Skeetendo

’Cause all games were better on the GBC

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#26 2015-01-20 22:23:59

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

ShantyTown wrote:
piclarv wrote:

so if you don't want to reinvent the wheel

But that's the fun part!

lol, indeed :p

Also, I am planning to change it up a little from that as well. In addition to the Flame Wheel check, I'll be adding a check for Flare Blitz as well. Then while I'm at it, I'll add in a random chance to defrost naturally like there is in the newer games. Does anyone remember the percentage for how frequently you will naturally defrost? I was thinking it was around 10% chance, but I might be wrong.

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#27 2015-01-20 22:43:50

Crystal_
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From: Spain
Registered: 2012-09-16
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Around 10% chance (26/256), at least in GSC: https://github.com/xCrystal/pokecrystal … .asm#L1610

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#28 2015-01-20 23:47:37

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Thanks, I appreciate it.

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#29 2015-01-24 16:42:29

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Ok, I finally got around to adding this today. Seems to work fine, Flame Wheel and Flare Blitz will thaw the user if they attack with them, and they will also have a chance to thaw out naturally like they do from Gen 2 on. Thanks for the code, Crystal_.

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#30 2015-01-29 00:00:13

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 2,964/3,578

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Working on move effects again tonight. Focus Energy should now work the way it was intended to, and now Extremespeed and Baby-Doll Eyes should be increased priority moves instead of Quick Attack being the only one. Also, Mud Slap/Mud Bomb/Muddy Water's effect should be working properly now as well.

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#31 2015-01-29 05:54:12

walk_away21
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Registered: 2014-02-20
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Looks awesome!

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#32 2015-02-23 06:06:13

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Just wanted to stop by and post some new screenshots.

20hprid.png
New Prof. Oak sprite in the intro.

212haa8.png
Red's new sprite, since I showed Leaf before.

72au12.png
Newer pic of Oak's Lab, showing some updated sprites for things.

1zladf6.png
Another one of the P/S Split (since the first post shows types that were already that way).

16m9f6.png k48bp1.png
Rocket Grunts, including the newly added female version :3

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#33 2015-02-23 12:26:53

~Red
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Registered: 2010-10-16
Post 210/276

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

This is going to be impressive when finished. Although I chose Danny-E33's baserom as I wanted my hack to be much more closer to the original than yours. May I (with permission) use some of your sprites however?

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#34 2015-02-23 14:19:10

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Yeah that's fine. Which ones did you have in mind? I ask because some are by me and some are by other people and want to make sure you credit the right people.

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#35 2015-02-24 01:41:22

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Another progress report:

- Female Rocket Grunts now have their overworld sprite from Gen 2, instead of sharing one with Male Rocket Grunts.
- Several of the Rocket Grunts that were male in Gen 1 have been made female, for realism.
- All of the fake "female swimmers" that were actually Beauties or Jr. Trainer Girls have been made into proper Female Swimmers.
- All Pokémon now use Gen 2 front sprites. I realized that the Yellow front sprites wouldn't look good with the Gen 2 sprites the newer 'mons like Lugia will be using, so I went for consistency.
- Snorlax's overworld has been fixed. Due to an accident when getting files from Pia Carrot, his overworld was accidentally replaced with Darkrai. It is now a proper Snorlax sprite, using his menu sprite from Gen 2.

nzix51.png
Screenshot of the Female Swimmer in Misty's Gym.

Last edited by Mateo (2015-02-24 01:41:41)

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#36 2015-02-25 01:55:24

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Another update. Inspired by Danny-E33's Gen 2 graphics patch, I got it to where trainers don't all use the same palette now. Nifty.

fvuyk0.png f1cg0.png 4qix4j.png

199oj4.png 2h3c0th.png 25gs0he.png

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#37 2015-02-25 22:19:37

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Another bump with updates.

- All Pokémon can scroll on the title screen, not just a handful of them.
- Fixed some bugs with Pokemon sprites being loaded as the wrong size.
- Added Running Shoes, and as of right now you can run anywhere. If enough people were bothered by that, I can change it to disable running inside buildings. This does not conflict with the Bicycle.
- Updated the walking, cycling, and fishing sprites for both the male and female players using sprites from BettyNewbie on PokeCommunity.

Last edited by Mateo (2015-02-25 23:12:01)

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#38 2015-02-28 22:55:28

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Bumping this again with another update. Added another new trainer class, Young Couples. So far the only Couple is on Route 6, replacing a Picnicker and Camper whose text implied they were a couple, but I plan on adding more as well.

bfggud.png

I've also started working on adding more new Pokémon today. I've added Houndour and Houndoom so far (more to come) and you can find Houndour in the wild on Route 7 where he was in the official games.

1e9wqs.png

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#39 2015-08-18 04:38:30

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

I've updated the first post to this a lot, and have added download links to Beta 1. It is available as both an IPS patch or as a MeBoy.jar file.


There are two versions of this that only differ slightly from each other. The "Normal" version has about the same level curve as vanilla Gen 1, while the "Hard" version has updated trainer parties, donated by a user at PokeCommunity, which aims to enhance the difficulty of the playthrough. The MeBoy version should contain both versions inside the same JAR.

--------------

(Copied from the first post)

Download:
"Normal" Version IPS: Download
"Hard" Version IPS: Download
MeBoy JAR (Contains both versions): Download


You can keep track of the project (or compile it yourself unofficially) by looking here.
https://github.com/TheFakeMateo/RedPlusPlus

The copy on github is updated regularly.

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#40 2015-09-05 22:39:29

fyreman666
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From: Hurlock, Maryland, USA
Registered: 2013-05-05
Post 13/15
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

I love this hack so far, it's awesome. And I like how you included (at least in some areas) Blue specific wilds.

I know this is a WIP, and I'm not sure if anyone else has asked, but are you going to try and work in the capture symbol when you've already caught a specific wild Pokemon? And are you going to devamp the rest of the added Pokemon's battle cries when it's closer to completed?

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#41 2015-09-06 03:09:17

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

All of the blue-specific wilds are included. You'll be able to get all Pokémon without having to trade. In the current release, the only Pokémon you can't get are:
Mew (Faraway Island isn't in yet)
Lugia (South Isle isn't in yet)
Miltank (Accidentally left her out)
Skarmory (Accidentally left him out)

Beta 2 should be out soon. It will include the missing Baby Pokemon, those 4 Pokemon I mentioned a minute ago, several bugfixes, plus the EXP Bar and capture icon ported from Danny's Gen 2 graphics patch.

c8ioT.jpg
EXP Bar

AjmPx.jpg
Capture icon (old pic, this was before we made the EXP Bar blue)

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#42 2015-11-21 02:17:31

MaxVaron
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Registered: 2015-11-21
Post 1/1

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

So...There are new updates?

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#43 2015-11-21 03:25:56

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,175/3,578

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Yeah, sorry, I've been working on this the whole time. I just stopped posting updates here with any regularity because it honestly felt like I was just talking to myself. If you look on github you can see I've still been working on it though. I'll try to get around to updating this thread at some point though. I've been posting updates on Twitter, Facebook, PokeCommunity, and Romhack.me instead.

Last edited by Mateo (2015-11-21 03:26:40)

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#44 2015-11-21 16:15:30

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Let's see here, what all have I done since that last update I posted....

- Made some fixes to dialogue based on player gender, like FireRed did.
- Fixed a few bugs with Pokemon learnsets.
- Fixed some trainers with underleveled Pokemon in the hard patch.
- Made Professor Oak mention that you have Running Shoes, since people managed to miss that before.
- Edit some of the in-game trades.
- Made in-game trades have individual names instead of just "TRAINER".
- Fixed a few move animations.
- Made an NPC in Cerulean City explain what all of the Berries do.
- Added the baby Pokemon that were missing in Beta 1, and some other Pokemon.
- Added "Wonder Trade" in every Pokemon Center.
- Mapped all of the event islands (Faraway Island, Southern Island, and Navel Rock), got their events setup, and made the Seagallop Ferry take you to whichever one you want if you have the ticket.
- Made sure that if Mew uses transform, it shouldn't magically change into a Ditto when you catch it like it used to do in Brown Version.
- Made it so HMs can be used by simply "talking to" a tree or a boulder or the water like in Gen 2 and every newer gen, instead of having to go into your pack.
- Added the BW/2 Repel system.
- Made Seafoam Islands use an Ice Cave tileset, like it did in FireRed and HeartGold.
- Fixed some bugs related to saving from Beta 1.
- Made it so trainer pics don't have to be the same for every trainer in that class, so I can add more variety without creating a bunch of duplicate trainer classes (such as Rocket Executives, cameo appearances by trainers from other games, giving the "undercover" Rocket on Nugget Bridge a custom sprite, etc).
- Made it so you can choose in the intro whether you want traded Pokemon to act like normal traded Pokemon, or if you want them to act like you caught them normally instead.
- Updated random graphics.
- Various bugfixes.
- Made it so the bike is faster than running (since the bike was kind of pointless in Beta 1).
- Fixed some areas where trainers said things in the Hard Patch that didn't match up with their teams.
- Added a splashscreen at the start of a new game that tells whether you have the Hard Patch or the Normal Patch, along with the Version number.
- Added some "easter eggs" in the Developer's Suite in Celadon Mansion.
- Changed it so you receive the Diploma when the Pokedex is actually complete, not when you have 150 Pokemon.
- Made it so you can see Red and Leaf on the gender select screen instead of just a blank white screen with a boy/girl box.
- Fixed an oddity from original Red, where there was a swimmer on Route 21 that was a CueBall for some reason.
- Made it so female swimmers have their own overworld sprite instead of sharing one with male swimmers.
- Added the Hex Maniac trainer class, and replaced some of the Channelers with Hex Maniacs (I didn't replace all of them, just some, for variety).
- Several behind-the-scenes updates, such as making it so individual trainers can use a custom AI option, adding "Variable Sprite Slots" like Gen 2 has, adding a trainer class that let's me give it any name I want (so it could say FLANNERY or JANINE or COSPLAYER or whatever it needed to say. Sort of a precursor step in giving all trainers individual names later), etc.
- More bugfixes and optimizations.


I've probably forgotten several things that I haven't mentioned here, I just looked back over my list of commits starting with the EXP Bar (since that was the last thing I posted here) and tried to mention the interesting parts. Obviously, Beta 2 didn't come out as "Soon" as I originally said it would. My current plan is to have Beta 2 ready in December.

Things I still need to do for Beta 2:

- Add events to give the player the Eon Ticket and Mystic Ticket (only Old Sea Map has an event so far).
- Update a few more tilesets that look out of place.
- Update the TM list and which TMs the Pokemon can learn.
- Fix a few move-related bugs (such as SuckerPunch still hitting if the opponent moves first, Counter still hitting if the opponent switched, etc).
- Assuming there is time, add a Move Deleter, Move Tutors, and a Move Relearner.



Now I'll go ahead and post a handful of screenshots to show off some of those changes I was talking about.

chwRx.jpg OipG8.jpg Q71Ri.jpg
u7Dqj.jpg lCBYo.jpg 6vYt1.jpg
hhHuT.jpg Znu82.jpg X7FYN.jpg
pXIS1.jpg dL0ok.jpg
jyeDb.jpg xDvCz.jpg BWgoX.jpg
RDuYK.jpg I1IBB.jpg i2Is4.jpg

Random screenshots, some are actually not that new, but yknow.

Last edited by Mateo (2015-11-21 16:19:46)

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#45 2016-01-03 03:14:47

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,213/3,578

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Beta 2 is up now if anyone is interested.

Beta 2 - Normal Version: IPS Patch
Beta 2 - Hard Version: IPS Patch

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#46 2016-01-03 16:15:33

Pum
Member
From: Spain
Registered: 2015-10-23
Post 21/80

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Mateo wrote:

Beta 2 is up now if anyone is interested.

Beta 2 - Normal Version: IPS Patch
Beta 2 - Hard Version: IPS Patch

Wow this Rom looks awesome, whenever I finish my January college exams I'll try to play it and see if I can see some ideas I'd like to implement in my GBC hack

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#47 2016-01-03 16:41:41

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,214/3,578

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Also, re-check the first post. I updated it to match the one on Pokécommunity, which I keep relatively up to date. The screenshots are still a little behind, since they were taken before I gave trainers individual names, but yeah.

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#48 2016-02-15 08:57:00

Awec
Member
Registered: 2012-06-27
Post 13/14

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

As addition to the known bug that Sucker Punch hitting first, I Metronome'd Sucker Punch which hit even though my opponent had used Sand Attack.

Also, are you going to add the infinite TM uses like in Gen 6? Loving the hack so far.

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#49 2016-02-15 13:34:58

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,233/3,578

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Awec wrote:

As addition to the known bug that Sucker Punch hitting first, I Metronome'd Sucker Punch which hit even though my opponent had used Sand Attack.

Also, are you going to add the infinite TM uses like in Gen 6? Loving the hack so far.

Yes, that is a known bug. As I said, Sucker Punch is just an increased priority move for now. When I added it, I was not aware of it's annoying side effects, and I haven't gotten around to fixing them yet. Thanks for reminding me though.

As for TMs, I'm planning to make them infinite once I expand the pack to add pockets. If I did it before then, it would really just make them annoying due to limited pack space.

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#50 2016-02-16 04:24:57

Awec
Member
Registered: 2012-06-27
Post 14/14

Re: [Red Hack] Pokémon Red++ - v2.4.2 Released

Another minor thing I noticed - I was traded an Elekid via the new Wondertrade system and when it evolved its name remained ELEKID. Maybe you could automatically generate names for Pokemon obtained in this manner? Cool system at any rate.

Also the AI, at least in the Hard version, seems derpy as all hell; it seems more inclined to use Not Very Effective moves over Super Effective, and I sweeped Lt. Surge with an underlevelled Dugtrio because he insisted on using Electric moves.

As a final note, could you add an option to turn off the Gen 6 XP system? I prefer the original system where the more Pokemon fight in a battle, the less XP they all receive.

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