RichterSnipes
Not even a nibble...
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- Seen Dec 1, 2023
Here's another bugfix update for Revelation!
It's easy to think your own hack might not have as many issues as it might have if you're not testing it every which way you possibly can. Several bugs have been pointed out in my hack Discord server the past month, and I've stamped out each and every one of the ones I've been able to confirm as issues. Hopefully this most recent update takes care of most of the rest of the potential issues the hack has from a technical standpoint.
It's been awhile since I posted here. Before today's update, I pushed an update in late July that changed quite a bit of things. There's a few new features for it in that time:
None of those are brand new in this update, BTW. Those are just me noting what's been added over time since I hadn't mentioned it here previously.
I'm hesitant to start introducing add-on patches to Revelation because of the nature of multi-patching. Throwback is fairly clunky with how many modular pieces need to be juggled with it. Doing it with a decomp-based hack that requires a baseline BPS patch will mean needing to use two different patching tools. There seems to be enough trouble for some people getting BPS-based hacks working to begin with. Imagine how those people would feel if you told them you needed another tool to also add another feature they may want.
FWIW, I'm not against looking at adding more moves to Pokemon's overall learnsets. I'll look at what options I have available regarding that. I want to maintain fairness and legality when brought to later generations if at all possible, but there is the possibility of leeway with some things.
The Pokemon I placed on Mirage Island are ones that don't have any real good locations to be placed in Hoenn while retaining both legality with later games and making sense with regards to their natural habitats. Hoenn is almost completely absent of snow/ice locations outside of one single room in Shoal Cave. The same goes for Delibird, and similar logic can be used for Ponyta (which can only be caught at higher levels in FR/LG). It can be seen as more of a grab bag than anything else. I also don't think there's a problem with Seel's location, it's appeared in surfable areas regardless of biome specifics. As for Unown, I think it's fitting for it to be in Artisan Cave. The beginnings of the modern alphabet can be traced back to glyphs drawn onto walls and surfaces. Those who inscribed the glyphs could certainly be considered artisans.
Regarding changing the function of Altering Cave, I guess we'll have to agree to disagree. Part of the reason I like how I implemented it is that it holds true to the original intent of the cave in the sense that only one species of Pokemon is available there at a time. The fact that the Pokemon originally intended for there were meant to hold the stat-boosting Berries just made it a natural choice for me to use it as an EV training grounds.
It's easy to think your own hack might not have as many issues as it might have if you're not testing it every which way you possibly can. Several bugs have been pointed out in my hack Discord server the past month, and I've stamped out each and every one of the ones I've been able to confirm as issues. Hopefully this most recent update takes care of most of the rest of the potential issues the hack has from a technical standpoint.
It's been awhile since I posted here. Before today's update, I pushed an update in late July that changed quite a bit of things. There's a few new features for it in that time:
Spoiler:
- The aforementioned RTC reset code
- Removal of trade restrictions with FR/LG
- An extra Fly spot on Route 112
- Less-strict requirements for rebattling the Pokemon League
- proper scaling on Elite Four/Champion mugshots
- Improved PokeNav flying functionality
- Improved P/S/S category showing on the Pokemon Summary Screen (just press Select with the split enabled, no need to hold Select down)
Not happening. I'm not going to be adding anything that impacts battle as significantly as that. I understand theMaybe megas for the pokemon that would have them?
Decomp hacks shift data around in the hack to locations that they normally wouldn't be in compared to the vanilla ROM or more basic binary hacks. As such, I don't see any pre-existing moveset patches working with Revelation.Firstly, and perhaps most simply - would any patches that update or modify existing moves and level up movesets work on this hack? If not, would you consider releasing an - entirely optional - additional patch that did so?
Maybe balanced, custom, Gen 3 - legal level up moveset modifications to your liking? Gen 3 has some egregiously bad level up movesets, like the Seedot and Lotad lines that don't naturally learn any useful STAB for the vast majority of the early-to-mid game. Lombre can't even easily get a Water Stone to evolve until you get Dive, which, if I recall is near the 7th Gym! As for moves, one of the best grass type moves learnable across the board, is Giga Drain which has 5 pp and 60 base power. It's just...not very useable you know?
It just makes training and levelling most of the base monster set a total chore. I wouldn't expect nor want it as part of the base hack, as per your wishes for compatibility and legitimacy - but an optional patch for people whom that isn't an issue, nor who mind throwing off the balance a tad, it'd be extremely appreciated.
I'm hesitant to start introducing add-on patches to Revelation because of the nature of multi-patching. Throwback is fairly clunky with how many modular pieces need to be juggled with it. Doing it with a decomp-based hack that requires a baseline BPS patch will mean needing to use two different patching tools. There seems to be enough trouble for some people getting BPS-based hacks working to begin with. Imagine how those people would feel if you told them you needed another tool to also add another feature they may want.
FWIW, I'm not against looking at adding more moves to Pokemon's overall learnsets. I'll look at what options I have available regarding that. I want to maintain fairness and legality when brought to later generations if at all possible, but there is the possibility of leeway with some things.
Thank you! I didn't begin work on Revelation thinking it would be a 386 hack. It was something that kind of just gradually happened as I looked deeper into possible methods of adding more Pokemon to the game in a natural way.The implementation of version exclusives/biases via day/night splits, and fitting in the non-Hoenn-native mons in via expanded mass outbreaks, and the bonus post game areas exclusive to Emerald is genius. I adore your version of the Altering Cave.
However some of the wild encounters seem a bit oddly placed for my personal preferences. I love the idea of the daily Altering Cave being a biome for different themed monsters, like the Underground from BDSP. To me that'd be more organic than Seel being found in tropical waters or Sneasel randomly popping up on Mirage Island (which to me would be a much better fit for Unown than Artisan Cave?). I appreciate its explicit purpose is easy EV training with a specific mon each day, but personally, its a sacrifice I'd be willing to make.
The Pokemon I placed on Mirage Island are ones that don't have any real good locations to be placed in Hoenn while retaining both legality with later games and making sense with regards to their natural habitats. Hoenn is almost completely absent of snow/ice locations outside of one single room in Shoal Cave. The same goes for Delibird, and similar logic can be used for Ponyta (which can only be caught at higher levels in FR/LG). It can be seen as more of a grab bag than anything else. I also don't think there's a problem with Seel's location, it's appeared in surfable areas regardless of biome specifics. As for Unown, I think it's fitting for it to be in Artisan Cave. The beginnings of the modern alphabet can be traced back to glyphs drawn onto walls and surfaces. Those who inscribed the glyphs could certainly be considered artisans.
Regarding changing the function of Altering Cave, I guess we'll have to agree to disagree. Part of the reason I like how I implemented it is that it holds true to the original intent of the cave in the sense that only one species of Pokemon is available there at a time. The fact that the Pokemon originally intended for there were meant to hold the stat-boosting Berries just made it a natural choice for me to use it as an EV training grounds.
Frankly, there is no easy way of editing wild Pokemon tables without using my custom decomp for Revelation. You could always try brute-force hex editing, but otherwise it is what it is. That's just how decomp hacking goes.I would never ask nor expect you to change any of these placements. It's your hack and the placements are intentional/functional. But if I wanted to go about tweaking them myself, could you please, briefly, explain how I might do that?
Naturally being a decomp hack nearly all the old, vanilla, binary romhacking tools are of no use. I'm no hacker, I'm vaguely aware of PoryMap but wouldn't know the first thing about how to open your hack as a project to edit your hack with it? Could you point me in the right direction?