being made optional.
Features actually already in-game in v1.0
  • Pressing R to throw a ball.
  • Species randomization is a fixed mapping from species -> species (i.e. all Zigzagoons become Blazikens), but it works per Porymap slot, which is why sometimes you'll find many Pokemon on a route that you'd expect to find fewer. This is to get around the fact that Hoenn only has 386 Pokemon but I wanted you to be able to catch from all 9 Generations, which requires more slots to accommodate the newer Pokemon.
 
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Just ran a soullink up until Watson. His ace (Salazzle for me, Araquinid for my friend) also had the same moveset (Thunderwave, Growl, Shock Wave, last i cant remember) for both of us.

This has now been fixed, check the v1.1 Release Notes! 😄 Also, good luck on the soullink!

Chanses to make the types randomized too? I now it can be difficult to program that plus the part where a mon have to learn forced stab moves, just asking! Terrific work anyway, thank you for your hard work!

Thank you for the kind words! I think it can be implemented, but to be honest I don't consider it a priority right now (I'm pretty tired because I tried to develop the ROM hack quickly). I will add it to the maybe list though!

Hi, first off I'm loving the ROM and I think it could be a classic with some polish.

I just wanted to note that it's not just TMs that seem to be set per reset, it's all moves from any source, tutors, level ups, on-evolution. I found this out because I didn't save after capturing a Whimsicott with Geomancy.

I assume fixing one case will fix all cases but just a heads up.

Abilities and route encounters don't change on reset though.

Thank you for the feedback, I'm glad you're enjoying the game! Also thank you for catching this bug! You're right about it, and I didn't have time to fix and test it for v1.1. I'll definitely get it fixed in v1.2 though! Although I do not have a release date planned for that yet.
 
Seems like there's an issue with the patch and the game hangs upon load.

Sorry for this! I'm investigating it and will update you when I figure it out!
I'm not sure if you updated the patch or not, but it worked great for me!

Just ran into a Wooper with Sap Sipper that OHKO'd my Sunkern with Triple Axel after getting an attack boost lol
 
Does anyone know how night time evolutions work on this patch? Trying to get a pokemon to level up but not really looking forward to speed up until night time
 
Would it be possible to remove the darkrai restriction for dark void? I got it on a lillipup but it's unusable.
 
Alright, I found the issue, it was a memory overflow thing.

I fixed it and updated the patch! Feel free to download it now!
Note that it will require you to start a new save as the previous ones will be corrupt.

I'm not sure if you updated the patch or not, but it worked great for me!

Just ran into a Wooper with Sap Sipper that OHKO'd my Sunkern with Triple Axel after getting an attack boost lol

I did update it, I'm not sure how it's working correctly for you, but anyway I recommend you download the newer version
as I also implemented some other small bug fixes.

Would it be possible to remove the darkrai restriction for dark void? I got it on a lillipup but it's unusable.

Fixed it, thanks for catching it!

Correct me if I am wrong but your profile is a song cover for Good Kid right?

It's the album cover for their 4th EP, yes! Amazing band!
 
Hey everyone!

I'm honored that so many of you keep playing the game and messaging me with suggestions and bugs found!

I've been hard at work, implementing your ideas and fixing the bugs, so I just wanted to take this opportunity to announce the release of the first update to Randolocke: version 1.1.
Below you'll find the Release Notes.

v1.1 Bug fixes
  • Fixed some opponents' moves not being randomized sometimes (e.g. Gym Leaders).
  • Fixed TMs so that they are not being randomized if you turn off the game and turn it back on again.
  • Fixed the bug where sometimes Pokémon learn a move called "-" and does nothing. (Requires New Game)
  • Fixed the bug where a couple Pokémon try to learn Struggle. (Requires New Game)
  • Fixed a bug where in the tutorial Wally catches his first Pokemon, but sometimes Ralts can kill Zigazgoon, resulting in a game crash. (Requires New Game)
  • Changed Zweilous's evolution level to 63 so that it can evolve before the Elite Four.
v1.1 New Features
  • Added an NPC in Oldale Town that will gift you 999 Ultra Balls whenever you talk to them
  • Added an NPC in Oldale Town that will gift you $999,999 whenever you talk to them.
  • Moderately increased wild Pokemon catch rates.
  • Added an NPC in Slateport City (to the right ferry building, appearing only after Rayquaza sends Kyogre and Groudon away in Sootopolis City) that sells maps to the following legendary Pokemons' locations. They are all randomized as expected. (Requires New Game)
    • Latios and Latias.
    • Mew.
    • Deoxys.
    • Ho-oh and Lugia.
  • The following legendary Pokemon are now available after Rayquaza sends Kyogre and Groudon away in Sootopolis City (i.e. right before Gym 8). They are all randomized as expected. (Requires New Game)
    • Regirock, Registeel and Regice (their caves are unlocked).
    • Kyogre and Groudon (the Weather Institute abnormal events are activated).
v1.1 Optional Features added in the Options Menu
  • Added the option to not randomize Pokemons' abilities.
  • Added the option to not randomize Pokemons' move sets. They won't forget the moves they've already learned, but new moves will be based on the original move set if this is enabled.
  • Changed the way moves are learned so that moves with higher Base Power are learned later. This now becomes the "default" mode with the previous mode of completely random moves being made optional.
  • Added the option to enforce nicknaming new Pokemon.
  • Added the option to implement Nuzlocke Wild Encounters. This makes it so that if you catch a Pokemon on a location, you won't be allowed to catch another Pokemon on the same location. Some testing is required in locations with many sub-locations (e.g. Magma Hideout or other places with many floors). (Requires New Game)
  • Add the option to disable the bag during trainer battles.
  • Add the option to make it so that Porta Heal does not revive fainted Pokemon. This now becomes the "default" mode with the previous mode being made optional.
Features actually already in-game in v1.0
  • Pressing R to throw a ball.
  • Species randomization is a fixed mapping from species -> species (i.e. all Zigzagoons become Blazikens), but it works per Porymap slot, which is why sometimes you'll find many Pokemon on a route that you'd expect to find fewer. This is to get around the fact that Hoenn only has 386 Pokemon but I wanted you to be able to catch from all 9 Generations, which requires more slots to accommodate the newer Pokemon.
I don't know if this just happens to me. But cap candy lags the game when the pokemon is in it's final evolution
 
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