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Red hack: Pokémon Tri-Color Nostalgia Series

Fotomac

Genwunner and proud of it
909
Posts
8
Years
    • Seen Jan 9, 2023
    Name: Pokémon Tri-Color Nostalgia Series (covers all three of the initial Gen I games)

    Hack of: Pokémon Red (US)

    Description:
    This is a hack using the pokered disassembly created by the people of Skeetendo.

    Basically, this is more of an old school-style update to the Japanese Gen I games (Red, Green, and Blue), including newer features, updated wild Pokémon lineups and dialogue, and some of the more damaging glitches fixed, among other things.

    Completed Features (confirmed):
    - Gender selection (Red or Leaf)
    - Updated sprites for Brock, Misty (both now using Yellow sprites), and Blaine
    - Trainers having individual names and sometimes even individual sprites (confirmed for Beta 2)
    - A bigger bag (first expanding capacity to 30 and later adding more pouches)
    - Anti-censorship of a certain series of events in Viridian City
    - Ghost vs. Psychic type matchup fixed
    - Focus Energy fixed
    - Blue in-game trades
    - Charizard able to learn Fly and Pikachu able to learn Surf

    Screenshots:
    NOTE: All screenshots from the monochrome version will use the default GBC/GBA colors in order to identify from which game the screenshots came. All screenshots captured from Visual Boy Advance in order to make use of these color schemes.

    red_title.png
    green_title.png
    blue_title.png

    leafs_mom_text.png
    leaf_bulbasaur.png
    leaf_town_map.png

    anticensorship_a.png
    anticensorship_b.png
    anticensorship_c.png


    Hack Status:

    - Two of three Starters able to be obtained in-game
    - Green version's SGB border currently being worked on; remapping not started yet
    - First Brock rematch coded

    Upcoming Features:

    - A tribute to the Mew Glitch which will make Mew available in the wild outside of tall grass, water, caves, Pokémon Centers, and Poké Marts after you defeat the Swimmer in Cerulean Gym
    - All three Starters available in-game (work in progress; see Hack Status above)
    - All three Eeveelutions available in-game
    - Both Fossil Pokémon available in-game
    - Trainer rematches, including Gym Leader rematches (work in progress)
    - New locations
    - New Pokémon
    - New trainer classes
    - Translations in French, Spanish, German, and Italian

    Unknown:

    - Freeze fix

    Known Glitches:

    - Poison-type attacks against Poison-type Pokémon will always result in an "It doesn't affect [NAME OF POKÉMON]!" message being displayed, and attempting to knock out a Poison-type with a Poison-type attack will cause the game to freeze (confirmed to be fixed for Beta 2.1)
    - Metapod cry higher-pitched than it's supposed to be
    -Trainer names are not displayed correctly, resulting in, for example, "The BUG CATCHER wants to fight!" instead of "The BUG CATCHER RICK wants to fight!" (confirmed to be fixed for Beta 2.1)

    Sprite Credits:

    - Gamefreak
    - Madame Frog (Leaf sprites)
    - DarioEMeloD (Blaine sprite)
    - icycatelf (Imakuni? battle sprite)
    - BooGhostly (some Gen 2 Pokémon sprites)

    Additional Credits:

    - Mateo (showing me the ropes in regards to reprogramming the code and introducing me to Notepad++, and also helping me perfect the 5 Poké Balls thing)
    - Shadic88 (helping me fix one of the in-game trades)
    - Imafruitbat (some tips and tricks)
    - megamctaco (helping me with the 5 Poké Balls thing)
    - Crystal_ (helping me with some mechanics)
    - and, of course, everyone involved in the pokered disassembly project

    Downloads:
    Beta 2 now available!

    Github repository now available for potential testers to compile: https://github.com/Fotomac/Pokemon-Tri-Color-Nostalgia-Series

    Beta 2.1, a glitch fix update, is coming soon.
     
    Last edited:

    El Diabeetus

    Amateur Voice Actor / ROM Editor ('Hacker')
    1,064
    Posts
    17
    Years
    • Age 30
    • Seen Jun 10, 2020
    Anti-censorship and all 3 games? Will have to check this out.
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    I've just made the Github repository available for those who wish to test the game(s) and help with the glitches.
     
    Last edited:

    GiovanniViridian

    A World Of Pain!
    439
    Posts
    10
    Years
    • Seen Sep 29, 2023
    I actually saw these when I was lurking on Skeetendo. Looks great and the female character addition is a nice touch!

    For the Viridian City one is it just the beer dialogue being back?
     

    Roger Davis

    Goofball
    77
    Posts
    14
    Years
  • You may have already thought of this, or it may be too much work, but I was just wondering, if one is going to represent the boy and one the girl, have you thought of one of the versions having the rival playable with edited dialogue, or would that be too much work?

    Either way, this looks very cool and I look forward to seeing more!
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    You may have already thought of this, or it may be too much work, but I was just wondering, if one is going to represent the boy and one the girl, have you thought of one of the versions having the rival playable with edited dialogue, or would that be too much work?

    FR/LG didn't do it, so I don't see any real reason to since it's going to involve quite a bit of coding and planning.
     

    Luka S.J.

    Jealous Croatian
    1,270
    Posts
    15
    Years
  • Woah ... I almost got worried that it's been a month without you posting a new thread about a new game. My lame remark aside, I see that you've moved into the ROM-Hacking scene.

    How are you finding ROM-Hacking? I'm honestly curious to see how you've been finding your way with it. You seem to have made decent progress with it, and are posting more than just typed up ideas. Are you having more/less fun with the hack? More/less difficulties with hacking in general? I only ask because I have no experience with it.

    Are you making any changes to the story-line of the game? Or keeping it the same, with just differences in the game-play? Any changes to the region? (Usually you're more descriptive with these types of things)
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    How are you finding ROM-Hacking? I'm honestly curious to see how you've been finding your way with it. You seem to have made decent progress with it, and are posting more than just typed up ideas. Are you having more/less fun with the hack? More/less difficulties with hacking in general? I only ask because I have no experience with it.

    It's definitely easier than creating new games from scratch, that's for sure. I find Assembly surprisingly easy to work with, though I still have a lot to learn (oh, and I always test the game as I go along, just to be sure I'm doing it right).

    Are you making any changes to the story-line of the game? Or keeping it the same, with just differences in the game-play? Any changes to the region? (Usually you're more descriptive with these types of things)

    Still in Kanto. Think of it as an enhanced version of the original games, with new features (many of which I plan to include in R3D and Green 3D if and when I finally get around to making any progress on that pair of games--oh, before I forget, would you personally recommend trying to write those games in Assembly?).
     

    Luka S.J.

    Jealous Croatian
    1,270
    Posts
    15
    Years
  • Still in Kanto. Think of it as an enhanced version of the original games, with new features (many of which I plan to include in R3D and Green 3D if and when I finally get around to making any progress on that pair of games--oh, before I forget, would you personally recommend trying to write those games in Assembly?).

    I have no experience with any of that, so it would be unprofessional for me to give you any recommendation. My advice would be to pursue whatever/wherever you feel the most comfortable and most productive. If you feel that you are finding yourself in a more natural environment when using Assembly, then do that.
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    I just discovered another glitch. The Pewter phone call played as I thought it would, but it ended automatically as soon as the last text box finished.
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    Beta 1, with updated text, sprites, features, encounters, and learnsets, among other things, is now available. It's not fully tested, but two of the three starters should be available in-game.

    ETA: Let me know if you have any problems extracting the files or if you encounter any glitches I didn't catch.
     
    Last edited:

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    Anyway, I just tested out my hack with the Poké Balls event moved and the dialogue stopped, practically amounting to a game freeze, after the Pokédex was handed out. I feel I may have to edit the below script to fix that:

    OaksLabScript16: ; 1cf12 (7:4f12)
    ld a, [wd730]
    bit 0, a
    ret nz
    call EnableAutoTextBoxDrawing
    call PlayDefaultMusic
    ld a, $fc
    ld [wJoyIgnore], a
    call OaksLabScript_1cefd
    ld a, $16
    ld [hSpriteIndexOrTextID], a
    call DisplayTextID
    call DelayFrame
    call OaksLabScript_1cefd
    ld a, $17
    ld [hSpriteIndexOrTextID], a
    call DisplayTextID
    call DelayFrame
    call OaksLabScript_1cefd
    ld a, $18
    ld [hSpriteIndexOrTextID], a
    call DisplayTextID
    call DelayFrame
    ld a, $19
    ld [hSpriteIndexOrTextID], a
    call DisplayTextID
    call Delay3
    ld a, HS_POKEDEX_1
    ld [wMissableObjectIndex], a
    predef HideObject
    ld a, HS_POKEDEX_2
    ld [wMissableObjectIndex], a
    predef HideObject
    call OaksLabScript_1cefd
    ld a, $1a
    ld [hSpriteIndexOrTextID], a
    call DisplayTextID
    ld a, $1
    ld [H_SPRITEINDEX], a
    ld a, SPRITE_FACING_RIGHT
    ld [hSpriteFacingDirection], a
    call SetSpriteFacingDirectionAndDelay
    call Delay3
    ld a, $1b
    ld [hSpriteIndexOrTextID], a
    call DisplayTextID
    SetEvent EVENT_GOT_POKEDEX
    SetEvent EVENT_OAK_GOT_PARCEL
    ld a, HS_LYING_OLD_MAN
    ld [wMissableObjectIndex], a
    predef HideObject
    ld a, HS_OLD_MAN
    ld [wMissableObjectIndex], a
    predef ShowObject
    ld a, [wSavedNPCMovementDirections2Index]
    ld b, 0
    ld c, a
    ld hl, wNPCMovementDirections2
    xor a ; NPC_MOVEMENT_DOWN
    call FillMemory
    ld [hl], $ff
    ld a, $ff
    ld [wNewSoundID], a
    call PlaySound
    callba Music_RivalAlternateStart
    ld a, $1
    ld [H_SPRITEINDEX], a
    ld de, wNPCMovementDirections2
    call MoveSprite
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    I never noticed that. I did all testing using GBC palettes.
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    Which parts of the disassembly do you recommend I check, that I may right the SGB palettes for my hack?

    Oh, after some tinkering, I was able to get the 5 Poké Balls glitch fixed so it works almost perfectly smoothly. The only real glitch I noticed is there's now a new blank dialogue space immediately after the Poké Balls are handed out. Other than that, it now plays out the way I originally intended. Perhaps there's something I overlooked in the text bank?
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    I just now added the changes to the Github repository after testing them. Following that debacle with the Item Bag capacity, I made it a personal policy to not commit any changes to Github until I am positive they work perfectly fine.
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    Well, I only figured out the best way to go about it today, after you gave me an idea on how to do it. It took some trial and error, needless to say. (Just as a reminder: the general structure of the event in this hack is intended to follow the sequence of the same as presented in FR/LG.)
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
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    • Seen Jan 9, 2023
    Right... so apart from the palette problems, have you run into anything else in Beta 1?
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
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    • Seen Jan 9, 2023
    Anyway, taking your cue on how to adjust for gender differences in translations in gendered languages, I ended up creating a SpecialTrainerIDs section specifically for the rival, the gym leaders, and the Elite Four and split some text bits while in the process of adding trainer names. Here's what I've got for that:

    SpecialTrainerIDs:
    db RIVAL1
    db GIOVANNI
    db BRUNO
    db BROCK
    db MISTY
    db LT.SURGE
    db ERIKA
    db KOGA
    db BLAINE
    db SABRINA
    db RIVAL2
    db RIVAL3
    db LORELEI
    db AGATHA
    db LANCE
    db "@"
     

    Fotomac

    Genwunner and proud of it
    909
    Posts
    8
    Years
    • Seen Jan 9, 2023
    The SGB border will not be functional for a while, perhaps not even for Beta 2, but which numbers do you recommend for the Green Version's SGB palette?
     
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