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v1.13 beta upload
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jojobear13 committed Mar 31, 2020
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24 changes: 15 additions & 9 deletions README.md
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@@ -1,6 +1,7 @@
# Shin Pokémon Red and Blue

Version 1.12
Version 1.13 beta
Note: If you run into a problem with the beta patch, you SAV file is compatible with v1.12.

Download the IPS patch file of the version you want and apply it to its respective USA rom.

Expand Down Expand Up @@ -40,7 +41,7 @@ Then the [Lite branch](https://github.com/jojobear13/shinpokered/tree/lite) is w
- Trainers are made more difficult not by increasing their team levels, but by doing the following:
- Vastly improving the default ai routines
- Giving them access to stat experience (only in "Set" style)
- Giving them above-average random DVs
- Giving them above-average random DVs (only in "Set" style)
- Trainers of a smart-enough trainer class will make use of basic pkmn switching
- Badge boosts are not applied in trainer battles (only in "Set" style)
- One of OAK's aides will toggle on/off scaling of trainer rosters to your level (evolving them if applicable)
Expand All @@ -52,6 +53,7 @@ Then the [Lite branch](https://github.com/jojobear13/shinpokered/tree/lite) is w
- DVs are checked to see if a pokemon would be shiny in the gen 2 games
- If a pokemon has shiny DVs, then it will play the Reflect animation when entering battle
- If playing on a super gameboy, shiny pkmn will have a palette swap on the status screen and also change color in battle
- If playing on super gameboy, hold select when loading a pokedex entry to see that pokemon's shiny palette
- Minor quality-of-life improvements during battle
- When a when a box is filled (either via catching or depositing a pokemon), notification text is displayed
- Exp bar in battle
Expand Down Expand Up @@ -95,16 +97,18 @@ Then the [Lite branch](https://github.com/jojobear13/shinpokered/tree/lite) is w

#Hack-Induced Bugfixes & Adjustments since last version:
-----------
- The surfboard now works with smart hm use. It just has to be in your bag
- Revamped instructions for compiling with new sprites
- Switched around the shiny palettes in how they correspond to the usual pokemon palettes
- Random enemy team generator is more forgiving with level scaling for regular trainers: increases 0-1 levels per mon instead of 0-3
- Route 12 fisher given some magikarp to match his trainer text
- TMs and HMs now use a separate string list to determine their item names, so function GetMachineName has been removed
- Tm & HM name list takes the #3 list table spot and replaces the Unused Names list


#New features & adjustments since last version:
-----------
- Playing on "Shift" style sets trainer stat exp back to zero and re-enables badge boosts during trainer battles
- Can't fish or surf in the bases of statues
- Can't use surf/teleport/escape rope to escape from trainer encounters
- Press Select while holding A to automatically get on/off your bike or use the best rod in your inventory
- If playing on super gameboy, hold select when loading a pokedex entry to see that pokemon's shiny palette
- DVs of trainer pokemon are set back to vanilla default levels if using the "shift" battle style
- TMs and HMs now have their attacks (albeit abbreviated) appended to the item names


#Bugfixes:
Expand Down Expand Up @@ -245,6 +249,7 @@ Then the [Lite branch](https://github.com/jojobear13/shinpokered/tree/lite) is w
- Fixed capitalization in safari zone entrance
- PC has a text prompt to tell you if its full after depositing
- Exp.all now prints one message when splitting exp instead of for each party member
- TMs and HMs now have their attacks (albeit abbreviated) appended to the item names

- Adjustments to moves
- Stat-down moves no longer have a 25% miss chance in AI matches
Expand Down Expand Up @@ -341,7 +346,7 @@ Then the [Lite branch](https://github.com/jojobear13/shinpokered/tree/lite) is w
- Enemy pkmn will evolve by level if applicable
- Gym leaders and the E4 scale slightly higher than normal trainers
- This is a good option to turn on for a pseudo-"New Game +" where you rematch all possible trainers in order
- Playing on "Shift" style sets trainer stat exp back to zero and re-enables badge boosts during trainer battles
- Playing on "Shift" style sets trainer stat exp back to zero, DVs back to fixed average, and re-enables badge boosts during trainer battles

- Adjustments to learnsets and base stats
- Pokemon have gained their TMs and Moves from yellow
Expand Down Expand Up @@ -434,6 +439,7 @@ Then the [Lite branch](https://github.com/jojobear13/shinpokered/tree/lite) is w
- Pkmn with levels > 100 have 255 base exp yield
- If a pkmn has DVs that would make it shiny in Gen 2, the Reflect animation plays when it enters battle
- If playing on a super gameboy, shiny pkmn will have a palette swap on the status screen and also change color in battle
- If playing on super gameboy, hold select when loading a pokedex entry to see that pokemon's shiny palette
- If a level 100 chansey is first in your roster:
- Shiny wild random encounters are much more common (1 in 256)
- Repel effects will not block shiny encounters
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3 changes: 2 additions & 1 deletion constants/list_constants.asm
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Expand Up @@ -7,7 +7,8 @@ SPECIALLISTMENU EQU $04 ; list of special "items" e.g. floor list in elevator

MONSTER_NAME EQU 1
MOVE_NAME EQU 2
; ???_NAME EQU 3
; ???_NAME EQU 3 ;joenote - adding tm & hm names in this spot
TMHM_NAME EQU 3
ITEM_NAME EQU 4
PLAYEROT_NAME EQU 5
ENEMYOT_NAME EQU 6
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2 changes: 1 addition & 1 deletion custom_functions/func_enc_gen.asm
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Expand Up @@ -105,7 +105,7 @@ GetRandRosterLoop:
push hl
call AddPartyMon
call Random
and $03
and $01
ld b, a
ld a, [wCurEnemyLVL]
add b
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18 changes: 9 additions & 9 deletions custom_functions/func_shiny.asm
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Expand Up @@ -146,27 +146,27 @@ ShinyEnemyMon:
ShinyDVConvert: ;'a' holds the default value
cp PAL_MEWMON
jr nz, .next1
ld a, PAL_BLUEMON
ld a, PAL_YELLOWMON
jr .endConvert
.next1
cp PAL_BLUEMON
jr nz, .next2
ld a, PAL_MEWMON
ld a, PAL_PURPLEMON
jr .endConvert
.next2
cp PAL_REDMON
jr nz, .next3
ld a, PAL_GREYMON
ld a, PAL_PINKMON
jr .endConvert
.next3
cp PAL_CYANMON
jr nz, .next4
ld a, PAL_PURPLEMON
ld a, PAL_GREENMON
jr .endConvert
.next4
cp PAL_PURPLEMON
jr nz, .next5
ld a, PAL_BROWNMON
ld a, PAL_GREYMON
jr .endConvert
.next5
cp PAL_BROWNMON
Expand All @@ -176,22 +176,22 @@ ShinyDVConvert: ;'a' holds the default value
.next6
cp PAL_GREENMON
jr nz, .next7
ld a, PAL_PINKMON
ld a, PAL_BLUEMON
jr .endConvert
.next7
cp PAL_PINKMON
jr nz, .next8
ld a, PAL_YELLOWMON
ld a, PAL_CYANMON
jr .endConvert
.next8
cp PAL_YELLOWMON
jr nz, .next9
ld a, PAL_GREENMON
ld a, PAL_BROWNMON
jr .endConvert
.next9
cp PAL_GREYMON
jr nz, .endConvert
ld a, PAL_CYANMON
ld a, PAL_MEWMON
.endConvert
ret
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2 changes: 1 addition & 1 deletion data/trainer_parties.asm
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Expand Up @@ -312,7 +312,7 @@ FisherData:
db 27,MAGIKARP,MAGIKARP,MAGIKARP,MAGIKARP,MAGIKARP,MAGIKARP,0
db 33,SEAKING,GOLDEEN,0
; Route 12
db 24,OMANYTE,KABUTO,0
db 24,MAGIKARP,MAGIKARP,OMANYTE,KABUTO,0
SwimmerData:
; Cerulean Gym
db 16,HORSEA,SHELLDER,0
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2 changes: 1 addition & 1 deletion engine/battle/bank_e_misc.asm
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Expand Up @@ -92,7 +92,7 @@ InitList:
ld a, h
ld [wListPointer + 1], a
ld a, e
ld [wUnusedCF8D], a
ld [wUnusedCF8D], a
ld a, d
ld [wUnusedCF8D + 1], a
ld bc, ItemPrices
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11 changes: 7 additions & 4 deletions engine/battle/core.asm
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Expand Up @@ -6712,12 +6712,15 @@ LoadEnemyMonData:
jr nz, .storeDVs
ld a, [wIsInBattle]
cp $2 ; is it a trainer battle?
jr nz, .nottrainer ;if not a trainer then skip this part
;joenote - load default DVs if using "shift" battle style
ld a, [wOptions] ;load game options
bit 6, a ;check battle style
; fixed DVs for trainer mon
; ld a, $98
; ld b, $88
; jr z, .storeDVs
ld a, $98
ld b, $88
jr z, .storeDVs ;joenote - store the fixed DVs if shift battle style
;;;;;;;;;;;;;;;;;;;;;;;;;;;;joenote - going to randomly determine trainer DVs (values of 8 to 15)
jr nz, .nottrainer ;if not a trainer then skip this part
;load whatever default DVs are already there for the pkmn
ld hl, wEnemyMon1DVs
ld a, [wWhichPokemon]
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8 changes: 8 additions & 0 deletions engine/palettes.asm
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Expand Up @@ -133,6 +133,14 @@ SetPal_Pokedex:
call DeterminePaletteIDOutOfBattle
ld hl, wPalPacket + 3
ld [hl], a
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;joenote - see if SELECT button is being held to load the shiny PalPacket
ld a, [hJoyHeld]
bit 2, a ; Select button
jp z, .SelectNotHeld
callba ShinyStatusScreen
.SelectNotHeld
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ld hl, wPalPacket
ld de, BlkPacket_Pokedex
ret
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