Skeetendo

’Cause all games were better on the GBC

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#1 2012-11-12 14:00:44

Crystal_
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From: Spain
Registered: 2012-09-16
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Pokemon Pyrite

ZZ7FC8I.png

Relive the adventure of the second generation Pokemon games in a more challenging and complete way!


Hack of: Pokemon Crystal


Features

  • Very exhaustive work on the selection of wild Pokemon including fishing, headbutt, rock smash and all types of event Pokemon, and trainer parties including every single trainer in the game as well as around 100 additional trainers carefully distributed throughout the adventure. Similar work on choosing the items found, sold in marts, or obtained in any different way, as well as on adjusting their prices.

  • Plenty of mechanical changes that contribute to the difficulty increase, such as the progressive level increase of wild and trainer Pokemon, the inhability to use healing items whilst in battle, a forced "set" battle style, developments regarding the experience mechanics, a trainer EV system, the removal of badge boosts, improved AI, and more.

  • Extensive work on the balancing of learnsets (without altering the movepools), evolution levels, base experience, growth rates, catch rates, held items and other aspects inherent to the Pokemon, adequated to the usefulness and strength of each Pokemon species and other characteristics of the game.

  • Enjoy additional events and other existing events that have been modified, explore new places and plenty of remodeled maps like caves and several routes, and fight lots of additional trainers distributed in caves, routes, gyms, or in the new events. Most of these features are located in Kanto to extend and make more enjoyable the second part of the adventure. Speaking of Kanto, now you can enjoy the Kanto journey following the order of the first generation games!


Screenshots

KRD0McV.png   GJIcGIK.png   iUwrtbi.png   PfLOZeP.png   IYaiVHc.png   oJJ2IrS.png

NWTf7iH.png   43uvUr5.png   OI3Uz8B.png   eQLXJ3f.png   JHLaUU1.png   07pk0Im.png

Mlk39tm.png   GzG9Cg4.png   Ey67HUe.png   zWHlhtC.png   jG8Wxr2.png   s0svxUp.png

ym5z0Q6.png   FxgXmF5.png   t9FTBGw.png   kIdWm6b.png   Bv87rPI.png   S6kph6v.png


What the players said

This hack has forced me to resort to strategies I usually never use ingame. I have to applaud the creator of this hack for making the hack difficult while not making it a grindfest. I mean, sure the level curve is a bit high, but the game goes out of it's way to make sure you don't fall behind.

I just beat the Elite Four a few days ago and I must say, this hack was excellent. It was hard, but never so hard that I just gave up and didn't come back to it. The changes to the movepools were spot on and the evolution delay fit perfectly with the curve.

I joined specifically for the purpose of thanking you for this ROM. I've been looking for a hard mode version of Crystal for...jeez, at least ten years and now I can finally play one that doesn't change the game into a completely different ROM. It's one of the few hacks true to our memories, minus the map edits which are a welcome change.

Thank you for this awesome hack! That is just... awesome, nothing to say!  I really enjoyed playing the hack a lot!

This was a really fun hack. Overall, it feels a lot more balanced in terms of difficulty than other Pokemon games I've played, and it always forced me to stay aware of what's going on.  The AI, as well as moveset selections, are so much better than the originals. I wish someone would make something like this for one of the later gens.

I barely beat the 1st gym but I already fell in love with it. This hack is amazing, it uses the original GSC story so it's perfect and it's harder than normal game!

If youre a seasoned player looking to revist GSC you'll love it. Its pretty well done and has a lot of changes in AI and Pokémon that makes the game more dynamic/playable.


Want more details?

  • AI: Improved the AI of the lesser trainer classes as well as a few other aspects of the AI. The 25% added chance of missing with a status or stat reduction move by the opponent has been removed.

  • BADGE BOOSTS: Stat and type boosts provided by badges removed in order to give the game a more "professional" feel and increase the difficulty by removing an unfair advantage.

  • BASE EXPERIENCE: Adequated to the stats of each Pokemon (proportional to the base stat total of each Pokemon).

  • BASE MONEY: Adequated to each trainer class, and to how early can it be found for the first time and in general.

  • BATTLE STYLE: Battle style option removed; it's SET by default.

  • BERRY TREES: A few different berry trees, and two berries found per tree instead of one!

  • BERSERK GENE: Berserk Gene is no longer removed permanently once used, similarly to what occurs with other in-battle effect items such as Quick Claw and Leftovers. However, it's temporarily removed for as long as the current battle lasts, meaning that it will only activate once per battle.

  • BUG CATCHING CONTEST: The formula that determines the points obtained has been adjusted according to the changes in Pokemon and levels.

  • CATCH RATES: Adequated to how common and useful each Pokemon is.

  • CATCH RATE FORMULA: Four minor bugs in the catch rate formula of the original Pokemon Crystal have been fixed.

  • EXPERIENCE GAIN: The changes in the experience mechanics have been mainly applied to encourage training a full team of Pokemon over training just one or two Pokemon. The experience formula has been modified to make the experience gain increase by multiplying the original experience with the result of player's Pokemon level / enemy's level (*). The other main change consists on a badge-sensitive experience cap, that prevents your Pokemon from growing up past certain levels depending on the amount of badges collected.

  • EVOLUTIONS: Changes on evolution levels, adequated to the strength of the evolution chain and to the level at which the Pokemon appears for the first time. For a few Pokemon, different methods in which they evolve. Trade evolutions have been replaced. **

  • FLEEING POKEMON: Some different species of Pokemon that can flee.

  • GROWTH RATES: The growth rate of each species of Pokemon has been adequated to the general usefulness of the evolution chain the Pokemon belongs to. Every Medium Slow growth rate has been replaced.

  • GYMS: The player is unable to leave a Gym until he or she beats the Gym Leader or all his/her Pokemon faint in battle (blackout). Thus, Gym trainers and the Leader have to be beaten in succession. Gym Leaders all have 6 Pokemon, so do members of the Johto League.

  • HEALING ITEMS: Properities of healing items (potions, berries...) edited so that said items can't be used in the middle of a battle. However, no changes in the functions of the items when held by a Pokemon (berries still heal, boosting items still boost a type etc.). Trainers no longer will use healing items themselves either.

  • HELD ITEMS: Different wild held item data and increased probability of appearing the second item. More emphasis on generic items but rarer or unique items like Leftovers, Scope Lens and type boosting items can also be found.

  • ITEMS: Different items found in the floor, and different hidden items. Some differences in items sold in marts as well as in other events such as the Game Corner, Lucky Number, Bug Catching Contest or Buena's Show. As usual, lower profile items are found earlier while higher profile items are found as the game progresses, but more emphasis on more useful and obscure items. Different item prices (or coins @ Game Corner), adequated to the utility and accessibility of each item.

  • LEAGUE REMATCH: Rematch a stronger version of the Johto League after completing the Kanto adventure!

  • LEARNSETS: Minor changes on learnsets like level modifications or twists and, to a lesser extent, egg moves or RBY/GSC TM moves made level up moves as long as legally possible. In any case, move compatibilities and illegal combinations are left unchanged. **

  • MONEY LOST: Money lost upon losing a battle is no longer halved, as the money lost depends on the highest leveled Pokemon in the player's party, following the formula [ Level * (No. Badges + 4) * 10 ].

  • MOVE TUTOR: A new unique move tutor found in Johto that can teach your Pokemon a variety of R/B/Y TM moves, always accounting for illegal move combinations.

  • NEW MAPS: Visit Viridian Forest, explore Cerulean Cave and Seafoam Islands, enjoy the remodeled caves, routes and gym puzzles, and more!

  • OBEDIENCE: The obedience will never be a factor due to the experience gain capping at a certain level (see EXPERIENCE GAIN) before the obedience level is reached.

  • POKEMON: Modified wild, fishing, headbutt, rock smash, trainer, and event Pokemon species and levels as well as amount of Pokemon used by trainers and their movesets. Logic prevails on wild encounters. Pokedex completion is possible.

  • SHINY POKEMON: Different DV requeriments and increased probability (1/256) for a Pokemon to be shiny. The properities of the shiny Gyarados and Odd Egg Pokemon have been adequated accordingly. In addition, new shiny Pokemon colors.

  • TEXT: All the corresponding text edits to make everything coherent to the changes applied in Pokemon, mechanics and events.

  • THIEF: Thief has no effect unless it's used in a wild battle (no wild Pokemon knows Thief), or in a link battle.

  • TIME OF DAY: Morning, day and night times delayed two hours (06-11 morn | 12-19 day | 20-05 nite).

  • TRAINER DVs: Different trainer DVs (usually higher), mostly adequated to how early a trainer of that class can be found. DVs of many classes are maximized.

  • TRAINER EVs: A Trainer EV System that provide trainer's Pokemon a gradual and controlled boost of their stats according to their levels to simulate boosts provided by EVs.

  • TRAINER HOUSE: The Trainer House event (in Viridian City) now includes battles that become more difficult progresively and the player will receive a prize after a win.

  • X ITEMS: The use of "X Items" (besides X Accuracy) such as X Attack and X Defend limited to one at the same time (in other words, these items are not stackable).

**: Since the gradual level increase inevitably makes the player's Pokemon grow much faster, a general delay on evolution levels and learnsets has been applied in order to prevent the player from obtaining fully evolved Pokemon or powerful moves early on (which, subsequently, would imply the need of making early trainers have, similarly, overevolved Pokemon or overpowered moves to make the game competitve enough). Every learnset and evolution level has been modified accordingly, and the availability of some TMs has been delayed as well.
(*): The effect will only take place if the opponent's level is the highest of the two, meaning that a high leveled Pokemon will not get disfavored. In addition, this factor caps at 2/1 to prevent ridiculous experience gains.


Bug fixes (Updated 13/11/2015)

  • Unlimited berries

  • Kadabra not evolving into Alakazam

  • Traded Pokemon possibly not obeying at high levels

  • Possibly getting stuck in Viridian Gym

  • Losing to Blaine and still getting the badge

  • Cooltrainer inside Victory Road challenging multiple times

  • Moltres not disappearing immediately after being fought

  • Names of some Elite Four members being incorrect

  • Cleanse Tag and Mystic Water properties (game crashing when depositing the former in the PC)

  • Some trainers in Rock Tunnel or in Vermillion Gym acting as "already fought" if found before beating Misty

  • Cinnabar gym statues freezing the game if talked to before defeating Blaine

  • A trainer inside Fuchsia gym challenging you after beating the leader and some trainers inside the gym having names

  • Not being able to return the Pokemon given by Mania in Cianwood city

  • A trainer inside the Mahogany Gym opening the gym's exit when you battle or talk to him

DOWNLOAD LINK (Updated 13/11/2015)


Used Tools

  • Gold Finger

  • BGB Debugger

  • CrystalMap

  • The One GSC Trainer Editor

  • GSC Moveset Editor

  • GSC Evolution Editor

  • GSC Wild Pokemon Editor

  • MartEd GSC

  • Tile Layer Pro (Titlescreen)

  • Title Screen Color Editor G/S/C (Titlescreen)


Credits

  • The community of Skeetendo for opening me up to the world of Pokemon hacking.

  • Everyone that helped me when I was stuck or needed advice. I'd especially like to thank Miksy91 and Comet for their help.

  • Tauwasser, for his amazing G/S Scripting Compendium that basically taught me how to script.

  • Everybody that contributed to the Disassembly of Pokemon Crystal. Without it, I wouldn't have been able to do half what I've done.

  • Last but not least, everybody that supported the hack and encouraged me to keep working on it, notably LC.Drake.

Last edited by Crystal_ (2015-11-13 12:22:22)

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#2 2012-11-13 05:40:04

Miksy91
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Registered: 2010-10-16
Post 1,242/2,331

Re: Pokemon Pyrite

Looks like an improved version of Crystal Redesign I made way back then :D
I like the looks of it, simple but works.

To answer to your questions;
1) I'm not sure because I've never checked the obeying routine really. All I've done myself is to disable it for good but sure, should be possible to do,.
2) Whether the trainer will try to give you his/her phone number is determined by its script. See here:

[Bit no. (2byte)][Trainer group][Trainer][2byte pointer to Text when seen][2byte pointer to text when trainer beaten][2byte pointer to script when lost (0000=Blackout)][2byte pointer to script if won/talked to again]

The script pointer used by the person event which is a trainer points to this kind of a structure. The "give phone number" part of the script is executed after winning so through the last 2-bytes (pointer) of that structure.

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#3 2012-11-13 17:48:16

Crystal_
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From: Spain
Registered: 2012-09-16
Post 18/450
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Re: Pokemon Pyrite

Uhm, thanks for the info, but the thing is I know I'm doing something wrong but I don't know what... let me tell you:

I search and go to the won/talked again pointer of the first youngster [16 01] (which is the youngster you face first in the game, the one with a lv 4 rattata). That pointer is located at offset 0x1A16A4 - 0x1A16A5 in Pokemon Crystal. The content of this two byte pointer is A6 56 while the poketext says the text it points to is located starting at offset 0x1A18C3.

So I decided to test this and I saw in the poketext that the next text block starts at offset 0x1A1929. Thus, I thought that if I did 56A6 + 1A1929 - 1A18C3 = 56A6 + 66 = 570C, and then I wrote 0C 57 over A6 56, the trainer would say what is located at 1A1929 if I talked to him after battling him. But the rom just crashes... (at least I know this is the pointer I was looking for lol)

So oh well, what am I doing wrong?... =/

Last edited by Crystal_ (2012-11-13 17:49:38)

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#4 2012-11-13 18:45:40

Mateo
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Registered: 2009-11-25
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Re: Pokemon Pyrite

You edited a script pointer to point directly to text instead of pointing to a script, so it crashed. If you followed the original pointer, you would see it pointed to a normal script that would load the text he says, and have the codes for registering the phone number and all. You would want to edit that script so that it only loads the text and is done. Check out Tauwasser's Scripting Compendium for a detailed documentation of the different script codes and what they do, and there are also some tutorials around that talk about scripting. kkj1116's Global FAQ and Resource Thread will be handy in helping you find those things. Hope this helped.

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#5 2012-11-13 20:47:02

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Uhm thanks, I think I have found the script that does al the phone things: it opens a yes/no box, checks for the phone number and all these things. Then it ends with an 8F and the script that loads the text starts. The things is, how can I remove the first script without glicthing the game?

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#6 2012-11-13 21:19:18

Miksy91
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Registered: 2010-10-16
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Re: Pokemon Pyrite

If you want the person to face player and say something after the battle is won, you can replace the script with 65 52 (Talk after cancel + Text2 code). Values may be different in Crystal from Gold/Silver.

"65" (or corresponding value) is be the first byte starting most "script executed after battle is won" scripts and "52" is used for most/all signs in the game.

Last edited by Miksy91 (2012-11-13 21:21:19)

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#7 2012-11-13 22:33:04

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

yup, I managed to do it! I found through googling that in crystal there's a new script after the number 51, so instead of 65 52 C2 58, i put 66 53 C2 58 and it worked great! With 65 52 instead the rom just freezes.

Thanks for all the info and the help! Being able to ask here for help and getting the answer in only few hours is awesome and very helpful :) Thanks a lot. Now I can move on with the hack! I'll try to keep the OP updated.

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#8 2012-11-14 07:24:51

Miksy91
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Registered: 2010-10-16
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Re: Pokemon Pyrite

Good to hear we were able to help you out :)

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#9 2012-11-24 18:35:42

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Updated the OP with new screen captures up to route 33!

Also I'd like to bring back this simple question (I'm sure someone can help!) :

I know Pokemon up to level 10 will always obey you even if you have no badges (3rd badge means mons up to lv 30 will obey you iirc). Is there a byte that sets the level at 10 or something? Because it's really annoying if you want to train the first traded Pokemon, especially considering you get it at almost level 10 already. Is there an [easy] way to change it to level 20 or something?

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#10 2012-11-27 07:08:51

comet
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Registered: 2012-04-09
Post 38/679

Re: Pokemon Pyrite

; 34407
    ld hl, $d857 ; JohtoBadges

; risingbadge
    bit 7, [hl]
    ld a, 101
    jr nz, .next

; stormbadge
    bit 5, [hl]
    ld a, 70
    jr nz, .next

; fogbadge
    bit 3, [hl]
    ld a, 50
    jr nz, .next

; hivebadge
    bit 1, [hl]
    ld a, 30
    jr nz, .next

; no badges
    ld a, 10

.break
    ...

Note that this only checks if it's below the given level.

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#11 2012-11-27 13:29:31

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

cool, that's all I needed to know. Thanks a lot :)

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#12 2012-12-11 15:06:21

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Added some screens up to Goldenrod City!

Anyway, what makes a thread like this one belong to either "Idea" or "Hack" exactly? When I first made this thread, I posted it is this subforum because I felt I hadn't gone far enough with it. But now, I'm done with around 1/5 of the hack, and while I know this is a minor hack and that it even maybe goes very slow (as I have a lot of other stuff to do with Uni and stuff), I also know [almost] for sure that this hack is going to be finished someday. I mean, if you admins feel that this thread belong to the subforum of "GB[C] Hacks", feel free to move it. I have a lot of stuff in this thread already so I think making another new thread in the other subforum would be pointless.

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#13 2012-12-11 23:46:45

574/703

Re: Pokemon Pyrite

Crystal_ wrote:

Anyway, what makes a thread like this one belong to either "Idea" or "Hack" exactly? When I first made this thread, I posted it is this subforum because I felt I hadn't gone far enough with it. But now, I'm done with around 1/5 of the hack, and while I know this is a minor hack and that it even maybe goes very slow (as I have a lot of other stuff to do with Uni and stuff), I also know [almost] for sure that this hack is going to be finished someday. I mean, if you admins feel that this thread belong to the subforum of "GB[C] Hacks", feel free to move it. I have a lot of stuff in this thread already so I think making another new thread in the other subforum would be pointless.

Honestly they shouldn’t be separate forums at all.

#14 2012-12-12 01:32:21

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 2,022/3,547

Re: Pokemon Pyrite

IIMarckus wrote:
Crystal_ wrote:

Anyway, what makes a thread like this one belong to either "Idea" or "Hack" exactly? When I first made this thread, I posted it is this subforum because I felt I hadn't gone far enough with it. But now, I'm done with around 1/5 of the hack, and while I know this is a minor hack and that it even maybe goes very slow (as I have a lot of other stuff to do with Uni and stuff), I also know [almost] for sure that this hack is going to be finished someday. I mean, if you admins feel that this thread belong to the subforum of "GB[C] Hacks", feel free to move it. I have a lot of stuff in this thread already so I think making another new thread in the other subforum would be pointless.

Honestly they shouldn’t be separate forums at all.

The original idea was for "Hacks" to be hacks that were actually being worked on, and "Idea Discussion" would be for things like "I came up with a cool concept, but I don't know where to go with it" or "Hey, I came up with an idea for something that wouldn't work in my hack, but I'll let someone else use it if they want", or "Hey, would anyone be interested in an [X] that did [Y]" or something like that. Then somewhere along the way it turned into "Hacks Showcase" and "Sideshow Showcase" to use PokéCommunity's terms. Knowing me, I'm sure I just failed to explain it properly when it first started out, and then as always people didn't really listen and posted things wherever the hell they felt like anyway, and at this point there really is no need for two separate forums for what they are used for.

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#15 2013-02-03 11:16:06

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Uploaded the rom for the first time, it is playable up to route 34 for now. Refer to first post.

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#16 2013-03-01 14:35:50

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Updated due to progress, new features, and more screenshots. Check the OP!

A more updated version can now be downloaded! The game is now playable up to route 37 and includes some new features as well.

Last edited by Crystal_ (2013-03-01 19:53:44)

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#17 2013-03-01 14:49:18

virus95x
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Registered: 2012-04-03
Post 139/225

Re: Pokemon Pyrite

Looks nice, keep it up!

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#18 2013-04-29 20:31:50

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Very small update, also bumping for extra info:

Okay, I hope to speed this up ALOT during summer, hopefully getting all Johto done within the next 4 months.

Changed the raikou/suicune/entei script as seen in the OP, and added a new feature.  See above anyway. Also started working on some surf wild encounters and caves you can access to when you get Surf, and the trainers you face.

Some more things I have in mind:

Edit fishing encounters
Something about the Celebi event
Do something to make Mahogany Town inaccessible before getting 6 badges
edit the price of some more items
Make shinys more common (like 1/512 maybe)

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#19 2013-04-30 17:51:27

Akwa
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Registered: 2012-06-14
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Re: Pokemon Pyrite

Crystal_ wrote:

Do something to make Mahogany Town inaccessible before getting 6 badges

This soooo much. I always defeat Chuck and Jasmine before going east and then I'm like 10 levels over other trainers. This applies to Pryce too.

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#20 2013-06-13 14:52:07

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Working on tons of stuff for the next release (hopefully around September/October). The next version will include all or most of these features (some are already implemented):

  • Storyline until Johto League (hopefully). Includes activating/modifying a few events like Celebi/legendary dogs.

  • Different fishing and headbutt wild encounters *DONE*

  • Different items found in the floor. Slight differences in items sold in marts as well.

  • Different item prizes. *DONE*

  • The storyline will be unidirectional from Ecruteak City. I'm yet to decide whether Mahogany Town or Olivine City will go first but the thing is that one of the two "paths" will be inaccesible right after beating the fourth gym so no more underleveled trainers and gyms and that stuff

  • Remove the 9/8 stat and type boosts provided by badges.  *DONE*

  • No change Pokemon option (battle style will be "set" by default)

  • Automatically close the gym doors when entering (a la johto league)

  • Adequate night/morning/day times (I have the feeling most people usually play past 6:00 PM like I do) *DONE*

  • Delay a bit the levels in which Pokemon evolve so that you don't evolve everything by the ~3rd gym already, and consequently re-edit some movesets for convenience. *DONE*

  • Increase the shiny encounter probability (i.e to 1/512 most likely) *DONE*

  • Remove stat reduction/status 25% added chance of missing. *DONE*

  • Decrease the amount of money lost after a blackout

  • Make 2nd wild held item a bit more common *DONE*

  • Increase the levels traded pokemon obey you depending on badges *DONE*

And that's all I can think for now. I'm sure I'm missing something I've already done but whatever. Ideas/suggestions are welcome!

P.S.: This means that when I upload the next version a save file of the former version will not be compatible though, due to changes in some general mechanincs as well as in stuff regarding storyline before the fourth gym (like fishing/headbutt encounters and items).

Last edited by Crystal_ (2013-06-18 21:37:32)

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#21 2013-06-14 07:36:05

Miksy91
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Re: Pokemon Pyrite

Crystal_ wrote:

Automatically close the gym doors when entering (a la johto league)

I think also that this could be a good an original idea.
Will you keep gym trainers in the game? If you do, you might as well make it so that you need to re-battle all the gym trainers if you re-enter the gym before the leader is beaten. And of course, having the doors opened once you enter again after leader is beaten.

Two simple scripts from the script header. I guess you know though.

Crystal_ wrote:

Increase the shiny encounter probability (i.e to 1/512 most likely)

I've been having the shiny rate in Dark Energy as 6*5^3 / 65536 = 1,14% which has turned out to be a pretty decent rate. If you want to "soft reset" yourself a shiny legendary, you can actually do that and there is always that slight chance of encountering a shiny pokemon in wild.

In my own test runs of my hack, I've seen from 1 to 3 shinies or so, so I think it works really well.

jwibagi wrote:

Same with the in-game reminder as I suggested above. I'm pretty sure Miksy91 has done the same for his hack.

Actually, I haven't changed the levels pokemon evolve at. There will always be those who whine about stuff that's not running in the exact same way as it does in the original games. I'd change them, but then again, I'd rather not.

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#22 2013-06-14 10:32:29

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: Pokemon Pyrite

Crystal_ wrote:
No change Pokemon option (battle style will be "set" by default)
Personally I love this idea but I can't imagine how much it'd bother others who like to have more control over EXP gains.

My purpose with this was just to emulate real battles more accurately you know, tbh I hadn't thought of people looking to switch pokemon to share exp points in battles, but I guess Exp share exists for a reason! Though you get it pretty late in the game... I don't know maybe I decide to make it accessible earlier but that'd be a low priority change anyway.

Crystal_ wrote:
Automatically close the gym doors when entering (a la johto league)
I think also that this could be a good an original idea.
Will you keep gym trainers in the game? If you do, you might as well make it so that you need to re-battle all the gym trainers if you re-enter the gym before the leader is beaten. And of course, having the doors opened once you enter again after leader is beaten.


Well my idea was to have a look at the johto league scrips to see how the part where the doors are closed is done. I suppose with the dissasembly of pokemon crystal ill be able to do it myself though i haven't really thought about it yet. On the other hand I'm sure that I wouldn't know how to code rebattles myself :P It's not something I had planned to do anyway.

Crystal_ wrote:
Increase the shiny encounter probability (i.e to 1/512 most likely)
I've been having the shiny rate in Dark Energy as 6*5^3 / 65536 = 1,14% which has turned out to be a pretty decent rate. If you want to "soft reset" yourself a shiny legendary, you can actually do that and there is always that slight chance of encountering a shiny pokemon in wild.

I dunno 1.14% looks a bit to high for me, I'll consider maybe sticking to 1/256 though.

I was referring to how you explained your changes in-game (through the book in the forest).
But yeah, I would prefer evolutions and movesets to be the same.

The changes I did in evolutions/movesets are just for convenience and consistency stuff etc, basically just changed the levels. It's not that some pokemon will learn moves they originally couldn't or evolve to pokemon they don't evolve to in the original games. I bet the moveset changes will go unnoticed for basicall everyone who plays the hack. The changes on evolution levels were done so that you get to evolve your pokemon in about the same part of the game you did in the original crystal. In fact I think you'll get evolutions earlier on average in the hack.
Not trying to whin about your comment if my answer feels like that lol just trying to show my reasoning behind the changes! :P

Thanks for the comments!

Last edited by Crystal_ (2013-06-14 10:40:34)

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#23 2013-06-14 12:31:18

Miksy91
Member
Registered: 2010-10-16
Post 1,726/2,331

Re: Pokemon Pyrite

Crystal_ wrote:

Well my idea was to have a look at the johto league scrips to see how the part where the doors are closed is done. I suppose with the dissasembly of pokemon crystal ill be able to do it myself though i haven't really thought about it yet. On the other hand I'm sure that I wouldn't know how to code rebattles myself :P It's not something I had planned to do anyway.

Accomplishing all this is much easier than you think :)

What you only need to is call a certain script through the script header of every gym map.
What it should do is the following;

1. Check if [gym leader beaten] bit number is set. If it is, "return" (so no things are really done).
2. Otherwise;
-remove the warp outside and play some sound (for door closing)
-reset the bit numbers used by the gym trainers so that they will challenge you

And once you beat the leader, leader's script should open the door so you can get out of the room. And that's all there is to this.
(And if you don't have to challenge all the gym trainers to get to the leader, leader's script should also set the bit numbers they use so that gym trainers won't challenge you after their leader is beaten.)

Last edited by Miksy91 (2013-06-14 12:33:04)

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#24 2013-06-14 12:48:44

Fractal
Member
Registered: 2013-06-09
Post 53/169

Re: Pokemon Pyrite

Seems like you've creating own Nuzlocke challenge style hack . Its Good work though . Keep doing well..

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#25 2013-06-14 13:20:45

Crystal_
Member
From: Spain
Registered: 2012-09-16
Post 63/450
Website

Re: Pokemon Pyrite

Thanks for the info Miksy! To be fair, I have only edited existing scripts myself, so accomplishing all what you said will likely take me quite some time.

May I ask, where are the mapheader pointers located? Because whatever Ill do, it'll certainly require more space so I guess I'll need to repoint stuff. (and for the celebi event and other events).

Seems like you've creating own Nuzlocke challenge style hack

Nuzlocke is a completely different thing, but I guess you said that because of the difficulty boosts so I get your point.

Last edited by Crystal_ (2013-06-14 13:21:23)

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