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Shin Pokémon Red and Blue: Lite Patch

Version 1.23

Future bugfixes here will be eventually migrated to the Shin Pokemon Red/Blue master branch

#Patch Info

BPS patches are provided for entry into your preferred emulator, patching tool, or other accessory that supports the BPS format.
Download and enter a patch which corresponds to the ROM of which you own a lawful copy.

  • Red patches (shin pokemon red, red_origback, and red-jp) are intended for USA Red.
    • MD5 Hash: 3d45c1ee9abd5738df46d2bdda8b57dc
  • All other patches (Blues and Greens) are intended for USA Blue.
    • MD5 Hash: 50927e843568814f7ed45ec4f944bd8b
  • The "_origback" patches are alternatives that keep the original back sprites.

Includes Pokemon Green and Japanese Red!

  • The compiler primarily builds the graphics and cerulean cave layout back to the original japanese release.
  • Pokedex entries adapt the original Green version text that was translated in Fire Red.
  • Pokedex uses metric units.

Now Includes Japanese Blue!

  • Primarily builds the lists for encounters, trades, and prizes that were in the never-localized japanese release.
  • Pokedex uses metric units.
  • Other minor graphical adjustments.

Updating Your Save File Deactivate all special options and NPC toggles in the old save if it's from an earlier patch.
When loading an old save file with the latest patch, the player is automatically warped to Pallet Town.
Normally this will be enough to update the save file without doing anything else.
It's possible you may still have issues upon loading a save from a previous patch or an unpatched game.
To prevent this from happening, save in the outdoor Pallet Town map on the old save.
You might be blocked by invisible walls upon loading the game.
To fix this, you must use the Softlock Warp detailed below to teleport back to Pallet Town.

#Compatibility Notes

  • Certain emulators are known to cause bugs due to inaccuracies in replicating the original hardware
    • An accurate emulator, preferably a GBC-dedicated emulator, is required in order to avoid unexpected bugs
    • Goomba and Pizza Boy in particular are known to be problematic
    • BGB is the supported standard due to its accuracy and debugging tools
  • Compatible with original Gameboy hardware (DMG, Super, Pocket, Color, Advance, SP)
  • Potentially compatible with Pokemon Stadium 1 & 2 (using original Nintendo hardware)
  • Might be possible to use a save from vanilla USA red/blue with this rom hack
    • Save outside in Pallet Town before transferring over
    • Use the Softlock Warp to clear any invisible walls
  • New builds are tested and debugged with the BGB 1.5.8 emulator and verified using original hardware
  • Link trading with an original retail cartridge appears to work properly on real hardware
  • Link trading between the lite and master branches appears to work properly on real hardware
  • Link battles are still largely untested, and they are unsupported in the following ways:
    • Link battling between a master branch build and any other non-master branch build
    • Link battling between a lite branch build and any other non-lite branch build
    • Link battling between builds of dissimilar revisions
  • A revision control function has been added that will cancel unsupported cable links

#Latest Fixes (most recent ips patch):

  • Readjusted the vertical positioning of some spaceworld back sprites
  • Fixed Flying and Teleporting out of maps with the forest tileset
  • Fixed messed-up warps dealing with the forest tileset
  • Fixed incorrect animation colors
  • Fixed some minor color errors in non-move battle animations
  • Changed color of normal-type attacks to yellow
  • Adjusted the Saffron Guard text for accuracy
  • Attacks reduced to zero damage now say the target is unaffected instead of missing

  • The project now compiles Japanese Blue
  • The project now compiles Japanese Red
  • Green and Red-JP have their original pokedex entries (adapted from Fire Red)
  • Green, Red-JP, and Blue-JP now display metric units in the pokedex
  • Green, Red-JP, and Blue-JP now have the japanese-style town map layout
  • Green, Red-JP, and Blue-JP now have their correct copyright graphics
  • Green, Red-JP, and Blue-JP now have the "PRESENTS" graphic under "Game Freak"
  • Green and Red-JP play the original shooting star sound effect

  • Gamma shader defaults ON if the destination code in the rom header is set to 00 (JP)
  • Pressing SELECT at the copyright info now switches the shader from its default state
  • The default state of the gamma shader can be changed with any gameboy rom header editor
  • Alternately, remove the 'j' in 'cjsv' in the Makefile to compile with a JP destination code

  • Engine Improvement: the 1.5x EXP boost function now has overflow protection
  • Engine Improvement: EXP Gained can now print up to five digits instead of four
  • Engine Improvement: Pokemon can now learn more than 1 more per level
  • Engine Improvement: the "LF" character mapping can be used as a line-feed

  • Text with zero frame delay can be toggled in the options menu; press LEFT with the cursor on FAST
  • Gym leader names have been restored on the trainer card

  • Reverted some AI settings for trainer classes to match the retail releases (holdovers from master branch)

#Changes not yet in the release branch:

#Bugfixes:

  • Battle engine fixes

    • PP usage is now tracked for both wild and AI trainer pokemon
    • Moves no longer have a default 1/256 chance to miss
    • Fixed freeze that occurs in defense stat scaling (def < 4 glitch)
    • Enemy ai ignores type effectiveness for moves that have zero power
      • prevents things like spamming agility against poison pkmn
    • Enemy ai ignores super-effectiveness for moves that do static amounts of damage
    • Fixed skipping move-learn on level-up glitch.
      • when gaining multiple levels at a time, each in-between level is incrementally checked for moves learned
      • this prevents a pkmn from skipping learnable moves if gaining multiple levels in battle
      • also does this when evolving via level-up for the new evolution's movelist
    • Burn & Paralyze stat penalties are now properly applied after Speed & Attack stats get updated/recalculated
    • Badge stat-ups don't get stacked anymore
    • The function that applies badge stat-ups now selectively boosts the correct stat when called during a stat-up/down effect
    • If player is frozen, the hyperbeam recharge bit is now cleared
      • now matches how enemy mon's recharge bit is cleared upon being frozen
      • this prevents getting stuck in a loop unable to do anything on your turn
    • Blaine will not use a healing item at full HP
    • The BIRD type has been reinstated and renamed to TYPELESS. It acts as a universally neutral type (particularly for Struggle)
    • AI trainers have priority on switching or using an item
    • AI type effectiveness function now takes type 1 and 2 into account together
      • Before AI would only look at the type it encountered first in a list search
      • AI will now treat a move as neutral if type 1 makes it supereffective but type 2 makes it not effective
    • Stat changes from burn and paralyze are applied when the ai sends out a pkmn with those conditions
    • AI routine #2 (prioritize buffing or use a status move) now activates on the 1st turn after sendout instead of the 2nd
    • New custom function for undoing the stat changes of burn and paralysis
      • undoing paralysis is accurate to within 0 to -3 points
      • undoing burn is accurate to within 0 to -1 point
    • PP-up uses are disregarded when determining to use STRUGGLE if one or more moves are disabled
    • AI will not do actions during Rage or when recharging
    • Fixed wrong crit damage for lvl > 127
    • Made adjustments to critical hit damage
      • Damage factor is now 2*(2level)/5 + 4 instead of 2(2*level)/5 + 2 to simplify some algebra
      • If non-crit damage would be >= crit damage, the regular modified stat values are applied instead
  • Move fixes

    • Transform-related fixes:
      • Move slots cannot be rearranged when transformed (prevents acquiring glitch moves).
      • Transform will no longer copy the opponent's Transform move. It's swapped-out for Struggle
      • Enemy DVs can no longer be manipulated by having it use transform multiple times
      • Fixed a conflict where transforming while disabled can leave the new moves disabled
      • Fixed a typo so now transformed 'mons retain their original palette
      • Fixed transformed 'mons reseting their moves when learning a level-up move
    • dire hit/focus energy now quadruples crit rate instead of quarters
    • sleep now normal-chance hits a pkmn recharging from hyperbeam, but has no effect if it's already status-effected
    • the fly/dig invulnerability bit is cleared when a pkmn hurts itself from confusion or is fully paralyzed
    • psywave damage is always min 1 be it an opponent or yourself (prevents desync)
    • Substitute-related fixes:
      • all hp drain moves (including dream eater and leech seed) miss against substitute
      • substitute will not work if it would bring you to exactly 0 hp
      • zero power moves that inflict stat-downs, sleep, or paralyze will not affect a substitute
      • the confusion side-effect of damaging moves is blocked by a substitute
      • recoil damage from jump kicks or hurting oneself in confusion is now applied to user's substitute
    • healing moves work with restoring exactly 255 or 511 hp
    • light screen and reflect now have a cap of 999
    • Haze removing sleep/freeze will not prevent a multi-turn move from getting stuck (also fixes the sleep-trap glitch)
      • Fixed by allowing sleeping/frozen pkmn to use a move after haze restores them
      • on the plus size, haze now restores both opponent and user's status conditions as was intended in gen 1
    • Haze resets the enemy and player toxic counter
    • Rest now does the following:
      • clears the toxic bit and toxic counter
      • undoes the stat changes of burn and paralysis
    • fixed-damage moves (seismic toss, dragon rage, etc) can no longer critically hit
    • fixed-damage moves now obey type immunities
    • fixed-damage moves now ignore effectiveness text & sfx
    • Struggle is now TYPELESS so that it can always neutrally damage something
    • Metronome & mirror move will not increment PP if the user is transformed
      • This prevents adding PP to hidden dummy moves that prevent a pkmn from going into Struggle
      • This also prevents Disable from freezing the game by targeting a dummy move
    • Mirror Move is checked against partial trapping moves in a link battle to prevent desync
    • Bide's accumulated damage bytes are now both set to zero on an enemy faint in order to prevent desync
    • Jump Kick moves now do the correct recoil damage on a miss
    • The effects of Leech Seed and Toxic no longer stack
    • Trapping effects only clear the hyperbeam recharge bit on a hit, preventing its automatic use on a miss
    • Trapping move PP can no longer underflow due to an opponent switching pkmn
    • Raging and Thrashing no longer suffers from accuracy degradation
    • Breaking a substitute does not nullify explosion/self-destruct, hyper beam recharge, or recoil damage
    • Hyper beam must recharge if it knocks out the opposing pkmn
    • Bugfixes involving Counter:
      • works against BIRD type, which is now typeless and assigned only to STRUGGLE
      • To prevent desync, pressing B to get out of the move selection menu zeros-out the ram location for selected move & move power
      • last damage dealt is zeroed in these cases (also fixes some issues with Bide):
        • it's the start of the round without a trapping move active (fixes most issues since Counter always goes second)
        • player/enemy pkmn is fully paralyzed or after hurting itself in confusion
      • Crash damage from jump kicks and pkmn hurting itself cannot be Countered
    • To prevent infinite loops, Rage ends after 2 to 3 turns (attack boosts are kept)
    • Fixed an issue with Disable's counter on slower 'mons
  • Graphical Fixes

    • Glitched sprites can no longer cause a buffer overflow that corrupts the hall of fame
    • Returning from the status screen when an opponent is in substitute/minimize no longer glitches the graphics
    • PC graphic restored to celadon hotel
    • A tile in cinnabar mansion 3f is slightly modified to prevent getting permanently stuck
    • A tile in cerulean cave 1f adjusted so there isn't a walkable cliff tile
    • After defeating the cerulean burglar rocket, the guard itself always moves to prevent getting stuck in the front door
    • No more ABCD glitched sprites when using teleport without a super gameboy
    • The transitional frame when turning 180 degrees now shows correctly
    • The lower right corner tile of the mon back pic is no longer blanked
    • Amazing man can no longer be triggered by text boxes or the start menu (via a code tweak from Yellow-version)
    • The rival encounters on route 22 now show an exclamation bubble that never showed up originally
    • Erika uses her pic from yellow version which alters her funerary clothes to a proper kimono
    • Fixed amazing man glitch when triggered by a hidden object
    • Fixed amazing man glitch in the route 16 gate
    • Fixed tower ghost pic not loading after exiting status screen
    • Added ledge to route 25 to prevent softlock
    • Fixed bumping into invisible shrub
    • Fixed an issue with the silph co 11f elevator doors
    • Fixed a missed increment that makes a map's 15th object not update its facing properly
    • Adjusted two spin-stop tiles in Viridian Gym
    • Made Agility's animation more apparent
    • On GBC, moves animations are colored according to type
    • Gym leader names have been restored on the trainer card
      • These were removed during localization as a simple and expedient solution
      • So this is more of a correction to the localization than a strict graphical error
  • Item Fixes

    • Great ball has a ball factor of 12 now
    • Stone evolutions cannot be triggered via level-up anymore
    • Ether and elixer now account for PP-ups used when determining if move is at full PP
    • EXP ALL fixes
      • should now dispense the correct exp if multiple pokemon take place in a battle
      • no longer counts fainted pokemon when dividing exp
      • handles exp correctly when all your battle participants are knocked out
    • Fixed a bug where itemfinder can't locate objects with a zero x or y coord
    • Surfboard bugfixes:
      • cannot use the surfboard if being forced to ride the bicycle
      • no longer freezes the game when using it from the item menu to get back on land
      • the menu text will glitch a little, but only for a split-second and does not impact gameplay
    • The Full Heal used by the AI now undoes brn/par stat changes
    • Condition healing items (including using Full Restore at max hp) no longer reset all stats
      • Burn heal undoes the attack stat changes
      • Paralyze heal undoes the speed stat changes
      • Full restore at max hp undoes the stat changes of brn/par
    • Full Restore when used in battle to heal HP now undoes the stat changes of brn/par
    • Pokedoll is disallowed during ghost marowak battle
    • PP-restoring items no longer affect transformed moves and only restore the original moves
  • Audio fixes

    • Fuschia gym plays the correct sfx when getting the TM from Koga
    • Vermilion gym plays the correct sfx when getting the TM from Surge
    • Restored sfx for getting a badge
      • A sfx is supposed to play when getting a badge, but not for all gym leaders and the sfx used is inconsistent
      • Looks like the idea was dropped in development due to issues with having separate audio banks
      • However, there is a unique unused sfx in the battle audio bank that signifies getting some kind of important item
      • This is likely what was going to be used for getting a badge at some point, and it has been restored
    • Bike music stops playing now when going down a hole
  • Misc. fixes

    • Cinnabar/seafoam islands coast glitch fixed (no more missingo or artificially loading pokemon data)
    • Can no longer walk up to 4 steps with a fainted team
    • Catching a transformed pokemon no longer defaults to catching a ditto
    • Vending machine now checks for the correct amount of money
    • Prevented byte overflow when determining the trash can with 2nd switch in vermillion gym
    • Hidden nugget in safari entrance now obtainable
    • Slot machine reel bug fixed
    • Fixed oversights in reel functionality to better match Gamfreak's intent
    • The lift key in the rocket hideout drops during the end of battle text like in Yellow-version
    • An unused bit is now used to determine the ghost marowak battle
    • Can't use surf/teleport/escape rope to escape from trainer encounters
    • Can't fish or surf in the bases of statues
    • Seafoam islands fast current applied to the right steps on floor B3
    • Each of the two boulder puzzles in seafoam islands will fully reset until completed
    • The boulder switches never reset while inside victory road and they will always reset upon leaving
    • While inside victory road, boulders placed on switches will stay there between floor transitions
    • The formula functions for exp now have underflow protection.
    • Added improved general RNG from Prism and Polished Crystal (all DVs are now possible naturally)
    • Cannot bypass Brock via the start button
    • Fixed bugged npc movement constraints
    • Fixed the instant-text glitch that can happen in the bike shop
    • Fixed using escape rope in bill's house and the fan club
    • Fixed being able to leave the safari zone without clearing the event
    • Fixed holding left to force past the cycling road guards
    • Minor tweak to Pallet Town object data for Prof Oak
    • Fixed menu not clearing if A is held after saving
    • Minor tweaks to the Rival's object data in various maps
    • Added nop after halt commands (safety prevention for a rare processor bug)
    • Fixed a coordinate typo in pokemon tower left by gamefreak
    • Water warps in seafoam island 4 & 5 are now scripted movement
    • Fixed a bug in the GetName: function that treated lists over 195 entries as item lists
    • Can Fly and Teleport out of maps using the Forest tileset

#TWEAKS:

  • Added built-in gamma shader for backlit LCD screens in GBC mode (press SELECT at the copyright screen)

    • Gamma shader defaults ON if the destination code in the rom header is set to 00 (JP)
    • Pressing SELECT at the copyright info now switches the shader from its default state
    • The default state of the gamma shader can be changed with any gameboy rom header editor
    • Alternately, remove the 'j' in 'cjsv' in the Makefile to compile with a JP destination code
  • The Gameboy Color palette functionality from pokemon Yellow has been back-ported into the game

    • Scrolling mons on the title screen have their own palettes loaded on the GBC.
    • In the blue version intro, jigglypuff has it's own palette loaded on the GBC.
    • Oak-speech nidorino has its color palette on the GBC.
  • Added an option to make the overworld run in 60fps

  • Feature is a proof-of-concept and is still a bit rusty

  • Toggle by placing the cursor in the options screen over CANCEL and pressing left or right

  • Text with zero frame delay can be toggled in the options menu; press LEFT with the cursor on FAST

  • Softlock Warp

    • instantly teleport back to your mom's house if you get stuck or are unable to move after updating to a new patch
    • sets money to at least 1000 if you have less than that
    • Intructions to perform:
      • go to the start menu and put the cursor on OPTION
      • press and hold DOWN on the d-pad (the cursor will now be on EXIT)
      • while continuing to hold DOWN, press and hold SELECT
      • while continuing to hold those two buttons, press B
      • the start menu should close and you will warp back to your mom's house
  • Slot machine coin counter runs twice as fast

  • Interaction of slot reel modes tweaked for better gameplay

  • The surfboard, a nugget, and TM 15 are hidden items added to the vermilion dock

  • Blaine has a touched-up battle sprite so he doesn't look like an alien

    • Snagged this off reddit, but original artist unknown (let me know if this is yours)
  • L: block doesn't disappear when level hits three digits

  • Greatly increased the speed and performance of spin tiles

  • Can cut the grass on the plateau tileset

  • Initiating the Pokemon Tower rival battle will deactivate the following skippable rival battles

    • The Cerulean encounter
    • The SS Anne encounter
  • Fixed mistakes in the game text

    • Attacks reduced to zero damage now say the target is unaffected instead of missing
    • Man in cinnabar won't mention raichu evolving (also applies to the jynx trade in cerulean)
    • Koga correctly says soul badge increases speed
    • Lt. Surge correctly says thunder badge increases defense
    • Correct type effectiveness information & sfx should now be displayed when attacking dual-type pkmn
    • Viridian girl's notebook 2nd page revised for pkmn-catching effectiveness
    • Viridian blackboard BRN info corrected (BRN does not reduce speed)
    • Viridian Blackboard PAR info updated
    • Cerulean badge-house guy has updated text
    • Prof. oak's speech plays the correct Nidorino cry
    • Fixed daycare man capitalization
    • Fixed capitalization in safari zone entrance
    • Reactivated lost text that was meant to play when you lose to your rival
    • Text for using a TM/HM now refers to the "machine" rather than just "TM"
    • text is now properly flipped in one of the saffron houses
  • Made adjustments to the game text

    • When a pkmn is caught and fills the box, a reminder is printed that the box is full
    • PC has a text prompt to tell you if its full after depositing
    • TM 18 given an actual explanation
    • New student in viridian school explains ohko moves
    • Clarified "chem" to mean grade in chemistry
    • Exp.all now prints one message when splitting exp instead of for each party member
    • Adjusted some of Giovanni's final lines for clarity
  • Adjustments to moves

    • Stat-down moves no longer have a 25% miss chance in AI matches
    • Moves that hit multiple times in a turn now calculate damage and critical hits for each individual attack
    • Switching out of a trapping move ends it immediately and wastes its user's turn (prevents PP underflow glitch)
    • Ghost moves (i.e. just Lick) do 2x against psychic as was always intended
    • Changes to Bide
      • damage accumulation is done after taking a damaging hit instead of during turn execution (less room for glitches)
      • side effect: bide is buffed because multi-hit moves now add damage to bide for each of the 2 to 5 hits
      • changed to Typeless to play nicer with AI routine 3 (it ignores the type chart regardless)
    • Rest's sleep condition increased to 3 turns since attacking on wakeup is now allowed.
    • Acid armor's animation changed so that does not make its user disappear
    • Metronome now classified as a Typeless special damage move to play better with the AI
    • Type immunity prevents trapping moves from taking hold at all
    • Changes to Rage
      • Now only lasts 2 to 3 moves like Bide in order to prevent an infinite loop
      • As a tradeoff, attack boosts from rage are kept when it ends
  • Adjustment to stat mods, conditions, and items

    • Sleep does not prevent choosing a move
    • Waking up from sleep does not waste the turn and the chosen move is used
    • The effect of X Accuracy is no longer applied to one-hit K.O. moves (it originally made them auto-hit)
    • Upped the power of safari balls to account for lower ball factor
    • +1 turn to sleep counter since attacks can happen on wakeup (preserves effective sleep accuracy)
  • Trainer ai routine #1 (recognition of stats, hp, and conditions) has been modified

    • using a move with a dream eater effect is heavily discouraged against non-sleeping opponents
    • using a move with a dream eater effect is slightly encouraged against a sleeping opponent
    • using a zero-power confusion effect move is heavily discouraged against confused opponents
    • moves that would miss against an active substitute are heavily discouraged
    • stat buff/debuffs are heavily discouraged if it would have no effect due to hitting the buff/debuff stage limit
    • heavily discourage double-using lightscreen, reflect, mist, substitute, focus energy, and leech seed
    • leech seed won't be used against grass pkmn
    • do not use moves that would be blocked by an active mist effect
    • rules for using healing moves:
      • heavily discourage healing if at max hp
      • slightly encourage healing if below 1/3 hp
      • slightly discourage healing if above 1/2 hp
    • heavily discourage using Counter against a non-applicable move
    • heavily discourage roar, teleport, & whirlwind
    • heavily discourage disable against a pkmn already disabled
    • Substitute discouraged if less that 1/4 hp remains
    • Will discourage using Haze if unstatus'd or has net-neutral or better stat mods
    • Will heavily discourage boosting defense against special, OHKO, or static-damaging attacks
    • Discourage exploding effects if faster than a player in fly/dig state
    • Randomly discourage usage of 2-turn moves when confused/paralyzed
    • 50% chance that the AI is blind to a player switching ir using an item
  • Trainer ai routine #3 (choosing effective moves) has been modified

    • It now heavily discourages moves that would have no effect due to type immunity
    • zero-power buffing/debuffing moves are randomly preferenced 12.5% of the time to spice things up
    • zero-power buffing/debuffing moves are randomly discouraged 50% of the time to let ai always have a damage option
    • OHKO moves are heavily discouraged if the ai pkmn is slower than the player pkmn (they would never hit)
    • Static damage moves are randomly preferenced 25% of the time to spice things up
    • Thunder Wave is not used against immune types
    • Poisoning moves discouraged against poison types
    • AI layer 3 changes that affect most 0-power moves (with only a few exceptions like heal effects)
      • now has a hard stop on using 0-power moves on consecutive turns
      • heavily discourages 0-power moves if below 1/3 hp
    • Added some strategy to handle when the player uses fly/dig
    • Slightly preference regular effectiveness moves if STAB exists (25% chance per move)
  • Trainer ai routine #4 is no longer unused. It now does rudimentary trainer switching.

    • 25% chance to switch if active pkmn is below 1/3 HP and player also outspeeds AI
    • chance to switch based on power of incoming supereffective move
    • 12.5% chance to switch if a move is disabled
    • 12.5% chance to switch if afflicted with leech seed
    • 34% chance to switch if afflicted with toxic poison
    • 25% chance to switch if opponent is using a trapping move
    • 25% chance to switch if active pkmn is confused
    • on the lowest stat mod, 12.5% chance to switch per lowered stage
    • There is a chance for the AI to switch a sleeping pokemon based on the sleep counter -chance is 0% if counter <= 3 -chance is 12.5% if counter > 3
    • Additionally, every pokemon in the enemy roster is scored
      • based on various criteria to determine which mon gets sent out
      • score might dictate that the current mon is the best choice and abort switching
      • an enemy mon is flagged when sent out; non-volatile (except sleeping) status or low hp cannot initiate switching
      • enemy mon that is recalled back due to a super effective move is flagged; it is demerited from being switched-in
      • switch flags are all cleared when player sends out a new mon since the situation is now different
    • AI scoring for switching puts a heavier penalty on potentially switching in a bad type matchup
    • AI scoring imposes a very heavy penalty for potentially switching in pokemon with less than 1/4 HP
    • AI switch scoring now penalizes bad match-ups between player and enemy 'mon types
  • Trainer ai routine #3 added to the following trainer classes -brock, surge, sabrina, blaine -bruno, agatha

  • Trainer ai routine #4 added to the following trainer classes -jr trainer M/F, pokemaniac, hiker, cueball, psychic, tamer, black belt, rocket, cooltrainer M/F, gentleman, channeler -all rival phases, all gym leaders, elite-4, prof.oak, chief

  • Trainer AI battles now track which enemy pkmn have already been sent out, so allows for new functionality:

    • Trainer pkmn DVs are remembered between switching, and new ones won't be generated on every send-out
    • Trainer pkmn can now have stat experience assigned to them that is scaled to their level
    • These are real DVs and statEXP values that utilize the existing enemy party_struct which is normally unused by trainer AI
  • Agatha & cooltrainers will not randomly switch since they now have ai routine 4

  • Flags for dividing exp among active pokemon are now only reset after fainting an enemy pkmn

    • Originally these get reset every time the opponent send out a pkmn (even swithing)
    • Was never really noticed since most trainers never switch nor would have the opportunity
    • Changed based on user feedback since many trainers now try to switch
  • Adjustments to learnsets and base stats

    • Mewtwo can learn Swift by TM
  • Engine changes just for developers

    • If wGymLeaderNo is set to 9 when loading a battle, then the final battle music will play
    • The trainer move engine has been backported from Yellow version; trainer movesets can now be fully customized
    • Improved exp calculation for developers who want a level cap between 101 and 255
      • EXP calculation routine now does math in 4 bytes instead of 3 bytes
      • Exp calculation result is still capped to 3 bytes regardless of level cap to prevent overflow
      • The byte cap on the exp result means that certain growth rates may have a level cap
      • For example, the "slow" growth rate is theorized to cap at level 237
    • Trainer battle prize money uses 3 bytes instead of 2, lifting the 9999 cap on winnings
    • Adjusted daycare to allow exp values over $500000
    • Allow up to 8 digits when displaying experience on the status screen
    • Streamlined how the ghost marowak battle is triggered (now allows for non-ghost marowaks in pokemon tower)
    • Special damage effect now uses 2 bytes for damage instead of 1
    • Fixed Psywave underflow/overflow with levels of 0, 1, and above 170
    • Pokemon can now learn more than 1 more per level
    • The 1.5x EXP boost function now has overflow protection
    • EXP Gained can now print up to five digits instead of four
    • The "" character mapping can be used as a line-feed

#CREDITS / SPECIAL THANKS:

  • The Pret team for the pokered and pokeyellow disassemblies and all the code comments that came with them
  • MoriyaFaith's pokejp project for green version assets and code referencing
  • Rangi for the tool Polished Map and the jp-style town map from Red/Blue Star
  • Exp bar coded by Danny-E 33
  • The Pokemon Prism team for the improved RNG
  • Move deleter/relearner coded by TheFakeMateo for Pokemon Red++
  • Code contributions and bugfixing by wisp92
  • GLSWV for correcting the metric conversions of height and weight data

The following folks for their great tutorials, glitch videos, and explanations across the internet

  • TheFakeMateo
  • Crystal_
  • ChickasaurusGL
  • v0id19

The following folks for their help in pointing out and diagnosing bugs

  • kadetPirx
  • JOBOalthor1992
  • krazsen
  • kmalove
  • zycain
  • jastolze007
  • MStern
  • TSinnohTrainer

The shinpokered repository was branched from pret/pokered at merge pull request #185 committed on Jul 2, 2018

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Backport Jojobear13 to vanilla

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