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Hi, this is my first hack. It doesn't do much, but I still figured I could show it off.
Features:
* Death. Your Pokémon don't faint; they die. When a Pokémon dies, it is deleted. Permanently. Fun!
* A few quick text changes to accommodate for the previous change.
* A spectacular title screen printing routine hijack to display the text Nuzlocke ver. (I didn't want to bother uncompressing Red Version, wherever it is)
Maybe I'll do the one-pokémon-per-area limitation sometime... But first I need to figure out sram. Yay asm!
http://sanqui.rustedlogic.net/etc/n1.ips
Note: If you want to test it off, you'll need two Pokémon.
Last edited by Sanqui (2011-07-29 09:03:38)
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Just a couple of notes:
- "Red Version" graphic is really easily editable: it's 1BPP so (just for a future reference) you'd have a really easy time editing it with any tile editor (like TLP). Just set the format to 1BPP (by the way, the graphics are stored at $6802F, while tile arrangement is at $3DBAB). Certainly faster than rewrite a (even if small) part of code.
- you have an "endianness" error in your routine at $3FC80 (yeah, I gave a look at it, just out of curiosity, don't worry):
ROMF:7c80 3e 01 ld a,01
ROMF:7c82 ea cf 0b ld (0bcf),a
I guess it should be:
ROMF:7c80 3e 01 ld a,01
ROMF:7c82 ea 0b cf ld (cf0b),a
Apart from that it was pretty nice.
Last edited by Sawakita (2011-07-29 12:32:15)
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- "Red Version" graphic is really easily editable: it's 1BPP so (just for a future reference) you'd have a really easy time editing it with any tile editor (like TLP). Just set the format to 1BPP (by the way, the graphics are stored at $6802F, while tile arrangement is at $3DBAB). Certainly faster than rewrite a (even if small) part of code.
Ah, thanks. I couldn't find it around the title screen graphics, so I didn't bother. This hack is asm practice anyway :P (I did find and change the tilemap, though. I figured I'd edit the Pokémon logo's tilemap as well, but then found out it's generated dynamically, and the rest is history.)
- you have an "endianness" error in your routine at $3FC80 (yeah, I gave a look at it, just out of curiosity, don't worry)
Oh, that's the original code I had to move from where I inserted my pointcut. Guess it wasn't too important, then, since it doesn't crash horribly.
Anyway, I was thinking about how to do the Pokémon limitation... Given 128 locations (my rough guess, are there more?), I'd need 16 bytes somewhere in SRAM to store the 'pokémon encountered' flags, and after each battle of type 1, raise the location's flag (I already found a place where I could insert my advice), and block a Pokéball from being thrown if the flag for this location was raised. The Pokéball thing will probably be harder. Hm.
Last edited by Sanqui (2011-07-29 15:42:49)
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This is amazing! Post it on Nuzlocke forums, they'll go crazy for it over there.
I don't calculate stat values, I don't breed my way to perfection, and I don't care about natures. I catch my Pokemon the way they are, and treat them like individuals instead of brainless drones.
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"* Death. Your Pokémon don't faint; they die. When a Pokémon dies, it is deleted. Permanently. Fun!"
Does this mean there's no pokemon center here?? that is one heck of a system if you ask me.
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* Death. Your Pokémon don't faint; they die. When a Pokémon dies, it is deleted. Permanently. Fun!
Well, it quite fun if we don't lose our HIGH lvl Pokemon.
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Maybe, it's a good idea to make some dark music in FamiTracker to insert with Sonic65's rbyImport.
Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in LSDJ and FamiTracker.
“God created the Earth, but the Dutch created the Netherlands.”
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It would be amazing if, when you lost all the Pokemon, the pokemon continues & attacks the trainer (I mean Red) until also him die, when he dies appears the "the end" screen and then spawns the Nintendo screen and you have to load again your savefile.
Why don't add this: when you're alone as Ash without Pokemon left you can throw rocks or candies to make the pokemon Run or stay busy so you can run away, in a fight Safari-Zone-like!
that..... doesn't sound very fun.
the purpose of this hack is to facilitate a nuzlocke run. there would be no purpose to such a trainerless battle thing; it'd ruin the point of the run in the first place
stunfisking the nation since the 90s
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It would be amazing if, when you lost all the Pokemon, the pokemon continues & attacks the trainer (I mean Red) until also him die, when he dies appears the "the end" screen and then spawns the Nintendo screen and you have to load again your savefile.
Why don't add this: when you're alone as Ash without Pokemon left you can throw rocks or candies to make the pokemon Run or stay busy so you can run away, in a fight Safari-Zone-like!
These were both mechanics in the early stages of development. I think you knew that though.
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Looks good hack! :D Keep it up.
I'm Not active at romhacking anymore. Just coming here randomly to check out for updates for Crhistmas hack and Dark Future.
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80C wrote:It would be amazing if, when you lost all the Pokemon, the pokemon continues & attacks the trainer (I mean Red) until also him die, when he dies appears the "the end" screen and then spawns the Nintendo screen and you have to load again your savefile.
Why don't add this: when you're alone as Ash without Pokemon left you can throw rocks or candies to make the pokemon Run or stay busy so you can run away, in a fight Safari-Zone-like!
These were both mechanics in the early stages of development. I think you knew that though.
Really? That's pretty cool. Do you have a link where I can read more?
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I hate to bump a year old thread but could someone please re-upload this... The link is currently down.
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I hate to bump a year old thread but could someone please re-upload this... The link is currently down.
I have lost my old domain, so I've updated the links. I really should just remake the hack, though... Enforcing the one Pokémon per route limitation would be pretty easy now. Maybe soon.
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Awesome, thank you very much.
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Click to see the gb/gbc game here :
http://pokemonhacksgbc.wapka.mobi/index.xhtml
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