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Here's what the first fight with Lyra is like, using music devamped by Mmmmmm:
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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Hey just saw this hack and it looks amazing, I will definitely be trying this bad boy out.
One thing I might request, and it's not even a major thing, but perhaps have a Semi Pure mode of the game? One where the types and stats of a Pokemon are unchanged, but the Move-set upgrades and Move buffs are still present? Not a huge change, but it's just one of those things that get left off when hacks go Pure or Edited modes.
I went diving into my archives and dug up this Sprite Sheet, you are more than free to use any of them for this hack, they are mainly devamps of the FRLG Back Sprites for the Pokemon who had 'meh' Back Sprites in gen 2. There's also a Sylveon, Rhyperior, Giovanni, and Proton Devamp.
Direct Link if the tags are not working: http://imgur.com/a/SjKMQ
Last edited by metalflygon08 (2016-08-28 23:52:34)
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Thank you! I think back sprites have to be 48x48, but I'd like to use those front sprites. Rhyperior is not my favorite Pokémon design, but that pose looks pretty good. They'll be in 2.0 if you want to wait a week or two for that. (Or try it now and restart for 2.0.)
The Faithful patch does change movesets, but move types and powers are still canon (so no Steel-type Cut, etc). I'm leaving it that way because as far as I know, most people who don't like Pokémon changes also don't like move changes. If you really want, you can edit battle/moves/moves.asm—it's pretty self-explanatory—and compile the ROM yourself. There are instructions in INSTALL.md, it's basically a matter of installing the right programs and typing "make faithful".
Last edited by Rangi (2016-08-29 02:17:22)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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Cool cool, size is a problem with a lot of the newer generation Pokemon, they have a larger space to work with so they can have fine detail, I've had a Magmortar Sprite I tried devamping a long time ago and gave up because getting the flame pattern to look right in such a small space is a royal pain.
As a little bonus, here's what Sylveon's animated Crystal Sprite would have been.
Last edited by metalflygon08 (2016-08-29 02:33:28)
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That's so cute! And usable as-is, 56x56 is fine for front sprites. The ears and tail look a bit small, but I'll try editing them. The animation is great.
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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I just went to catch the legendary birsds the zapdos sprite onthe power plant looks like the trainer sprite.
Just to inform you:)
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If you plan on using the Rhyperior Sprite you'll want the backsprite for it too
Also fixed up Sylveon for you too.
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Thanks again! I made a few edits to the still sprite.
Here's a comparison with the current one by solo993 and the XY model:
And here's how it fits in with the rest:
Last edited by Rangi (2016-08-30 01:03:36)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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Oh yes definitely looks great and in tune with the others.
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Oh yes definitely looks great and in tune with the others.
If it's not too much trouble, would you mind revising the animation with that as the base? It's fine if you don't want to, I can edit the frames. Thank you for making it in the first place, it looks good. :)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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Yeah I'll do that when I get off work today, I'mean also working on animating Rhyperior too.
EDIT: Frames
In Action:
Last edited by metalflygon08 (2016-08-30 20:55:57)
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Excellent work, thanks! This should be included in 2.0.0. (I may need some help getting the animation to work.)
Last edited by Rangi (2016-08-30 22:27:24)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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when i went to training in vridrian city when i challenge in left for 1 day training . I think it may be a glitch or not when he went to challeng he went through a block which come in the way between the way
hiteshpatel
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Okay, I've spend a while cleaning up the Battle Tower code and getting rid of all the Mobile Adapter cruft that's irrelevant here and now. Now, it'll be easier to implement features like this:
;)
when i went to training in vridrian city when i challenge in left for 1 day training . I think it may be a glitch or not when he went to challeng he went through a block which come in the way between the way
Yes, this was fixed.
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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when will the update come
hiteshpatel
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when will the update come
He said "a week or two" a few days ago, but the real answer is, it's done when it's done. It's best not to pester for release dates for fan projects since they have no real deadline.
I haven't taken the time to play much of the hack due to school and such, but one thing I noticed is you could, if you wanted, immediately put the GS Ball Pichu back up on Wonder Trade without removing its item. I know only an idiot would do that, but it might be good to idiot-proof that and have a check to make sure the Pokémon you're trading isn't holding the GS Ball, if that's possible to do.
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i traded my lvl 50 snorlax in wonder trade & got a lvl 30 shiny pichu which held a gs ball as a item
hiteshpatel
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i also got a shiny snorlax in celadon city block
hiteshpatel
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Okay, all the mobile code is gone!* Some of the stuff grouped as "mobile" was actually useful, like the localized Battle Tower and Odd Egg routines (both of those had Mobile Adapter enhancements in Japanese). That's all been refactored appropriately.
I know this isn't a feature for players, but that was a lot of code—most of the misc directory—just taking up space without being useful. Now there are multiple memory banks empty and available for new maps, new graphics, whatever. I don't think I'll encounter bugs like these any more. (And as a programmer it's satisfying to have a nicer codebase.)
* Except for 6 KB in mobile_47.asm that I can't be certain isn't executed somewhere. Maybe I'll more thoroughly check that after 2.0 is out.
Edit: Most of y'all probably don't care about that, so here's a preview of something cool:
(Might not be finished for 2.0.)
Last edited by Rangi (2016-09-02 15:22:23)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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wooh you are putting nuzlocke in this game . I would love to play it
hiteshpatel
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Okay, all the mobile code is gone!* Some of the stuff grouped as "mobile" was actually useful, like the localized Battle Tower and Odd Egg routines (both of those had Mobile Adapter enhancements in Japanese). That's all been refactored appropriately.
I know this isn't a feature for players, but that was a lot of code—most of the misc directory—just taking up space without being useful. Now there are multiple memory banks empty and available for new maps, new graphics, whatever. I don't think I'll encounter bugs like these any more. (And as a programmer it's satisfying to have a nicer codebase.)
* Except for 6 KB in mobile_47.asm that I can't be certain isn't executed somewhere. Maybe I'll more thoroughly check that after 2.0 is out.
Edit: Most of y'all probably don't care about that, so here's a preview of something cool:
http://i.imgur.com/WtwJFRv.png
(Might not be finished for 2.0.)
Personally, I was interested in the part about cleaning up the code, and couldn't care less about the Nuzlocke mode lol.
I am not very active on this forum. I only pop in from time to time.
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Personally, I was interested in the part about cleaning up the code, and couldn't care less about the Nuzlocke mode lol.
Heh. I wrote some Python scripts to help out, finding which labels in a file were not being used anywhere and could be removed, or which ones were being used by other files and should stay. Which still required manual cleanup of self-referencing functions, and jumptables that list dozens of potential routines to call but don't actually use most of them. Tip: anything referring to Japanese text is never called. ;)
"No revives" and "nickname everyone" are the easy parts of Nuzlocke mode, and will be in 2.0. Catching the first Pokémon in each route might not be. It should be simple to implement, if not quick, but there are various clauses to handle. Do gift Pokémon count for their area? What about gifted Eggs? Legendaries? Wild shinies? Duplicate species? Evolutions of duplicate species? What are the standard rules for this?
Of course, if players want to relax the rules, they can turn Nuzlocke mode temporarily off, like if they need to catch an HM slave. And more strict rules like "no items in battle" can just be voluntary.
Last edited by Rangi (2016-09-02 18:18:42)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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And... done!
The Nuzlocke rules implemented here are the basics:
• A fainted Pokémon can't be revived, by items, Pokémon Centers, or events. The only exception is your first rival battle, when you just have your starter.
• You can only catch the first Pokémon you encounter in a new location. "Location" is defined with the Town Map mechanics, so Sprout Tower is separate from Violet City, but multiple floors of Union Cave or multiple sections of the Safari Zone count as one location. And nothing is counted until you receive your first five Poké Balls.
• Every Pokémon gets a nickname, no asking whether you want to or not. Of course, you can cancel out to give the default name.
• The dupes clause is in effect. If you've caught a Pidgey and encounter one on a new route, it won't count unless you catch it.
• The shiny clause is also in effect. Shinies can always be caught.
• Gift Pokémon do not count as encounters. Static encounters like Sudowoodo, Snorlax, and Suicune do.
• Nothing special happens when you black out, although your team is revived so you aren't walking around with zero usable Pokémon. I didn't want to automatically erase your save file or something, since people might want to do a retrospective.
• You can toggle Nuzlocke mode on and off in the Options whenever you want. However, it keeps track of encounter locations even when the mode is off, so when you turn it back on they'll all count.
Last edited by Rangi (2016-09-03 01:04:16)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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Personelly not quite intrested in nuzlocke mode, actually i haven't played most the nuzlocke game.
But as you give more amore detail about the game you make me take intrest in it:D
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Lt. Surge's gym will now have electric fences. The sprite is a cross between Wattson's in Gen 3 and his own in Gen 4:
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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