ShinPokémon红色,蓝色,绿色,红色JP和蓝色JP
版本1.24.6
Shin(真) - “ true”的汉字。
在日本媒体中用来表示重新制作,更新的重述或某物的“真实形式”。
根据PRET团队的拆卸项目,这是Pokemon Red&Blue的增强ROM黑客。这是一个大部分是瓦尼拉黑客,致力于修复原始游戏中的游戏引擎错误和监督。此外,改进了培训师AI例程,并增加了多种生活质量的增强功能。它也充当了一种具有研究知识的投机作品,可以对游戏进行另一种解释。具体而言,这是Gen-1 Pokemon的2016年Nintendo虚拟控制台重新发布的内容。 这是无故障体验的形象,具有玩家友好的好东西和其他现代重新制作所共有的增强功能。
随附的源代码存储库的主要目的是研究,评论和修复功能错误。为了后代的目的,记录用于将游戏恢复到无错误状态的方法很重要。最后,源代码记录了各种日本和英语版本之间的许多差异和变化。
阅读“新玩家功能指南”,以获取有关玩家可以做的所有新事物的说明。不,真的,有很多新的选项和功能。如果您不阅读本指南,您一定会想念其中的许多。
不喜欢非瓦尼拉变化吗?只喜欢错误修正和AI改进?想要一个代码库来启动自己的ROM黑客攻击吗?然后,Lite分支是您想要的。前往并开始编译。
在其专用的Pokécommunity展示柜中讨论Shin Pokemon。
关注YouTube上与Shin Pokemon有关的媒体。
在ROM Hack Plaza上留下Shin Pokemon的评论。
在Pokerom Codex上查找其他ROM黑客
其他社交链接:我潜伏的Discord服务器。 Twitter Bluesky
#patch信息
提供了BPS补丁,以便输入您首选的模拟器,修补工具或其他支持BPS格式的配件。
下载并输入与您拥有合法副本的ROM相对应的补丁。
- 红色补丁(Shin Pokemon Red,Red_origback和Red-jp)用于美国红色。
- 文件/ROM SHA-1:EA9BCAE617FDF159B045185467AE58B2E4A48B9A
- 文件/ROM CRC32:9F7FDD53
- 所有其他补丁(蓝色和绿色)均针对美国蓝色。
- 文件/ROM SHA-1:D7037C83E1AE5B39BDE3C30787637BA1D4C48CE2
- 文件/ROM CRC32:D6DA8A1A
- “ _origback”补丁是保留原始背部精灵的替代方法。
包括口袋妖怪绿色和日本红色!
- 编译器主要构建图形和Cerulean Cave布局回到原始的日语版本。
- Pokedex条目适应了用火红翻译的原始绿色版本文本。
- Pokedex使用度量单元。
包括日语蓝色!
- 主要建立了从未定居日本发行版中的相遇,交易和奖品的列表。
- Pokedex使用度量单元。
- 其他次要图形调整。
如果是从较早的补丁来看,则更新保存文件停用所有特殊选项和NPC切换。
将旧的保存文件加上最新补丁时,播放器会自动翘曲到托盘镇。
通常,这足以更新保存文件而无需做任何其他事情。
加载以前的补丁或未拨打游戏的保存时,您可能仍然存在问题。
为了防止这种情况发生,请在旧保存中保存在室外托盘小镇地图中。
加载游戏时,您可能会被看不见的墙壁阻塞。
为了解决此问题,您必须使用下面详述的软锁翘曲才能传送回托盘小镇。
#媒体
点击显示/隐藏图像
标题屏幕(GBC调色板)
口袋妖怪黄色腰部调色板和健身房的名字恢复了
重赛
培训师AI,闪亮的调色板和符号,Exp bar,Space World Back Sprites
性别与捕获的符号在狂野战斗中,彩色攻击GBC模式
GBC模式中的彩色动画
带有缩写名称的Marts的TMS
闪亮的动画
女教练
临时野外移动插槽
许多新的NPC可以切换功能
LCD屏幕的伽玛着色器(左图不在 /右图像打开)
增强区域功能
状态屏幕在战斗中使用活动的口袋妖怪更新
书呆子的统计数据
单击以显示/隐藏DV统计
执行连续调用RNG函数,以用8192字节的RNG数据填充内存。
将这些字节倾倒,然后解析为nybbles,以模拟口袋妖怪的随机DV值。
以下是有关该项目生成DVS的各种方式的直方图和统计信息。
所有数据均使用XOR-SHIFT方法论生成,而不是香草Div-Register方法。
标准野生宠物小精灵DVS
硬模式野生口袋妖怪DVS
硬模式教练DVS
#概括
Lite功能可清理纯粹的体验
已解决了200多种错误,小故障,监督和文本错误。简单的摘要中有太多枚举,其中一些非常晦涩或以前未被发现。
包括绿色和红色JP版本的英语版本。它交换了图形,Cerulean Cave布局和几行文本以复制原始的日本版本。原始版本的Pokedex条目已从火红翻译中进行了改编。它还具有公制中的所有pokedex数据。
包括蓝色JP版本的英文版本。它互换奖品,交易,狂野的遭遇数据以及一些文本以复制原始的日语版本。它还具有公制中的所有pokedex数据。
美国黄色版本的发动机功能已备份。不再有二倍色块!黄色的配色方案被转换为在Gameboy颜色上显示。攻击动画是根据游戏男孩颜色游戏中的类型进行彩色的。 Yellow的音频引擎被备份以获得立体声声音支持。
可以切换的新选项!在选项屏幕上点击选择,以查看额外的选项菜单。
- 通过音频类型循环。
- 在背光LCD屏幕上以GBC模式播放?
- 在版权屏幕上按SELECT,以激活颜色校正。
- 或在额外的菜单中激活它
- 实验60fps模式
- 零延迟文本
- 硬模式
- AI培训师切换
硬模式选项通过使教练口袋妖怪的统计数据在您的水平上增加了困难。它还使AI培训师喜欢的X-STAT项目的效果翻了一番。它不允许在战斗中使用复兴物品。非链接战将使用体育场1关键的命中机会公式。最后,这使得狂野的Mewtwo更具挑战性。
培训师AI已得到改善并大大扩展。如果您没有在额外的选项菜单中禁用,一些培训师甚至会尝试智能地切换口袋妖怪。
填充盒子(通过捕获或沉积口袋妖怪)时,您会收到通知。
从诱捕的移动中切换出来,浪费了捕捞者的转弯,根据口袋妖怪体育场。这样可以防止无与伦比的AI场景以及pp底流毛刺。
愤怒限制为2-3圈,但保持了攻击的提升。这主要是为了防止无限的战斗循环。
睡眠不会阻止选择移动,并且在醒来时使用了移动。为了保持睡眠移动精度,睡眠至少为2个。现在休息将睡眠计数器设置为3。
超出引擎修改和修复的其他主功能
所有151个PKMN都有一个版本,包括贸易发展(稀有性可能会有所不同)。
您可以像男孩或女孩一起玩。
战斗中有一个经验栏。
您可以寻找闪亮的口袋妖怪,并且它们对Gen 2游戏有效。
不再磨碎野生宠物小精灵。几乎所有培训师都可以通过与他们交谈一两次来重新比赛。
您可以选择在训练师战斗中进行选择以没收比赛并使自己黑色的跑步。
有一个内置的nuzlocke模式,可以从额外的选项菜单中切换。
橡树实验室中的女孩切换了野生的口袋妖怪随机化。如果在游戏中足够早日激活,则您的入门口袋妖怪选择也是随机的。
现在,Pokedex的面积功能将超级杆考虑在内。如果您要引用的口袋妖怪在附近可用,它还会通知您。它甚至可以与随机器活动一起使用。
橡树实验室中的助手之一将训练台的缩放器切换到您的水平(如果适用,则将其变化)。
作为培训师缩放的替代方案,现在有一个服从级别限制可以在额外的选项菜单中切换。在活动时,当前的最大服从级别将显示在额外的选项菜单中。如果超过显示的级别上限,所有的口袋妖怪,而不仅仅是交易。
橡树实验室中的另一名助手在获得pokedex后在战斗中切换了一个po骨的符号。为了帮助Gen 2相互作用,这也将性别符号应用于可能是男性或女性的物种。
另一个助手NPC位于Viridian Pokemon中心。他将切换非特殊培训师的随机化。
助手在Celadon Diner中。他将为低水平的口袋妖怪打开/关闭赶上EXP Boost功能。
Viridian City的条款兄弟可以将项目,睡眠,冻结,捕获和超级光束条款分别调整。
现在,该包为额外的20个空间插槽提供了附加的项目列表!在袋子菜单上按Start start,以热量汇总填充活动袋的项目列表。游戏的系统通常会在非活动袋空间中检测物品。独特的系统,例如口袋妖怪体育场,只会识别活动袋的物品列表。
在“袋子”菜单或PC项目框菜单上按下SELECT并按下启动,以自动分配您的物品。
现在,ItemFinder将您指向正确的方向。选择使用它以使其原始功能恢复时,您可以随时保持选择。
您团队中的每个口袋妖怪都有一个野外移动插槽。这些插槽只能暂时保留HM移动,仅用于跨越世界。您不再需要为HM举动牺牲四个动作之一。
添加了实验性新游戏+。如果您有一个不腐败的保存文件,可以启用它,其中精英4被击败。在选择新游戏时按并保持选择;叮当声确认激活。
cinnabar实验室允许口袋妖怪的克隆和遗传修饰。它通过将其DVS混合为基因和等位基因来做到这一点。这可以复制以更现实的方式为DVS进行选择性育种的能力。
许多快钥匙功能。
- 快速“拥有”检查 - 将光标放在战斗中,然后按Select扮演敌人'Mon Cry'如果已经拥有。
- SoftLock Warp-如果您卡住了,请立即将其传送回妈妈的房子。
- 跑步鞋 - 行走,冲浪和骑自行车时保持B加倍。包括适当的动画加速!
- 快速HM使用 - 按选择根据适当的上下文使用HMS。
- 快速自行车/杆 - 按下握住A时,请按SELECT自动启动/关闭自行车或使用库存中的最佳杆。
- 查看STAT EXP-保留选择并输入状态屏幕以打印“ Mons Stat STAT EXP”。
- 查看DVS-保持启动并输入状态屏幕以打印'Mons dvs。
- 查看闪亮的调色板 - 彩色播放时,选择“ DEX”输入以加载闪亮调色板时,请按选择。
新的NPC!
- MOVE REREARNER和DELERE在藏红花市。
- Celadon Hotel的NPC将为硬币付款,以向他展示口袋妖怪作为老虎机的替代品。
- 在19号公路海滩上的一个新饮料摊位出售自动售货机饮料。
- 经过精英4之后,Celadon City的一枚火箭弹道将批量出售硬币。
- 在Elite-4之后,新的供应商在Celadon开放,允许购买正常独特的物品。
- 在Elite-4之后,地下路径中有一个NPC,会产生随机的教练战斗。
- 在Elite-4之后,南北地下路径中有一个NPC,会产生镜像。
- 在Elite-4之后,游戏角队长将从玩家那里购买口袋妖怪。
- 精英4击败后,在党卫军安妮的厨房举行了一场比赛。是的,船回来了!
- 添加了一些特殊的比赛后培训师战斗,作为有趣的小复活节彩蛋。您能找到并打败全部五个吗?
变化钓鱼!
- 所有杆的水平范围都扩大。
- 旧的杆有一个扩展的'Mon清单。
- 好的杆有一个扩展的'Mon列表。
- 首次到达薰衣草小镇时,可以参观12号公路钓鱼大师。
- 良好和超级杆的位置已交换。
减少烦恼的其他微小变化。
- 低HP警报仅播放3次,然后自行关闭。
- TMS和HMS现在已将其移动名称(尽管缩写)附加到项目名称上。
- 所有TMS都可以回购,因为它们在战略上散布在所有关东Pokemarts中。
- Safari区的机械师的水平不高,而不是速度,而Safari Ball则具有提高的接球率。
- 老虎机有点幸运,所以现在您实际上可以赢得大型胜利。
- 不需要切割才能到达中尉和Erika中尉(封锁事件取代了朱红灌木)。
- 黄色版本的学习已经集成了,石材的演变恢复了一些升级的动作。
- 捕获动作在移动的最后一回合中播放一个“ po”动画,以便告知玩家。
- 经过重新校准的托儿所为您的健身房进度提供了体验点。
- 托儿所让您选择移动(如果有的话)在重新遗忘口袋妖怪时。
- 检索可能通过级别进化的日托宠物小精灵将触发演变并学习任何违法动作。
作弊和秘密!
- 在您的顶级插槽中有发薪日的口袋妖怪可能会在游戏角落派上用场。
- 新项目,M.Gene!它可以给低型DV口袋妖怪提升吗?
- 用雾石来最大程度地消除口袋妖怪的隐藏潜力。
- 五个赛后特别培训师可以找到和击败!当他们全部被击败时可能会重新出现?
- 如果Chansey级别的Chansey领导您的聚会,那么您一定会有一些幸运的遇到。
- 新的超级老板:您是否敢在Cinnabar Shore激活Missingno?只有当您获得“ DEX文凭”时。
- 新的超级老板:丢失不够努力吗?尝试在臭名昭著的Seafoam Shore上激活它!
- 党卫军安妮(Anne)举行了赛后锦标赛。尝试在您的聚会中与皮卡丘获胜。
- 还有其他几个!
#Compatibility Notes
- 已知某些模拟器由于不准确而引起错误,在复制原始硬件时会引起错误
- 为了避免出乎意料的错误
- 尤其是Goomba和Visual Boy Advance是有问题的
- 由于其准确性和调试工具,BGB是受支持的标准
- 与原始Gameboy硬件兼容(DMG,Super,Pocket,Color,Advance,SP)
- 可能与口袋妖怪体育场1和2兼容(使用原始的Nintendo硬件)
- 可以识别出更简单的闪光推车(例如廉价的盗版),但是具有EZ Flash JR等固件的产品。将行不通。
- 使用体育场1和2的保存文件操作(导入口袋妖怪,项目管理和框管理)。
- 将在体育场2的GB塔中进行比赛并保存。
- 不会与体育场1的GB塔一起使用。
- 可能可以使用此ROM黑客使用Vanilla USA Red/Blue的保存
- 在转移之前,请在托盘小镇保存外面
- 使用软锁翘曲清除任何无形的墙壁
- 用BGB 1.5.8模拟器对新版本进行了测试和调试,并使用原始硬件进行了验证
- 与原始零售墨盒的链接交易似乎可以在真实硬件上正常工作
- Lite和主分支之间的链接交易似乎可以在真实硬件上正常工作
- 链接战仍然在很大程度上未经测试,并且通过以下方式没有支持:
- 链接在主分支构建与任何其他非主机分支机构之间的链接作战
- 链接在Lite分支构建与任何其他非lite分支构建之间作战
- 链接在不同修订的构建之间作战
- 添加了修订控制功能,该功能将取消不支持的电缆链接
- 目前不支持通过3DS硬件及其虚拟控制台仿真器的链接函数
#Changelog来自上一个完整版本
注意:变频器可能包含剧透
查看1.23至1.24.0的合并更改文档
V1.24.6
错误文件:
修复了保存岩石隧道时标题菜单变黑的问题
固定岩石隧道黑暗影响选项菜单
解决了与愤怒,鞭打和陷阱移动的链接战期间的DESANC问题
现在,“ bwoop” SFX在注册诸如“ onix”之类的简短名称的口袋妖怪时播放
修复了错误的调色板在屏幕摇动动画期间为玩家背部精灵砖加载
修复了一条疏忽的疏忽,在消息中,玩家不面对Viridian健身门的门被锁定
固定在Oak的Pokedex评估中缺少标点符号
更正了绿色和红色JP pokedex条目的文本
修复了AI中的一个错误,导致培训师使用毒药效应的动作不准确
修复了不激活的完整随机化选项
固定的调试损坏显示未正确更新某些静态损伤移动
修复了SS Anne Post-Game Tournament中的较小错误
用笑话同上修复了一些可以在未知地牢3中钓鱼的笑话
- 如果野生宠物小精灵高于水平盖,则不能扔球
- 制作的读取perfroddata是一个predef,并将其做到
修复了一个问题,当将口袋妖怪从日托中取出多次演变
修复了陷阱移动子句从上一轮而不是当前回合读取移动效果的问题
野生宠物小精灵随机器将不再与自己交换
忘记日托移动时,精灵不会涵盖移动列表
固定完整恢复了无效的烧伤/麻痹统计统计统计
Cerulean City的火箭咕unt的尖峰消失时的时机很小
修复了cinnabar实验室中的克隆功能,处理了错误的收费
特征:
Pokedex区域增强功能
- 现在,Pokedex的面积功能将超级杆考虑在内
- 如果您要引用的口袋妖怪在当前加载的地图上可用,它也会通知您
- 如果在当前地图上可用,它将通知您是否可以通过行走,冲浪或超级杆找到它
- Cerulean洞穴是一个“未知的地牢”,所以...
Psywave通过隐藏的机械师增强了
- Psywave现在将掷出多次伤害,并使用最佳卷
- 造成伤害的次数基于目标当前的HP,并导致更多的重新滚动
如果您的活跃的口袋妖怪在战斗中知道,某些动作现在会影响捕捉机制
- 剃须刀风与颅骨bash-添加+10,以每次折腾的速率
- 咆哮与旋风 - 添加+20,以每次折腾的速度捕获速率
- 取下 - 将非萨法里球的球系数提高2
- 鸡蛋炸弹 - 将非萨法里球的球系数提高了2,添加剂+10以捕获每个非萨法里球的速率
Shiny Pokemon为Celadon Hotel的硬币家伙带来了4倍的乘数,并卖给了游戏角首席
链接播放器之间的战斗条款现在同步并在战斗中应用
战斗中活动口袋妖怪的统计显示将显示其当前时间统计信息,而不是其未修改的统计数据
从月亮山口袋妖怪中心的男人那里购买Magikarp之后,他将成为一名搬家教师
- 这是对某些仅日本活动的口袋妖怪赠品的回报
- 与他在您聚会的顶部与Magikarp交谈,他将愿意教它以5000日元的龙愤怒。
- 在您的聚会顶部与Fearow或Rapidash与他交谈,他将愿意教它为1000日元的报酬日。
- 在您的聚会顶部与Pikachu与他交谈,该聚会上有一个空的动作插槽,他可以教它飞行2000日元。
Psyduck学习健忘症
- 您必须首先在Pokedex中拥有151个口袋妖怪注册。
- 将Psyduck放在您的第一个聚会上,然后在富士先生的家中与Psyduck交谈。
- 现在,它将尝试学习失忆症的举动。
调整:
在硬模式下,培训师级别的缩放率已经抑制了
- 现在,它是基于正常难度的普通培训师的加权平均值
- 无论难度如何
在Pokemart库存中重新平衡了几个TMS
水上枪TM已被月亮山的超级排斥所取代,现在可以在锡特博物馆中找到
启动新游戏将保持困难模式,但现在默认为快速文本速度
打开Nuzlocke模式不会重置您的困难选择
将EEVEE的遇到率提高到5.5%
Giovanni Gym Battle将Rhyhorn交换为Kangaskhan
冠军竞争对手的Charizard将剑舞跳舞
Shimmer Transformation的文本框不再需要按钮提示滚动
微光为Hitmonchan的特殊统计数据增加了双重级别
调整NPC文本以获取额外的选项
使空手道道场的大师像特殊的教练一样
V1.24.5
- SS Anne NPC的次要文本编辑在赛后。
- 当屏幕上有多个隐藏项目时,ItemFinder的次要修复程序。
- 修复Psywave对称性
V1.24.4
- 不能再使用右墙角瓷砖在SS Anne上钓鱼或冲浪。
- 修复了野生动物园区域中的不正确签名文本1
- 在标志上调整了一些城市名称
- 兰斯(Lance)和球员在讲话时会互相面对。
- 提高了HP栏动画的速度
- 岩石隧道2楼的Cubone Rarity从1.2%增加到6.3%。
- 第12号公路上的Farfetchd Rarity从4.3%增加到6.3%。
- 13号公路上的Farfetchd Rarity从1.2%增加到4.3%。
- 现在,玩家可以在选择新游戏Plus时选择是否生成新的教练ID。
- 野生宠物小精灵随机列表已稍作调整。
- 与橡树实验室中的女孩交谈使玩家可以产生新的随机种子价值。
- 与Oak实验室中的女孩交谈会提示玩家,如果首选完全随机化。
- 为赛后世界州调整了一些文字。
v1.24.3
- 第8号公路上的女培训师进行了调整以反映具有cleflable的文字
- 现在,如果不教授临时场的移动将促使玩家放弃学习
- 阻止9号公路的灌木丛已被阻止事件所取代
- 禁用和静态损伤移动不会犯下或显示超级/不是很有效
- 修复了NPC重叠菜单和文本框的问题
- 调整了跨版本的游戏中交易的均衡
- 选项菜单图形调整
- 现在,在“额外选项”菜单中切换伽玛着色器,现在自动更新调色板
- 右边有两个空间
- 优化了GBC平滑淡出的淡出一点
V1.24.2
v1.24.1
- 优化的光滑褪色以消除战斗涂黑期间的图形詹克
- 如果培训师或球员处于低HP,则不会使用非治疗项目,从而使其更具侵略性
- AI如果其HP低于25%,AI将不会切换
- 启用伽玛着色器的GBC模式以GBC模式淡入或淡入白色,将不再具有不正确的颜色框架
- 当AI递归使用时,移动转换现在正确降低了PP
- 旋转器瓷砖适当动画,而无需诉诸Vblank引起的放缓
- 修复了在自我造成的混乱损害之后进行动画的错误颜色以进行动画
- 重新设计了Mon级功能和添加到聚会或盒子的礼品口袋妖怪的同步DVS
- 固定的键入效果被错误地应用于静态损伤移动
- 选项菜单上的所有额外选项已移至自己的单独菜单
- 添加调试统计重置功能
- 固定闪亮的子句现在在nuzlocke模式下工作
- 修复了9号公路上的虫捕虫,能够走到壁架上
- 替代造成伤害的消息仅在一次多攻击的第一次攻击之后显示
- 多攻击移动显示显示仅在第一次攻击而不是上次攻击时效应
- Twineedle不会像其他多重击中动作那样打印冗余消息
- 如果活跃,则闪光将始终显示在Bruno,Agatha和空手道大师的宠物小精灵上
- 空手道大师的口袋妖怪从37级增加到38
- 扩展闪亮的怜悯,塔鬼,鬼魂和老人战斗
- 固定日托的促使他们两次学习相同的举动
- 固定的特殊HUD符号在幽灵Marowak遭遇期间显示
#bugfixes
战斗引擎修复
- 现在,对PP的使用量已用于Wild和AI Trainer Pokemon
- 举动不再有默认的1/256机会错过的机会
- 固定冻结在防御统计缩放中发生的冻结(DEF <4故障)
- 敌人AI忽略了具有零功率的移动的类型有效性
- 敌人AI忽略了造成大量损坏的移动的超级效应
- 修复了在水平的小故障上跳过的移动学习。
- 一次获得多个级别时,对学习的动作进行了逐步检查
- 如果在战斗中获得多个级别,则可以防止PKMN跳过可学习的动作
- 当通过升级新Evolution的Movelist进化时,也可以做到这一点
- 速度和攻击统计数据更新/重新计算后,烧伤和瘫痪的统计罚款现在适当应用
- 徽章统计不再堆叠
- 现在,应用徽章统计数据的功能现在选择性地提高了正确的统计数据,在统计/下降效果期间调用时
- 如果玩家被冻结,现在清除了大型充值位
- 现在符合敌人蒙克(Mon)的充电点,被冻结后如何清除
- 这样可以防止陷入困境
- Blaine将不使用全惠普的治疗项目
- 鸟类已被恢复并重命名为无类型。它是一种普遍中立的类型(尤其是对于斗争)
- AI培训师在切换或使用项目方面优先
- AI类型有效性函数现在将1和2考虑到类型2
- 在AI仅查看列表搜索中遇到的类型之前
- 如果1型使其超柔软,AI现在将移动视为中性,但类型2使其无效
- 当AI在与这些条件的情况下发送PKMN时,烧伤和瘫痪的统计变化将应用于
- AI例程#2(优先考虑抛光或使用状态移动)现在在发送后的第1圈激活,而不是第二圈
- 消除烧伤和麻痹的统计变化的新自定义功能
- 撤离瘫痪准确至0至-3点以内
- 撤消燃烧准确至0到-1点
- 如果禁用了一个或多个动作,则在确定使用挣扎时忽略了PP-UP使用
- AI在愤怒或充电时不会采取行动
- 修复了lvl> 127的错误造成损害
- 调整对严重命中损伤的调整
- 损伤因子现在为2*(2级)/5 + 4,而不是2 (2*级)/5 + 2,以简化一些代数
- 如果非迫切损害将> = crit损害,则适用常规修改的统计值
- 播放器现在即使冻结也可以选择移动
- 用开关消息解释了下流
- Safari区域发动机修复:
- 返回中性时,野生动物园战斗中的饮食/愤怒信息将不再出现
- 饮食/愤怒的野生动物园状态柜台正确增加了1-5圈,而不是0-4圈
- 野生动物园战斗正确地重置了进食/愤怒状态返回中性时的捕获率
移动修复
- 与变换有关的修复:
- 转换时,移动插槽无法重新安排(防止获得故障移动)
- 固定转换循环
- 如果转换复制了对手的转换动作,
- 如果该动作的PP <6,
- 它将复制该Move的瞬时PP少1。
- 这限制了在两个口袋妖怪之间反复使用变换的PP
- 敌人的DV无法通过使用多次转换来操纵敌方DV
- 修复了一场冲突,在残疾人期间变换可能会使新的动作禁用
- 固定转换的'Mons在学习升级移动时重置他们的动作
- 修复了一个错字,因此现在转变为“蒙斯保留了原始调色板
- 禁用不会批判性地打印或打印有效性信息
- 现在,可怕的命中/聚焦能量现在四倍的袭击率,而不是四分之一
- 现在睡眠现在正常的观察击中PKMN从大片上充电,但如果已经有效,则没有任何效果
- 当PKMN因混乱而伤害或完全瘫痪时,苍蝇/挖掘无敌能力被清除
- psywave损害总是最小1,是对手还是你自己(防止desync)
- 固定了psywave底流/溢出,水平为0、1和以上170
- 替代相关的修复程序:
- 所有HP排水动物(包括梦境的食物和水ech种子)都错过了替代品
- 替代品将使您完全达到0 hp,将无效
- 零功率移动造成统计数据,睡眠或瘫痪的动力不会影响替代品
- 破坏性动作的混淆副作用被替代品阻塞
- 现在将跳跃踢的后坐力损坏或在混乱中伤害自己,现在将用户替代
- 治愈动作可以通过恢复255或511 hp的恢复来工作
- 灯屏和反射现在的上限为999
- 消除睡眠/冻结不会阻止多弯的移动卡住(还可以解决睡眠陷阱的毛刺)
- 通过允许睡觉/冷冻PKMN修复后修复
- 在加号上,雾兹现在恢复了对手和用户状态条件,如Gen 1中的意图
- 阴霾重置敌人和玩家有毒柜台
- 休息现在做以下操作:
- 固定损坏的移动修复(地震折腾,龙之怒等):
- 不能再危及
- 服从型免疫
- 忽略有效性文字和SFX
- 使用2个字节来损坏而不是1个字节
- 斗争现在是不典型的,因此它总是可以中立损害某些东西
- 如果用户转换,节拍器和镜像移动将不会增加PP
- 这样可以防止将PP添加到隐藏的虚拟动作中,从而阻止PKMN陷入困境
- 这也可以防止通过针对虚拟动作来冻结游戏
- 在链接战中检查镜像移动,以防止DeSync
- 现在,Bide的累积损害字节现在都设置为敌人的晕,以防止DeSync
- 跳跃动作现在对错过造成正确的后坐力伤害
- 水ch种子和有毒的影响不再堆叠
- 捕获效果仅在命中清除大型充电钻头,以防止其自动使用
- 由于对手切换PKMN,捕获移动PP无法再降低流动
- 愤怒和thrash不再遭受准确降解的痛苦
- 打破替代品不会消除爆炸/自我毁灭,高光束补给或后坐力损坏
- 超级梁必须击倒相对的PKMN,则必须充电
- 涉及计数器的错误文件:
- 反对鸟类类型,现在已无类型,仅分配为挣扎
- 为了防止DESANC,请按B离开移动选择菜单零以选择选定移动和移动电源的RAM位置
- 在这些情况下,造成的最后损害被归零(还解决了一些差异问题):
- 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"
杂项。 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.
我爱你的工作! 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
- 水晶_
- 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