• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Staff applications for our PokéCommunity Daily and Social Media team are now open! Interested in joining staff? Then click here for more info!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Yellow hack: Pokémon Velvet (1.1)

  • 100
    Posts
    1
    Years
    • she/her
    • Seen yesterday

    Pokémon Velvet is a deluxe version and follow up to Pokémon Pink 'n Purple: Hatenna & Sneasel. Aside from all relevant art being updated to not represent my custom Dark/Fairy regional Hatenna, there have been changes to major battles, more quality of life changes and new Pokemon. This version was made to be much closer to Pokémon Serene Crystal, which has a similar goal, but for Pokémon Crystal.

    Just like Serene Crystal, the story remains unchanged, but the goal is for the mixed up roster of Pokémon, balance changes and revamped battles to make the experience unique.

    Changelog
    Encounter info

    Download (IPS patch) [Patch onto Pokémon Yellow]
    Phys/Spec Split Version (IPS patch)

    Patch 1.2 Update Notes
    - Pressing B in battle now immediately moves the cursor to the "Run" option
    - Running shoes have been added, and pressing B while walking & surfing increases the speed.
    - Experience share now works better and also takes less long to display the amount of XP gained by each member.
    - Bug fix (literally): Weedle's sprite has been fixed and now no longer is a corrupted version of Doduo.
    - Nidoqueen's backsprite is no longer cut off.

    Patch 1.1 Update Notes
    - Hatenna now gets Nasty Plot (signature) at level 34, and Swords Dance via TM.
    - Ninetales is now a Fire/Ghost type, and Vulpix's moveset has been adjusted.
    - The movesets of several Pokémon have been adjusted slightly.
    - Some Pokémon's availability has been adjusted to make them easier to find.
    - Asutan, Divirain, Pikachu, Raichu & Gorochu have been added.
    - The rival now uses a Gorochu instead of an Ursaring at the Champion Fight (if you lost twice).
    - Lance now uses a Divirain instead of a Gyarados.
    - Lance's Dragonite and Charizard have swapped, so the movesets should be right.
    - Pikachu has been added into the wild. It will not be available in Viridian Forest, as Emolga will stay as the encounter there. (Check encounter table for availability)
    - Some Pokémon have had their stats adjusted.
    - Several Pokémon have had their level 1 moves adjusted.
    - Several Pokémon have had their TM list adjusted.
    - Moon Stone now costs 2100 & Dusk Stone's name has been fixed.
    - King's Rock is now available in Celadon.
    - Fire Blast is now available in Celadon, instead of Submission.
    - Kiyo's text in Cinnabar has been fixed.
    - Pokémon in the game corner have had their costs reduced by a significant amount (Both sets of prizes are now: 250, 500 and 750).
    - The prize Wigglytuff in the game corner has been replaced with Ponyta.

    New Bugs:
    - Weedle's sprite is messed up.

    New Features/QoL Changes
    This ROM has all QoL changes from PnP, as well as these new features:
    - You will now play as Liko instead of Red.
    - New regional forms and Fakémon evolutions, some of which are from Serene Crystal and most of which will be present in my next ROM, Pokémon Arid Dunes.
    - Some newer generation Pokémon have replaced older ones.
    - There are 2 new gym leaders in Celadon and Cinnabar. Erika has been promoted to an Elite 4, replacing Bruno, and Janine takes over Koga's Gym.
    - More bug fixes.
    - Many Pokémon have had their backsprites updated.
    - Dark, Steel and Fairy have been added.
    - Ghost is classified as a special type.
    - Pokémon have had their types change to increase their viability and/or fit with their design.
    - Several weaker Pokémon have gotten stat buffs, and all Pokémon have better movesets. All Pokémon have also had their stats updated to match Gen 7.
    - Every Pokémon can be evolved without the need for trading. The Link Cable is used for those Pokémon.
    - Several moves from newer generations have been added.
    - Many NPCs have been given more varied parties, using more Pokémon with different types.
    - Every Pokémon is catchable (even Mew, which is available via trade in the lab on Cinnabar).
    - Modified type chart to better balance the typings

    Planned to be added (in the far, far, future)
    - Option to play in Hard Mode, with level caps, no items in battle and being locked into set mode.

    Screenshots
    [PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)[PokeCommunity.com] Pokémon Velvet (1.1)

    Credits
    Pokeyellow Disassembly: https://github.com/pret/pokeyellow
    Pret Discord Server
    King Mayro and meggodoodles for 2 sound clips
    MonTamer KC for the Hatenna art in Sugimori style
    Badafrart for allowing me to use Divirain (Officially named Seaveil)
    Pepsi_Cola64 for making the encounter tables
    All changed/edited in-game art by me
     

    Attachments

    • [PokeCommunity.com] Pokémon Velvet (1.1)
      Velvet.png
      3.9 MB · Views: 5
    Last edited:
    After playing for a little bit, I'm really liking it!
    However, here are a few things I noticed.
    1. When Hatenna is following you, its walking animation seems to go much faster than the player. (especially when walking to the left or right)
    2. When exiting doors to the overworld, Hatenna appears on the door rather than appearing after the player steps away from the door.
    EDIT: I realized also Hatenna's standing sprite for the left/right has no feet! Maybe add some?

    Neither of these things are very impactful on gameplay; the first one is kind of cute!
    Also, your graphics are amazing! I love the style of the Hatenna sprites!
     
    After playing for a little bit, I'm really liking it!
    However, here are a few things I noticed.
    1. When Hatenna is following you, its walking animation seems to go much faster than the player. (especially when walking to the left or right)
    2. When exiting doors to the overworld, Hatenna appears on the door rather than appearing after the player steps away from the door.
    EDIT: I realized also Hatenna's standing sprite for the left/right has no feet! Maybe add some?

    Neither of these things are very impactful on gameplay; the first one is kind of cute!
    Also, your graphics are amazing! I love the style of the Hatenna sprites!
    Hi, these are things that were just carried over from vanilla Yellow. I noticed myself the following is really inconsistent, because sometimes it loks like Hatenna's sprite will clip into the player, but other times it's fine. Tbh not sure what to do to regulate the movement lol. I'll try to see if I can fix it but no promises.

    Hatenna's side sprite does have feet but they're very subtle compared to the front, since I didn't wanna make them too big. So her body kinda merges with them, but if you look close enough, she does have little nubs. I might make them a bit more prominent if there's more notices about this.

    Thank you for the feedback, and I hope you'll enjoy the rest of the game!
     
    Hatenna's side sprite does have feet but they're very subtle compared to the front, since I didn't wanna make them too big. So her body kinda merges with them, but if you look close enough, she does have
    little nubs. I might make them a bit more prominent if there's more notices about this.
    Now that I see them they're so cute!! :love:
     
    Looks really solid - nice job! Funnily enough, I was about to start a Serene Crystal run, but I think I'm going to do this first instead.

    Just curious - does Hatenna get anything to help it keep up in the late-game? Any special moves, evolutions, etc?
     
    Looks really solid - nice job! Funnily enough, I was about to start a Serene Crystal run, but I think I'm going to do this first instead.

    Just curious - does Hatenna get anything to help it keep up in the late-game? Any special moves, evolutions, etc?
    TY for being interested in both of these hacks, appreciate it truly!

    Balancing Hatenna was honestly one of the more difficult parts, cuz I didn't want it to be too strong early game. I might give it Amnesia (or add Nasty Plot as a clone move) and let her learn that late. For now all she has is a decent crit chance, and the 2 strongest STAB moves. LMK if it's too weak late game, but I still felt like she could hold her own decently well in the E4. It's sadly impossible to make her evolve, since the OW sprite and expressions wouldn't change
     
    There were a few people who requested the game to have a Phys/Spec split, so I've added an alternate version that has those changes. I've added 29 more moves, and the gym leaders & rival, movesets and stats have been adjusted to better play with these changes.
     
    I've updated the game to version 1.1 which has the missing Pokemon included and a few other fixes to mistakes I made initially.
     
    Tried finding pikachu in the encounter document, couldn't seem to find it. Where can you find them?
     
    Enjoying the game so far, i have questions

    Does using an evolution stone on pokemon still result in missing out on a ton of moves?
    Does delaying level up evolutions still let you get certain moves faster?

    I love your variant on Hatenna by the way, they're the reason i decided to play this.
     
    Enjoying the game so far, i have questions

    Does using an evolution stone on pokemon still result in missing out on a ton of moves?
    Does delaying level up evolutions still let you get certain moves faster?

    I love your variant on Hatenna by the way, they're the reason i decided to play this.
    Hi, happy to hear you're enjoying! Yes to both. Most stone evo's (even the new ones) won't get any moves (at all, or until the 40s/50s), unless the mon the pre-evolution doesn't evolve from a stone. For example, Gorochu doesn't get anything until the late 40s, but Crobat does keep getting moves like Golbat does, but Golbat would get those moves a few levels sooner. I'm currently working on adding the learnsets to the doc.
     
    Hi, happy to hear you're enjoying! Yes to both. Most stone evo's (even the new ones) won't get any moves (at all, or until the 40s/50s), unless the mon the pre-evolution doesn't evolve from a stone. For example, Gorochu doesn't get anything until the late 40s, but Crobat does keep getting moves like Golbat does, but Golbat would get those moves a few levels sooner. I'm currently working on adding the learnsets to the doc.
    I forgot to thank you for replying, I'm running Nidorina and i love the addition of bulldoze to its level up moves, in vanilla Pokémon yellow there's not much point in waiting because they just learn various normal type attacks.
     
    I forgot to thank you for replying, I'm running Nidorina and i love the addition of bulldoze to its level up moves, in vanilla Pokémon yellow there's not much point in waiting because they just learn various normal type attacks.
    Yes agree, I feel like having that move gives a bit more incentive to wait before evolving, and it's a good weaker STAB move before EQ when you do evolve.
     
    Version 1.2 is now live with a few minor changes, if anything fails to work, please let me know and I'll fix it when I can. The PSS version will be coming soon (could be in a year lmao) but it'll take longer because I have to re-add the mons and other changes as well, and make sure the versions match in content. And I'm also a little lazy so forgive me
     
    Back
    Top