HungLikeATauros
Banned
- 46
- Posts
- 10
- Years
- Seen Dec 16, 2015
FBI just posted a fix for the TM deletion bug in the ASM thread.
I... didn't understand that reference.I've seen and dismissed this hack several time now and finally decided to give it a look. I have to say that a feel a bit of shame now for not giving this a try earlier, the level of nostalgia is amazing. The only question I have is did you update the sprite to chaos rush/doll steak 64x64 sprites? If not, then why and would you possible consider adding a patch for updated sprites?
Other then that I really love this hack. FR is one of my favorite hacks already because it had enough nostalgia to tickle my fancy but this hack bumps everything up to 12 if you get that reference. GG.
You got it! The event guide details how it works. And there is an in-game hint that something will happen. The first place to look is a strategically-moved Rocket Grunt on Six Island.That's nice to know! I think I'll still wait until after the Elite Four to use it, but it's nice to have options.
Really? Oh... I think I've figured it out.
Spoiler:It's Entei, isn't it? After the Elite Four, I'm guessing.
That's really cool, but if you go to the summit on the first trip to the Sevii Islands, there's definitely nothing there, and it feels disappointing after going out of your way to get there. Maybe you could hide a Lava Cookie or something under where Moltres used to be? Also, is there any kind of hint in the game itself that the spoilered event happens?
FBI just posted a fix for the TM deletion bug in the ASM thread.
I know, I know. It works, too! I'm working on removing instances in the game where it tells you - or implies - that TMs are one-time use.The less than 4 moves TM glitch has a solution.
Also, you may want to consider swapping out Mew's sprite for the emerald version. As of right now, you have the Mew copying the player and moving around, and since the Firered sprite isn't suited for movement it looks sloppy. The emerald sprite looks 100x better, can move, and doesn't look out of place with Firered graphics.
Also, you are aware that the Mew OW sprite from Emerald is larger than the Mewtwo OW sprite for FR/LG, right?
You seem to be sticking it hard to the last point I made while ignoring everything else I said. I should have instead said that the Emerald Mew sprite was larger than most all other OW sprites in FR/LG, which serves as an odd contrast. That doesn't change the issue of art style consistency, though.What's your point? Size means nothing with the FR OWs. Is Mewtwo the same size as Kabuto? Is Mew's head 5 times the size of the legendary dogs' heads?
Besides, half of that height is its tail in the air.
Also, could you fix/have you fixed the Roaming Roar Glitch? Look it up for details.
But that does remind me... I don't know if he's fixed the Roaming IV glitch. I know it is easily fixable, but I don't remember seeing it mentioned anywhere...
The Pokédex species glitch and roaming legendary IV glitch are now fixed.
The offsets for the help sign in your room are 0x168CDB for FireRed (US v1.0) and 0x168CB7 for LeafGreen (US v1.0). Both scripts are still in the game, so repointing back to them will work.Do you know what the offsets for the help sign in Red/Leaf's room is? The documentation only mentions Pallet Town in general, where a ton of tutorial removal took place.
Also, could you fix/have you fixed the Roaming Roar Glitch? Look it up for details.
I don't think a publicly-available fix for the Roaming Roar Glitch has been uploaded. I probably wouldn't know what to do about it directly, either. Hobusu's right: I shifted Entei's and Raikou's known moves so they don't know Roar at the level you encounter them at. You can still teach them it via the general move tutor, though. It's a workaround, so be aware if you decide to include any other roaming Pokés that know Roar or Whirlwind at the time of encounter.As I recall, he changed their movesets to prevent them knowing Roar when you find them.
I'm sorry, but I don't. The issue would be porting the RTC itself to LeafGreen. I had to tinker with this version of it a little bit for it to work in FireRed as it is.Sorry for all the questions, but do you have a patch/method to enable real-time clock/Espeon/Umbreon in LeafGreen?
This is from the first post:
As per the OP (as it currently stands), the middle two things you mentioned are actually in Throwback.Would you care if I tweaked your hack? I know we discussed once how you wanted to keep things pure and I have been trying to practice working with hacks and scripts and I would love to try and modernize this one just a pinch. I wouldn't distribute it publicly, nor would I take credit for it to anyone, at any time. I would just really love to:
etc.
- Bring PSS
- Fairy
- Updated Repel System
- Overworld Poison Update
- Add a few pokemon
- tweak starters
I don't know. I just have some Ideas and I really like this hack already. I would love to personalize it for myself with your permission.
That sounds cool. I might use your modified version as a ROMbase for my hack.Would you care if I tweaked your hack? I know we discussed once how you wanted to keep things pure and I have been trying to practice working with hacks and scripts and I would love to try and modernize this one just a pinch. I wouldn't distribute it publicly, nor would I take credit for it to anyone, at any time. I would just really love to:
etc.
- Bring PSS
- Fairy
- Updated Repel System
- Overworld Poison Update
- Add a few pokemon
- tweak starters
I don't know. I just have some Ideas and I really like this hack already. I would love to personalize it for myself with your permission.
I don't know if this has ever been implemented in a ROM hack before, or if a means to do this exists. I'll consider switching to it if such a method exists.I have a few suggestions for the Extras patch to make it up to speed with modern generations while not changing the core gameplay:
-Remove poison in the overworld altogether. If you think that makes the game too easy you could make it a separate patch.
You do realizes that this does, in fact, change the core gameplay, don't you?-Also, I think you should update Ghost/Steel and Dark/Steel type effectiveness to be more like the sixth generation.
I'm not sure how I feel about this. The extra prompt was included as a semi-failstate so people wouldn't save over earlier progress. It wouldn't be fun for someone else to get ahold of your game, accidentally screw things up in it, and save over it without at least being told that it would overwrite previous progress. You have to remember that Pokémon games only have one save file (and various backup files in case of errors).-Remove the overwrite warning for every time you save except over a completely different file would also be a nice touch.
The phrase "blacked out" takes up more space than "whited out." I'd get to changing it, but I really don't feel like finding the pointer for the knocked out text routine and placing the text elsewhere in the ROM just for a simple terminology change. Still, it's something that will more than likely end up in the hack at one point or another.-The weird "whited out" phrase when you run out of PKMN should be "blacked out" just like in Gen I and Gen IV+.
This is one change I'll firmly stand against. The first two generations of games didn't have a dedicated mart theme. Neither do the current games, seeing as they combine their marts with their Pokémon Centers. In fact, that actually makes their current state more accurate to the current games. Even if I did implement the theme, I'd have to make a FR/LG mix for it. Plus the 8-Bit version in HG/SS is not only thematically representative of the music in the 2nd Gen as opposed to the 1st Gen, it also sounds awful like almost all of the rest of the 8-Bit music in the remakes. I'd have to "fix" the tune in order for it to sound faithful to the sounds of the GB games.-The shop music that debuted in R/S/E; even HG/SS had it! For GB Player, you could use the HG/SS GB Sounds theme.
A cheeky response for me would be "Look at the title of the hack." My serious one is "They're just names of insignificant elements of the game. It doesn't affect much of anything to keep them as they are." Maybe some of these things will get implemented one day or another, but I'm not looking to overhaul every last term to be updated to what the most recent games have them as.-Modern names for items, moves, and trainers. "ITEMFINDER" -> "DOWSING MCHN"; "COOLTRAINER" -> "ACE TRAINER"; "CUE BALL" -> "ROUGHNECK"; "CELADON MANSION" -> "CELADON CONDOMINIUMS" and "FAINT ATTACK" -> "FEINT ATTACK".
Not happening. I'm not going to make Deoxys available in my hack through standard means. There's no reason to make an 8-Bit version of a piece of music that won't be heard in normal play. If someone engages the battle with it via cheating/hacking methods, it'll be an unsupported method in Throwback.-Deoxys battle theme is currently not affected by GB Player. Although there isn't an official 8-bit version since Deoxys debuted in Generation III, there are several fan-made 8-bit remixes that could be put in for Deoxys's battle. This one would be good: https://youtu.be/o3mtUqgk2ic
The first idea might not have been done before in a hack, so that would require ASM knowledge and a deep understanding of the relevant data in the ROM. Most of the other changes are cosmetic or can be changed with existing tools.Just so you know, these are just suggestions, and you don't have to put them in. I'm not trying to sound demanding. But if you don't like these ideas, do you know how I could do them myself?
Now I feel dumb for even bringing up those ideas. Sorry.
...May I ask what did you use to edit the title screen for FireRed's "Catch 'Em All" patch? And is it possible to edit the LeafGreen title screen at this time?
Could you please make a version of your patch that includes just the new features and not Throwback?I added P/S/S already through a less then conventional means