Airikita Posted October 14, 2013 Share Posted October 14, 2013 Hey guys, I've been working on a test/demo project on the side, a Miku adventure in Pokemon Gold: I changed the starters to: CLEFFA, IGGLYBUFF, and TOGEPI, each level 1. Rival starts with CHIKORITA, CYNDAQUIL, or TOTODILE, and I made it so that they are still catchable in the wild. I had to test for bugs though, and yeah, given Pokemon is notorious for weird glitches, I found a weird one that if you catch a level 1 starter, and get EXP off a wild Pokemon, the leveling goes shit-crazy, and takes forever to get to level 100. I want to make this a challenge, and it seems that, so far, anything aside from starters can be level 1. The challenge is in the Pokemon themselves, IGGLYBUFF has only SING and CHARM, which I managed to use and defeat the Rival with. I gave a generous amount of molah at the beginning for testing, the maximum amount (I think it was 6555355 or something like that). I just recently edited the front sprite now, and this isn't going to be a full-blown project, just something I plan to burn to a cart later and play. I am, however, thinking about a dialogue change if anyone has some ideas. Text editing isn't as easy as OoT with this either, requires code hacking. There is a script editing tool I found, which is working some magic. The good thing is that the community on hacking Pokemon is very extensive. I'm not converting to Gameboy hacking, so don't panic! I dug around for the tools, and I'm looking for some opinions on my Miku sprite. Link to comment Share on other sites More sharing options...
xdaniel Posted October 14, 2013 Share Posted October 14, 2013 I had to test for bugs though, and yeah, given Pokemon is notorious for weird glitches, I found a weird one that if you catch a level 1 starter, and get EXP off a wild Pokemon, the leveling goes shit-crazy, and takes forever to get to level 100. I want to make this a challenge, and it seems that, so far, anything aside from starters can be level 1. If that's what I think it is, it's because of a bug with any Pokemon in the Medium Slow experience group at level 1: http://bulbapedia.bulbagarden.net/wiki/Experience#Experience_underflow_glitch - Also the reason why there's no wild Pokemon at level 1 anywhere and why eggs hatch at level 5. Otherwise, good luck with the project! Front sprite looks alright, although I think the legs look a bit weirdly shaped. Not sure how to make them look nicer, tho, as I suck at custom sprites. Might just be me, too. Link to comment Share on other sites More sharing options...
Airikita Posted October 14, 2013 Author Share Posted October 14, 2013 If that's what I think it is, it's because of a bug with any Pokemon in the Medium Slow experience group at level 1: http://bulbapedia.bulbagarden.net/wiki/Experience#Experience_underflow_glitch - Also the reason why there's no wild Pokemon at level 1 anywhere and why eggs hatch at level 5. Otherwise, good luck with the project! Front sprite looks alright, although I think the legs look a bit weirdly shaped. Not sure how to make them look nicer, tho, as I suck at custom sprites. Might just be me, too. The legs looked worse before, lol... I dunno, I fussed over them for a bit, but eh. I updated the pic, changed the dress up a bit. EDIT: That level stuff makes sense, I might have to change all the wild Pokemon then... I made a lot of them level 1. However, some of them seem to be fine at level 1. UPDATE: I attempted to replace the Hero's sprite on the trainer card: I had to muck around with the settings, and the image itself is clear, but... the image looks really glitchy in this for some reason... going to try a different method. EDIT2: Aaaaannnddd, SUCCESS: The blocks fudged from my sprite, buuuut I don't really care. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE2: Color palette hacked to match intro sprite colors: Link to comment Share on other sites More sharing options...
Airikita Posted October 17, 2013 Author Share Posted October 17, 2013 Found the palette flag for the overworld sprite: And uh... it was tricky, not one of those simpler things to find. Gameboy assembly is all over the place, like jeeze... your commands can range from 1 byte to 3 bytes in length. Editing is not very flexible, although it can be really easy since the jumps (calls in Gameboy) are just straight addresses. Although there's multiple stacks within the stackpoint list (sp). I think I'll edit the sprite eventually. Link to comment Share on other sites More sharing options...
Airikita Posted October 18, 2013 Author Share Posted October 18, 2013 Some more sprite changes: I think I'm done for Miku's sprite. 1 Link to comment Share on other sites More sharing options...
Airikita Posted October 21, 2013 Author Share Posted October 21, 2013 Added shiny rate ASM hack and new Rival Trainer sprite: EDIT: fixed her legs up, and colored her in more... she looked terrible before. I'll probably look into making new Gym Leaders possibly. I haven't edited the Rival's overworld sprite yet, I've been reading up on music editing to try to import my own midis/FMTs... I might have to make a tool, Pokemon games are not as extensively documented as I assumed. I want to customize the Titlescreen music, but there's nothing on that, and, due to the RAM limitations of Gameboy, I am having difficulties finding the music sequence for the Titlescreen... my thoughts are it's loaded on-the-fly as the game is running, rather than have it pre-loaded into RAM. It's probably easier because the ROM is smaller, and you can find everything... but it's still a butt to hack. I didn't expect extra work, but, as far as I can see, nobody made a tool for importing GB/GBC music (I could probably dig more... not sure though). -------------------------------------------------------------------------------------------- EDIT: Yeah, pshaw, I can probably make a tool for it: It's not obvious what to do with it though, for now. Link to comment Share on other sites More sharing options...
Airikita Posted October 24, 2013 Author Share Posted October 24, 2013 Finally got good music working: (Music import around 5:40) There was documentation for it, but the information was missing other details... however, I think I'll be able to get better music done with more practice in GBC, might be able to compose my own music for my other project~ Link to comment Share on other sites More sharing options...
Airikita Posted October 25, 2013 Author Share Posted October 25, 2013 Final title screen edit: I worked out the kinks... while it's still messy, it seems to work. it's my first import. I might have to clean it up more, but it seems good. I will be able to test it later. Link to comment Share on other sites More sharing options...
Spire Posted October 25, 2013 Share Posted October 25, 2013 Her legs are hilarious. Link to comment Share on other sites More sharing options...
Airikita Posted October 29, 2013 Author Share Posted October 29, 2013 Fixed an error regarding captured Trainer/Gym Leader Pokemon which have no moves when captured from my hack to catch any Pokemon: Because the moves are not stored in Trainer/Gym Leader battles (due to the fact wild battles work differently when loading moves), there are no moves stored for other non-wild Pokemon. Thus, an implement/procedure was needed. With some ASM trickery, I pulled off sum magik: This is only accomplished with asm hack. I overwrote some code, which doesn't seem to affect the outcome of the battle. There are no current errors within doing such. Also, on another note, Gym Leader battles are now repeatable. I could possibly make Trainer battles repeatable, but there are so many to change. Link to comment Share on other sites More sharing options...
mzxrules Posted November 5, 2013 Share Posted November 5, 2013 You can already re-battle certain trainers (who will have stronger pokemon) via the phone system, which means you should definitely crank up the stats on their pokemon a bit more. Also this: Apparently the guy on the right is named Cable Link to comment Share on other sites More sharing options...
Airikita Posted November 6, 2013 Author Share Posted November 6, 2013 You can already re-battle certain trainers (who will have stronger pokemon) via the phone system, which means you should definitely crank up the stats on their pokemon a bit more. Also this: Apparently the guy on the right is named Cable Correct, but not all trainer battles are repeatable. I am also removing the level 100 cap once I find it. Link to comment Share on other sites More sharing options...
Gump Posted November 7, 2013 Share Posted November 7, 2013 Also, on another note, Gym Leader battles are now repeatable. I could possibly make Trainer battles repeatable, but there are so many to change. Is there a limit for gym leader battles? I just feel like they might be abused because they give better EXP than standard battles and wild encounters. Link to comment Share on other sites More sharing options...
Airikita Posted November 7, 2013 Author Share Posted November 7, 2013 Is there a limit for gym leader battles? I just feel like they might be abused because they give better EXP than standard battles and wild encounters. Well, they can, but I did it for a reason. When you catch a Gym Leader's Pokemon, it automatically ends the battle. With some Gym Leaders I gave them special Pokemon, so a repeatable battle will allow the player to capture all the Gym Leader's Pokemon if they want. This is for me, I'm not intending on this being a full-on hack for others. But I might release it. Link to comment Share on other sites More sharing options...
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