its a shame really i cant get this to work. the file is incomplete it says.
Still loving this hack. Just picked my old save file up again and am giving it another go.
Would displaying damage dealt in numbers during battle be a possibility? Is it something you'd consider? I know it's just one more text screen to pass through so I can see how it wouldn't always be appreciated, but if there was a chance for a setting you can toggle stating how much damage was taken/dealt it would be cool to see how high I could get it to go.
Adding yet another textbox to mash 'A' through is not something I'm keen to do. I'd rather print it on-screen as needed like in Final Fantsy 3 to 6. Interesting idea though. Enough that I threw together a quick an dirty proof of concept. There is a little bit of space above the player 'mon back sprite where damage numbers can be printed directly into the battle space. It was not too difficult to print the 2-byte number in the wDamage address during the function where the UI gets updated (such as when the health bars decrementing). It's a little janky because both player and enemy damage are stored in the wDamage address, but it seems to work. I'll probably make this a "debug" cheat code.
This sounds amazing. I'm on the source build of 1.22 I think and I've been loving the random trainer roster setting too.
I was looking for the changelog to see what I'm missing to see if I should update to the current source code and looked on Github but couldn't find it.
Anyway, I look forward to hopefully seeing how that looks in battle. Are you going to print how much HP damage it dealt or how much damage would have been dealt? The latter sounds more interesting personally.
Been playing a bit of pokemon pure red and really liked the options menu and also xp bar had a a cleaner implementation.
Would be better for difficulty settings and fps options.
I've come across a pretty insignificant glitch, not even sure its worth fixing but i thought i would mention it. I updated my game to 1.23.09 last night and the playtime for my game, which was previously maxed out at 255:00, now shows up as 32767:00. I used speed up a lot, but I don't think I have played the game for over 32 thousand hours, and the playtime has stopped going up.
For background, I'm playing on shin blue with the original back sprites. The original .sav file was from a vanilla blue save, which I transferred over to Shin blue around version 1.23.06.
Hey, did you happen to "fix" the crit damage? I know it normally ignores stat changes but it seems like it's been doing more when I use Amnesia or Swords Dance with a crit.
Small oversight I noticed. The fossil sprites in Pewter Muesem still display thier blue sprites in Red Jp.
I just noticed a bug with vitamins. They are no longer increasing stats/stat exp. Even on pokemon that don't have any stat exp or low stat exp. When i use the vitamins, both stat exp and stats remain the same.
Most of the time, the dialogue still shows up as normal ("bulbasaur's attack increased"), there are just no effects. Sometimes, the "it won't have any effect" dialogue box will appear even for pokemon with non maxed stats, but ive noticed that it only appears when trying to give vitamins to pokemon in the 5th spot in your party.
I did not have this issue in the previous version (1.23M) so I think this is a problem that came recently (maybe with 1.23.09).
SPazzzi95 said: