Skeetendo

’Cause all games were better on the GBC

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#1 2011-07-29 08:58:41

Sanqui
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From: Prague, Czech Republic
Registered: 2011-07-18
Post 1/32
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Pokémon: Nuzlocke Version [Red]

Hi, this is my first hack.  It doesn't do much, but I still figured I could show it off.
ip8d5i.pngbgb00007.png
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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#2 2011-07-29 12:22:04

Sawakita
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Registered: 2010-10-16
Post 166/365

Re: Pokémon: Nuzlocke Version [Red]

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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#3 2011-07-29 15:34:26

Sanqui
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From: Prague, Czech Republic
Registered: 2011-07-18
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Re: Pokémon: Nuzlocke Version [Red]

Sawakita wrote:

- "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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#4 2011-07-29 22:00:42

dooshboi
Member
From: Brooklyn, New York
Registered: 2010-11-02
Post 82/132

Re: Pokémon: Nuzlocke Version [Red]

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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#5 2011-11-10 06:32:22

rookie04
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Registered: 2011-11-10
Post 1/2

Re: Pokémon: Nuzlocke Version [Red]

"* 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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#6 2011-11-10 11:17:04

PortgazHyde
Member
From: Pallet Town
Registered: 2011-11-10
Post 1/42

Re: Pokémon: Nuzlocke Version [Red]

Sanky wrote:

* 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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#7 2013-04-07 15:23:55

YORAMRW
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From: The Netherlands
Registered: 2013-03-29
Post 42/1,199
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Re: Pokémon: Nuzlocke Version [Red]

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 FamiTracker

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#8 2013-04-08 01:52:12

narfnrara
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Registered: 2013-02-17
Post 29/47

Re: Pokémon: Nuzlocke Version [Red]

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!

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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#9 2013-04-08 02:31:38

comet
Member
Registered: 2012-04-09
Post 198/679

Re: Pokémon: Nuzlocke Version [Red]

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.

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#10 2013-04-08 18:49:39

Fortuneman
Member
From: ???
Registered: 2012-12-12
Post 6/109

Re: Pokémon: Nuzlocke Version [Red]

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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#11 2013-04-09 01:37:02

pokeglitch
Member
Registered: 2013-02-20
Post 7/95

Re: Pokémon: Nuzlocke Version [Red]

comet wrote:
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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#12 2014-05-24 01:27:46

Konsty
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Registered: 2014-05-24
Post 1/15

Re: Pokémon: Nuzlocke Version [Red]

I hate to bump a year old thread but could someone please re-upload this... The link is currently down.

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#13 2014-05-24 08:30:55

Sanqui
Administrator
From: Prague, Czech Republic
Registered: 2011-07-18
Post 28/32
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Re: Pokémon: Nuzlocke Version [Red]

Konsty wrote:

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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#14 2014-05-24 19:27:14

Konsty
Member
Registered: 2014-05-24
Post 2/15

Re: Pokémon: Nuzlocke Version [Red]

Awesome, thank you very much.

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#15 2014-05-28 13:19:37

pagara123
Member
Registered: 2013-11-06
Post 58/118
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Re: Pokémon: Nuzlocke Version [Red]

Click to see the gb/gbc game here :
http://pokemonhacksgbc.wapka.mobi/index.xhtml

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