Shin Pokémon Red, Blue, Green, Red-JP, & Blue-JP
Versão 1.24.6
Shin (真) - o kanji para "True".
Usado na mídia japonesa para denotar uma remasterização, recontagem atualizada ou uma "forma verdadeira" de algo.
Este é um hack de aprimoramento da Pokemon Red & Blue, com base no projeto de desmontagem do PET Team. É um hack de vanilla que se concentra na fixação de insetos e supervisões do jogo de jogos do jogo original. Além disso, as rotinas da IA do treinador são aprimoradas e vários aprimoramentos de qualidade de vida foram adicionados. Ele também atua como um tipo de trabalho especulativo informado pela pesquisa que apresenta uma interpretação alternativa dos jogos. Especificamente, sendo isso o que o Relante do Console Virtual da Nintendo de 2016 do Gen-1 Pokemon poderia ter sido. É a imagem de uma experiência sem falhas com presentes e aprimoramentos amigáveis para jogadores comuns a outras remasterizações modernas.
O principal objetivo do repositório de código -fonte que acompanha é estudar, comentar e reparar erros funcionais. É importante gravar, por uma questão de posteridade, os métodos usados para restaurar o jogo em um estado sem erros. Finalmente, o código -fonte documenta muitas diferenças e mudanças entre os vários lançamentos japoneses e ingleses.
![Arte da caixa](https://images.downcodes.com/uploads/20250204/img_67a1b642d34c730.png)
Leia o "Guia para funções de novos jogadores" para obter instruções sobre todas as coisas novas que o jogador pode fazer. Não, realmente, há uma tonelada de novas opções e recursos. Você deve perder muitos deles se não ler este guia.
Não gosta das mudanças não-vanilas? Prefere apenas as bugs e as melhorias da IA? Deseja uma base de código para lançar seu próprio hack de ROM? Então o ramo Lite é o que você deseja. Siga em frente e comece a compilar.
Discuta Shin Pokemon em sua vitrine dedicada ao PokEcommunity.
Siga a mídia relacionada ao Shin Pokemon no YouTube.
Deixe uma revisão para Shin Pokemon no ROM Hack Plaza.
Encontre outros hacks da ROM no Pokerom Codex
Outros links sociais: servidor Discord onde eu esconde. Twitter Bluesky
#Informações do Patch
Os patches BPS são fornecidos para entrada no seu emulador preferido, ferramenta de patching ou outro acessório que suporta o formato BPS.
Faça o download e insira um patch que corresponda à ROM da qual você possui uma cópia legal.
- Patches vermelhos (Shin Pokemon Red, Red_origback e Red-JP) são destinados ao USA Red.
- Arquivo/ROM SHA-1: EA9BCAE617FDF159B045185467AE58B2E4A48B9A
- Arquivo/ROM CRC32: 9F7FDD53
- Todos os outros remendos (blues e verduras) são destinados ao USA Blue.
- Arquivo/ROM SHA-1: D7037C83E1AE5B39BDE3C30787637BA1D4C48CE2
- Arquivo/ROM CRC32: D6DA8A1A
- Os patches "_origback" são alternativas que mantêm os sprites traseiros originais.
Inclui Pokemon Green e Red japonês!
- O compilador constrói principalmente o layout dos gráficos e da caverna cerúleo de volta ao lançamento original do japonês.
- As entradas do Pokedex adaptam o texto original da versão verde que foi traduzida no Fire Red.
- O Pokedex usa unidades métricas.
Inclui azul japonês!
- Construa principalmente as listas para encontros, negociações e prêmios que estavam no lançamento japonês nunca localizado.
- O Pokedex usa unidades métricas.
- Outros pequenos ajustes gráficos.
A atualização do seu arquivo Salvar desativar todas as opções especiais e o NPC alterna no antigo salvar se for de um patch anterior.
Ao carregar um arquivo de salvamento antigo com o patch mais recente, o jogador é automaticamente distorcido para Pallet Town.
Normalmente, isso será suficiente para atualizar o arquivo salvo sem fazer mais nada.
É possível que você ainda possa ter problemas ao carregar uma defesa de um patch anterior ou de um jogo sem patch.
Para evitar que isso aconteça, salve no mapa da cidade de paletes ao ar livre no antigo salvamento.
Você pode estar bloqueado por paredes invisíveis ao carregar o jogo.
Para corrigir isso, você deve usar o Softlock Warp detalhado abaixo para se teletransportar para Pallet Town.
#Mídia
Clique para mostrar/ocultar imagens
Telas de título (paletas de GBC)
![Tela do título 1](https://images.downcodes.com/uploads/20250204/img_67a1b642d7c9531.png)
![Tela do título 2](https://images.downcodes.com/uploads/20250204/img_67a1b642d84b832.png)
![Tela do título 3](https://images.downcodes.com/uploads/20250204/img_67a1b642d8ef833.png)
![Tela de título 4](https://images.downcodes.com/uploads/20250204/img_67a1b642d988d34.png)
![Tela do título 5](https://images.downcodes.com/uploads/20250204/img_67a1b642da29035.png)
Paletas e líderes de academia amarelos de Pokemon amarelo restaurados
![Paletas de backport](https://images.downcodes.com/uploads/20250204/img_67a1b642dab8936.png)
![Nomes de líderes de ginástica](https://images.downcodes.com/uploads/20250204/img_67a1b642db2f937.png)
Revanche
![Revanche](https://images.downcodes.com/uploads/20250204/img_67a1b642dba5738.png)
Treinador AI, paleta e símbolo brilhante, barra exp, sprites de fundo espacial
Símbolos de gênero e pego em batalhas selvagens, ataques coloridos no modo GBC
Animações de lançamento coloridas no modo GBC
![Atualizações da tela de batalha 1](https://images.downcodes.com/uploads/20250204/img_67a1b642dc1d539.png)
![Atualizações da tela de batalha 2](https://images.downcodes.com/uploads/20250204/img_67a1b642dca12310.png)
![Atualizações da tela de batalha 3](https://images.downcodes.com/uploads/20250204/img_67a1b642dd33e311.png)
TMS em Marts com nomes abreviados
![Marts](https://images.downcodes.com/uploads/20250204/img_67a1b642dd7a9312.png)
Animação brilhante
![Animação brilhante](https://images.downcodes.com/uploads/20250204/img_67a1b642de0fa313.png)
Treinador de meninas
![Treinador de meninas 1](https://images.downcodes.com/uploads/20250204/img_67a1b642e04ca314.png)
![Treinador de meninas 2](https://images.downcodes.com/uploads/20250204/img_67a1b642e0d44315.png)
Slot temporário de movimentação de campo
![Slot de campo 1](https://images.downcodes.com/uploads/20250204/img_67a1b642e1627316.png)
![Slot de campo 2](https://images.downcodes.com/uploads/20250204/img_67a1b642e1fcd317.png)
Muitos novos NPCs para alternar os recursos
![NPC 1](https://images.downcodes.com/uploads/20250204/img_67a1b642e28d4318.png)
![NPC 2](https://images.downcodes.com/uploads/20250204/img_67a1b642e322e319.png)
![NPC 3](https://images.downcodes.com/uploads/20250204/img_67a1b642e3a9f320.png)
![NPC 4](https://images.downcodes.com/uploads/20250204/img_67a1b642e41f2321.png)
![NPC 5](https://images.downcodes.com/uploads/20250204/img_67a1b642e49ed322.png)
![NPC 6](https://images.downcodes.com/uploads/20250204/img_67a1b642e50ca323.png)
Shader Gamma para telas LCD (a imagem esquerda está desligada / direita está ligada)
![Shader off](https://images.downcodes.com/uploads/20250204/img_67a1b642e587f324.png)
![SHADER ON](https://images.downcodes.com/uploads/20250204/img_67a1b642e5f97325.png)
Função de área aprimorada
![Função de área](https://images.downcodes.com/uploads/20250204/img_67a1b642e6851326.png)
Atualizações da tela de status com o Pokémon ativo na batalha
![Tela de status](https://images.downcodes.com/uploads/20250204/img_67a1b642ea897327.png)
Estatísticas para nerds
Clique para mostrar/ocultar estatísticas de DV
As chamadas consecutivas para a função RNG foram executadas para preencher a memória com 8192 bytes de dados RNG.
Esses bytes foram despejados e depois analisados em nybbles, a fim de simular os valores aleatórios de DV para Pokemon.
A seguir, histogramas e informações estatísticas sobre as várias maneiras pelas quais este projeto gera dvs.
Todos os dados foram gerados usando a metodologia Xor-Shift, não o método de baunilha Div-Register.
DVs de Pokémon Standard
![Padrão](https://images.downcodes.com/uploads/20250204/img_67a1b642ec4e7328.png)
DVs de Pokémon Wild de modo duro
![Selvagem dura](https://images.downcodes.com/uploads/20250204/img_67a1b642ecc9f329.png)
DVs de treinador de modo duro
![Treinador duro](https://images.downcodes.com/uploads/20250204/img_67a1b642ed403330.png)
#Resumo
Recursos Lite para uma experiência purista limpa
Mais de 200 insetos, falhas, supervisões e erros de texto de todos os tipos foram corrigidos! Há muitos para enumerar em um resumo simples, e alguns deles são muito obscuros ou anteriormente não descobertos.
Inclui construções em inglês de versões verdes e vermelhas de JP. Ele troca os gráficos, o layout da caverna cerúlea e algumas linhas de texto para replicar os lançamentos japoneses originais. As entradas originais do Pokedex foram adaptadas das traduções vermelhas do fogo. Ele também possui todos os dados do Pokedex na métrica.
Inclui uma versão em inglês da versão Blue-JP. Ele troca prêmios, negociações, dados de encontros selvagens e algum texto para replicar a liberação original japonesa. Ele também possui todos os dados do Pokedex na métrica.
Os recursos do motor da versão amarela dos EUA foram backport. Não há mais duocromo! O esquema de cores do Yellow é convertido para exibir na cor do gameboy. As animações de ataque são coloridas de acordo com o Type durante o jogo de cores Gameboy. O mecanismo de áudio do Yellow é retrocedido para suporte de som estéreo.
Novas opções que podem ser alternadas! Pressione Selecionar na tela Opções para ver um menu de opções extras.
- Passe pelos tipos de áudio.
- Tocando no modo GBC em uma tela LCD iluminada?
- Pressione Selecionar na tela de direitos autorais para ativar a correção de cores.
- Ou ativá -lo no menu extra
- Modo de 60fps experimental
- Texto zero-delay
- Modo difícil
- Troca de instrutores da AI
A opção de modo difícil aumenta a dificuldade, tornando mais as estatísticas do treinador Pokemon no seu nível. Também dobra o efeito dos itens X-STAT que os treinadores de IA gostam. E isso não permite o uso de itens de reviver em batalha. As batalhas que não são de ligação usarão as fórmulas de acaso de acerto do estádio 1. Finalmente, torna a captura de um mewtwo selvagem mais desafiador.
O treinador AI foi melhorado e amplamente expandido. Alguns treinadores até tentam trocar de Pokemon de forma inteligente se você não o desativou no menu de opções extras.
Você é notificado quando uma caixa é preenchida (por pegar ou depositar um Pokemon).
Mudar de um movimento de captura desperdiça a vez do caçador, conforme o Pokemon Stadium. Isso impede cenários imbatíveis de IA, bem como uma falha de subfluxo de PP.
A raiva é limitada a 2-3 voltas, mas os aumentos de ataque são mantidos. Isso é principalmente para impedir loops de batalha infinitos.
O sono não impede a escolha de um movimento, e o movimento é usado ao acordar. Para manter a precisão do movimento do sono, o sono começa com um balcão de pelo menos 2. E o descanso agora define o balcão do sono para 3.
Recursos mestre adicionais que vão além das modificações e correções do motor
Todos os 151 PKMN estão disponíveis em uma versão, incluindo evoluções comerciais (as raridades podem variar por versão).
Você pode brincar de menino ou menina.
Há uma barra exp em batalha.
Você pode procurar Pokemon brilhante e eles são válidos com os jogos da Gen 2.
Chega de moer Pokémon selvagens. Quase todos os treinadores podem ser relembrados apenas conversando com eles uma ou duas vezes.
Você pode escolher executar enquanto mantém as batalhas de treinadores selecionadas para perder a partida e prender -se.
Há um modo Nuzlocke embutido que pode ser alternado no menu de opções extras.
A garota no laboratório de Oak alterna a randomização de Pokémon selvagem. Se ativado com antecedência o suficiente no jogo, suas opções de Pokémon iniciais também são randomizadas.
A função de área do Pokedex agora leva a Super Rod em consideração. Também o notificará se o Pokémon que você está referenciando estiver disponível nas imediações. Funciona até com o randomizer ativo.
Um dos assessores do laboratório de Oak alterna a escala de listas de treinadores para o seu nível (evoluindo -as, se aplicável).
Como alternativa ao dimensionamento do treinador, agora existe uma capitalização de nível de obediência que pode ser alterada no menu de opções extras. Embora ativo, o nível máximo de obediência atual será exibido no menu de opções extras. Todos os Pokemon, não apenas negociações, começarão a desobedecer se a tampa de nível exibida.
O outro assessor no laboratório de Oak alterna um símbolo de Pokeball capturado em batalha depois de obter o Pokedex. Para ajudar na interação Gen 2, isso também aplica um símbolo de gênero a espécies que podem ser homens ou mulheres.
Outro NPC de assessor está no Viridian Pokemon Center. Ele ativará a randomização de treinadores não especiais.
Um assessor está no Celadon Diner. Ele ativará/desligará uma função Exp Boost de recuperação para Pokemon subnonista.
Item, sono, congelamento, captura e cláusulas de vigas hiper podem ser alternadas pela Clause Brothers em Viridian City.
A bolsa agora suporta uma lista de itens adicionais para mais 20 slots de espaço! Pressione Iniciar no menu da bolsa para trocar a quente a lista de itens que preenche a bolsa ativa. Os sistemas do jogo geralmente detectam itens no espaço não ativo. Sistemas exclusivos, como o Pokemon Stadium, reconhecerão apenas a lista de itens da bolsa ativa.
Selecione e pressione Iniciar enquanto estiver no menu da bolsa ou no menu da caixa de itens do PC para classificar automaticamente seus itens.
O ItemFinder agora aponta na direção certa. Você sempre pode manter o Select ao optar por usá -lo para obter sua função original de volta.
Cada Pokémon da sua equipe tem um slot de movimento de campo. Esses slots podem manter temporariamente um movimento HM apenas para uso do mundo acima. Você não precisa mais sacrificar um de seus quatro movimentos para um movimento de HM.
Um novo jogo experimental+ foi adicionado. Ele pode ser ativado se você tiver um arquivo de salvamento não corrupto, no qual o Elite 4 foi derrotado. Pressione e segure selecione ao escolher um novo jogo; Um jingle confirma a ativação.
O laboratório de Cinnabar permite clonagem e modificação genética de Pokemon. Faz isso misturando seus DVs como de que eram semelhantes a genes e alelos. Isso replica a capacidade de fazer criação seletiva para DVs de uma maneira mais realista.
Muitos recursos de chave rápida.
- Verificação 'de propriedade rápida' - Coloque o cursor sobre a luta e pressione Selecionar para tocar o Mon Cry inimigo, se ele já possui.
- Softlock Warp - Instantaneamente se teletransporte para a casa da sua mãe se você ficar preso.
- Tênis de corrida - segure B para dobrar sua velocidade ao caminhar, navegar e andar de bicicleta. Inclui aceleração de animação adequada!
- Uso rápido de HM - pressione Selecione para usar o HMS com base no contexto adequado.
- Bicicleta/haste rápida - pressione Selecionar enquanto segura um para entrar/desligar automaticamente sua bicicleta ou usar a melhor haste do seu inventário.
- Veja Stat Exp - Hold Selecione e digite a tela de status para imprimir um 'Mons Stat exp.
- View DVS - Hold Start e insira a tela de status para imprimir um 'Mons Dvs.
- Veja a paleta brilhante - ao jogar em cores, mantenha -se selecionado ao escolher uma entrada de Dex para carregar a paleta brilhante.
Novos NPCs!
- O movimento Relearner e Deleter está em Saffron City.
- Um NPC no Celadon Hotel pagará moedas por lhe mostrar Pokemon como uma alternativa aos slots.
- Um novo suporte de bebida na praia da Route 19 vende bebidas de máquina de venda automática.
- Após o elite-4, um dos grunhidos de foguete em Celadon City venderá moedas a granel.
- Após o elite-4, um novo fornecedor se abre em Celadon, permitindo a compra de itens normalmente exclusivos.
- Após o elite-4, há um NPC no caminho subterrâneo leste-oeste que gera batalhas aleatórias de treinadores.
- Após o elite-4, há um NPC no caminho subterrâneo norte-sul que gera correspondências de espelho.
- Após o elite-4, o chefe do canto do jogo comprará Pokemon do jogador.
- Há um torneio realizado na cozinha da SS Anne depois que o Elite-4 é espancado. Sim, o navio retorna!
- Adicionou algumas batalhas especiais de treinador pós-jogo como divertidos ovos de Páscoa. Você pode encontrar e derrotar todos os cinco?
Mudanças na pesca!
- Todas as hastes têm um intervalo de nível expandido.
- A haste antiga tem uma lista de MON expandida.
- A boa haste tem uma lista de Mon expandida.
- O Guru da Pesca da Rota 12 pode ser visitado para chegar à cidade de lavanda.
- Os locais do Good e Super Rod foram trocados.
Outras pequenas mudanças para diminuir o aborrecimento.
- O alarme de baixo HP é reproduzido apenas três vezes e depois se desliga.
- O TMS e o HMS agora têm seus nomes de movimento (embora abreviados) anexados aos nomes dos itens.
- Todos os TMs podem ser recomprados, pois estão estrategicamente dispersos em todos os Kanto Pokemarts.
- A mecânica da zona do safari sobe o nível em vez de velocidade, e as bolas do Safari têm uma taxa de captura aumentada.
- As máquinas caça -níqueis têm um pouco mais de sorte, então agora você pode ganhar muito.
- O corte não é necessário para chegar ao LT. Surge e Erika (um evento de bloqueio substitui o arbusto de vermelhão).
- A versão amarela aprende foram integradas e a Stone Evolutions recupera alguns movimentos de nível para cima.
- Os movimentos de captura reproduzem uma animação 'Poof' na curva final da mudança para informar o jogador.
- Uma creche recalibrada fornece pontos de experiência escalados ao seu progresso na academia.
- A creche permite selecionar movimentos para esquecer (se houver) ao recuperar seu Pokemon.
- A recuperação de uma creche que poderia ter evoluído via nível desencadeará a evolução e aprenderá quaisquer movimentos perdidos.
Cheats e segredos!
- Um Pokémon com dia de pagamento no seu slot superior pode ser útil no canto do jogo.
- Novo item, o M.Gene! Poderia dar um impulso ao Pokémon Low DV?
- Max-out o potencial oculto do seu Pokemon com a pedra de névoa.
- Cinco treinadores especiais pós-jogo para encontrar e derrotar! O que pode reaparecer quando todos são derrotados?
- Se um Chansey de nível-100 lidera sua festa, você terá alguns encontros de sorte.
- Novo Super Boss: Você ousa ativar a falta de Missing no Cinnabar Shore? Somente se você tiver seu diploma de Dex.
- NOVO SUPER BOSS: MISSA NÃO NÃO DUSTO O ENCONTRADO PARA VOCÊ? Tente ativá -lo na infame margem do mar!
- O SS Anne tem um torneio pós-jogo. Tente ganhar com um Pikachu em sua festa.
- E vários outros!
#Notas de compatibilidade
- Sabe -se que certos emuladores causam insetos devido a imprecisões na replicação do hardware original
- Um emulador preciso, de preferência um emulador dedicado a GBC, é necessário para evitar bugs inesperados
- Goomba e Visual Boy Advance, em particular, são conhecidos por serem problemáticos
- BGB é o padrão suportado devido a suas ferramentas de precisão e depuração
- Compatível com hardware Gameboy original (DMG, Super, Pocket, Color, Advance, SP)
- Potencialmente compatível com o Pokemon Stadium 1 e 2 (usando hardware Nintendo original)
- Os carrinhos flash mais simples (como bootlegs baratos) são reconhecidos, mas produtos com firmware como o ez flash jr. não vai funcionar.
- Funciona com as operações de arquivo salvo (importar Pokemon, gerenciamento de itens e gerenciamento de caixas) do estádio 1 e 2.
- Vai tocar e salvar na torre GB do estádio 2.
- Não funcionará com a torre GB do estádio 1.
- Pode ser possível usar uma defesa do Vanilla USA Red/Blue com este ROM Hack
- Salvar fora em Pallet Town antes de se transferir
- Use a urdidura do softlock para limpar qualquer paredes invisíveis
- Novas construções são testadas e depuradas com o emulador BGB 1.5.8 e verificadas usando hardware original
- A negociação de link com um cartucho de varejo original parece funcionar corretamente em hardware real
- A negociação de links entre as filiais Lite e Master parece funcionar corretamente em hardware real
- As batalhas de link ainda são amplamente não testadas e não são suportadas das seguintes maneiras:
- Link de luta entre uma construção de ramo principal e qualquer outra construção não-mestre de mestre
- Link lutando entre uma construção de ramo Lite e qualquer outra construção não-lite
- Link de luta entre construções de revisões diferentes
- Foi adicionada uma função de controle de revisão que cancelará links de cabo não suportados
- As funções de link via hardware 3DS e seu emulador de console virtual não são suportadas no momento
#Changelog do último lançamento completo
Nota: Changelogs pode conter spoilers
Veja o documento de Changelog consolidado de 1,23 a 1.24.0
v1.24.6
Bugfixes:
Corrigido um problema com o menu do título ficando escuro ao salvar no túnel de rocha
Túnel de rocha fixa Darkness afetando o menu da opção
Corrigido o problema dessinculado durante as batalhas de link com movimentos de raiva, thrash e captura
O 'Bwoop' SFX agora toca ao registrar Pokemon com nomes curtos como "Onix"
Paleta de cores errada corrigida sendo carregada para o jogador de volta para ladrilhos de sprite durante a animação de shake de tela
Corrigido uma supervisão onde o jogador não enfrenta a porta da academia viridiana durante a mensagem dizendo que está trancada
Pontuação ausente fixa na avaliação de Pokedex de Oak
Corrigiu o texto em entradas Green & Red-JP Pokedex
Corrigido um bug na IA que fez com que os treinadores usassem os movimentos de efeito veneno
Corrigida opção de randomização completa não ativando
Exibição fixa de dano de depuração não atualizando corretamente para alguns movimentos estáticos de dano
Corrigido um inseto menor ao escurecer o torneio pós-jogo da SS Anne
Corrigido algumas supervisões com a piada que pode ser pescada na masmorra desconhecida 3
- Não pode jogar bolas se o Pokémon selvagem estiver acima da tampa nivelada
- Fez readsuperroddata um predef e o fez para que os dados de pesca desconhecidos da masmorra 3 revertem se o randomizador estiver ligado
Corrigido um problema em passar por várias evoluções ao retirar um Pokémon da creche
Corrigido um problema em que a cláusula de movimentação de captura lê o efeito de movimento da rodada anterior, em vez da rodada atual
O randomizador de Pokemon Wild não trocará mais uma espécie por si mesma
Sprites não cobrirão a lista de movimentos ao esquecer os movimentos na creche
As restaurações completas corrigidas que desfazem as estatísticas de queimadura/paralisia quando cicatrizar um Pokémon não ativo
O grunhido de foguete na cidade de Cerulean tem uma pequena correção para o momento de quando seu sprite desaparece
Corrigido o recurso de clonagem no Labor
Características:
Aprimoramentos da área de Pokedex
- A função de área do Pokedex agora leva a Super Rod em consideração
- Ele também notificará você se o Pokémon que você está referenciando estiver disponível no mapa atualmente carregado
- Se disponível no mapa atual, ele o notificará se puder ser encontrado andando, surfando ou por super haste
- A caverna cerúleo é uma "masmorra desconhecida" então ...
- Os ícones de ninhos não serão exibidos para este local
- Mas a notificação para o mapa atual ainda funcionará
Psywave foi aprimorado com um mecânico oculto
- Psywave agora rolará por danos várias vezes e usará o melhor rolo
- O número de vezes que o dano é laminado é baseado no atual HP do alvo com mais HP, causando mais re-rolls
Certos movimentos agora afetam a mecânica de captura se conhecida por seu Pokémon ativo na batalha
- Razor Wind & Skull Bash - aditivo +10 para a taxa de captura por sorteio de uma bola não safear
- Roar & Whirlwind - Additive +20 para a taxa de captura por sorteio de uma bola não safear
- Retire - melhora o fator de bola das bolas não safari por 2
- Bomba de ovo-Melhora o fator de bola de bolas não safari por 2 e aditivo +10 para pegar a taxa por arremesso de uma bola não safear
Pokémon brilhante ganha um multiplicador de 4x para o cara da moeda no Celadon Hotel e vendendo para o chefe de canto do jogo
As cláusulas de batalha entre os jogadores do link agora sincronizam e são aplicadas durante as batalhas
As exibições estatísticas do Pokémon ativo na batalha exibirão suas estatísticas de tempo atual, em vez de suas estatísticas não modificadas
Depois de comprar o Magikarp do homem no Moon Pokemon Center, ele servirá como um tutor de movimentação
- Este é um retrocesso para certos brindes de Pokemon somente para o Japão
- Converse com ele com Magikarp no topo da sua festa, e ele se oferecerá para ensinar a raiva do dragão por 5000 ienes.
- Converse com ele com Fearow ou Rapidash no topo da sua festa, e ele se oferecerá para ensinar o dia de pagamento por 1000 ienes.
- Converse com ele com Pikachu no topo da sua festa, que tem um movimento de movimento vazio, e ele pode ensiná -lo a voar por 2000 ienes.
Psyduck aprendendo amnésia
- Você deve primeiro ter 151 Pokemon registrado como de propriedade do seu Pokedex.
- Coloque um Psyduck no seu slot da 1ª festa e depois converse com o Psyduck na casa do Sr. Fuji.
- Agora tentará aprender a moção de amnésia.
Ajustes:
A escala de nível de treinador foi amortecida fora do modo duro
- Agora é baseado em uma média ponderada para treinadores regulares em dificuldade normal
- Os líderes de ginástica sempre usam a escala de nível absoluto, independentemente da dificuldade
Reequilibrado alguns TMs nos inventários de Pokemart
A Water Gun TM foi substituída por um super repelido no Monte, e agora é encontrado no Museu de Pewter
Iniciar um novo jogo manterá o modo difícil, mas agora o padrão da velocidade de texto rápida
Ligar o modo Nuzlocke não redefinirá suas opções de dificuldade
Taxa de encontro de Eevee aumentado para 5,5%
Giovanni Gym Battle trocam Rhyhorn por Kangaskhan
Charizard de campeão rival troca de espadas dança para voar
A caixa de texto da transformação do brilho não requer mais um prompt de botão para rolar
O brilho adiciona nível duplo à estatística especial exclusivamente para Hitmonchan
Texto NPC ajustado para opções extras
Fez o Karate Dojo Master agir como um treinador especial
v1.24.5
- Edição de texto menor para SS Anne NPC no pós-jogo.
- Correção menor para o ItemFinder quando há vários itens ocultos na tela.
- Corrija a simetria de Psywave
v1.24.4
- Não pode mais pescar ou surfar usando o ladrilho de canto da parede direita na SS Anne.
- Texto de sinal incorreto corrigido na área de safari 1
- Ajustou alguns nomes de cidades em sinais
- Lance e o jogador se enfrentarão quando falam.
- Aumentou a velocidade da animação da barra HP
- A raridade de Cubone no túnel de rocha do 2º andar aumentou de 1,2% para 6,3%.
- A raridade FarFetchd na Rota 12 aumentou de 4,3% para 6,3%.
- A raridade FarFetchd na Rota 13 aumentou de 1,2% para 4,3%.
- O jogador agora pode escolher se deve ou não gerar um novo ID do treinador ao selecionar o novo jogo Plus.
- As listas de randomizador de Pokemon selvagens foram ligeiramente ajustadas.
- Conversar com a garota no laboratório de Oak permite que o jogador gere um novo valor de semente de randomização.
- Conversar com a garota no laboratório de Oak leva ao jogador se a randomização total for preferida.
- Ajustou algum texto para o estado mundial pós-jogo.
v1.24.3
- A Girl Trainer na Rota 8 tem o texto ajustado para refletir ter um Clefable
- A falta de ensino de um movimento de campo temporário agora levará o jogador a abandonar o aprendizado
- O mato que bloqueia a rota 9 foi substituído por um evento de bloqueio
- Desativar e os movimentos estáticos de dano não criticam ou mostram super/não muito eficácia
- Corrigido um problema com o menu e as caixas de texto NPCs sobrepostas
- Ajustou a paridade das negociações no jogo nas versões
- Tweak de gráficos de menu de opções
- Alternando o shader gamma no menu de opções extras agora atualiza automaticamente a paleta
- Moveu o NPC na casa do Prêmio Celadon dois espaços para a direita
- Otimizou o GBC suave desbotando um pouco
v1.24.2
- Corrigido um bug de texto em movimentos multi-hit
v1.24.1
- Fades suaves otimizados para eliminar o gráfico Jank durante os pretos de batalha
- Os treinadores não usarão itens que não sejam de cicatrização se eles ou o jogador estiverem em baixa hp, tornando-os mais agressivos
- Ai não mudará se o HP estiver abaixo de 25%, pois não vale a pena
- Fades dentro ou fora do branco no modo GBC com o shader gama ativado não terá mais uma estrutura de cor incorreta
- A transformação do movimento agora diminui o PP corretamente quando usado pela IA recursivamente
- As telhas giratórias animam corretamente sem recorrer à desaceleração induzida por vblank
- Corrigida cor errada para mover animação quando se trata de danos de confusão autoinfligida
- Reformulou a função do nível do prêmio e os DVs sincronizados para Pokémon para presentes adicionados à festa ou caixa
- Eficácia digitada fixada sendo aplicada da maneira errada para movimentos estáticos de danos
- Todas as opções extras no menu de opções foram movidas para seu próprio menu separado
- Adicione o recurso de redefinição de estatísticas de depuração
- Cláusula brilhante agora trabalhando no modo Nuzlocke
- Corrigido um apanhador de insetos na Rota 9, sendo capaz de entrar em uma borda
- A mensagem para o substituto que recebe danos agora é exibido apenas após o primeiro ataque de um movimento de vários ataques
- Movimentos de vários ataques exibem efetivos apenas no primeiro ataque em vez do último ataque
- Twineedle não imprime mensagens redundantes como outros movimentos multi-hit
- Se ativo, o brilho sempre se manifestará no Pokemon aplicável de Bruno, Agatha e o mestre de karatê
- Pokemon do mestre do karatê aumentou do nível 37 para 38
- Misericórdia brilhante e estendida para fantasmas da torre, fantasma marowak e batalha do velho
- Creche fixo na hora que leva a aprender o mesmo movimento duas vezes
- Corrigido símbolos especiais de HUD exibindo durante o encontro fantasma de marowak
#Bugfixes
Motor de batalha FILES
- O uso do PP agora é rastreado para o Wild e a AI Trainer Pokemon
- Movimentos não têm mais uma chance padrão de 1/256 de perder
- Congelamento fixo que ocorre na escala de estatísticas de defesa (def <4 falhas)
- A IA inimiga ignora a eficácia do tipo para movimentos que têm poder zero
- impede coisas como spam para agilidade contra veneno pkmn
- A IA inimiga ignora a super eficácia para movimentos que causam quantidades estáticas de dano
- Pular o pulo fixo-learn na falha de nível para cima.
- Ao ganhar vários níveis por vez, cada nível intermediário é verificado incrementalmente para movimentos aprendidos
- Isso impede um PKMN de pular movimentos aprendidos se obtiver vários níveis na batalha
- Também faz isso ao evoluir via nível para cima para o MoveList da nova evolução
- As penalidades de estatísticas de queima e paralis
- Estatísticas de crachá não são mais empilhadas
- A função que aplica estatísticas de crachá agora aumenta seletivamente a estatística correta quando chamado durante um efeito de estatística/para baixo
- Se o jogador estiver congelado, o bit de recarga Hyperbeam agora está limpo
- Agora corresponde à maneira como o bit de recarga do inimigo Mon é limpo ao ser congelado
- Isso evita ficar preso em um loop incapaz de fazer qualquer coisa na sua vez
- Blaine não usará um item de cura no HP completo
- O tipo de pássaro foi reintegrado e renomeado para o Typeless. Atua como um tipo universalmente neutro (principalmente para luta)
- Os treinadores de IA têm prioridade sobre a troca ou o uso de um item
- A função de eficácia do tipo AI agora leva em consideração o tipo 1 e 2
- Antes que a IA só olhasse para o tipo que encontrou primeiro em uma pesquisa de lista
- A IA agora tratará um movimento tão neutro se o tipo 1 o tornar supereffectivo, mas o tipo 2 o torna eficaz
- As mudanças de estatísticas de queimadura e paralisação são aplicadas quando a IA envia um PKMN com essas condições
- A IA Rotina #2 (priorize o bobo ou use um movimento de status) agora é ativado no 1º turno após o envio em vez do 2º
- Nova função personalizada para desfazer as mudanças de estatísticas de queimadura e paralisia
- A paralisia de desfazer é precisa de 0 a -3 pontos
- Desefrar a queimadura é precisa de 0 a -1 ponto
- Os usos do pp-up são desconsiderados ao determinar usar a luta se um ou mais movimentos forem desativados
- Ai não fará ações durante a raiva ou quando recarregar
- Corrigido o dano crítico errado para LVL> 127
- Fez ajustes para danos críticos de acerto
- O fator de dano agora é 2*(2 nível)/5 + 4 em vez de 2 (2*nível)/5 + 2 para simplificar alguma álgebra
- Se o dano não crítico seria> = dano ao crítico, os valores de states modificados regulares serão aplicados
- O jogador agora pode selecionar um movimento, mesmo que congelado, e isso corrige um subfluxo de PP e vincula a falha Desync
- Contabilizou o subfluxo com mensagens de troca
- Correções do motor da Zona Safari:
- A mensagem alimentar/raivosa nas batalhas do Safari não será mais exibida incorretamente ao retornar ao neutro
- O contador do estado de safari para comer/raivosa aumenta corretamente em 1-5 voltas em vez de 0-4 voltas
- As batalhas Safari redefiniram corretamente a taxa de captura quando o estado de comer/raivos
Mover correções
- Correções relacionadas a transformadas:
- Os slots de movimento não podem ser reorganizados quando transformados (impede a aquisição de movimentos de falha)
- Fixando loops de transformação
- Se transformar copia o movimento de transformação de um oponente,
- E se o PP desse movimento for <6,
- Ele copiará o PP instantâneo de movimento menos 1.
- Isso limita o PP de usar transformado repetidamente entre dois Pokemon
- DVs inimigos não podem mais ser manipulados ao usar o uso de transformação várias vezes
- Corrigido um conflito em que se transformar enquanto desativado pode deixar os novos movimentos desativados
- Mons transformado corrigido redefinindo seus movimentos ao aprender um movimento de nível para cima
- Corrigido um erro de digitação, então agora os mons transformados mantêm sua paleta original
- A desativação não pode atingir criticamente nem a mensagem de eficácia de impressão
- Energia de acerto/foco terrível agora quadruplica a taxa de crítica em vez de trimestres
- Sleep agora-chance normal atinge uma recarga PKMN de Hyperbeam, mas não tem efeito se já for efetuado por status
- O bit de invulnerabilidade Fly/Dig é limpo quando um PKMN se machuca de confusão ou fica totalmente paralisado
- O dano de Psywave é sempre min 1, seja um oponente ou você (impede dessync)
- Corrigido Psywave Sublow/Overflow com níveis de 0, 1 e acima de 170
- Correções relacionadas ao substituto:
- Todos os movimentos de drenagem da HP (incluindo comedor de sonho e semente de sanguessuga) perdem contra o substituto
- O substituto não funcionará se isso o levaria a exatamente 0 hp
- movimentos de poder zero que infligem estatísticas, sono ou paralisos não afetarão um substituto
- O efeito colateral de confusão dos movimentos prejudiciais é bloqueado por um substituto
- Os danos causados por saltos de salto ou se machucarem em confusão agora são aplicados ao substituto do usuário
- Movimentos de cura trabalham com restauração exatamente 255 ou 511 HP
- tela leve e refletir agora tem um limite de 999
- A remoção de neblina/congelamento não impedirá que um movimento de várias turnos fique preso (também corrige a falha da armadilha do sono)
- Corrigido permitindo que o PKMN de dormir/congelado use um movimento depois que a Haze os restaura
- No tamanho positivo, a Haze agora restaura as condições de status do oponente e do usuário, como foi destinado a Gen 1
- Haze redefine o inimigo e o contador tóxico do jogador
- Descanse agora faz o seguinte:
- limpa o bit tóxico e o contador tóxico
- desfaz as mudanças estatísticas de queimadura e paralisia
- Fixes de movimentos de dano fixo (sorteio sísmico, raiva de dragão, etc.):
- não pode mais acertar criticamente
- obedecer imunidades do tipo
- Ignore o texto da eficácia e SFX
- Use 2 bytes para danos em vez de 1
- A luta agora é digital para que sempre possa danificar neutralmente algo
- Metronome & Mirror Move não aumentará o PP se o usuário for transformado
- Isso impede a adição de PP a movimentos de manequim ocultos que impedem um PKMN de entrar em luta
- Isso também impede a desativação de congelar o jogo, mirando um movimento fictício
- O movimento do espelho é verificado em relação a movimentos parciais de captura em uma batalha de link para evitar o dessync
- Os danos acumulados de Bide estão agora ambos definidos como zero em um inimigo desmaiado para evitar dessync
- JUGO DE JUMP
- Os efeitos da semente de sanguessuga e tóxicos não são mais empilhados
- Os efeitos de captura apenas limpam o bit de recarga Hyperbeam em um golpe, impedindo seu uso automático em uma falta
- A preenchimento de movimentos PP não pode mais fluir devido a um oponente com troca de PKMN
- Raging e Shashing não sofrem mais de degradação da precisão
- Quebrar um substituto não anula a explosão/autodestruição, a recarga do feixe de hiper ou o dano de recuo
- O hiper feixe deve recarregar se derrubar o PKMN oposto
- Bugfixes envolvendo contador:
- trabalha contra o tipo de pássaro, que agora é digitoso e designado apenas para lutar
- Para impedir a Desync, pressionando B para sair do menu de seleção de movimentos Zeros-out o local da RAM para mover e mover poder selecionado
- O último dano causado é zerado nesses casos (também corrige alguns problemas com o BIDE):
- 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. fixes
- 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
#Graphics
- 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
- Cristal_
- 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