You are not logged in.
Hack Name: Pokemon Lavender Version
Hack of: Red
Introduction
This plays like red but you go through Kanto in a different order. Can obtain all 151 pokemon plus some Johto natives. More challenging trainers.
Storyline
You play as a female trainer who is given their first pokemon by Prof. Oak in Pallet Town, only your mission is to take out Team Rocket in Lavender Town (hence Lavender Version). You get there quick because some rogue ghosts have haunted Viridian Forest (warp hack) and after saving Mr. Fuji you go to collect your 8 badges beginning with the Rainbow badge in Celadon.
Video
Title sequence through first battle.
Screenshots
Progress
Maps - 100%
Text - 95%
Sprites - 100%
Scripts - 99%
New Pokemon - 100%
New Moves - 40%
Known Bugs
-several gen. 2 moves don't work right or at all
Download
http://bit.ly/1IiJnDi -- v3.0
Credits
Danny-E 33
iiMarckus
stag019
Crystal_
Drenn
FroggestSpirit
BlueEmerald
Everyone else, seriously you are awesome
Barring anything crazy, ver 2.0b should be the last release that messes with your save state. I have eliminated debug mode, so your PC will only have one potion when you start a new game. This game is playable from start to finish, you can obtain all 151 Kanto pokemon, and 24 Johto pokemon are included as easter eggs.
Did you know there are 10 in-game trades programmed into red but only 9 accessible without hacking. I kept the locations of those 9 the same, but I'll give you one spoiler. The 10th trade is in Viridian Forest. All trades will give you Johto pokemon.
Please report any bugs you see, including if there's a place where the text runs off the right side of the screen (but please tell me exactly where).
Last edited by piclarv (2015-08-03 00:55:33)
Offline
This seems pretty cool, just based on what you wrote. I'll check it out and come back later with comments.
And if you're looking for a tutorial on adding Pokemon in the disassembly, I made one right here.
Offline
Danny-E 33, thank you for that tutorial! I can't believe how close I was before giving up, and I can't wait to try again. Once I get it working I will release another patch with a half dozen other changes/fixes made since yesterday, but nothing that should make an existing .sav stop working.
Offline
Actually, adding Pokemon can make existing .sav's stop working. The size of memory in the save file reserved for Pokedex seen/owned flags is based on the value in NUM_POKEMON, which you will be increasing.
Offline
Thanks for bringing that to my attention, Danny E-33. I just updated my original post to include the updated patch for beta 1.1, here is the changelog:
-You can see pokedex entries for your starter in Oak's lab
-Fixed bug where some trainer types had conflicting names before and after battle
-Added wild Voltorb to Route 3 (so you can teach it flash in Mt. Moon)
-Updated pokemart inventories to match sequence of game play
-Minor text changes
-Put TM22 in Safari Zone (was previously removed from Cinnabar Mansion and never replaced)
-Game corner had a rocket that was way too powerful - not anymore
-Added Mareep, Flaaffy, and Ampharos (thanks Danny E-33) they are obtainable by in-game trade in Vermilion city
Offline
I just updated the original post to include screenshots. I'm going to swap the pallets for Mareep and Ampharos in the next version. (If you want to know how Flaaffy looks you'll have to play the game.)
I would like to add nine more "families" of Johto pokemon all as in-game trades. I'm open to suggestions, but Marill, Phanpy, and Togepi are most likely going to be involved since they were considered "Pokegods" before the original US release of gold and silver. If I add Cyndaquil, Totodile, and Chikorita (which is not decided on yet) there will only be a few slots left unless I add in-game trades... of course that would be an easy option.
I can add moves but they're not perfect matches to later games unless the script already exists in gen 1. So Cotton Spore acts like string shot (only lowers enemy speed by one instead of two), and mud slap is a purely offensive move.
If you're wondering the rationale for letting Geodude learn mud slap at an early level, it is to fit with the Charmander/Squirtle/Bulbasaur pattern, but there weren't any low powered ground moves to choose from. If you pick Gastly as starter, your rival gets Geodude because ground moves are super effective against poison pokemon. If you pick Machop, your rival gets Gastly. Gastly learns confusion pretty early on, so we still have the same non-transitive deal as the original.
It also mimics the difficulty settings of the original. i.e.; If you picked Bulbasaur you would have a pretty easy time towards the beginning of the game and a strong advantage against the first two gym leaders, Charmander is the opposite (and if it hasn't evolved into Charizard or learned Flamethrower yet, it can barely hold its own against Erika!). Gastly is the "easy" mode because not much can touch it through Viridian Forest, and its psychic move will help you get through the pokemon tower and beat the first Gym leader. Machop is the Charmander (or hard mode) of Lavender version because fighting types generally just sucked in the first gen. There is no way to win your first battle against your rival if you pick Machop and it doesn't get much easier since you're expected to face like 10 channelers in pokemon tower and the grass/poison types in Celadon gym are all resistant to fighting moves.
Hope that gives some insight on some of the design choices I made.
Last edited by piclarv (2015-01-06 09:57:54)
Offline
Just updated again to include some more new pokemon along with some minor cosmetic and story changes. Since this will break any old sav files you have, that is what the rare candies and max repels are for, to get back to where you left off quickly and painlessly. After playing through a time or two you realize what parts you can hypothetically skip (who needs a town map?) Anyway, here is the changelog:
-Fixed pallets for Mareep and Ampharos
-Changed rival's lineup if the hero starts with Gastly
-Super boring text fixes
-Moved coin case to later in game
-Moved HM02 to earlier in game (still can't use out of battle until you beat Misty)
-Added Cyndaquil, Quilava, Typhlosion, Marill, Azumarill, Phanpy, and Donphan (all can be obtained by in-game trade)
-Updated text at Cerulean badge house to reflect Lavender version instead of red
-Moved Route 16 Snorlax a few feet to the east
known bugs/requests for help:
-the majority of the moves I am adding for gen. 2 pokemon are placeholders, they either do something that kind of resembles their intended function, or just cause damage, or nothing at all. If anyone has a tutorial for programming new move effects in assembly, please share it. Or if anyone has done it already and its open source, no reason for me to reinvent the wheel, right?
The moves I have "added" so far are mud slap, cotton spore, flame wheel, rollout, rain dance, flail, rapid spin, and endure. I'm not too picky about animation, just would really like the functionality to remain in tact.
-When I add pokemon using Danny-E 33's tutorial everything works except that I can't access their pokedex entry. When I go to the list it halts at 144 (which is blank)... I'm guessing this is a common thing that everybody has run into and I'm going to poke around to try and find the solution after I finish posting this.
Offline
This Hack looks pretty good! I'm totally gonna play it and come back when i've finished v. 1.2b! Hope you keep up good work! :)
Last edited by LateNightHacker (2015-01-13 17:11:21)
I Support
Pokemon Grape/
Pokemon Gem/Pokemon Dark Energy
▒█░░░ ▀█▀ ▒█░▄▀ ▒█▀▀▀ ░█▀▀█ ▒█▀▀█ ▒█▀▀▀█ ▒█▀▀▀ ▒█▀▀▀
▒█░░░ ▒█░ ▒█▀▄░ ▒█▀▀▀ ▒█▄▄█ ▒█▀▀▄ ▒█░░▒█ ░▀▀▀▄ ░▀▀▀▄
▒█▄▄█ ▄█▄ ▒█░▒█ ▒█▄▄▄ ▒█░▒█ ▒█▄▄█ ▒█▄▄▄█ ▒█▄▄▄█▒█▄▄▄█
Offline
Thanks for support and feedback, guys! Just posted b1.3 with the pokedex bug fixed and I'm pretty sure the last of the text fixes (there were a few times that text would go past the end of the screen, but should not be anymore). Thanks to stag019 who posted the hack to fix my pokedex problem a month before it even happened.
There's one issue with the Pokedex whenever you extend NUM_POKEMON more than 152.
This line right here is a hard coded value of 153. Changing it told b, (NUM_POKEMON + 7) / 8 * 8 + 1
should hopefully fix that.
I also added a link to a video on Youtube showing the intro and first few minutes of game play.
Last edited by piclarv (2015-01-11 14:30:26)
Offline
I just found out about and fixed a bug which allowed you catch Mew in the Pokemon Tower. Sorry to anyone who thought this was intentional, but that is too early in the game to catch a legendary pokemon and would make the entire game too boring.
Along with the bug fix came a glitch. Where it used to just say "Wild MEW appeared" and treat it like a normal wild encounter, it now behaves almost exactly like the original Marowak battle from Red (as intended). Only difference is the ghost sprite is glitched and I can't figure out why. Here is what it looks like.
P.s. you can still obtain Mew as in the previous version after beating the Elite Four. In fact you can catch her over and over because she respawns every time you beat the Elite Four. (I haven't decided if this is a bug or feature.)
Last edited by piclarv (2015-01-12 10:59:18)
Offline
Here is something i noticed:
The starting pokemon are WAY too unbalanced, since machop can't hit Ghastly with karate chop. You should give machop Foresight so he could at least hit ghastly at some point. And if you pick geodude, it's way too easy to win blue at the start.
But otherwise, this hack has been fun to play and i hope that you make more hacks like this! :D
I Support
Pokemon Grape/
Pokemon Gem/Pokemon Dark Energy
▒█░░░ ▀█▀ ▒█░▄▀ ▒█▀▀▀ ░█▀▀█ ▒█▀▀█ ▒█▀▀▀█ ▒█▀▀▀ ▒█▀▀▀
▒█░░░ ▒█░ ▒█▀▄░ ▒█▀▀▀ ▒█▄▄█ ▒█▀▀▄ ▒█░░▒█ ░▀▀▀▄ ░▀▀▀▄
▒█▄▄█ ▄█▄ ▒█░▒█ ▒█▄▄▄ ▒█░▒█ ▒█▄▄█ ▒█▄▄▄█ ▒█▄▄▄█▒█▄▄▄█
Offline
Thanks for the feedback, LateNightHacker, and I do realize the first battle is basically guaranteed to go a certain way based on who you pick. If you pick Gastly you will win without taking any damage, Geodude you will take little damage, Machop you will definitely lose. This kind of forecasts the easy/medium/hard thing I talked about earlier, and Charmander/Squirtle/Bulbasaur aren't really "balanced" either for the duration of the game (although for the first battle they admittedly are).
Machop learns Seismic Toss at level 9, so you can win your second battle against Rival if you're smart and maybe a little lucky.
My personal preference is to start with Geodude, then get Abra right away. I've played through the whole games more times than is fun for anyone and usually Golem/Alakazam/Lapras is my final lineup.
Speaking of Lapras, does anyone know where the game pulls the value from that is deducted when you buy Lapras (Magikarp in RBY) at the Mt. Moon Pokecenter? As late as it is now in the game, 500 bucks feels like a freebie and I can't find anything in the script that I can change to make it more expensive.
Offline
Thanks for the feedback, LateNightHacker, and I do realize the first battle is basically guaranteed to go a certain way based on who you pick. If you pick Gastly you will win without taking any damage, Geodude you will take little damage, Machop you will definitely lose. This kind of forecasts the easy/medium/hard thing I talked about earlier, and Charmander/Squirtle/Bulbasaur aren't really "balanced" either for the duration of the game (although for the first battle they admittedly are).
Machop learns Seismic Toss at level 9, so you can win your second battle against Rival if you're smart and maybe a little lucky.
My personal preference is to start with Geodude, then get Abra right away. I've played through the whole games more times than is fun for anyone and usually Golem/Alakazam/Lapras is my final lineup.
Speaking of Lapras, does anyone know where the game pulls the value from that is deducted when you buy Lapras (Magikarp in RBY) at the Mt. Moon Pokecenter? As late as it is now in the game, 500 bucks feels like a freebie and I can't find anything in the script that I can change to make it more expensive.
your doing good, when i get a chance ill try out the hack but going by feed back and screenshots i deffinantly wanna try it but i came to ask if you wanted to help out on my hack, imma newbie scripter and just need some help xD if your interested add my skype and msg me
skype:wisejustin2
Offline
wisejustin, I can't tell you how cool I think it is that you are asking me for help. I have actually only been hacking for about two months myself, so total n00b.
Unfortunately I won't be able to help you with your hack of gold, since I haven't even wet my feet in 2nd gen yet. But I wish you luck and just keep at it, if you're like me you'll get more excited every time you figure out a new trick.
Offline
wisejustin, I can't tell you how cool I think it is that you are asking me for help. I have actually only been hacking for about two months myself, so total n00b.
Unfortunately I won't be able to help you with your hack of gold, since I haven't even wet my feet in 2nd gen yet. But I wish you luck and just keep at it, if you're like me you'll get more excited every time you figure out a new trick.
ive been looking for help the past.month lol its only.been me and mateo (shes helping me alot) but yea the offer still stands if you wanna join my.project xD i can barely script right now but im learning
Offline
You could make mud slap use the bubble secondary effect, so it lowers speed instead of accuracy. It may not be perfect but it makes sense.
Offline
Awec, I actually looked a little bit into and discovered that the effect for mud slap was already programmed in, just not used or given a name. For anyone interested it is $48 and for convention's sake you should name it ACCURACY_DOWN_SIDE_EFFECT if you want to use it (but you don't have to). _Crystal pointed out that cotton spore's effect was already in there too, so that is two down. I will try and post a patch over the weekend but if you want you can compile for yourself with those two fixes, I just started a repository at:
Offline
Can u give me a .jar
[center] [img]http://www.yatta-tempel.de/animierte/643gino.gif[/img]
Name: reshiram
Adopt one yourself! @Pokémon Orphanage[/center]
http://s14.postimg.org/yc7q862ul/643gin … 1393814418
Offline
Can u give me a .jar
Offline
Just updated link to v1.5 beta, with Crystal's exhaustive help I now have Cotton Spore, Mud Slap, and Rollout working as intended. This stuff is over my head so any future move updates will be at Crystal's schedule. (I will still update to add new pokemon if I have time, and I'm still looking for advice on unglitching the pokemon tower Marowak (now Mew) ghost sprite.)
Enjoy!
Offline
I know but i cant do it...please make one..
[center] [img]http://www.yatta-tempel.de/animierte/643gino.gif[/img]
Name: reshiram
Adopt one yourself! @Pokémon Orphanage[/center]
http://s14.postimg.org/yc7q862ul/643gin … 1393814418
Offline
Just uploaded b2.0 patch!
Barring anything crazy, this should be the last release that messes with your save state. I have eliminated debug mode, so your PC will only have one potion when you start a new game. This game is playable from start to finish, you can obtain all 151 Kanto pokemon, and 24 Johto pokemon are included as easter eggs.
Did you know there are 10 in-game trades programmed into red but only 9 accessible without hacking. I kept the locations of those 9 the same, but I'll give you one spoiler. The 10th trade is in Viridian Forest. All trades will give you Johto pokemon.
Crystal has been working really hard to implement some of the new moves for the 2nd gen pokemon, but there are still a few left. If you try and use something and it seems wrong or says "nothing happened," don't report that as a bug.
I fixed the ghost/silph scope glitch so now the actual sprite appears, and as intended, you can't catch Mew in pokemon tower. Total of 175 pokemon in the Lavender Pokedex, I will not be adding any more so like I said before, no new releases after this should ruin your save state (take that with a grain of salt).
Offline
Did you put the SeenPokemon or OwnedPokemon flags at the end of wram? If so, remember that you'll need to modify the routine that saves the game so that it saves those extra bytes at the end.
My hacks: Pokémon Maize, Pokémon Red: Battle Factory
Offline
ShantyTown, wPokedexOwned and wPokedexSeen don't have to be moved around anymore. In pokered, their sizes are dynamic.
Offline
ShantyTown, wPokedexOwned and wPokedexSeen don't have to be moved around anymore. In pokered, their sizes are dynamic.
What about the save routine, though? Won't it still need to be modified, or is that routine using a formula now instead of a hardcoded value? (Haven't actually looked yet, and won't get a chance until later because Work).
I am not very active on this forum. I only pop in from time to time.
Online