신 포켓몬 레드, 파란색, 녹색, 레드 -JP 및 블루 -JP
버전 1.24.6
신 ( -) - "참"을위한 칸지.
일본 미디어에서 리마스터링, 업데이트 된 리틀 또는 "진정한 형태"를 나타내는 데 사용됩니다.
이것은 PRET 팀의 포커링 분해 프로젝트를 기반으로 한 Pokemon Red & Blue의 향상 ROM 해킹입니다. 게임 엔진 버그 수정 및 원래 게임의 감독에 중점을 둔 대부분의 바닐라 해킹입니다. 또한 트레이너 AI 루틴이 개선되고 여러 삶의 질 향상이 추가되었습니다. 또한 게임에 대한 대체 해석을 제시하는 일종의 연구 정보 투기 작업 역할을합니다. 구체적으로, 그것은 Gen-1 Pokemon의 2016 Nintendo Virtual Console이 다시 출시 될 수 있었던 것입니다. 플레이어 친화적 인 케이크에 대한 글리치 프리 경험과 다른 현대의 리마스터링에 공통적 인 개선 사항의 이미지입니다.
수반되는 소스 코드 저장소의 주요 목적은 기능 오류를 연구, 의견 및 수리하는 것입니다. 후손을 위해 게임을 오류없는 상태로 복원하는 데 사용되는 방법을 녹음하는 것이 중요합니다. 마지막으로 소스 코드는 다양한 일본과 영어 릴리스 간의 많은 차이점과 변화를 문서화합니다.
플레이어가 할 수있는 모든 새로운 것들에 대한 지침은 "새로운 플레이어 기능 가이드"를 읽으십시오. 아니요, 실제로 많은 새로운 옵션과 기능이 있습니다. 이 안내서를 읽지 않으면 많은 사람들을 그리워해야합니다.
비 바닐라 변화가 마음에 들지 않습니까? 버그 픽스 및 AI 개선 만 선호합니까? 자신의 ROM 해킹을 시작할 코드베이스를 원하십니까? Lite Branch는 당신이 원하는 것입니다. 위로 가서 컴파일을 시작하십시오.
전용 Pokécommunity Showcase에서 Shin Pokemon에 대해 토론하십시오.
YouTube에서 Shin Pokemon과 관련된 미디어를 팔로우하십시오.
Rom Hack Plaza에서 Shin Pokemon에 대한 리뷰를 남겨주세요.
Pokerom Codex에서 다른 ROM 해킹을 찾으십시오
기타 소셜 링크 : 내가 숨어있는 Discord 서버. 트위터 블루스키
#patch 정보
BPS 패치는 선호하는 에뮬레이터, 패치 도구 또는 BPS 형식을 지원하는 기타 액세서리에 입력 할 수 있도록 제공됩니다.
합법적 인 사본을 소유 한 ROM에 해당하는 패치를 다운로드하여 입력하십시오.
- 빨간 패치 (Shin Pokemon Red, Red_origback 및 Red-JP)는 USA Red를위한 것입니다.
- FILE/ROM SHA-1 : EA9BCAE617FDF159B045185467AE58B2E4A48B9A
- 파일/ROM CRC32 : 9F7FDD53
- 다른 모든 패치 (블루스 및 녹색)는 USA Blue 용입니다.
- 파일/ROM SHA-1 : D7037C83E1AE5B39BDE3C30787637BA1D4C48CE2
- 파일/ROM CRC32 : D6DA8A1A
- "_origback"패치는 원래 백 스프라이트를 유지하는 대안입니다.
포켓몬 그린과 일본 레드가 포함되어 있습니다!
- 컴파일러는 주로 그래픽과 Cerulean Cave 레이아웃을 원래 일본 릴리스로 다시 빌드합니다.
- Pokedex 항목은 Fire Red로 번역 된 원래 녹색 버전 텍스트를 조정합니다.
- Pokedex는 메트릭 단위를 사용합니다.
일본어 블루 포함!
- 주로 일본어가없는 일본어 릴리스에 있던 만남, 거래 및 상을위한 목록을 구축합니다.
- Pokedex는 메트릭 단위를 사용합니다.
- 다른 사소한 그래픽 조정.
저장 파일 업데이트 파일은 이전 패치에서 나온 경우 모든 특수 옵션 및 NPC 토글을 기존 저장에서 비활성화합니다.
최신 패치로 이전 저장 파일을로드 할 때 플레이어는 자동으로 팔레트 타운으로 뒤틀립니다.
일반적으로 이것은 다른 일을하지 않고 저장 파일을 업데이트하기에 충분합니다.
이전 패치 또는 패치되지 않은 게임에서 저장을로드 할 때 여전히 문제가있을 수 있습니다.
이런 일이 발생하지 않도록하려면 이전 저장의 야외 팔레트 타운 맵을 저장하십시오.
게임을 적재하면 보이지 않는 벽으로 막을 수 있습니다.
이 문제를 해결하려면 아래에 자세히 설명 된 SoftLock Warp를 사용하여 Pallet Town으로 다시 순간 이동해야합니다.
#메디아
이미지를 표시/숨기려면 클릭하십시오
제목 화면 (GBC 팔레트)
포켓몬 노란색 백포트 팔레트와 체육관 리더 이름이 복원되었습니다
재 대결
트레이너 AI, 반짝이는 팔레트 및 기호, Exp Bar, Spaceworld Back Sprites
야생 전투에서 성별 및 잡힌 기호, GBC 모드의 유색 공격
GBC 모드에서 색깔 던지기 애니메이션
약식 이름을 가진 마트의 TM
반짝이는 애니메이션
소녀 트레이너
임시 필드 이동 슬롯
기능을 전환하는 많은 새로운 NPC
LCD 화면의 감마 셰이더 (왼쪽 이미지가 OFF / 오른쪽 이미지가 켜져 있음)
향상된 영역 기능
전투에서 활성 포켓몬으로 상태 화면 업데이트
얼간이 통계
DV 통계를 표시/숨기려면 클릭하십시오
RNG 기능에 대한 연속 호출은 8192 바이트의 RNG 데이터로 메모리를 채우기 위해 수행되었습니다.
이 바이트를 버린 다음 포켓몬에 대한 임의의 DV 값을 시뮬레이션하기 위해 나이 블로 구문 분석했습니다.
다음은이 프로젝트가 DV를 생성하는 다양한 방법에 대한 히스토그램 및 통계 정보입니다.
모든 데이터는 바닐라 디브 등록 방법이 아닌 XOR- 시프트 방법론을 사용하여 생성되었습니다.
표준 야생 포켓몬 DV
하드 모드 와일드 포켓몬 DV
하드 모드 트레이너 DV
#요약
청소 된 순수한 경험을위한 라이트 기능
모든 종류의 200 개가 넘는 버그, 결함, 감독 및 텍스트 오류가 수정되었습니다! 간단한 요약으로 열거하기에 너무 많은 것이 있으며, 그 중 일부는 매우 모호하거나 이전에 발견되지 않았습니다.
녹색 및 레드 -JP 버전의 영어 빌드가 포함되어 있습니다. 그래픽, Cerulean Cave 레이아웃 및 몇 줄의 텍스트를 교환하여 원래 일본어 릴리스를 복제합니다. 원래 릴리스 Pokedex 항목은 Fire Red Translations에서 수정되었습니다. 또한 모든 Pokedex 데이터가 메트릭으로 제공됩니다.
Blue-JP 버전의 영어 빌드가 포함되어 있습니다. 상금, 거래, 와일드 만남 데이터 및 일부 일본어 릴리스를 복제하기 위해 일부 텍스트를 바꿉니다. 또한 모든 Pokedex 데이터가 메트릭으로 제공됩니다.
USA Yellow 버전의 엔진 기능이 백 포트되었습니다. 더 이상 duochrome은 없습니다! 옐로우의 색 구성표가 게임 보이 색상으로 표시되도록 변환됩니다. 공격 애니메이션은 게임 보이 컬러 플레이 중에 유형에 따라 색상을 채색합니다. 옐로우의 오디오 엔진은 스테레오 사운드 지원을 위해 백포되어 있습니다.
토글 할 수있는 새로운 옵션! 추가 옵션 메뉴를 보려면 옵션 화면에서 선택을 누르십시오.
- 오디오 유형을 순환하십시오.
- 백라이트 LCD 화면에서 GBC 모드로 재생?
- 색상 보정을 활성화하려면 저작권 화면에서 선택을 누릅니다.
- 또는 추가 메뉴에서 활성화하십시오
- 실험 60fps 모드
- 제로 지연 텍스트
- 하드 모드
- AI 트레이너 스위칭
하드 모드 옵션은 트레이너 통계를 레벨에서 더 많이 만들어 어려움을 증가시킵니다. 또한 AI 트레이너가 좋아하는 X-Stat 품목의 효과를 두 배로 늘립니다. 그리고 그것은 전투에서 부활 아이템의 사용을 비활성화합니다. 비 링크 전투는 경기장 1 Critical Hit Chance 공식을 사용합니다. 마지막으로, 그것은 거친 mewtwo를 잡는 것이 더 어려워집니다.
트레이너 AI가 개선되고 크게 확장되었습니다. 일부 트레이너는 추가 옵션 메뉴에서 비활성화하지 않으면 포켓몬을 지능적으로 전환하려고합니다.
상자가 채워질 때 (포켓몬을 잡거나 입금하여) 알림을받습니다.
포켓몬 스타디움에 따라 트래핑 움직임에서 전환하면 덫 사냥꾼의 턴이 낭비됩니다. 이로 인해 탁월한 AI 시나리오와 PP 언더 플로우 글리치가 방지됩니다.
분노는 2-3 턴으로 제한되지만 공격 부스트는 유지됩니다. 이것은 주로 무한 전투 루프를 방지하기위한 것입니다.
수면은 움직임을 선택하는 것을 막지 않으며, 일어나면 움직임이 사용됩니다. 수면 이동 정확도를 유지하기 위해 수면은 최소 2의 카운터로 시작합니다. 이제 휴식은 수면 카운터를 3으로 설정합니다.
엔진 수정 및 수정을 넘어선 추가 마스터 기능
151 PKMN은 모두 무역 진화를 포함하여 하나의 버전으로 제공됩니다 (Rarities는 버전 당 다를 수 있음).
당신은 소년이나 소녀로서 놀 수 있습니다.
전투에 Exp Bar가 있습니다.
반짝이는 포켓몬을 사냥 할 수 있으며 Gen 2 게임에서 유효합니다.
더 이상 갈기 야생 포켓몬. 거의 모든 트레이너는 한 번 또는 두 번 대화하면 재 대결을 할 수 있습니다.
트레이너 전투에서 Select를 잡고있는 동안 실행을 선택하여 경기를 상실하고 검은 색을 꺼냅니다.
추가 옵션 메뉴에서 전환 할 수있는 내장 Nuzlocke 모드가 있습니다.
Oak의 실험실에있는 소녀는 Wild Pokemon Randomization을 토글합니다. 게임에서 일찍 활성화되면 스타터 포켓몬 선택도 무작위로 표시됩니다.
Pokedex의 영역 기능은 이제 슈퍼로드를 고려합니다. 참조중인 포켓몬이 바로 인근에서 사용할 수있는 경우에도 알려줍니다. Randomizer Active에서도 작동합니다.
Oak의 실험실의 보좌관 중 하나는 트레이너 명단의 스케일링을 수준으로 전환합니다 (해당되는 경우 진화).
트레이너 스케일링의 대안으로, 이제 추가 옵션 메뉴에서 전환 할 수있는 순종 레벨 캡이 있습니다. 활성화되는 동안 현재 최대 순종 수준이 추가 옵션 메뉴에 표시됩니다. 트레이드뿐만 아니라 모든 포켓몬은 표시된 레벨 캡 위에 불순종하기 시작합니다.
Oak의 실험실의 다른 보좌관은 Pokedex를 얻은 후 전투에서 Pokeball-Caught Symbol을 토글합니다. Gen 2 상호 작용을 돕기 위해 이것은 또한 남성 또는 여성이 될 수있는 종에 성 상징을 적용합니다.
또 다른 보좌관 NPC는 Viridian Pokemon Center에 있습니다. 그는 비전문 트레이너의 무작위 배정을 전환 할 것입니다.
보좌관은 Celadon Diner에 있습니다. 그는 수준 이하의 포켓몬을위한 캐치 업 exp 부스트 기능을 켜거나 끄게 할 것입니다.
품목, 수면, 동결, 트래핑 및 하이퍼 빔 조항은 각각 Viridian City의 조항 형제에 의해 전환 될 수 있습니다.
가방은 이제 추가로 20 개의 슬롯의 공간 슬롯에 대한 추가 항목 목록을 지원합니다! 가방 메뉴에서 시작을 눌러 활성 가방을 채우는 항목 목록을 핫 스왑합니다. 이 게임의 시스템은 일반적으로 비활성 가방 공간에서 품목을 감지합니다. Pokemon Stadium과 같은 고유 한 시스템은 Active Bag의 항목 목록 만 인식합니다.
가방 메뉴 또는 PC 항목 상자 메뉴에서 시작을 선택하고 누르면 항목을 자동으로 설정하십시오.
Itemfinder는 이제 올바른 방향을 가리 킵니다. 원래 기능을 다시 얻기 위해 선택하면서 항상 선택을 유지할 수 있습니다.
팀의 각 포켓몬에는 필드 이동 슬롯이 있습니다. 이 슬롯은 오버 월드 사용에 대해서만 일시적으로 HM 이동을 유지할 수 있습니다. 더 이상 HM 이동을 위해 네 가지 움직임 중 하나를 희생 할 필요가 없습니다.
실험적인 새로운 게임+가 추가되었습니다. 엘리트 4가 구타 된 끊임없는 저장 파일이 있으면 활성화 될 수 있습니다. 새로운 게임을 선택하는 동안 Select를 누르고 있습니다. 징글은 활성화를 확인합니다.
Cinnabar Lab은 포켓몬의 복제 및 유전자 변형을 허용합니다. 유전자와 대립 유전자와 비슷한 DV를 혼합하여이를 수행합니다. 이것은보다 현실적인 방식으로 DV에 대한 선택적 육종을 수행하는 능력을 복제합니다.
많은 빠른 키 기능.
- 빠른 '소유'수표 - 커서를 놓고 싸움을 놓고 이미 소유 한 경우 적을 눌러 적을 눌렀습니다.
- SoftLock Warp- 갇히면 엄마의 집으로 즉시 순간 이동하십시오.
- 운동화 - 걷기, 서핑 및 자전거를 타면 B를두고 속도를 두 배로 늘리십시오. 적절한 애니메이션 속도가 포함되어 있습니다!
- 빠른 HM 사용 - 적절한 컨텍스트를 기반으로 HMS를 사용하려면 select를 누르십시오.
- 빠른 자전거/로드 - 자전거를 자동으로 켜거나 끄거나 인벤토리에서 가장 좋은로드를 사용하려면 A를 잡고있는 동안 선택을 누릅니다.
- STAT EXP보기 - 상태를 선택하고 상태 화면을 입력하여 'Mons Stat Exp를 인쇄하십시오.
- DVS보기 - 시작을 잡고 상태 화면을 입력하여 'Mons DVS를 인쇄하십시오.
- 반짝이는 팔레트보기 - 색상으로 재생할 때 반짝이는 팔레트를로드 할 '덱스 엔트리를 선택할 때 선택하십시오.
새로운 NPC!
- Move Lelearner와 Deleter는 Saffron City에 있습니다.
- Celadon Hotel의 NPC는 슬롯의 대안으로 포켓몬을 보여주기 위해 동전을 지불 할 것입니다.
- Route 19 Beach의 새로운 음료는 자동 판매기 음료를 판매합니다.
- 엘리트 -4 이후, Celadon City의 로켓 그런트 중 하나는 동전을 대량으로 판매합니다.
- 엘리트 -4 이후, 새로운 공급 업체가 Celadon에서 열리면 일반적으로 고유 한 품목을 구매할 수 있습니다.
- 엘리트 -4 이후, 동서 지하 경로에는 무작위 트레이너 전투를 생성하는 NPC가 있습니다.
- 엘리트 -4 이후, 남북 지하 경로에는 미러 일치를 생성하는 NPC가 있습니다.
- 엘리트 -4 이후, 게임 코너 치프는 플레이어로부터 포켓몬을 구입할 것입니다.
- 엘리트 4가 구타 된 후 SS Anne의 주방에서 토너먼트가 열립니다. 예, 배가 돌아옵니다!
- 재미있는 작은 부활절 달걀로 특별한 게임 포스트 게임 트레이너 전투를 추가했습니다. 5 개를 모두 찾아서 물리 칠 수 있습니까?
낚시로 변경!
- 모든 막대의 레벨 범위가 확장됩니다.
- 오래된로드에는 '월 목록이 확장되었습니다.
- 좋은로드에는 '월 목록이 확장됩니다.
- 12 번의 낚시 전문가는 Lavender Town에 처음 도착하면 방문 할 수 있습니다.
- 선과 슈퍼로드의 위치가 교환되었습니다.
다른 사소한 변화는 성가심을 줄입니다.
- 낮은 HP 알람은 세 번만 재생 한 다음 스스로 꺼집니다.
- TMS와 HMS는 이제 항목 이름에 대한 이동 이름 (약칭)이 추가되었습니다.
- 모든 TMS는 모든 Kanto Pokemarts에 전략적으로 흩어져 있기 때문에 재구매 할 수 있습니다.
- Safari Zone 역학은 속도 대신 레벨을 벗어나고 Safari Ball은 캐치 속도가 높아집니다.
- 슬롯 머신은 조금 더 운이 좋으므로 이제 실제로 큰 이길 수 있습니다.
- Lt. Surge와 Erika에 도착하는 데 컷이 필요하지 않습니다 (블로킹 이벤트는 Vermilion 관목을 대체합니다).
- 노란색 버전 학습자들은 통합되었으며 석재 진화는 어느 정도 레벨 업 동작을 얻습니다.
- 트래핑 동작은 플레이어에게 알리기 위해 움직임의 마지막 턴에서 '푸프'애니메이션을 재생합니다.
- 재 교정 된 보육원은 체육관 진행에 대한 경험 포인트를 제공합니다.
- 탁아소를 사용하면 포켓몬을 리르레트하면 잊어 버릴 움직임을 선택할 수 있습니다.
- 레벨을 통해 진화 할 수있는 보육 포켓몬을 검색하면 진화를 유발하고 놓친 움직임을 배울 수 있습니다.
속임수와 비밀!
- 상단 슬롯에 급여의 날이있는 포켓몬은 게임 코너에서 유용 할 수 있습니다.
- 새로운 아이템, M.Gene! 낮은 DV 포켓몬을 향상시킬 수 있습니까?
- 미스트 스톤으로 포켓몬의 숨겨진 잠재력을 최대한 활용하십시오.
- 5 명의 게임 후 특별 트레이너를 찾고 패배 할 수 있습니다! 그들이 모두 패배 할 때 무엇을 다시 나타낼 수 있습니까?
- Level-100 Chansey가 파티를 이끌면 운이 좋은 만남을 가질 수 있습니다.
- New Super Boss : Cinnabar 쇼어에서 Missingno를 활성화하려고합니까? '덱스 졸업장을받은 경우에만.
- New Super Boss : Missingno가 충분히 어렵지 않습니까? 악명 높은 Seafoam Shore에서 활성화해보십시오!
- SS Anne에는 게임 후 토너먼트가 있습니다. 파티에서 피카추로 승리하십시오.
- 그리고 다른 몇몇!
#compatibility notes
- 특정 에뮬레이터는 원래 하드웨어 복제의 부정확성으로 인해 버그를 일으키는 것으로 알려져 있습니다.
- 예상치 못한 버그를 피하려면 정확한 에뮬레이터, 바람직하게는 GBC 디테일 에뮬레이터가 필요합니다.
- Goomba와 Visual Boy Advance는 특히 문제가있는 것으로 알려져 있습니다.
- BGB는 정확도 및 디버깅 도구로 인해 지원되는 표준입니다.
- 오리지널 게임 보이 하드웨어 (DMG, Super, Pocket, Color, Advance, SP)와 호환됩니다.
- Pokemon Stadium 1 & 2와 잠재적으로 호환됩니다 (원래 Nintendo 하드웨어 사용)
- 더 간단한 플래시 카트 (저렴한 부트 레그)가 인식되지만 EZ Flash Jr와 같은 펌웨어가있는 제품은 인식됩니다. 작동하지 않습니다.
- 경기장 1 및 2의 저장 파일 작업 (Pokemon, Item Management 및 Box Management)과 함께 작동합니다.
- 경기장 GB 타워 2에서 플레이하고 저장합니다.
- 경기장 GB 타워 1과 함께 작동하지 않습니다 .
- 이 ROM 해킹으로 바닐라 USA Red/Blue의 저장을 사용할 수 있습니다.
- 팔레트 타운에서 외부를 저장하기 전에 전송하십시오
- SoftLock Warp을 사용하여 보이지 않는 벽을 제거하십시오
- 새 빌드는 BGB 1.5.8 에뮬레이터로 테스트 및 디버깅되어 원래 하드웨어를 사용하여 확인됩니다.
- 원래 소매 카트리지와의 링크 거래는 실제 하드웨어에서 제대로 작동하는 것으로 보입니다.
- Lite와 Master Branch 간의 링크 거래는 실제 하드웨어에서 제대로 작동하는 것으로 보입니다.
- 링크 전투는 여전히 테스트되지 않았으며 다음과 같은 방식으로 지원되지 않습니다.
- 마스터 브랜치 빌드와 기타 비 마스터 브랜치 빌드 간의 링크
- Lite Branch 빌드와 기타 비 라이트 브랜치 빌드 간의 링크
- 비슷한 개정의 빌드 사이의 링크 전투
- 지원되지 않은 케이블 링크를 취소하는 개정 제어 기능이 추가되었습니다.
- 현재 3DS 하드웨어 및 가상 콘솔 에뮬레이터를 통한 링크 기능은 현재 지원되지 않습니다.
마지막 풀 릴리스에서 #ChangElog
참고 : ChangeLog에는 스포일러가 포함될 수 있습니다
통합 ChangeLog 문서를 1.23에서 1.24.0까지보십시오
v1.24.6
버그 픽스 :
록 터널을 저장할 때 타이틀 메뉴가 어두워지는 문제를 해결했습니다.
옵션 메뉴에 영향을 미치는 고정 록 터널 어둠
분노, 스래쉬 및 트래핑 동작으로 링크 전투 중에 고정 된 문제가 해결되었습니다.
'Bwoop'SFX는 이제 "Onix"와 같은 짧은 이름으로 Pokemon을 등록 할 때 재생됩니다.
스크린 쉐이크 애니메이션 중 플레이어 백 스프라이트 타일에 적재되는 고정 잘못된 컬러 팔레트
메시지가 잠겨 있다는 메시지 중에 플레이어가 Viridian 체육관 문에 직면하지 않는 감독을 수정했습니다.
Oak의 Pokedex 평가에서 누락 된 구두점을 수정했습니다
Green & Red-JP Pokedex 항목으로 텍스트를 수정했습니다
AI의 버그를 수정하여 트레이너가 독에 대한 독 효과를 사용하게 만들었습니다.
활성화되지 않은 전체 무작위 배정 옵션이 수정되었습니다
고정 디버그 손상 디스플레이 디스플레이는 일부 정적 손상 이동에 대해 제대로 업데이트되지 않습니다.
SS Anne 후 게임 포스트 게임 토너먼트에서 검은 색을 쓸 때 사소한 버그를 수정했습니다.
알 수없는 던전 3에서 낚시질 할 수있는 농담 디틀에 대한 감독을 수정했습니다.
- 야생 포켓몬이 레벨 캡 위에 있다면 공을 던질 수 없습니다.
- readsuperroddata를 predef로 만들고 그것을 만들었고, 무작위 제작자가 켜져 있으면 알 수없는 던전 3 낚시 데이터가 되돌아갑니다.
탁아소에서 포켓몬을 꺼낼 때 여러 진화를 겪는 데 문제가 해결되었습니다.
트래핑 이동 절이 현재 라운드 대신 이전 라운드에서 이동 효과를 읽는 문제를 해결했습니다.
Wild Pokemon Randomizer는 더 이상 종을 스왑하지 않습니다.
보육원에서 움직임을 잊어 버릴 때 스프라이트는 이동 목록을 다루지 않습니다.
수정 된 전체 복원 실행 취소/마비 스탯 변경이 비 활동적인 포켓몬을 치유 할 때
Cerulean City의 Rocket Grunt는 Sprite가 사라지는시기에 약간의 수정이 있습니다.
Cinnabar Lab의 클로닝 기능을 수정하여 돈의 충전을 잘못 처리했습니다.
특징:
Pokedex 지역 향상
- Pokedex의 영역 기능은 이제 Super Rod를 고려합니다.
- 참조중인 포켓몬이 현재로드 된지도에서 사용할 수있는 경우에도 알려줍니다.
- 현재지도에서 사용할 수있는 경우 걷기, 서핑 또는 슈퍼로드로 찾을 수 있는지 알 수 있습니다.
- Cerulean Cave는 "알 수없는 던전"이므로 ...
- 이 위치에는 둥지 아이콘이 표시되지 않습니다
- 그러나 현재지도에 대한 알림은 여전히 작동합니다.
Psywave는 숨겨진 기계공으로 향상되었습니다
- Psywave는 이제 여러 번 손상을 입히고 최고의 롤을 사용합니다.
- 손상이 롤링되는 횟수는 대상의 현재 HP를 기준으로 HP가 더 많아서 더 많은 재 롤을 유발합니다.
특정 움직임은 이제 전투에서 활성 포켓몬으로 알려진 경우 역학에 영향을 미칩니다.
- Razor Wind & Skull Bash- 비 사파리 볼의 던지기 당 ledditive +10
- Roar & Whirlwind- 비 사파리 볼의 던지기 당 ledditive +20
- TATE DOWN- 비 사파리 볼의 볼 팩터를 2로 향상시킵니다.
- Egg Bomb-Safari Ball의 볼 팩터를 2, 부가가치 +10으로 향상시켜 사파리가 아닌 공의 토스 당 요율을 향상시킵니다.
Shiny Pokemon은 Celadon Hotel의 Coin Guy에게 4 배의 승수를 얻고 게임 코너 치프에 판매합니다.
링크 플레이어 간의 전투 조항은 이제 동기화되어 전투 중에 적용됩니다.
전투에서 활성 포켓몬의 STAT 디스플레이는 수정되지 않은 통계 대신 현재 시간 통계를 표시합니다.
Moon Moon Pokemon Center의 남자로부터 Magikarp를 구입 한 후, 그는 Move Tutor로 일할 것입니다.
- 이것은 일본 전용 이벤트 포켓몬 경품에 대한 후퇴입니다.
- 파티의 꼭대기에서 Magikarp와 그와 대화하면 5000 엔을 위해 용의 분노를 가르 칠 것을 제안 할 것입니다.
- 파티의 정상에서 Fearow 또는 Rapidash와 대화하면 1000 엔에 대한 급여의 날을 가르 칠 것을 제안 할 것입니다.
- 빈 움직임 슬롯이있는 파티 꼭대기에서 피카추와 대화하면 2000 엔으로 비행 할 수 있습니다.
Psyduck 학습 기억 상실증
- 먼저 Pokedex에 소유 한 151 포켓몬이 등록되어 있어야합니다.
- 1 차 파티 슬롯에 psyduck을 놓은 다음 Fuji의 집에있는 Psyduck과 대화하십시오.
- 이제 기억 상실 움직임을 배우려고 노력할 것입니다.
조정 :
트레이너 레벨 스케일링은 하드 모드 외부에서 약화되었습니다.
- 이제 정상적인 난이도로 일반 트레이너의 가중 평균을 기준으로합니다.
- 체육관 지도자는 항상 난이도에 관계없이 절대 레벨 스케일링을 사용합니다.
Pokemart 인벤토리에서 몇 개의 TM을 재조정했습니다
Water Gun TM은 Moon Moon의 슈퍼 격퇴로 대체되었으며 이제 백랍 박물관에서 발견되었습니다.
새 게임을 시작하면 하드 모드가 꺼지지 만 이제는 기본적으로 빠른 텍스트 속도로 표시됩니다.
nuzlocke 모드를 켜면 난이도 옵션이 재설정되지 않습니다.
Eevee와의 만남 률을 5.5%로 높였습니다.
Giovanni 체육관 전투 교환 Rhyhorn kangaskhan
챔피언 라이벌의 Charizard는 Swords Dance for Fly를 교환합니다
Shimmer Transformation의 텍스트 상자에는 더 이상 스크롤하는 버튼 프롬프트가 필요하지 않습니다.
Shimmer는 Hitmonchan의 독점적으로 특수 통계에 이중 레벨을 추가합니다.
추가 옵션을 위해 NPC 텍스트를 조정했습니다
가라테 도조 마스터 (Karate Dojo Master)를 특별 트레이너처럼 만들었습니다.
v1.24.5
- 게임 후 SS Anne NPC에 대한 작은 텍스트 편집.
- 화면에 여러 개의 숨겨진 항목이있는 경우 ItemFinder에 대한 사소한 수정.
- psywave 대칭을 고정하십시오
v1.24.4
- SS Anne의 오른쪽 벽 코너 타일을 사용하여 더 이상 물고기 나 서핑을 할 수 없습니다.
- 사파리 영역에서 잘못된 부호 텍스트를 수정했습니다 1
- 표지판에 일부 도시 이름을 조정했습니다
- 랜스와 플레이어는 말할 때 서로 마주 할 것입니다.
- HP 바 애니메이션의 속도가 높아집니다
- 록 터널 2 층의 큐본 희귀 성은 1.2%에서 6.3%로 증가했습니다.
- 12 번 도로의 Farfetchd Rarity는 4.3%에서 6.3%로 증가했습니다.
- 13 번 도로의 Farfetchd Rarity는 1.2%에서 4.3%로 증가했습니다.
- 플레이어는 이제 새로운 게임 플러스를 선택할 때 새로운 트레이너 ID를 생성할지 여부를 선택할 수 있습니다.
- Wild Pokemon Randomizer 목록은 약간 조정되었습니다.
- Oak의 실험실에서 소녀와 대화하면 플레이어는 새로운 무작위 배정 종자 값을 생성 할 수 있습니다.
- Oak의 실험실에서 소녀와 대화하면 전체 무작위 배정이 선호되는 경우 플레이어에게 프롬프트합니다.
- 게임 후 세계 주를위한 일부 텍스트를 조정했습니다.
v1.24.3
- Route 8의 Girl Trainer는 Clefable을 반영하도록 텍스트를 조정했습니다.
- 임시 필드 이동을 가르치지 않으면 이제 플레이어가 배우는 것을 포기하라는 메시지가 표시됩니다.
- 루트 9를 막는 부시는 차단 이벤트로 대체되었습니다.
- 비활성화 및 정적 손상 이동은 슈퍼/그다지 효과가 없습니다.
- NPC가 겹치는 메뉴 및 텍스트 상자의 문제를 해결했습니다.
- 버전에서 게임 내 거래의 패리티를 조정했습니다
- 옵션 메뉴 그래픽 조정
- 추가 옵션 메뉴에서 감마 셰이더 토글링 이제 팔레트가 자동으로 업데이트됩니다.
- Celadon Prize House에서 NPC를 오른쪽으로 이동했습니다.
- GBC 스무드 페이딩을 조금 최적화했습니다
v1.24.2
- 멀티 히트 동작에서 텍스트 버그를 수정했습니다
v1.24.1
- 전투 블랙 아웃 중에 그래픽 jank를 제거하기 위해 최적화 된 부드러운 페이드
- 트레이너는 자신이나 플레이어가 HP가 낮은 경우 치유가 아닌 품목을 사용하지 않으므로 더 공격적으로 만듭니다.
- HP가 25% 미만인 경우 AI는 전환하지 않습니다.
- 감마 셰이더가 활성화 된 GBC 모드에서 흰색으로 흰색으로 퇴색하거나 흰색으로 향하는 경우 더 이상 잘못된 색상의 프레임이 없습니다.
- 이동 변환은 이제 AI가 재귀 적으로 사용하면 pp를 올바르게 감소시킵니다.
- 스피너 타일은 vblank- 유도 둔화에 의지하지 않고 제대로 애니메이션합니다
- 자체적으로 혼란 스러움 피해를 입은 후 이동 애니메이션에 대한 잘못된 색상 고정
- 상금 수준 기능 및 파티 또는 상자에 추가 된 선물 포켓몬에 대한 동기화 된 DV를 재 작업했습니다.
- 정적 손상 이동에 잘못된 방법으로 적용되는 고정 유형 효과
- 옵션 메뉴의 모든 추가 옵션이 자체 별도 메뉴로 이동되었습니다.
- 디버그 통계 재설정 기능을 추가하십시오
- 이제 Nuzlocke 모드에서 작동하는 반짝이는 조항
- 9 번 도로에서 벌레 포수를 수정하여 난간으로 걸어 갈 수 있습니다.
- 대체 피해를받는 메시지는 이제 멀티 공격 이동의 첫 번째 공격 후에 만 표시됩니다.
- 멀티 공격은 마지막 공격 대신 첫 번째 공격에서만 효과를 표시합니다.
- Twineedle은 다른 멀티 히트 동작과 같은 중복 메시지를 인쇄하지 않습니다.
- 활성이면 Shimmer는 항상 Bruno, Agatha 및 Karate Master의 적용 가능한 포켓몬에 나타납니다.
- 가라테 마스터의 포켓몬은 레벨 37에서 38로 증가했습니다
- 타워 유령, 유령 마로와 크 및 노인 전투에 반짝이는 자비
- 같은 움직임을 두 번 배우겠다고 약속 한 고정 보육원
- 고스트 Marowak 만남 중에 표시되는 특수 HUD 기호 수정
#bugfixes
전투 엔진 수정
- PP 사용법은 이제 Wild 및 AI Trainer Pokemon에 대해 추적되었습니다.
- 이동은 더 이상 기본값 1/256을 놓칠 확률이 없습니다.
- 방어 통계 스케일링에서 발생하는 고정 동결 (DEF <4 글리치)
- 적 AI는 전원이 제로가있는 움직임의 유형 효과를 무시합니다.
- 독 PKMN에 대한 스팸 민첩성과 같은 것들을 방지합니다
- 적 AI는 정적 양의 손상을 일으키는 움직임에 대한 초강력을 무시합니다.
- 레벨 업 글리치에서 이동중인 건너 뛰기 고정.
- 한 번에 여러 레벨을 얻을 때, 각 사이의 각 레벨은 학습 된 동작에 대해 점진적으로 점검됩니다.
- 이것은 전투에서 여러 수준을 얻는 경우 PKMN이 학습 가능한 움직임을 건너 뛰지 못하게합니다.
- 또한 새로운 Evolution의 Movelist를 위해 레벨 업을 통해 진화 할 때도 이렇게합니다.
- 화상 및 마비 통계 처벌은 이제 속도 및 공격 통계가 업데이트/재 계산 후 올바르게 적용됩니다.
- 배지 스탯 업은 더 이상 쌓이지 않습니다
- 배지 스탯 업을 적용하는 함수는 이제 통계 업/다운 효과 중에 호출 될 때 올바른 통계를 선택적으로 향상시킵니다.
- 플레이어가 동결되면 하이퍼 빔 재충전 비트가 지워집니다.
- 이제 적의 Mon의 재충전 비트가 어떻게 얼어 붙었을 때 어떻게 지워 지는지 일치합니다.
- 이것은 당신의 차례에 아무것도 할 수없는 루프에 갇히지 못하게합니다.
- Blaine은 전체 HP에서 치유 품목을 사용하지 않습니다.
- 새 유형은 회복되어 타이핑이없는 이름이 바뀌 었습니다. 그것은 보편적으로 중립적 인 유형으로 작용합니다 (특히 투쟁을 위해)
- AI 트레이너는 항목 전환 또는 사용에 우선 순위가 있습니다.
- AI 유형 효율성 기능은 이제 유형 1과 2를 함께 고려합니다.
- AI가 목록 검색에서 먼저 발생하는 유형 만 살펴보기 전에
- AI는 이제 유형 1이 초자연적이지만 2 형이 효과적이지 않으면 중립으로 이동할 것입니다.
- AI가 해당 조건으로 PKMN을 보낼 때 화상 및 마비로 인한 통계 변경이 적용됩니다.
- AI Routine #2 (버프 우선 순위를 정하거나 상태 이동을 사용) 이제 2 차 대신 발송 후 첫 번째 턴에서 활성화됩니다.
- 화상 및 마비의 통계 변경을 취소하기위한 새로운 사용자 정의 기능
- 마비를 취소 한 마비는 0 ~ -3 포인트 이내에 정확합니다.
- 실행 취소 화상은 0 ~ -1 포인트 내에서 정확합니다.
- 하나 이상의 이동이 비활성화되면 투쟁을 사용하기로 결정할 때 PP-UP 사용이 무시됩니다.
- AI는 분노 중 또는 재충전시 행동을하지 않습니다.
- LVL> 127에 대한 잘못된 치명타 손상을 수정했습니다
- 임계 적중 피해를 조정했습니다
- 손상 계수는 이제 2 (2* 레벨)/5 + 2 대신 2 *(2 레벨)/5 + 4입니다. 일부 대수학을 단순화합니다.
- 비 크리트 손상이> = 치수 손상이면 정기 수정 된 통계 값이 대신 적용됩니다.
- 플레이어는 이제 동결 된 경우에도 이동을 선택할 수 있으며 PP 언더 플로우를 수정하고 링크 DEYSC GLITCH
- 스위치 아웃 메시지가있는 언더 플로를 설명합니다
- 사파리 구역 엔진 수정 :
- 사파리 전투에서의 식사/화난 메시지는 중립으로 돌아올 때 더 이상 잘못 표시되지 않습니다.
- 식사/화난 사파리 상태 카운터는 0-4 회전 대신 1-5 회전으로 올바르게 증가합니다.
- 사파리 전투는 식사/화난 상태가 중립으로 돌아올 때 캐치 속도를 올바르게 재설정합니다.
수정 사항 이동
- 변환 관련 수정 :
- 변형시 이동 슬롯은 재 배열 될 수 없습니다 (글리치 획득 이동을 방지)
- 변환 루프 고정
- 변환이 상대방의 변환 이동을 복사하는 경우
- 그리고 그 움직임의 PP가 <6이라면
- 해당 Move의 순간 PP가 적은 1을 복사합니다.
- 이것은 두 포켓몬 사이에서 반복적으로 변환 사용의 PP를 제한합니다.
- 적의 DV는 더 이상 변환을 여러 번 사용하도록하여 더 이상 조작 할 수 없습니다.
- 장애가있는 동안 변환이 새로운 움직임을 비활성화 할 수있는 충돌을 수정했습니다.
- 수정 된 변환 된 '몬즈가 레벨 업 이동을 학습 할 때 자신의 움직임을 재설정하는 고정
- 오타를 수정하여 이제 변형 된 '몬이 원래 팔레트를 유지합니다.
- 비활성화는 비판적으로 누르거나 효과를 인쇄 할 수 없습니다
- Dire Hit/Focus Energy는 이제 분기 대신 치명적인 속도를 4 배로 늘립니다.
- 이제 수면은 정상적인 기회가 하이퍼 빔에서 재충전 된 PKMN을칩니다. 그러나 이미 상태 효과가있는 경우에는 영향을 미치지 않습니다.
- PKMN이 혼란에서 상처를 입히거나 완전히 마비되면 Fly/Dig Invulnerability 비트가 지워집니다.
- psywave 손상은 항상 최소 1입니다.
- 0, 1 및 170 이상의 레벨이있는 psywave 언더 플로우/오버플로 수정
- 대체 관련 수정 사항 :
- 모든 HP 드레인 이동 (꿈 먹는 사람과 거머리 씨 포함) 대체에 대한 미스
- 정확히 0 HP로 데려 오면 대체물이 효과가 없습니다.
- 스탯 다운, 수면 또는 마비가 발생하는 제로 전력 이동은 대체물에 영향을 미치지 않습니다.
- 손상 이동의 혼란 부작용은 대체물에 의해 차단됩니다.
- 점프 킥으로 인한 피해 또는 혼란에 자신을 아프게하는 데 손상이 발생합니다. 이제 사용자의 대체물에 적용됩니다.
- 치유 이동은 정확히 255 또는 511 HP를 복원하는 것과 함께 작동합니다.
- 라이트 스크린과 반사 현재 999의 캡이 있습니다.
- 안개 제거/동결을 제거하면 다중 회전 이동이 막히는 것을 막을 수 없습니다 (또한 수면 트랩 글리치를 수정)
- 수면/냉동 PKMN이 안개가 복원 된 후 이동을 사용하도록 허용하여 고정
- 플러스 크기에서 Haze는 이제 Gen 1에서 의도 한 것처럼 상대와 사용자의 상태 조건을 모두 복원합니다.
- 안개는 적과 플레이어 독성 카운터를 재설정합니다
- 이제 휴식은 다음을 수행합니다.
- 독성 비트 및 독성 카운터를 지 웁니다
- 화상과 마비의 통계 변화를 취소합니다
- 고정 손상 이동 수정 (지진 토스, 드래곤 분노 등) :
- 더 이상 비판적으로 맞을 수 없습니다
- 유형 면제를 순종하십시오
- 효율성 텍스트를 무시하십시오
- 1 대신 손상을 위해 2 바이트를 사용하십시오
- 투쟁은 이제 항상 중립적으로 무언가를 손상시킬 수 있도록 타이핑이 없습니다.
- 사용자가 변환되면 Metronome & Mirror Move는 PP를 증가시키지 않습니다.
- 이것은 PKMN이 투쟁에 빠지지 않도록 숨겨진 더미 동작에 PP를 추가하는 것을 방지합니다.
- 이것은 또한 더미 이동을 목표로하여 게임을 동결시키는 것을 방지합니다.
- 거울 이동은 링크 전투에서 부분적 트래핑 이동에 대해 확인하여 Deysync를 방지합니다.
- Bide의 축적 된 손상 바이트는 이제 Deysync를 방지하기 위해 적의 희미하게 0으로 설정됩니다.
- 점프 킥 동작은 이제 미스에 올바른 반동 피해를 입 힙니다.
- 거머리 씨앗과 독성의 효과는 더 이상 스택이 아닙니다.
- 트래핑 효과는 히트시 하이퍼 빔 재충전 비트 만 제거하여 미스에서 자동 사용을 방지합니다.
- 트래핑 이동 PP는 상대방 전환 PKMN으로 인해 더 이상 지하 플로우를 만들 수 없습니다.
- 성난과 스래싱은 더 이상 정확도 저하로 고통받지 않습니다
- 대체물을 깨는 것은 폭발/자기 파괴, 하이퍼 빔 재충전 또는 반동 손상을 무효화하지 않습니다.
- 하이퍼 빔이 반대 PKMN을 녹아웃하면 재충전해야합니다.
- 카운터와 관련된 버그 문제 :
- 조류 유형에 대해 작동하는데, 현재는 타이핑하고 투쟁에만 할당됩니다.
- Deysync를 방지하려면 B를 눌러 이동 선택 메뉴 0에서 벗어나 선택한 이동 및 이동 전원의 RAM 위치
- 이 경우 마지막 손상이 제로화되어 있습니다 (BIDE와 관련된 일부 문제도 해결).
- it's the start of the round without a trapping move active (fixes most issues since Counter always goes second)
- player/enemy pkmn is fully paralyzed or after hurting itself in confusion
- Crash damage from jump kicks and pkmn hurting itself cannot be Countered
- To prevent infinite loops, Rage ends after 2 to 3 turns (attack boosts are kept)
- Non-link enemy mons now have PP, so always run checks for 0 PP during the disable effect
- Fixed an issue with Disable's counter on slower 'mons and also corrected the statistical outcomes of the counter
Graphical Fixes
- Gym leader names have been restored on the trainer card
- These were removed during localization as a simple and expedient solution
- So this is more of a correction to the localization than a strict graphical error
- Restored intro "Presents" for all builds as localizers did not need to do this for Nintendo of America
- Glitched sprites can no longer cause a buffer overflow that corrupts the hall of fame
- Returning from the status screen when an opponent is in substitute/minimize no longer glitches the graphics
- PC graphic restored to celadon hotel
- A tile in cinnabar mansion 3f is slightly modified to prevent getting permanently stuck
- A tile in cerulean cave 1f adjusted so there isn't a walkable cliff tile
- Fixed a wall in cerulean cave level 3 that violated the mapping rules so was walkable
- Added ledge to route 25 to prevent softlock
- After defeating the cerulean burglar rocket, the guard itself always moves to prevent getting stuck in the front door
- No more ABCD glitched sprites when using teleport without a super gameboy
- The transitional frame when turning 180 degrees now shows correctly
- The lower right corner tile of the mon back pic is no longer blanked
- Amazing man can no longer be triggered by text boxes or the start menu (via a code tweak from Yellow-version)
- The rival encounters on route 22 now show an exclamation bubble that never showed up originally
- Erika uses her pic from yellow version which alters her funerary clothes to a proper kimono
- Fixed a scrolling text artifact in the credits when running in GBC-mode
- Fixed amazing man glitch when triggered by a hidden object
- Fixed amazing man glitch in the route 16 gate
- Fixed tower ghost pic not loading after exiting status screen
- Fixed bumping into invisible shrub
- Fixed holding left to force past the cycling road guards
- Fixed being able to leave the safari zone without clearing the event
- Minor tweak to Pallet Town object data for Prof Oak
- Minor tweaks to the Rival's object data in various maps
- Fixed menu not clearing if A is held after saving
- Fixed a missed increment that makes a map's 15th object not update its facing properly
- Adjusted two spin-stop tiles in Viridian Gym
- Made Agility's animation more apparent
- Changed border block on route 16 to water to make it consistent with route 17
- Changed border block in cerulean city to field to make it consistent with route 5
- Fixed screen tearing in battle when player or 'mon slides off the screen
- Fixed a bug from the vanilla game where boulder dust clouds do not show up well when pushing downwards
- Fixed a bug from the vanilla game where random NPC walk delay can underflow to 255 ticks
- Minor bugfix for CollisionCheckOnWater; no effect on gameplay
- Fixed minor graphical glitch when surfing from the menu
- Cannot surf from the party menu if a NPC is in front of the player (entering or exiting surf)
- Player now faces up instead of left when stopped in the route 8 guard house
- Fixed a graphical error when Bide unleashes energy against a 'mon that is not being displayed
- Fixed minor graphical glitch when surfing from the menu
- Added missing dungeon maps to battle transition functions
- Wavy line animation (psychic/psywave/night shade) now scrolls the top three screen lines
- Fixed glitchy trainer card transition screens on GB-DMG
- Made many TextIDs close when pressing A instead of releasing A
- Binoculars can no longer pause the overworld by holding A from the wrong side
- Can no longer change facing while pushing a boulder
- Downward-moving sprites now get hidden behind text boxes
- NPC walking animation now updates during player movement
- Fixed a graphical bug on the naming screen that apears on cheapo flash carts
- Original flashing move animations from Red-JP and Green are tethered to the (unused) _JPFLASHING makefile tag
- The enemy trainer's HUD is now updated after it uses a healing item
- Added optimizations to how OAM data is prepared so that overworld sprites wobble less
- On battle slide-in, fixed the 1-frame flicker when playing on a DMG gameboy
- White 1-frame flash on battle load (affecting DMG and GBC modes) as been removed
- White 1-frame flash on map load (affecting DMG and GBC modes) as been removed
- Fixed garbage tiles display for 1 frame after a battle on the DMG
- Fixed a bug where HP bar animation can print the wrong tile for 1 frame
- Fixed junk tiles displaying for 1 frame when the game resets after displaying THE END
- Fixed transitions when entering and exiting Rock Tunnel
- Fixed a bug catcher on route 9 being able to walk onto a ledge
- The rocket grunt in Cerulean city has a minor fix to the timing of when its sprite disappears
- Fixed wrong color palette being loaded for player back sprite tiles during screen shake animation
- Fixed an issue with the title menu becoming dark when saving in rock tunnel
- Fixed rock tunnel darkness affecting option menu
Item Fixes
- Great ball has a ball factor of 12 now
- Stone evolutions cannot be triggered via level-up anymore
- Ether and elixir now account for PP-ups used when determining if move is at full PP
- PP-restoring items no longer affect transformed moves and only restore the original moves
- EXP ALL fixes
- should now dispense the correct exp if multiple pokemon take place in a battle
- no longer counts fainted pokemon when dividing exp
- handles exp correctly when all your battle participants are knocked out
- Fixed a bug where itemfinder can't locate objects with a zero x or y coord
- Surfboard bugfixes:
- cannot use the surfboard if being forced to ride the bicycle
- no longer freezes the game when using it from the item menu to get back on land
- The Full Heal used by the AI now undoes brn/par stat changes
- Condition healing items (including using Full Restore at max hp) no longer reset all stats
- Burn heal undoes the attack stat changes
- Paralyze heal undoes the speed stat changes
- Full restore at max hp undoes the stat changes of brn/par
- Full Restore when used in battle to heal HP now undoes the stat changes of brn/par
- Pokedoll is disallowed during ghost marowak battle
- Encountering Missingno will not give 128 of the item in the sixth bag slot
- Fixed the pokeflute posting the wrong message in wild pokemon battles
Audio fixes
- Audio engine has been back-ported from Yellow version
- Fixes some channel conflicts between cries and the low-health alarm
- Fixes some audio hiccups with Yellow's color palettes on the GBC
- Press SELECT on the option menu to go to the extra menu and change the audio mixing option under "AUDIO"
- Fuchsia gym plays the correct sfx when getting the TM from Koga
- Vermilion gym plays the correct sfx when getting the TM from Surge
- Restored sfx for getting a badge
- A sfx is supposed to play when getting a badge, but not for all gym leaders and the sfx used is inconsistent
- Looks like the idea was dropped in development due to issues with having separate audio banks
- However, there is a unique unused sfx in the battle audio bank that signifies getting some kind of important item
- This is likely what was going to be used for getting a badge at some point, and it has been restored
- Bike music stops playing now when going down a hole
- The proper forget-move poof sfx plays during battle
- Fixed a bug having to do with rare instances of bending the audio pitch
- Victory music won't play if a wild 'mon faints but the player has no 'mons remaining; it's a blackout
- The jingle for finding a hidden item will no longer be skipped during an audio fadeout
- Fixed ball toss sfx not resetting the pitch envelope settings
- Added protection against oak's lab music cutting a channel off
- Removed restore sfx from the AI x-accuracy item
- Added the restore sfx to all AI hp-recovery items
- Fixed thud sfx playing when exiting via a warp tile
- Fixed certain text sfx not playing when using zero-delay text
- Meet Trainer jingle should not play before loading into the gym leader battle music
- AI using dire hit item now plays a SFX
- The 'bwoop' sfx now plays when registering pokemon with short names like "Onix"
Misc. 수정
- Cinnabar/seafoam islands coast glitch fixed (no more missingo or artificially loading pokemon data)
- Catching a transformed pokemon no longer defaults to catching a ditto
- Vending machine now checks for the correct amount of money
- Vermilion Gym switch puzzle fixes
- Prevented byte overflow when determining the trash can with 2nd switch in vermilion gym
- The position of both switches in Vermilion Gym are now determined at the same time
- The switches in Vermilion Gym can now be discovered independently from one another
- Hidden nugget in safari entrance now obtainable
- Slot machine reel bug fixed
- Fixed oversights in reel functionality to better match Gamfreak's intent
- The lift key in the rocket hideout drops during the end of battle text like in Yellow-version
- An unused bit is now used to determine the ghost marowak battle
- Can't use surf/teleport/escape rope to escape from trainer encounters
- Fixed trainer escape glitch via blacking out from a wild battle
- Can't fish or surf in the bases of statues
- Can no longer fish or surf using the right wall corner tile on the SS Anne
- Seafoam islands fast current applied to the right steps on floor B3
- Each of the two boulder puzzles in seafoam islands will fully reset until completed
- The boulder switches never reset while inside victory road and they will always reset upon leaving
- While inside victory road, boulders placed on switches will stay there between floor transitions
- The formula functions for exp now have underflow protection.
- General RNG improved to use the xor-shift method (fast and allows for all possible DVs naturally)
- Poor emulators and flash carts with loader GUIs often clear the RAM resulting in a random seed of zero
- If this problem is detected, an attempt is made to generate a random seed using the original DIV register method
- Cannot bypass Brock's gym via the start menu
- Fixed bugged npc movement constraints
- Fixed the instant-text glitch that can happen in the bike shop
- Fixed using escape rope in bill's house and the fan club
- Added nop after halt commands (safety prevention for a rare processor bug)
- Streamlined how the ghost marowak battle is triggered (now allows for non-ghost marowaks in pokemon tower)
- Fixed a coordinate typo in pokemon tower left by gamefreak
- Fixed an issue with the silph co 11f elevator doors
- Can no longer walk up to 4 steps with a fainted team
- Water warps in seafoam island 4 & 5 are now scripted movement
- Fixed a bug in the GetName: function that treated lists over 195 entries as item lists
- You can Fly and Teleport out of maps with the forest tileset
- Fixed a grass tile in the Forest tileset not counting for encouner generation
- Fixed input priority on menus
- Fixed A-button input priority on the left side of the scrolling pokedex list
- Fixed an issue where pressing a button on a menu while holding A is treated as an A-press
- RAM adress D732 now gets cleared upon starting a new game
- Cannot use poison to black yourself out of the cable club because entering the club now heals your party
- Cannot use poison to black yourself out of the safari zone because the safari minigame now stops poison damage
- Cannot perform the 99-stack glitch anymore
- Fixed an offset bug with the lucky game corner machine
- Minor bugfix for CollisionCheckOnWater; no effect on gameplay
- Fixed reading the route 16 sign from the other side on route 17
- Fixed using a ledge to land on a NPC
- The party heal function now detects glitch moves and loads 0 PP for them
- Exit won't block you when warped to Fuji's house from Pokemon Tower
- Closed 255 clone pokemon glitch
- Applied the pokeyellow fix for in-game trade evolutions
- Can no longer get blocked at the cinnabar gym door
- Fixed hidden coins not giving the correct amount
- Fixed NPCs treating the last visible screen column/row as off-screen
- Slot machine no longer copies too much tile data
- Fixed increment bug in CheckForTilePairCollisions
- You can now get Oak's pokeballs even if you evolve your starter
- Fixed the tiles in Mt. Moon floor 3 that prevent encounters
- Fixed picking a fossil causing all trainers on Mt. Moon floor 3 to lose line of sight
- Fixed an underflow issue which caused trainers above the player to not see beyond 3 spaces downward
- Lance and the player will face each other when speaking.
- Fixed an oversight where the player does not face the Viridian Gym door during the message saying it's locked
#Tweaks
Added NPC text to hint at how to get the trade evolutions
- NPC in the Pewter Museum that comments on the moon stone
- Lavender Town NPC that asks if you believe in ghosts
- NPC on Cinnabar Island that talks about the mansion
- House NPC in Pewter City that talks about trainers teaching pokemon
Fixed mistakes in the game text
- Attacks reduced to zero damage now say the target is unaffected instead of missing
- Man in cinnabar won't mention raichu evolving (also applies to the jynx trade in cerulean)
- Koga correctly says soul badge increases speed
- Lt. Surge correctly says thunder badge increases defense
- Correct type effectiveness information & sfx should now be displayed when attacking dual-type pkmn
- Viridian girl's notebook 2nd page revised for pkmn-catching effectiveness
- Viridian blackboard BRN info corrected (BRN does not reduce speed)
- Viridian Blackboard PAR info updated
- Cerulean badge-house guy has updated text
- Prof. oak's speech plays the correct Nidorino cry
- Text for using a TM/HM now refers to the "machine" rather than just "TM"
- Fixed daycare man capitalization
- Fixed capitalization in safari zone entrance
- Fixed the flipped text for a girl in Saffron and the letter she is writing
- Fixed text overlap with Oak giving you pokeballs
- Reactivated lost text that was meant to play when you lose to your rival
- Fixed text giving the wrong description of guard spec.
- Fixed woman on silph co 10F having a blank line in her text
- Viridian gym statue will not spoil the gym leader's name reveal
- Fixed inaccurate text when getting the rock slide TM
- Adjusted some city names on signs
- Fixed incorrect sign text in safari area 1
- Fixed missing punctuation in Oak's pokedex evaluation
Made adjustments to the game text
- When a pkmn is caught and fills the box, a reminder is printed that the box is full
- PC has a text prompt to tell you if its full after depositing
- Made cinnabar mansion notes more true to the original japanese text
- TM 18 given an actual explanation
- New student in viridian school explains ohko moves
- Exp.all now prints one message when splitting exp instead of for each party member
- TMs and HMs now have their attacks (albeit abbreviated) appended to the item names
- Removed the word "only" from NPC on Silph Co 5f who talks about trade evos
- Text tweak to route 14 trainer with regards to forgetting HMs
- Adjusted some of Giovanni's final lines for clarity
- Clarified "chem" to mean grade in chemistry
- Fixed pokemon category translation: "Rat" to "Mouse"
- Fixed pokemon category translation: "Shellfish" to "Shell"
- Fixed translation: Route 14 trainer's comment about the legendary birds
- Restored unused text in the vermilion gym puzzle for finding the 2nd switch
- Corrected and clarified the quiz text in the cinnabar gym
- Clarified the text for the super repel on 2F of the celadon dept store
- Girl trainer on route 8 has text adjusted to reflect having a Clefable
Adjustments to multi-attack moves animation and messaging to improve battle flow
- Multi-attack moves only print the effectiveness message after the first attack
- 2-attack moves do not print "hit 2 times" because its obvious that they always hit twice
- Multi-attack moves hide the substitute sprite on the first attack and only restore it after the last attack
- The message for substitute taking damage now only displays after the first attack of a multi-attack move
Adjustments to moves
- Stat-down moves no longer have a 25% miss chance in AI matches
- Moves that hit multiple times in a turn now calculate damage and critical hits for each individual attack
- Trapping moves nerfed big time to prevent the new AI from cheesing them:
- Switching out of a trapping move ends it immediately and wastes its user's turn (prevents PP underflow glitch too)
- A 'poof' animation plays to signal the last turn of the trapping move
- Ghost moves (ie just Lick) do 2x against psychic as was always intended
- Pay Day upped to 5x multiplier of later generations
- Changes to Bide
- damage accumulation is done after taking a damaging hit instead of during turn execution (less room for glitches)
- side effect: bide is buffed because multi-hit moves now add damage to bide for each of the 2 to 5 hits
- changed to Typeless to play nicer with AI routine 3 (it ignores the type chart regardless)
- Rest's sleep condition increased to 3 turns since attacking on wakeup is now allowed.
- Acid armor's animation changed so that does not make its user disappear
- Metronome now classified as a Typeless special damage move to play better with the AI
- Type immunity prevents trapping moves from taking hold at all
- Changes to Rage
- Now only lasts 2 to 3 moves like Bide in order to prevent an infinite loop
- As a tradeoff, attack boosts from rage are kept when it ends
- Minor code correction to Twineedle to prevent future errors, but this has no effect on gameplay
- Psywave has been enhanced with a hidden mechanic
- Psywave will now roll for damage multiple times and use the best roll
- The number of times that damage is rolled is based on the target's current HP with more HP causing more re-rolls
Certain moves now affect catching mechanics if known by your active pokemon in battle
- Razor Wind & Skull Bash - additive +10 to catch rate per toss of a non-safari ball
- Roar & Whirlwind - additive +20 to catch rate per toss of a non-safari ball
- Take Down - improves the ball factor of non-safari balls by 2
- Egg Bomb - improves the ball factor of non-safari balls by 2 and additive +10 to catch rate per toss of a non-safari ball
Adjustment to stat mods, conditions, and items
- Sleep does not prevent choosing a move
- Waking up from sleep does not waste the turn and the chosen move is used
- The sleep counter's minimum value is increased by +1 to maintain accuracy of sleep moves
- Badge stat-ups are now only applied in wild pokemon battles to give parity to enemy trainers (only in hard mode)
- The effect of X-Accuracy is no longer applied to one-hit KO moves (it originally made them auto-hit)
- Using X-Accuracy with a OHKO move now allows it to hit faster opponents
- The limiter on vitamins is raised to a max of 65535 stat exp after the elite 4 have been beaten for 'mons with lvl > 30
- Pkmn added to the player's party (either as a gift or in-game trade) have above-average DVs
- Upped the power of safari balls
- Escaping in the safari zone is now based on level instead of speed
- In hard mode, X-stat items have double the effect
- HP-UP item now preserves your HP ratio
- Non-link battles in hard mode use the Stadium 1 formulas for critical hit probability
- Balls cannot be used against wild pokemon that exceed the level cap
Trainer ai routine #1 (recognition of stats, hp, and conditions) has been modified
- using a move with a dream eater effect is heavily discouraged against non-sleeping opponents
- using a move with a dream eater effect is slightly encouraged against a sleeping opponent
- using a zero-power confusion effect move is heavily discouraged against confused opponents
- moves that would miss against an active substitute are heavily discouraged
- stat buff/debuffs are heavily discouraged if it would have no effect due to hitting the buff/debuff stage limit
- heavily discourage double-using lightscreen, reflect, mist, substitute, focus energy, and leech seed
- leech seed won't be used against grass pkmn
- do not use moves that would be blocked by an active mist effect
- rules for using healing moves:
- heavily discourage healing if at max hp
- slightly encourage healing if below 1/3 hp
- slightly discourage healing if above 1/2 hp
- heavily discourage using Counter against a non-applicable move
- heavily discourage roar, teleport, & whirlwind
- heavily discourage disable against a pkmn already disabled
- Substitute discouraged if less that 1/4 hp remains
- Will discourage using Haze if unstatus'd or has net-neutral or better stat mods
- Discourages explosion moves in proportion to HP remaining
- Will heavily discourage boosting defense against special, OHKO, or static-damaging attacks
- AI layer changes that affect most 0-power moves (with only a few exceptions like heal effects)
- now has a hard stop on using 0-power moves on consecutive turns with a few effect exceptions
- heavily discourages 0-power moves if below 1/3 hp
- Discourage exploding effects if faster than a player in fly/dig state
- Randomly discourage usage of 2-turn moves when confused/paralyzed
- 79.68% chance per status move that the AI is blind to a player switching or using an item
- Prevents situations where AI will always re-status the player after the player switches or heals
- An AI mon with three status moves will have about a 50% chance of ignoring item-use or switching
- Discourage using fly/dig if faster than the player who is also picking fly/dig
- If the player used and item or switched, AI is blind to the player's sleep counter when considering dream eater
Trainer ai routine #3 (choosing effective moves) has been modified
- It now heavily discourages moves that would have no effect due to type immunity
- OHKO moves are heavily discouraged if the ai pkmn is slower than the player pkmn (they would never hit)
- Static damage moves are randomly preferenced 25% of the time to spice things up
- Thunder Wave is not used against immune types
- Poisoning moves discouraged against poison types
- Added some strategy to handle when the player uses fly/dig
- Slightly preference regular effectiveness moves if STAB exists (25% chance per move)
- Slightly discourage a move 25% of the time if it hits neutral with no STAB
- Wherein a special move is being used on a 'mon with greater attack than special stat
- Wherein a physical move is being used on a 'mon with greater special than attack stat
- Slightly discourage a move 25% of the time if it hits neutral with no STAB
- The enemy is blind to the player type if considering a poisoning effect move and the player just switched
- 90.625% chance per damaging move that AI is blind to player type after player switches
- Prevents situations where AI will always pick the ideal move against a switch-in
- 'Blind' in this case means the AI will act as if the move being considered has neutral effectiveness
- The AI might still favor a STAB move or a move that works better with its own stats
Trainer ai routine #4 is no longer unused. It now does rudimentary trainer switching.
- AI will not switch if its HP is below 25% as it's ususally not worth it
- chance to switch based on power of incoming supereffective move
- 12.5% chance to switch if a move is disabled
- 12.5% chance to switch if afflicted with leech seed
- 34% chance to switch if afflicted with toxic poison
- 25% chance to switch if opponent is using a trapping move
- 25% chance to switch if active pkmn is confused
- on the lowest stat mod, 12.5% chance to switch per lowered stage
- There is a chance for the AI to switch a sleeping pokemon based on the sleep counter
- chance is 0% if counter <= 3
- chance is 12.5% if counter > 3
- Additionally, every pokemon in the enemy roster is scored
- based on various criteria to determine which mon gets sent out
- score might dictate that the current mon is the best choice and abort switching
- an enemy mon is flagged when sent out; non-volatile (except sleeping) status or low hp cannot initiate switching
- enemy mon that is recalled back due to a super effective move is flagged; it is demerited from being switched-in
- switch flags are all cleared when player sends out a new mon since the situation is now different
- AI scoring for switching puts a heavier penalty on potentially switching in a bad type matchup
- AI scoring imposes a very heavy penalty for potentially switching in pokemon with less than 1/4 HP
- AI switch scoring now penalizes bad match-ups between player and enemy 'mon types
- AI switch scoring applies an extra penalty for possibly switching a pokemon into a super-effective move
Trainer ai routine #3 added to the following trainer classes
- jr trainer M/F, engineer, rocker, juggler, tamer, birdkeeper, black belt, scientist, gentleman
- bruno, brock, surge, blaine, sabrina, agatha, rival phase 1, chief
Trainer ai routine #4 added to the following trainer classes -jr trainer M/F, pokemaniac, hiker, cueball, psychic, tamer, black belt, rocket, cooltrainer M/F, gentleman, channeler -all rival phases, all gym leaders, elite-4, prof.oak, chief
Trainer switching (ai routine #4)can now toggled ON and OFF
- WHile OFF, trainers will not switch intelligently just like in the original retail games.
- Press SELECT on the option menu to go to the extra menu and toggle this option under "AI SWAPS"
- Note that Jugglers are unaffected because their official gimmick is that they switch randomly.
Trainer stat DVs are now randomly generated to a degree (only in hard mode) to be above-average
Trainer pkmn now have stat experience assigned to them that is scaled to their level (only in hard mode)
- The stat experience total for a given level 'L' is SIGMAn=6,L
- No stat experience is given for level 5 and below.
- Outside of hard mode, trainer pokemon have 0 stat experience per the vanilla games
These are real DVs and statEXP values that utilize the existing enemy party_struct which is normally unused by trainer AI
Trainer pkmn DVs are remembered between switching, and new ones won't be generated on every send-out
Trainer AI battles now track which enemy pkmn have already been sent out, so it supports the new DVs and stat exp
Special trainers, e4, and gym leaders are slightly adjusted in their item use
Special trainers, e4, and gym leaders have slightly adjusted and buffed rosters for flavor and difficulty
Many trainers have recieved slight roster adjustments so that almost all pokemon can be registered as seen
Agatha & cooltrainers will not randomly switch since they now have ai routine 4
Flags for dividing exp among active pokemon are now only reset after fainting an enemy pkmn
- Originally these get reset every time the opponent send out a pkmn (even switching)
- Was never really noticed since most trainers never switch nor would have the opportunity
- Changed based on user feedback since many trainers now try to switch
Adjustements to how trainers use healing items
- Lance now has 2 hyper potions per pokemon like the rest of the elite 4
- The Rival battles from the SS Anne through Pokemon Tower use super potions
- The Rival battles after Pokemon Tower and up through Route 22 2nd-round use hyper potions
- The Champion can use Full Heals in response to a status effect with a 25% chance
- Trainers will not use non-healing items if they or the player are at low HP, making them more aggressive
- All trainers that use any kind of potion now use it with a 50% chance if their HP is low enough
- Gym Leaders and mid-game Rival: below 1/5th total
- Elite-4 and Champion: below 1/3th total
Adjustments to learnsets and base stats
- Slight additions to explodo-mon movesets to play nicer with AI at higer levels
- Pokemon have gained their TMs and Moves from yellow
- Kadabra & Alakazam can access Kinesis via the move relearner and by level
- Raichu gains some attacks back via level
- Arcanine gains some attacks back via level
- Ninetails gains some attacks back via level
- Poliwrath gains some attacks back via level
- Cloyster gains some attacks back via level
- Starmie gains some attacks back via level
- Exeggcutor gains some attacks back via level
- Vileplume gains some attacks back via level
- Victreebel gains some attacks back via level
- Clefable gains some attacks back via level
- Wigglytuff gains some attacks back via level
- Mewtwo can learn Swift by TM
- Kakuna and Metapod learn harden by level-up
- Pikachu and Kadabra have their catch rates adjusted to yellow version
- Butterfree and Beedrill have their prior evolutions' moves added to their level-0 move list
- Clefable and Wigglytuff get some moves back via level-up
- Diglett & Dugtrio can learn cut like in yellow version
Engine changes just for developers
- The trainer move engine has been backported from Yellow version; trainer movesets can now be fully customized
- Improved exp calculation for developers who want a level cap between 101 and 255
- EXP calculation routine now does math in 4 bytes instead of 3 bytes
- Exp calculation result is still capped to 3 bytes regardless of level cap to prevent overflow
- The byte cap on the exp result means that certain growth rates may have a level cap
- For example, the "slow" growth rate is theorized to cap at level 237
- Trainer battle prize money uses 3 bytes instead of 2, lifting the 9999 cap on winnings
- Adjusted daycare to allow exp values over $500000
- Allow up to 8 digits when displaying experience on the status screen
- Pokemon can now learn more than 1 more per level
- The 1.5x EXP boost function now has overflow protection
- EXP Gained can now print up to five digits instead of four
- The "" character mapping can be used as a line-feed
- Added rom hack version tracking for save files
- It's a single byte in the save file that gets incremented each version
- If the save byte does not match, the player is automatically warped back to Pallet Town
- Helps prevent crashes and glitches when updating an older save file
- You will be given the choice to warp to Pallet Town if the rom hack version does not match
- The function that shows the dex entry for starter pokemon is now more robust
- It now works for any pokemon (like if the starters are changed or randomized)
- It keeps a backup of the pokedex-owned flags instead of erasing them
- Removed the unused Ivysaur flag
- Increased the maximum game clock to 32767 hours
- Reduced saving delay to 15 frames
- Tweaked the fly menu to be more responsive and snappy
- Added an error trap to _Divide function for divide-by-zero calls
- Withdrawing or depositing a key item from/to the player's PC will default its quantity to 1
- Item evolutions having a level requirement is now supported
- DelayFrame now manualy calls VBlank if it runs while the LCD is disabled
PokeDex Area enhancements
- The AREA function of the PokeDex now takes the Super Rod into account
- It will also notify you if the Pokemon you are referencing is available on the currently loaded map
- If available on the current map, it will notify you if it can be found by walking, surfing, or by super rod
- The Cerulean Cave is an "unknown dungeon" so...
- Nest icons will not display for this location
- But the notification for the current map will still function
Improved itemfinder function
- If an item is detected, it will play 1 to 3 chimes depending on how close it is (more chimes means closer to the item).
- Lines will point in the direction of the item and flash with the chimes.
- If the player is right on top of the item, no lines will show and the chime till play four times.
- If the SELECT button is held while selecting to USE the itemfinder, then the original itemfinder function is used.
Changes to fishing
- All rods have an expanded level range
- Old rod can fish up two kinds of pokemon (depending on the current map constant value)
- Magikarp or Goldeen
- Magikarp or Poliwag
- When using the old rod, press and hold B within about 1 second to always hook a magikarp
- Good rod can fish up three or four kinds of pokemon (depending on the current map constant value)
- Poliwag, Horsea, Krabby
- Poliwag, Krabby, Goldeen, Psyduck
- Goldeen, Psyduck, Shellder
- Goldeen, Shellder, Horsea, Tentacool
- The Route 12 Fishing Guru is now visitable upon first reaching Lavender Town
- Swapped location of Good and Super Rod
Changes to the daycare
- The daycare lets you select moves to forget (if any) upon retreiving your pokemon
- Retrieving a daycare pokemon that could have evolved via level will trigger evolution and learn any missed-out moves
- The daycare will support two evolutions back-to-back
- The daycare experience gain has been recalibrated
- It no longer gives 1 exp per step
- Instead, it falsifies the act of farming wild encounters against a pokemon with a base exp value of 56
- The falsified encounter starts at level 5, and it increases 5 more levels per badge obtained
- With 8 badges, using the daycare is essentially a faster way of farming level 45 basic pokemon
- The downside of not gaining statEXP in the daycare still remains as a tradeoff
- Added a PC to the daycare
- Daycare allows HM moves on entered pokemon
A regular New Game will default the battle style to SET and text speed to FAST
Starting a New Game while in GBC-mode will default 60FPS mode to ON
Yes/No prompt for flute use has been added to blocking snorlax
Game corner prize costs re-balanced
Slightly increased slot odds
Slot machine coin counter runs twice as fast
There are four lucky slot machines instead of one
Interaction of slot reel modes tweaked for better gameplay
Bushes moved around so Erika can be battled without CUT
The bush blocking the Vermilion gym has been replaced with a blocking pkmn that goes away after the ss anne leaves
The bush that blocks route 9 has been replaced by a blocking event
Gym leaders and elite 4 have their rosters, levels, & movesets slightly tweaked for gradual difficulty
Blaine has a touched-up battle sprite so he doesn't look like an alien
- Snagged this off reddit, but original artist unknown (let me know if this is yours)
The elite 4 now use the gym battle music rather than the standard trainer music
The juggler rosters, especially in fuchsia gym, have been slightly altered for flavor
Just for fun, the last juggler in the fuchsia gym is replaced with a cameo of Janine
- Though at this point she's still just a cooltrainer and doesn't have a unique battle sprite
The L: block doesn't disappear when level hits three digits
Greatly increased the speed and performance of spin tiles
Amber and fossils are now non-key items
Low HP alarm only plays three times then turns itself off
You can now cut the grass in the plateau tileset
Gave a couple TM moves to the cerulean rival's abra
Initiating the Pokemon Tower rival battle will deactivate the following skippable rival battles
- The Cerulean encounter
- The SS Anne encounter
Adjusted the parity of in-game trades across versions
Increased the speed of the HP bar animation
The stat displays of the active pokemon in battle will display its current-time stats instead of its unmodified stats
#Additions
#Difficulty and scalable trainers
- There is an option to scale trainer rosters to the level of your strongest roster pkmn
- Talk to the right-side aide in Oak's lab to toggle on/off
- Enemy pkmn will evolve by level if applicable
- Pokemon that evolve below level 30 will evolve at 4/3x the original level
- Pokemon that evolve >= level 30 will evolve at 8/7x the original level
- Gym leaders and the E4 scale slightly higher than normal trainers
- If trainer scaling is on, you do not need to beat the 1st route 22 rival solo to get oak's pokeballs
- In hard mode, or against gym leaders, the scaling is based on the absolute highest level of your team
- In normal difficulty against regular trainers, the scaling is based on a weighted average of your team's levels
- Playing on hard mode provides increased difficulty
- Pressing RIGHT while the cursor is in the BATTLE STYLE box will toggle the feature on/off
- Contrasting this, pressing LEFT will let you select a battle style without toggling difficulty
- Enemy trainer pokemon are assigned level-appropriate stat exp
- Enemy trainer pokemon have randomized DVs that are above-average
- Boss trainers (giovanni, elite 4, gym leaders, later-game rival) cannot have DVs below 8
- Wild pokemon DVs get 1 re-roll each if less than 4, biasing them upwards a little bit
- Badge-granted stat boosts are disabled in trainer battles
- X-stat items have double the effect like in more recent generations
- Revive items cannot be used in battles
- Mewtwo will prevent you from using a master ball on it and use AI to choose moves
- Non-link battles in hard mode use the Stadium 1 formulas for critical hit probability
- Warning: The difficulty will be compounded if both trainer scaling and hard mode are active
- Oak's pokeballs will be upgraded to great balls if you beat the route 22 rival in hard mode
- Added the Clause Brothers to Viridian City
- They toggle enforcement of the item, sleep, and/or freeze clauses
- The clauses apply to the player and AI equally
- Sleep and freeze clauses work like they do in Pokemon Stadium
- Added a fourth brother for the Trapping Move Clause
- A counter tracks if the player or the opponent use trapping moves like Wrap multiple times in a row
- The counter increments only if a trapping effect move is selected to be used and it does not miss
- After the counter has incremented to 2,
- selecting a trapping effect move additional times will make the move to go 2nd in the round
- this is the same priority as the move Counter
- The counter only gets reset by switching or using a move that does not have the trapping effect
- Reseting the counter will restore normal priority to trapping effect moves.
- Added a fifth Clause Brother for the hyper beam clause; hyper beam will recharge if it KOs the opponent
- Link battles in the Colosseum now synchronize battle clauses between both players
- The item clause is not applicable because items are not usable in link battles by default
- There is a clipboard in the Colosseum that is used to reset and re-select your battle clauses
- Any active clauses between your opponent and yourself are applied to both players
- A splash screen before battle will desplay the enforced clauses
- There is now an obedience level-cap that can be toggled in the extra options menu under "LVL CAP"
- While active, the current maximum obedience level will display in the options menu
- All pokemon, not just trades, will start to disobey if over the displayed level cap
- The cap will change based on which badge you have
- Not recommended for use with trainer scaling since you might gain too many levels too quickly
- Best to turn this off in the post-game as it's really for the gym challenge and elite-4
#Quick Keys / Options / Menu-Related
- Press SELECT on the option menu to go to the extra options menu where many new options can be toggled!
- Added built-in gamma shader for backlit LCD screens (press SELECT at the copyright screen)
- Gamma shader defaults ON if the destination code in the rom header is set to 00 (JP)
- Pressing SELECT at the copyright info now switches the shader from its default state
- It can also be toggled in the extra menu under "Y SHADER" so you don't have to reset the game to change it
- The default state of the gamma shader can be changed with any gameboy rom header editor
- Alternately, remove the 'j' in 'cjsv' in the Makefile to compile with a JP destination code
- Added an option to make the overworld run in 60fps
- Press SELECT on the opion menu to go to the extra menu, and there you can toggle 30 or 60 under "FPS"
- This feature is more of a proof-of-concept and is still kinda rusty
- Takes advantage of double-speed CPU mode when played as a GBC game
- Text with zero frame delay can be toggled from the extra menu under "INST. TXT"
- The regular text speed selecttion will be ignored while ON
- Turning this OFF will default the text speed to FAST
- Softlock Warp
- Instantly teleport back to your mom's house if you get stuck or are unable to move after updating to a new patch
- Sets money to at least 1000 if you have less than that
- Instructions to perform:
- go to the start menu and put the cursor on OPTION
- press and hold DOWN on the d-pad (the cursor will now be on EXIT)
- while continuing to hold DOWN, press and hold SELECT
- while continuing to hold those two buttons, press B
- the start menu should close and you will warp back to your mom's house
- Vanilla Options Reset
- Deactivates all special options (such as in preparation to update to a new patch)
- Intructions to perform:
- go to the start menu and put the cursor on the top option (usually POKEDEX)
- press and hold UP on the d-pad (the cursor will now be on EXIT)
- while continuing to hold UP, press and hold SELECT
- while continuing to hold those two buttons, press B
- the start menu should close and you will hear a jingle confirming that the option reset worked
- Debug Damage Display: As a debugging cheat, damage values will be displayed in battle as the UI updates
- Toggled on/off the same way as the softlock warp, but by using 'A' instead of 'B'
- Zero damage is not displayed
- Damage is not displayed if either pokemon has zero HP remaining
- DV / Stat EXP Reset function
- On your POKEMON party screen from the start menu, place the cursor over a desired pokemon
- Then press A while holding LEFT + SELECT
- You will be prompted to confirm your decision
- If YES, that pokemon will have all its Stat EXP reset to zero
- Also, it's DVs will be set to match the quantities of the first four items in your active bag
- Context-sensitive SELECT button for using HMs (must have the correct badge and the move on one of your pkmn)
- press SELECT against a shore to surf
- press SELECT when facing a shrub or grass tile to use cut
- press SELECT in a dark area to light it with flash
- press SELECT while facing a boulder to activate strength
- Press and hold A then press SELECT to automatically get on/off your bike or use the best rod in your inventory
- You can now check DVs or stat exp by holding down a button and entering the status screen
- hold SELECT for stat exp
- hold START for DVs
- In-battle way to check if enemy pokemon is owned in the pokedex
- On the main battle menu, place the cursor over an option in the left column
- Press the SELECT button
- The enemy pokemon will play its cry if registered as owned
- Added ability to forfeit trainer battles by choosing RUN in battle while holding SELECT
- Hold SELECT and press START while on the bag menu or PC item box menu to auto-sort your items
- The bag now supports an additional item list for an extra 20 slots of space
- Press START on the bag menu to hot-swap the item list that populates the active bag
- Also works in battle
- Also works when depositing items in the PC
- The game's systems will generally detect items in the non-active bag space
- For example, you can enter the Cinnabar Gym even if the Secret Key is in the non-active bag space
- Certain unique systems may only recognize the active bag's item list
- For example, the Pokemon Stadium games detect only the bag list that was active when last saved
- The player's party 'mons now have temporary field move slots for HM moves
- Each party 'mon has 1 slot separate from its regular move list
- A field move in this slot can be used in the overworld as normal
- You will be asked about filling the slot when teaching a field move out of battle
- You cannot overwrite a slot with a field move already in it
- A slot is cleared when its 'mon leaves the party (such as being put in the PC)
- In the case of a 'mon with 4 regular field moves:
- The slotted temporary move cannot be menu-selected
- The slotted temporary move, if it's a HM move, can be used via quick-key
- Teaching a TM as a field move will not consume the TM
#제도법
- GBC color palettes have been back-ported from Yellow-version.
- Additional GBC color additions
- Scrolling mons on the title screen have their own palettes loaded on the GBC.
- In the blue version intro, jigglypuff has it's own palette loaded on the GBC.
- Oak-speech nidorino has its color palette on the GBC.
- When playing in GBC-mode, move animations are colored based on their type
- In GBC-mode, when a pokemon is caught, the resting ball now has a defined color
- Tossing pokeballs have color in GBC mode
- You can now play as a girl when starting a new game
- Has front, back, walking, fishing, and cycling sprites
- Has unique default names when starting a new game
- If a pkmn has DVs that would make it shiny in Gen 2
- An unused "power up" style of animation plays when it enters battle
- It also has a shiny symbol by its name
- If playing on a super gameboy, shiny pkmn will have a palette swap on the status screen and also change color in battle
- If playing on super gameboy, hold select when loading a pokedex entry to see that pokemon's shiny palette
- Added an exp bar using code by Danny-E 33
- Pokeball caught indicator for wild battles
- A gender symbol is displayed for pkmn species that are sexed
- non-sexed species have no symbol
- The symbol is displayed for a party mon in its status screen
- The symbol is displayed in the battle hud only for wild enemy mon (the only time it matters)
- Oak's aid at the bottom-left of the lab toggles the caught & gender symbols after obtaining the pokedex
- Red & Blue versions use the back sprites from spaceworld 97 so as to be cohesive with the front sprites
- Added spaceworld-style trainer back sprites for consistency with the spaceworld 'mon back sprites
- The silhouette effect at the start of battle now displays when playing on a DMG gameboy
- Improved fade-in and fade-out to black/white transitions when playing on GBC in 60FPS mode
#Pre-E4 NPCs
- The girl in Oak's lab toggles a built-in randomizer for wild pokemon and your starters
- Shuffles all pokemon that can be gained through walking, surfing, fishing, or from the game corner
- If activated early enough, your starter pokemon options are shuffled as well
- Randomizes using a saved seed value, so the shuffled order is always preserved between play sessions
- A new random seed is generated upon each new game
- There are three pokemon lists based on base-stat-total; A, B, and C tiers
- Pokemon are only shuffled within their own list in order to maintain some modicum of balance
- Scripted events are unaffected (gifts, in-game trades, static encounters, etc)
- The game's five legendary pokemon are excluded from randomization
- The AREA feature of the pokedex automatically adjusts to show the new pokemon locations
- Talking to the girl in Oak's lab allows the player to generate a new randomization seed value.
- The girl will also ask if full randomization is preferred, which will combine the tiers into one big list.
- There is an Aide NPC in the viridian pokemon center that can toggle regular trainer randomization
- Only affects regular trainers that use one level for all 'mons and have no custom movesets
- Will replace their roster 'mons with random non-evolved 'mons (legendaries are excluded)
- The new mons will be swapped with their evolved forms if at a high enough level
- Pokemon that evolve below level 30 will evolve at 4/3x the original level
- Pokemon that evolve >= level 30 will evolve at 8/7x the original level
- This feature was added with the intent of spicing-up subsequent Gen-1 playthroughs
- New NPC in celadon hotel will reward coins for showing him requested pkmn
- Move deleter/relearner added to the saffron house below COPYCAT's house
- Code comes from Mateo's Red++ hack. It's simply the best gen-1 implementation and I cannot come up with something better.
- Talk to the little girl to delete moves.
- Talk to her tutor to relearn moves.
- I have expanded Mateo's code so that it also detects default level-0 moves from the baseStats header files.
- Catch-Up EXP Booster
- Talk to the aide in the Celadon Diner to toggle this feature.
- While active, EXP gained is boosted if the active pokemon's level is lower than that of the fainted enemy.
- The boost is 1.5x multiplied by an additional 1.5x for every 3 levels of difference.
- For example, a level gap of 12 results in an EXP multiplier of (1.5)^4 = 5.0625.
- Use this feature to help you train-up new team members in the mid-to-late game.
- Can rematch gym leaders and most non gym-leader trainers just by talking to them one or two times
- Giovanni respawns after leaving the gym so you can rematch him
- Paras is gifted in the Route 2 house in case the player has no pokemon that can learn Cut
- Unused beedrill trade has been restored and placed on Route 22
- Added a scientist and books to the Cinnabar Lab fossil room for cloning and gene splicing
- This process clones your 1st spot pokemon and modifies it with DNA from your 2nd spot pokemon.
- It does this by treating a pokemon's two bytes of DV values as if they were two genes with two alleles each.
- Gene-A has the Attack DV as its hi-side allele and the Defense DV as its lo-side allele.
- Gene-B has the Speed DV as its hi-side allele and the Special DV as its lo-side allele.
- The A-genes from the two donor pokemon will be mixed to make the clone's A-gene.
- The B-genes from the two donor pokemon will be mixed to make the clone's B-gene.
- Mixing two genes is done via Punnett Squares, and a random result is chosen based on its ratios.
- Within a Punnett quadrant, a hi allele makes the upper digits and a lo allele makes the lower digits.
- If two hi allels or two lo alleles fall within a Punnet quadrant, their order is randomly selected.
- A new drink stand on the route 19 beach sells vending machine drinks
#Post-Game Content
- SS Anne can be re-entered after defeating the elite 4.
- minor text change indicating its return
- the captain's text has been slightly altered for a more generic context
- There's a tournament being held in the SS Anne's kitchen after the elite 4 are beaten
- Talk to the Gym Guy you find there
- win 7 matches in a row for a master ball
- Battles use teams of 3 pokemon
- Your team is healed before battles
- Enemy pokemon levels are based on the level of your strongest party pokemon
- You must have an open item slot to claim your prize
- Any trainer can appear with any three pokemon (excluding mew and mewtwo)
- No breaks allowed in-between battles
- Vendor added to Celadon Dept. Store 3F
- Sells max revives, moon stones, amber, fossils, exp all, master balls, and rare candy
- Only opens up after beating elite 4
- Relocated one of the rocket grunts in celadon city, and he now sells bulk coins in the post-game
- In the safari zone gate, a new NPC can toggle on and off a special safari event after the elite 4
- All pokemon in the safari zone will have above-average DVs
- Also makes it so there is a rare chance for any pokemon to be encountered in the safari zone (depends on location)
- The game corner chief will buy pokemon from the player post-e4
- There is a new NPC in the west-east underground path that generates random battles after beating the elite 4
- There is a new NPC in the north-south underground path that generates mirror matches after beating the elite 4
- New item M.GENE:
- Re-randomizes a pkmn's DVs to above-average values.
- Win 5 matches in a row against the random team NPC to get a M.GENE (leaving the area resets the win streak)
- New item MIST STONE
- Fully maxes-out a lvl > 30 pokemon's stat exp
- If all the stat exp is already at max, then it will set all the DVs to maximum instead.
- There are 5 new trainers to find and battle
- Hint 1: Talking to Oak can guide you to the first one
- Hint 2: The fifth one can only be fought after beating the first four.
- There are two missingno superbosses available after completing the pokedex
- One for each infamous shore
- Uses its L-block appearance remade as a proper image and has its own defined base stats data
- Uses trainer battle routines (different music, uses AI, and uncatchable)
- Mew can be found in the wild, and one of the newly-added trainers gives a hint on how to find it
- New Game Plus has been added (still experimental)
- Activated under these conditions:
- Must have an existing non-corrupt game save on-file
- Must have beaten the elite 4 in the on-file save
- Press and hold SELECT while choosing the New Game option
- A jingle will play to indicate NG+ has activated and the SELECT button can now be released
- Preserves ONLY the following information (your current party will be lost):
- Boxed pokemon
- Play clock
- Pokedex seen/owned registry
- Hall of Fame (experimental)
- Option screen selections
- Trainer ID (boxed pokemon won't count as traded)
- Wild pokemon randomizer seed
- The player can now choose whether or not to generate a new Trainer ID when selecting New Game Plus
#Cheats and Secrets
Click to Reveal Spoilers!
After buying the Magikarp from the man in the Mt. Moon pokemon center, he will serve as a move tutor
- This is a throwback to certain Japan-only event pokemon giveaways
- Talk to him with Magikarp at the top of your party, and he will offer to teach it Dragon Rage for 5000 yen.
- Talk to him with Fearow or Rapidash at the top of your party, and he will offer to teach it Pay Day for 1000 yen.
- Talk to him with Pikachu at the top of your party that has an empty move slot, and he can teach it Fly for 2000 yen.
Psyduck Learning Amnesia
- You must first have 151 pokemon registered as owned in your pokedex.
- Place a Psyduck in your 1st party slot then go talk to the Psyduck in Mr. Fuji's house.
- It will now try to learn the Amnesia move.
The surfboard, a nugget, and TM 15 are hidden items added to the vermilion dock
Mew is on the basement level of the unknown dungeon
- it is the rarest encounter in the game
- only shows up after getting the pokedex diploma
- can only be encountered once like static legendaries
Using the super rod in the unknown dungeon basement will yield glitch-level experiment dittos (a trap encounter)
Pay Day shenanigans
- A pkmn with Pay Day in the 1st party slot will play its cry when interacting with a lucky slot machine
- A pkmn with Pay Day in the 1st party slot will play its cry when a slot machine enters payout modes
- 1 cry for a normal payout on the next pull
- 2 cries to signal the possibility of all 7s/bars on the next pull
- 3 cries to signal that super payout mode had been entered
Secret EXP boosting
- Pkmn with levels > level cap give 255 stat exp for each stat
- Pkmn with levels > level cap have 255 base exp yield
If a chansey >= level 100 is first in your roster:
- Shiny wild random encounters and fishing rod encounters are much more common (1 in 256)
- Repel effects will not block shiny encounters
Shiny Mercy
- When a player encounters an AI trainer shiny pokemon, the next wild encounter will be shiny
- AI trainers can only have shinies in hard mode, so it affords more chances to find wild shinies
- Also, shiny mercy extends to tower ghosts, ghost marowak, and the old man catching tutorial
Winning the SS Anne tournament with a pikachu in the party will set its catch rate to 168
- In this rom hack, a pikachu with this catch rate can be taught Surf via HM
- This catch rate makes it hold a gorgeous box if transferred to Gen 2
- In case of multiple pikachus, only the first in the roster will be affected
- Likewise, a pikachu holding a gorgeous box can learn surf if transferred into this rom hack
Defeat Lance with a Dragonite in your top spot and it will be given a catch rate of 168
- Dragonite's cry will play to confirm that this has happened
- In this rom hack, a dragonite with this catch rate can be taught Fly via HM
- This catch rate makes it hold a gorgeous box if transferred to Gen 2
- Likewise, a dragonite holding a gorgeous box can learn fly if transferred into this rom hack
Added Bill's secret garden behind his house
- Put Mew in your top spot and show Bill to gain access
- You will encounter the starter pokemon plus some other rarer pokemon
- Shiny rates are 1-in-128 in this area
Show Mewtwo to Mr. Fuji after beating the Elite 4 to get a M.GENE
Obtaining the MIST STONE:
- There is a secret cave on Route 13, and the book within tells you to go to Bill's secret garden
- Return to this book afterwards in order to find a mist stone
- The mist stone will max-out all the stat exp of the lvl > 30 pokemon on which it is used
The five new trainer battles are as follows
- Talking to prof oak after beating the elite 4 and answering "No" let's you challenge him to a battle
- Can battle Mr. Fuji after beating the elite 4
- Can battle the Silph Chief after beating the elite 4
- Trainer Green (named Seiga) can be battled next to the ss anne dock truck after beating the elite 4
- Mind battle with future Trainer RED after beating the elite 4 via the new girl outside Bill's villa
- Must have beaten Oak, Fuji, Silph Chief, and Green (the order doesn't matter)
- After winning, must re-defeat the four extra trainers before you can challenge again
- A win will respawn Mewtwo, the legendary birds, and allow Mew to be found again, and reset the mist stone events
You can now battle missingno on the infamous cinnabar shoreline
- You must have gotten the pokedex diploma first
- Activated the traditional way via the "old man in viridian" method
- The battle will trigger randomly while surfing on the shore even if you are not moving
- If defeated, it will set a non-key item in the sixth bag slot to a quantity of 99
- Win or lose, you must do the "Old Man" process again to reactivate the encounter
- For an even harder battle, try using the eastern shore of the seafoam islands
- Again, victory will set the quanitity of your sixth bag item to 99
- Beating the seafoam missingo battle adds an achievement to your diploma
Implemented the old Down+B urban legend for pokeballs as a cheat code
- The timing is different. You have to hold Down+B before the "[PLAYER] used [ITEM]" text finishes printing.
- If successful, the ball tossed will be twice as effective as normal
Added "The Shimmer", a cheat feature for those who want viability when using certain low-regarded pokemon.
- Toggled ON/OFF via the glass pokeball decoration in the rival's house.
- Pokemon Eligible: EKANS, CATERPIE, METAPOD, WEEDLE, KAKUNA, ZUBAT, PSYDUCK, PARAS, PONYTA, RATTATA, SANDSHREW, HORSEA, GOLDEEN, VENONAT, JIGGLYPUFF, ARBOK, BEEDRILL, BUTTERFREE, DITTO, FARFETCHD, GOLBAT, GOLDUCK, HITMONCHAN, LICKITUNG, ONIX, PARASECT, PINSIR, PORYGON, RAPIDASH, RATICATE, SANDSLASH, SEADRA, SEAKING, VENOMOTH, WIGGLYTUFF
- The shimmer factor appears randomly and secretly, being more likely to occur by training and sending out eligible 'mons.
- The shimmer only manifests in 'mons that are fully evolved, even if their pre-evos gained the secret shimmer factor.
- When the shimmer manifests as a 'mon gets sent out, that 'mon gets a large boost to some stats that are low-to-poor.
Technical details of the shimmer
- A 'mon eligible for shimmer that is sent out, either by player or enemy trainer, can get the shimmer factor.
- The chance of getting the shimmer factor is 1-in-256 per send-out, rewarding a player that uses the 'mon frequently.
- The odds increase by +(1-in-256) per 2048 HP-StatExp that the sent-out pokemon has, encouraging player investment.
- The shimmer factor is defined via the pokemon's catch rate byte and is a value of $6D (held Miracle Berry in Gen-2).
- The manifestation of the shimmer boosts one-to-four of a 'mons unmodified stats.
- If 3/8ths of an unmodified stat is less than the mon's level, then the level value is added to that stat.
- Stats that can be boosted are: attack, defense, speed, or special.
- Exclusively for Hitmonchan, the shimmer adds the level twice to its special stat so it can use its elemental punches.
- There is the same chance of shimmer manifesting on applicable enemy trainer pokemon.
- Given their rosters, the shimmer will always manifest on the applicable pokemon of Bruno, Agatha, and the Karate Master.
#Availability Changes
Click to Reveal Spoilers!
#Added Encounter Locations for the following pokemon (rare if not normally in the chosen version):
- charmander on route 25 (4.3%)
- squirtle on route 6 (4.3%)
- bulbasaur on route 4 (4.3%)
- sandshrew (5.1%) and ekans (5.1%) on route 3
- vulpix (4.3%: red, blue-jp) or growlithe (4.3%: blue, green) on route 8
- bellsprout (4.3%: red, blue-jp) or oddish (4.3%: blue, green) on route 24
- meowth (9.8%: red) or mankey (9.8%: blue, green, blue-jp) on route 5
- farfetchd on route 12 (6.3%) and route 13 (4.3%)
- cubone added to rock tunnel (5.1% floor 1 and 6.3% floor 2)
- dodrio on route 17 (5.1%)
- porygon in the power plant in red version (1.2%)
- electabuzz in power plant in all versions (9.4% red and 5.1% all others)
- magmar in pokemon mansion basement in all versions (4.3%)
- snorlax in digletts cave (5.1%)
- eevee on route 21 grass (5.5%)
- hitmonchan (5.1%) & hitmonlee (5.1%) in victory road 3f
- version-swapped pinser/scyther in safari zone central-area
- lickitung (5.1% red, blue, green) in safari zone east
- kangaskhan (5.1% blue-jp) in safari zone east
- tauros (5.1% blue-jp) in safari zone north
- jynx (5.1% red, blue, green) in safari zone north
- mr mime in safari zone west (5.1%)
- lapras replaces krabby when using super rod in safari zone
- magnemite on route 10 (5.1%)
- ponyta on route 7 (9.8%)
- tentacruel on water routes 19, 20, and 21 (6.3%)
- seaking on water routes 19, 20, and 21 (4.3%)
- route 22 super rod data has changed to give psyduck & poliwag
- version-swapped sandslash/arbok in unknown dungeon 1f
- unknown dungeon changes
- encounter rates between pokemon slightly re-balanced
- chansey is rarer
- dittos are rare
#Trade evolutions now alternately evolve with a stone at a certain level with some new hinting NPC text
- Kadabra: Use a moon stone at >= level 35
- Haunter: Use a thunder stone at >= level 35
- Graveler: Use a fire stone at >= level 35
- Machoke: Use a leaf stone at >= level 35
#Changes to pokemart inventories:
- TMs of all kinds at all stores (Prize Corner included). All TMs are now re-purchaseable at various stages of the game.
- Pewter city has ethers
- Lavender town has max ethers
- Saffron city has elixirs
- Cinnabar island has max elixirs
- Cerulean mart sells escape rope per Yellow version
- Fuchsia mart sells hyper potions per Yellow version
#Changes to item locations:
- Added a hidden max revive in celadon city
- Added a hidden super potion in celadon city
- Added a hidden moon stone in diglett's cave
- Added a hidden nugget in diglett's cave
- Added a hidden potion on route 22
- Additional hidden potion in viridian city
- Added two hidden repels to pewter city
- Added a hidden great ball and pokedoll on route 6
- Added hidden max revive on route 11
- Added hidden ultra ball on route 8
- Water Gun TM has been replaced by a super repel in Mt. Moon, and it is now found in the Pewter Museum
#Built-In Nuzlocke Mode
Activation/Deactivation
- Go to the OPTIONS screen and press SELECT to get to the extra menu.
- Toggle this mode under "NUZLOCKE".
This mode DOES NOT check if you have obtained pokeballs yet. It is in full effect when toggled to ON.
Rule 1: A pokemon that faints is considered dead and can no longer be used.
- Revival items cannot be used in battle.
- If a battle ends with no forfeiture, all pokemon with 0 HP are marked dead.
- If a battle ends in a forfeit, all pokemon with 0 HP before the forfeit are marked dead.
- Pokemon marked as dead have $05 written to their catch rate to permanently mark them.
- Even if they are traded back and forth, dead pokemon remain marked as dead while in nuzlocke mode.
- Medicinal items will not work on pokemon marked as dead, nor will Soft-boiled.
- Party healing (Mom, Pokemon Center, blacking out, etc) makes a dead pokemon effectively useless.
- To clarify, it gives a dead pokemon 1 HP, the FRZ status, and 0 PP for all moves.
- This allows a player to continue the game with boxed pokemon in case of a total party loss.
- Dead pokemon transferred to Gen-2 games will be holding a pokeball.
Rule 2: You can only catch the 1st wild pokemon that you encounter in an area.
- An "area" is defined by the name displayed on the town map.
- You will be unable to throw balls in subsequent wild battles in that area.
- Static wild battles count for this as well.
- Wild battles before you can get pokeballs also count.
- In light of this, you may want to delay activating nuzlocke mode until pokeballs are available.
- Story wild battles (Old Man tutorial, Ghost Marowak, and Tower Ghosts) do not apply.
Rule 3 (Optional): Nickname every pokemon you obtain.
- You will always go straight to the nickname screen without a Yes/No prompt.
- You can still opt out of a nickname by leaving the entry field blank.
Built-in exceptions:
- Shiny Clause: Nothing prevents you from throwing balls to catch a wild shiny pokemon.
- Duplication Clause: Encountering a wild "owned" pokemon will not activate Rule 2.
- Rule 2 resets for the Safari Zone area upon paying the entrance fee.
- Catching a pokemon, even if owned, always activates Rule 2. Important for the Safari Zone and New Game+.
- Dead pokemon can still use overworld moves (HM moves, Teleport, etc).
Visuale Aides:
- An Up-Down-Arrow symbol will display on the HUD of a wild pokemon if a ball is allowed to be tossed.
- This symbol follows Rule 2 and any built-in exceptions previously destribed.
Nuzlocke and the Safari Zone:
- The Safari Zone is not inherently limited to a single entry in nuzlocke mode.
- Entering the Safari Zone gives the player an opportunity to catch 1 pokemon.
- And this opportunity presents itself each time the player pays the entry fee.
Nuzlocke and New Game+:
- New Game+ preserves the pokedex.
- This means the Duplication Clause will prevent Rule 2 from activating.
- In light of this, Rule 2 will always activate on an area upon the first catch made there.
Dead pokemon and toggling Nuzlocke mode:
- It is possible to cheat by turning off nuzlocke mode, healing a dead pokemon, then turning it back on.
- If this is done, the healed pokemon is still considered dead.
- This means that party-wide healing will make it useless and medicine still has no effect.
- This has the potential for a kind of "undead run" rule variant.
Removing the death marker:
- The only way to undo this is by modifying the dead pokemon's catch rate.
- This is usually done via the Gen-2 time capsule and trading it back without a hold item or a different hold item.
#About Gameshark Codes
Will they work? Largely, yes...with some rules.
Shin Pokemon does not reassign any wram or hram addresses, so cheat codes that modify values within these address ranges will still work.
The GB/C's wram is in addresses C000-DFFF, and hram is in FF80-FFFE.
Gameshark codes for the GB/C have an 8-digit hexadecimal format in the form of LMNOYZWX. The meaning of the separate digits is:
- LM - External RAM bank number (typically 01)
- NO - a 2-digit byte to act as your injected value
- WXYZ - A 2-byte Memory Address to write the new value to (Note that the gameshark code format reverses the low and high bytes of the address)
So say you want a cheat code that gives you 99 of the first item in the bag.
The quantity of the first item in the bag is at address D31F in wram, and 99-decimal equals 63-hex.
This gives a gameshark code of 01631FD3.
Any codes that follow these conventions and only modify the wram or hram should work like they do in the vanilla games.
#Will Not Implement / Out of Scope
These are things that are commonly requested but fall outside the scope of the project. There are no plans to implement these:
- Yellow Version - This is a different rom base, and I have no intention at this time to start all over on numerous features.
- Gen 2 color / graphics - The goal is to keep art direction and assets within the purview of a pre-1998 direction.
- Battle mechanics from later generations - Gen 1's gameplay must be generally be preserved, so no special defense, physical-special split, critical hits untied from speed, updated move pools, etc.
- Later-gen evolutions/forms/variants - I'm keeping this strictly to the original 151.
- Translations - This is best handled by other teams using their own project repositories.
#Frequently Asked Questions
Will you do a special request just for me or make some specific patches or a ROM file for me?
No. Such requests will be politely declined. If you think you have a good recommendation, please fill out a suggestion ticket in the Issues tab of this project's github repository.
I love your work! How can I donate to you?
The gesture is appreciated and highly flattering, but donations of any sort are politely declined.
What are the best ways to support Shin Pokemon?
There are several ways you can support the project:
- Stream your playthrough.
- Make a Let's Play series.
- Do a review or an analysis piece.
- Create highly detailed bug reports with an "Issues" ticket.
- Recording and uploading your gameplay is the best resource for troubleshooting. Let's Plays and stream VODs are routinely searched for and examined.
How do you come up with with new features and their implementations?
It's primarily based on nostalgic schoolyard rumors, interesting "what if" ideas, and love for secrets and easter eggs from the 1990s gaming era.
A separate project used code from Shin Pokemon to do such-and-such feature. Will you backport it into Shin Pokemon?
Let such projects have their own identity. Other creators need to be able to show off and be proud of what they made.
Why did you not use the artwork of Trainer Green from the Adventures comic or the Let's Go games for the female trainer option?
Internal debate was heated on how to proceed for a female player option, but here's the reasoning that won out:
- Green's design was never intended to be a playable character. Ken Sugimori created her back-view because he needed to depict a trainer trio for an art piece.
- Trainer Red was always supposed to be the player. An original female trainer was never considered until gen-2's development phase around Nov-Dec 1997.
- Others already created original sprite art to include in their own projects, and lifting it might step on their toes or foster ill feelings.
So it was decided to whip-up something simple and original that depicted a female version of Trainer Red. She also acts as a (private) dev shoutout.
Why can Bide still hit opponents in the Fly/Dig state when Pokemon Stadium fixes this?
Bide is a crummy move, but it gains a little more strategy in Shin Pokemon. This oversight was purposefully retained as a "feature" to help it out some more.
Why does Hyper Beam recharge work like it does in gen-2 instead of always needing to recharge like in Stadium?
Shin Pokemon did do always-recharge at one point, but it was hated by literally every player . Removing recharge on a miss was done as a compromise.
Why is there a brief white frame flash when the screen transitions on Gameboy or Gameboy Color?
It's a hardware quirk. There is a brief moment where the LCD is disabled. When it is re-enabled, the screen displays blank white for 1 frame. The LCD gets disabled because it allows writing to VRAM at any time.
EDIT: I believe I've found a workaround by writing to VRAM during the HBLANK and VBLANK periods. The timing is a little tricky.
#Credits / Special Thanks
- Jojobear13's wife, for copywriting and voicework
- The Pret team for the pokered and pokeyellow disassemblies and all the code comments that came with them
- MoriyaFaith's pokejp project for green version assets and code referencing
- Rangi for the tool Polished Map and the jp-style town map from Red/Blue Star
- Exp bar coded by Danny-E 33
- The Pokemon Prism team for the improved RNG used in this project's previous versions
- Patrik Rak for the new xor-shift RNG code
- Move deleter/relearner coded by TheFakeMateo for Pokemon Red++
- Code contributions and bugfixing by wisp92
- GLSWV for correcting the metric conversions of height and weight data
- SteppoBlazer for the spaceworld-style old man back sprite
- Poketto for the spaceworld-style Trainer Red back sprite
- SPazzzi95 for documenting localization changes
- easyaspi314 for optimizations to the gamma shader and wavy-line animation bugfix
- Dracrius' pocketrgb-en project for finding corrections to jp-build inaccuracies
- devolov for the bag-sorting feature
- powderpup for box covers using Sugimori cardass art
The following folks for their great tutorials, glitch videos, and explanations across the internet
- TheFakeMateo
- 결정_
- ChickasaurusGL
- v0id19
The following folks for bugfix collaboration
- kadetPirx
- JOBOalthor1992
- krazsen
- kmalove
- zycain
- jastolze007
- MStern
- TSinnohTrainer
- Chirutalis
- coltongit
The shinpokered repository was branched from pret/pokered at merge pull request #185 committed on Jul 2, 2018