Skeetendo

’Cause all games were better on the GBC

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#51 2016-02-16 05:22:55

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,234/3,578

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

Hmm, that's the second time someone has mentioned a Pokémon they received not changing its name when it evolved if it wasn't theirs. I'll have to look into that, because that is most definitely not intentional. Maybe the game thinks it is nicknamed or something (since all in-game trades have nicknames in the original games) but I'll certainly look into it. Also, I know the Wonder Trade system needs some work to be less potentially broken. Right now, you can end up with impossibly leveled Pokémon rather easily, and you can basically just spam it to come close to filling up the 'dex early on if you really really want to. You can't complete it, since legendaries are banned, but yeah. In the future I'm planning to prevent impossibly leveled Pokémon, and try to weight the Pokémon it generates based on the rarity of the one you traded. I may try to randomize Nicknames as well, since having them be unnamed is kinda boring. The trouble with that is coming up with a long list of random names that will work for basically everything.

The AI is still the original derpy Gen 1 AI for now, in both versions. I have plans to update it, but for now, yeah, I know it can be pretty stupid most of the time. That said, I know at one point Surge was acting like he knew things he shouldn't know. I noticed it and other testers noticed it. He would crank up his own speed, get you paralyzed, then wreck you with Electro Ball, even though there is absolutely zero way for the derpy AI to know that its base power is based on comparing you and your opponent's speed. It was bad enough I ended up tweaking his movesets to make him less broken before release. But yeah, in general, AI definitely needs improvement for sure.

As for disabling Gen 6 EXP, yeah, that should be really simple to do in a future update. I'd want to make it chosen in the intro though, since it seems like that would be a weird thing to be able to swap on the fly during gameplay, so I'd wanna include that where it chooses how traded Pokémon behave. Which reminds me, I should probably explain that option a little better in the intro, since the way it's worded now seems to confuse some people apparently.

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#52 2016-03-12 16:12:14

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,272/3,578

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

Just wanted to bump this to say that v2.2 is ready for release. Save files from 2.1 are still fully compatible if you are in the middle of a game.


Download:
Release 2.2 - Normal Version: IPS Patch
Release 2.2 - Hard Version: IPS Patch

Bugfixes and Tweaks:
- Dark Pulse should have a more appropriate animation now, I accidentally used the wrong constant originally.
- Espeon doesn't try to learn Zen Headbutt twice.
- Charmander and Charmeleon can't learn Steel Wing.
- Several Pokémon have a more accurate palette now.
- Arbok now has his Kanto markings instead of Johto markings (Still a Gen 2 sprite, just updated his cobra markings on it).
- New Pokémon starting with Tyrogue were being treated as having a Nickname when they evolved, even if they didn't. This should also be fixed now. (I hate that GetName function and it's stupid TM/HM check, gonna just rewrite it one day haha).
- Transformed Pokémon won't display the "caught" icon incorrectly
- Fixed bug with EXP Bar animating incorrectly with the Exp Share.
- Slight change to Brock's team in the Hard Patch, since multiple people complained that he was disproportionately difficult compared to the rest of the curve.
- You shouldn't be able to Surf or Fish in statues anymore.
- You shouldn't be able to Surf on the Event Islands accidentally anymore.
- Hidden Item on Southern Island is no longer accidentally out of reach.
- Added boulders behind Lugia in Navel Rock, since some people were confused and thought you should be able to Surf behind him.
- BW2 Repel Code shouldn't be broken anymore. It was originally causing issues with the player jumping back to the last warp they came in from, or the game freezing when you jumped down a hole after the "Repel wore off. Use another?" box came up, because it was setting a flag incorrectly.
- Add Repel to Pewter City mart, like it was in FireRed.
- Fix an NPC who claimed the TM for Ancientpower taught Metronome instead.
- Fix a typo in Silph Co text, that I believe was present in vanilla Gen 1.
- Safari Zone Warden doesn't still incorrectly claim SURF is in the Safari Zone.
- A trainer on Route 19 tells you where SURF is now.
- If you chose to have Traded Pokémon act like Caught Pokémon, you can rename them at the Name Rater now, too.
- One or two more tileset tweaks.
- Remove the pointlessly annoying Cut tree in Celadon City
- Caves and Viridian Forest now have a more "night time" palette when playing in SGB mode.
- Silph Co now has a Rocket Executive guarding Giovanni's room, not a Grunt.
- Game Corner now has Jessie and James guarding Giovanni's room, not a male and female grunt.
- Jessie and James make a cameo in Mt. Moon, but not the same as the Yellow event.
- Janine has a cameo in Victory Road, claiming she is training to become a Gym Leader like her father.
- Updated a couple of overworld sprites

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#53 2016-03-23 23:04:15

Ammako
Member
Registered: 2016-03-06
Post 10/158

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

This looks really good.

I see you saying that save files from v2.1 work with v2.2; do you have any idea if save files from 2.2 would eventually be rendered incompatible with a future update?
If so, I'll probably wait until a closer to final version is released before I play this.

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#54 2016-03-23 23:27:07

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,278/3,578

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

2.x saves will all be compatible with each other, but there is save breaking stuff that I have planned, which I won't be implementing until 3.0, trying to keep minor versions compatible with each other, but major versions not so much.

Also, given the nature of this hack, I don't even know what will be considered "final" honestly, since there will always be things that can be added, tweaked, or optimized etc. Right now I'm working on stuff for 2.3, but that will probably be the last release in the 2.x series before I move on to adding stuff that will break saves. And I don't know when the 3.x cycle will be ready to start yet, but it would probably be a while. So if you started with 2.3, you'll certainly have time to beat it and give feedback and such before 3.0 is even ready.

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#55 2016-05-04 21:33:37

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,312/3,578

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

Just in case anyone actually checks this thread, wanted to post some updates as to what all has been going on since v2.2 was released:

- More changes to the Special Trainer formats, making them even more flexible
- Fixed some incorrect custom moves on some trainers' Pokemon
- Gave some trainers custom moves that didn't have them before
- Sucker Punch now has the proper effect
- Shiny Pokemon are in, same chance to be shiny as in Gen 2
- Added code for scripted/event shinies, but it isn't used yet
- Added Move Deleter
- Added Move Relearner
- Added Move Tutors (only a handful are in so far, still adding more)
- Added item descriptions in the bag and in the mart menu
- Added "Smart AI" for boss trainers in the "Normal" patch and all trainers in the "Hard" patch
- Gave more trainers the ability to use items in battle in the "Hard" patch
- Trainer classes do not all have the same DVs anymore
- No more "Gen 1 Missing" with attacks that have 100% accuracy
- New sprites for Leaders and Elite Four, by Chaos Rush
- Put HM03 back in the Safari Zone where it belongs, Beach House now has a Surf Tutor to allow for Surfing Pikachu
- Fixes to a few Pokémon's palettes
- Fixed the bug where the top corner of the screen had garbage tiles after using an evolution stone
- Fixed vanilla Gen 1 bug where a Pokemon could not learn more than one move at the same level
- Fixed vanilla Gen 1 bug where you don't try to learn a move if you skipped over that level
- Fixed vanilla Gen 1 bug where you could get stuck between a trainer and a table in Cinnabar Mansion (like happened to TwitchPlaysPokemon)
- Fuchsia Gym now actually specializes in Poison like it is supposed to, instead of being full of Hypno and Kadabra
- Added the ability to use Headbutt on trees in the overworld, like GSC/HGSS
- Various minor graphics tweaks
- Various trainer tweaks
- Updated it to where breeding actually passes down DVs from the parents, instead of them just having completely random stats like a Wild Pokémon or Gift Pokémon would

I think that covers most of what has been done since v2.2, and it looks like v2.3 will hopefully be ready pretty soon. There's still more things left to do, but it's coming along nicely. Also, we had to postpone adding the Battle Factory and Battle Tower due to unforseen issues that would have broken save compatibility, so those won't be added until v3.0 instead.

Last edited by Mateo (2016-05-04 21:34:27)

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#56 2016-05-04 21:54:25

Ammako
Member
Registered: 2016-03-06
Post 13/158

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

Looking nice

also

I'm wondering, do all the changes break trading with the original G/S?
I know that new moves and all that stuff wouldn't really transfer over properly and would result in glitch moves if they were traded, but since you are adding shiny Pokémon with the same way as Gen. 2, might be cool if I'd be able to trade shinies I'd get when playing Gen. 2 over to this. :p

I kind of expect it to not be compatible anymore, but I figured I'd ask still.

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#57 2016-05-04 22:02:12

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,313/3,578

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

It has been incompatible with the vanilla games for a long time, the Pokémon IDs don't match anymore. In vanilla Gen 1, they were an unorganized mess with Missingnos tossed in randomly in between. Now the first 151 are sorted by national-dex order, and after that they are in the order they were added, grouped by family (and there are no Missingnos). If you attempt to trade with the vanilla games you will end up with either a different Pokémon, a glitch Pokémon, or it might say the Pokémon is "invalid" depending on which game you're trying to trade with. (Although, a cool side effect of this is that assuming the trade goes through without bugging out on you, you can trade a Spearow from Red++ over to vanilla Gen 1 and it will become a Mew).

I could probably do what Koolboyman did and make a patch for Gen 2 that would re-enable trade compatibility, but eventually we were planning to port over the Exapanded Pokedex code Shanty Town has been working on, among other changes, and that would make it even more annoying to re-enable compatibility, since Pokemon IDs would be 2 bytes in Red++ and 1 byte in RBYGSC. You're right, though, it would have been cool if they were still compatible. Sorry about that!

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#58 2016-05-05 00:54:51

Ammako
Member
Registered: 2016-03-06
Post 14/158

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

Naaaaaaah don't worry about it, it's not really a huge deal :p the only reason I would trade is if I got shiny Pokémon and wanted to have them all on the same save file. That's really unlikely to happen, and if it does, I don't really mind them being 'stuck' over back in Gen. II

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#59 2016-05-05 17:14:43

ablahblah987
Member
Registered: 2013-06-24
Post 30/34

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

These are some exciting updates. Thank you for the hard work Mateo. I'm looking forward to v3.

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#60 2016-05-06 03:19:35

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 5/21

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

i want to play red ++ . Will you make it for meboy . Then it would be a great help

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#61 2016-05-06 03:48:01

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,315/3,578

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

Hitesh .s.patel wrote:

i want to play red ++ . Will you make it for meboy . Then it would be a great help

As a general rule, I don't release my hacks on MeBoy because it is a terrible emulator and I don't even have a way to test if the .jar versions will work before I release it. But since this doesn't use anything GBC-Only, it will probably still work, so I'll try to remember to make a jar version when the next update is ready for release.



ablahblah987 wrote:

These are some exciting updates. Thank you for the hard work Mateo. I'm looking forward to v3.

Thanks! 3.0 will be a long way off, but 2.3 should be out pretty soon, I'm thinking it will be ready this month if all continues to go well.



Ammako wrote:

Naaaaaaah don't worry about it, it's not really a huge deal :p the only reason I would trade is if I got shiny Pokémon and wanted to have them all on the same save file. That's really unlikely to happen, and if it does, I don't really mind them being 'stuck' over back in Gen. II

Still might be a cool feature eventually, something to look into later on at least.

Last edited by Mateo (2016-05-06 03:52:32)

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#62 2016-05-20 21:08:23

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,319/3,578

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

Version 2.3 is now released!

Download:
Release 2.3 - Normal Version: IPS Patch
Release 2.3 - Hard Version: IPS Patch

If you are updating from 2.2 to 2.3, save inside a Pokémon Center first for best results.

What's new in v2.3?
- More changes to the Special Trainer formats, making them even more flexible
- Fixed some incorrect custom moves on some trainers' Pokemon
- Gave some trainers custom moves that didn't have them before
- Sucker Punch now has the proper effect
- Shiny Pokemon are in, same chance to be shiny as in Gen 2
- Added Move Deleter
- Added Move Relearner
- Added Move Tutors (More will probably be added later)
- Added item descriptions in the bag and in the mart menu
- Added "Smart AI" for boss trainers in the "Normal" patch and all trainers in the "Hard" patch
- Gave more trainers the ability to use items in battle in the "Hard" patch
- Trainer classes do not all have the same DVs anymore
- No more "Gen 1 Missing" with attacks that have 100% accuracy
- New sprites for Leaders and Elite Four, by Chaos Rush
- HM03 is back in the Safari Zone where it belongs, Beach House now has a Surf Tutor to allow for Surfing Pikachu
- Fixes to a few Pokémon's palettes
- Fixed the bug where the top corner of the screen had garbage tiles after using an evolution stone
- Fixed vanilla Gen 1 bug where a Pokemon could not learn more than one move at the same level
- Fixed vanilla Gen 1 bug where you don't try to learn a move if you skipped over that level
- Fixed vanilla Gen 1 bug where you could get stuck between a trainer and a table in Cinnabar Mansion (like happened to TwitchPlaysPokemon)
- Fuchsia Gym now actually specializes in Poison like it is supposed to, instead of being full of Hypno and Kadabra
- Added the ability to use Headbutt on trees in the overworld, like GSC/HGSS
- Various minor graphics tweaks
- Various trainer tweaks
- Updated it to where breeding actually passes down DVs from the parents, instead of them just having completely random stats like a Wild Pokémon or Gift Pokémon would
- Updated Wonder Trade so each Pokemon has an acceptable range of levels they can appear at. No more lv3 Machamps, no lv50 Weedle, etc.
- Poison Fang now has "Badly poisoned!" as a side effect instead of normal poison, and it doesn't accidentally happen 100% of the time anymore.
- Growth now has its current-gen effect, where it increases both Attack and Special.
- Fixed a misleading Gen 1 battle message, so it now appropriately says a stat "won't rise anymore!" or "won't fall anymore!" instead of saying "Nothing happened!" in those circumstances.
- More

Last edited by Mateo (2016-05-20 21:08:49)

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#63 2016-05-22 05:40:47

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 7/21

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

can you tell me where i can patch ips game in android . I really want to play this red ++

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#64 2016-05-22 16:28:25

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,322/3,578

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

Honestly, I just patch it on my computer like I always do, then copy the patched rom over to my phone if I want to play it there. I think some Android emulators support auto-patching like some PC emulators do, where you can just give them Rom and the IPS Patch the same name (like pokered.gbc and pokered.ips) but I've never actually tried that, it's just something I've heard.

You can also try:
- UniPatcher
- Rom Patcher

Both of those appear to be in the Play Store regularly, so if those links don't work you could search them from inside the Play Store App.

Hope those help!

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#65 2016-05-23 04:32:55

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,323/3,578

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

Anyone playing the hard patch, please re-download! There was a tiny but gamebreaking bug that sneaked past testing (a trainer on Cycling Road with a glitched team). Please re-download and use the new patch instead to avoid this. Thanks!

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#66 2016-05-24 08:12:48

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 8/21

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

the game is so great . That i love it very much . I also defeated 1st gym leader with fire type itself

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#67 2016-05-24 16:20:03

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,324/3,578

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

Glad you're enjoying it. Are you playing the Normal or the Hard patch?

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#68 2016-05-25 06:25:11

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 10/21

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

normal patch for now . Then i will try hard patch

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#69 2016-05-25 18:02:35

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 11/21

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

this game is supported in meboy -f . It working perfectly

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#70 2016-06-08 05:18:44

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 13/21

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

will you add a mega stone & key stone in red++ . Then the game would be more intreasting . The stone should be given on the basis of the starter the player taken & also should add other mega stone for purchase from mart

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#71 2016-06-08 15:28:28

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,329/3,578

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

I'm not seriously interested in adding Mega Evolution even after held items get added.

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#72 2016-06-08 16:10:50

Hitesh .s.patel
Member
From: India
Registered: 2016-05-02
Post 14/21

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

can we get other generation starter in this hack in one way or other like 4rd generation

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#73 2016-06-08 19:35:42

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,330/3,578

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

Right now, these are all the Pokemon that are in the hack. The main goal was to focus on including the baby versions and later-gen evolutions of the original Kanto Pokemon, and other Pokemon that were native to Kanto but not in Gen 1, such as Houndour. As for the future, it is still up in the air which Pokemon may be added in future updates. We'll just have to see.

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#74 2016-06-11 15:40:49

Pokemaster
Member
From: India
Registered: 2015-06-04
Post 6/40

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

Hello mateo!
I have finally completed the game i have got all the legendaries via ticket also.
It was a great experience.
I had a lot of fun, hope you made the more progress in the game soon i will like to see another region in the game

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#75 2016-06-11 17:44:13

Ammako
Member
Registered: 2016-03-06
Post 24/158

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

If Lugia is included, are there any plans for also including Ho-Oh in the future?
Lugia does make a lot more sense to be included considering its relation to the legendary birds, but personally, it feels a lil' bit odd to be able to get Lugia at Navel Rock, but not Ho-Oh.

Not sure if you'd want to include Raikou/Entei/Suicune too, but if they can roam around randomly in Johto, nothing really prevents them from crossing over to Kanto.

More legendary Pokémon around to catch, the merrier, in my opinion.

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