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Thank you so much! I forgot to ask, is dazzling gleam an available TM in the game? I was looking through the TM Merchant's stock, and they did not have dazzling gleam on the list. Looking forward to the next update!
No it is not, sorry.
The TM list is basically from B2W2 and is not planned to be updated. It's super tedious to add additional TMs and distinguish between the different Gen versions of the game.
So it will most likely stay as it is for the foreseeable future.
Really happy you are having a good time still! :)
Enabled gen9 species in AllGens, before the mons were in the ROM but not in the randomization pool. That is fixed.
Updated medicine sell prices. Updated evo items (added to merchant, balanced pricing, deleted day/night evos).
Added random music including Gen4 songs from Furret/Cyan's Music Expansion Branch.
Added 10 new player avatars + costume selection menu to the sign post. You can only update your costume before a run starts.
Avatar Graphics by a lot of people, Mudskip made all the mugshots, aveontrainer the cynthia overworld sprites. The rest will be linked in Credits.
Aoptional Megas mode for opponents. Updated config to not restore consumables
Evo updates, added evo methods, added dex entries for evos (you can check evo methods from the dex).
Increased item drops in doubles mode. New Dark Theme Message Boxes and Battle UI.
This is a small hack I've been working on that is inspired by Paper Mario: The Thousand Year Door, in which the Pit of 100 Trials is an optional dungeon with 100 floors of battles. I have translated that concept into Pokemon.
In this challenge, you start with 3 random Pokemon and must fight through a random trainer gauntlet over 100 Floors. You and each trainer have random mons (if you're playing Extra Random mode you also have random moves/abilities/learnsets). There is a singles and doubles mode. The Enemy trainer mon levels are tied to the floor number, with Lvl 1 being the minimum and Lvl 100 being the maximum. At the start of the challenge, there is only one trainer per floor, but as you progress, more of them will spawn (random number per floor, weighted to lower numbers), with a max of four per floor by the end of the Pit. After clearing each floor you will get one to three random item drops and then the next floor warp will activate letting you progress. Every 5th floor is a Heal/Shop floor where you will be able to rest and prepare for the next trial. And every 25th floor, you will be given the choice of another random mon. Every 10th will have a move tutor NPC except for the floors that also have Pokemon on them.
If you do manage to beat the final trainer on Floor 100, you can choose to keep going and see how far you can get. That's all the info I've got. Hopefully, you have fun. If you're interested in discussing the hack make sure to join the Discord. I plan on releasing balance updates in the near future based on community feedback from the release, and potentially also some new features if people are interested in them.
UPDATED: v1.2 ---- 05/10/2024
Now Normal vs Extra Random are decided in game before a run starts instead of being different patches.
There is a Doubles mode that is in beta but seems to be working, it will ask you which mode with the Extra Random question before a run.
Some QOL stuff like 3 random item drops instead of 2 per floor, move relearned NPC every 20 floors, Move names for TMs in shops, instant text as default (can be changed), Exp curves standardized to Medium Fast, Random item type chances balanced around heals more, Exp Share updated to be 75% of max instead of 50
UPDATED: v1.4 ---- 05/18/2024
Floor Movers have been added that let you pay to skip floors. Trainer number per floor is now random instead of set.
Item drops are now random between 1 and 3. Instead of just 2 or just 3 per floor.
A Hard Mode has been added with less Exp Share Gain. Updated Learnsets for Normal Random so Mons can learn the other 50 TMs added. (wiz1989, Aereon)
Item balance changes (wiz1989). Final Boss Trainer has all Evolved Mons. Pokemon now start at Level 1 on Floor 1 and go up from there.
UPDATED: v1.5 ---- 06/02/2024
There are a bunch of updates coming in version 1.5 most of which were created by wiz1989.
Added new Mode Menu UI to set up different game modes. Added new Option Menu to match style of other UIs.
Random held items for opponent mons. Further price balancing. Added Move Tutor for Egg moves and special Tutor moves.
Update to Expansion Version 1.8.4. Implemented an Autosave Feature. New Bag UI + updated pocket management.
IV edit merchant for use in no stat editor mode. And various other changes.
UPDATED: v1.6 ---- 06/12/2024
Enabled gen9 species in AllGens, before the mons were in the ROM but not in the randomization pool. That is fixed.
Updated medicine sell prices. Updated evo items (added to merchant, balanced pricing, deleted day/night evos). Thanks Wiz and Aereon
Added random music including Gen4 songs from Furret/Cyan's Music Expansion Branch.
Added 10 new player avatars + costume selection menu to the sign post. You can only update your costume before a run starts.
Avatar Graphics by a lot of people, Mudskip made all the mugshots, aveontrainer the cynthia overworld sprites. The rest will be linked in Credits.
Aoptional Megas mode for opponents. Updated config to not restore consumables
Evo updates, added evo methods, added dex entries for evos (you can check evo methods from the dex).
Increased item drops in doubles mode. New Dark Theme Message Boxes and Battle UI.
DO NOT USE VBA OR MYBOY. USE mGBA on PC or PizzaBoy/Lemuroid/RetroArch+mGBACore on Mobile Here
Credits:
Spoiler:
I, Archie from Team Aquas Hideout, have put together this romhack.
All battle / late Gen stuff / plenty more is from Edu and the Expansion Team at RHH, they do amazing work.
The decomps themselves were created by people at pret.
Nico made the Battle UI.
RavePossum implemented the Gen 5 Summary Screen and the battle bg.
Ghoulslash made the Item Desc Code + the UI shell code used for my UIs
Mudskip and I together made the Main + Start Menu / Pokeball Case UIs (Mudskip made the graphics)
Jaizu made the graphics for the Stat Editor (code by me)
Hyo/Poffin made the majority of the FRLG style sprites.
Nicolavs gave me the cave tiles.
Bsbob made the map pop-up branch.
Lunos the instant text branch.
Edu made the extra bag pockets branch.
MGriffin helped with my autosave code.
Wiz worked heavily on the updates with me making new features like improvements to the tutors, balance changes, and the new Mode Menu (although that's also a product of Mudskip, Me, and TheXaman)
and plenty of other things and bug fixes. Aereon also helped update tons of data that would have taken me forever.
TheXaman wrote some of the randomizer and Party Menu code (graphics by me).
Devolov/Rioluwott/EliteRedux/Graion/PCG for various QOL additions, mostly battle related.
Lucas/Dawn Sprites From Here Edited By Archie To Fit Gen 3 More
Cynthia sprites from Here by Aveontrainer and Here and Here by mid117
Ethan and Lyra from Eevee Expo resource specific credits found
Oak backsprite adapated from Here
Special thanks to everyone in our Team Aqua Discord.
There are too many people to thank here, but this hack is built on community resources.
If you notice something here that you worked on and I didn't list your name and you would like me to, please reach out to me and I will make it happen.
Without all of them, this hack would not exist. Thank you all <3
Join the Pit Discord to talk about the hack or learn how to create your own.
It is accurate. The definition of roguelite versus roguelike is entirely ambiguous and depends on the person, not fact. Some people recently have latched onto the idea that Roguelites all have permanent progression and that's the only defining thing that sets them apart but it's simply not true. The original definition of the word is just a game with random generation that is not similar enough to the original Rogue to be called a Roguelike. Anything further you're adding on to it is pointless gatekeeping. As is apparently tradition any time a creator dares to use one of those words with their game.
I promise you, if we called it a Roguelike style hack more people would be complaining than are complaining about it being called a Roguelite.
It is accurate. The definition of roguelite versus roguelike is entirely ambiguous and depends on the person, not fact. Some people recently have latched onto the idea that Roguelites all have permanent progression and that's the only defining thing that sets them apart but it's simply not true. The original definition of the word is just a game with random generation that is not similar enough to the original Rogue to be called a Roguelike. Anything further you're adding on to it is pointless gatekeeping. As is apparently tradition any time a creator dares to use one of those words with their game. I promise you, if we called it a Roguelike style hack more people would be complaining than are complaining about it being called a Roguelite. I mentioned that the characterization was a bit misleading based on my understanding, and at first a bit of a deterrence and perhaps gauntlet is better but I wasn't trying to argue semantics or pedantics. I was trying to say oh man I almost bypassed this because it's called something I generally avoid, I'm glad I didn't though. Whatever it's classified as, it's fun and worth checking out. Edit : Jesus christ this site ducks on mobile. Quotes don't work, auto insert a million " " for no reason
v2.0.1 quick update has been released with some small bug fixes
Changes for v2.0.1:
* fixed Pokedex search option PARTY for regional forms
* added Hoenn Cap Pikachu overworld sprites
* fixed cross healing for confusion
* no Abra encounter before Boss floors
* fixed jirachi ending script if press B before choosing item
* fix Mega Boss Ace in Gen 3/5 Mode
* fix some map issues with potential softlocks if you go into a small hole and get seen by a trainer
* fix saving on Wild Encounter Floor causing Pokemon to sotflock you on returning
You do not need to delete your save from v2.0.0, but if you're on a v1 save still then yeah you have to delete it
Patches are being uploaded to GDrive if you don't see them just wait a min and refresh
I tried to look and I think the answer is now but is there a way to scale all of the mons to the floor you're on in a way? I'd love to pull all first evo on the pick 3 then battle only first evo for a bit then gradually go up. With the difficulty, I understand wanting to have first evos later on when you're in higher floors due to the level they are compared to you but would be interesting.
I tried to look and I think the answer is now but is there a way to scale all of the mons to the floor you're on in a way? I'd love to pull all first evo on the pick 3 then battle only first evo for a bit then gradually go up. With the difficulty, I understand wanting to have first evos later on when you're in higher floors due to the level they are compared to you but would be interesting.
I'm trying to play the hackroom in an ios system. The only emulator that is compatible with the system is Retroarch and I also installed the mGBAcore but it still don't work, what can I do? I love the concept of this hackroom and I would like to play it on my phone.
I'm trying to play the hackroom in an ios system. The only emulator that is compatible with the system is Retroarch and I also installed the mGBAcore but it still don't work, what can I do? I love the concept of this hackroom and I would like to play it on my phone.
Bonjour, j'ai bien l'émulateur et j'ai téléchargé le fichier pour la rom 9g, mais Mgba n'arrive pas à le détecté, serait-il possible de m'expliquer comment faire, c'est la première fois que je je suis confronté à ce genre de rom.
D'habitude, je télécharge et met dans l'émulateur et ça marche tout seul.
Merci beaucoup.
Bonjour, j'ai bien l'émulateur et j'ai téléchargé le fichier pour la rom 9g, mais Mgba n'arrive pas à le détecté, serait-il possible de m'expliquer comment faire, c'est la première fois que je je suis confronté à ce genre de rom.
D'habitude, je télécharge et met dans l'émulateur et ça marche tout seul.
Merci beaucoup.