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frlg-plus's Issues

Pokemon don't gain EVs with EXP Modifier

Setting the EXP Modifier to 0x makes the Pokemon not gain EVs at all. Thought it would be useful to EV train without levelling up but it seems that it doesn't work like that.

FAQ "Breeding mechanics have been ported from Emerald," - Volt Tackle

The FAQ isn't clear that special cases like Volt Tackle haven't been ported from Emerald (Pikachu holding a Light Ball). This may have been a design decision based on your goals for this project, but I suggest either updating FAQ or including the special cases in the breeding mechanics you've ported.

Reference:
https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding
https://github.com/pret/pokeemerald/blob/e0fae879da1b773bf90fca145e047ccdb7613938/src/daycare.c#L753

Repel Not Working as Intended in Power Plant

Not sure if this is happening in other areas.

Use Repel with a level 33 or 35 pokemon in the lead in Power Plant. You will get encounters as if you do not have a Repel, including a Level 23 pikachu.

[QoL Request] Cycle Bag in Loop

I often find myself jumping between balls and items and having to go all the way back around to get what I need at that moment. It'd be great if the bag would operate Emerald style and simply cycle in a loop. If this is outside of the scope of the mod, could you possibly post the code or an explanation of how to do it, and then I can build it myself? I compared the FRLG and Emerald code but couldn't figure it out. Thanks for reading and for all your hard work with this project!

Gym Leader Rematches Location Post-FameChecker Empty

Completed all fame checker unlocks and waited for spearow for all 8 gym leaders, but rematch room has been empty since I had lost to brock initially. Is this intended behavior? If not, can I fix this manually?

[bug] EV/IV calc keysetting is ignored in Battle Tower

In function void CreateBattleTowerMon(struct Pokemon *mon, struct BattleTowerPokemon *src) the calcOverride flag of void CalculateMonStats(struct Pokemon *mon, bool8 calcOverride) is set to TRUE, thus ignoring the keysetting of IV/EV calculation. This means putting the player at serious disadvantage if playing in IV zero or EV zero modes. If this is intended behaviour, it is not noted anywhere.

https://github.com/Deokishisu/FRLG-Plus/blob/master/src/pokemon.c#L3268

Saving after Link Battles corrupts item data

Steps to reproduce:

  1. Link with another FRLG+ and do a battle (You can also just Run for a quick Draw)
  2. After the battle finishes it autosaves
  3. Check your bag, it affects specifically the expanded slots Medicine and Held Items
  4. ???
  5. Profit infinite items

No cheats ever used and i tested it with 2 different emulators (VBALink 1.8 for PC and PizzaBoy GBA Pro for Android)

Proof:

[bug] Frozen pokemon can flee

This happened while encountering the first legendary beast (Suicune) in the Kanto overworld. I do not know if the bug is special to this case or applies to any wild pokemon. I do have a save state though where I can reliably recreate the bug.

  1. While surfing next to Cerulean Cave, Suicune encounter starts.
  2. At first turn, Used Ice Beam on Suicune, I have the first hit.
  3. Suicune is frozen solid.
  4. Suicune has fled.

[feature request] Battle Tower "151 / Gen1 Mode"

I've been thoroughly enjoying this mod so far, and I especially like the Battle Tower addition for a thing to do after completing the main story (and I haven't even discovered everything yet).

I do have a request though, as I suppose the enemy trainer parties in the tower are lifted from a table or randomly generated, to add a "151 mode" / "Gen1 mode" / "OG mode" / "Kanto mode" or whatever you want to call it, which would only allow the OG 151 pokemon to be used in battles. This probably wouldn't be too hard to add, limiting only the usable pokemon and not their movesets.

I think the Gen2 evolutions of Gen1 pokemon could be allowed too, making it a "151+ mode" or "Kanto mode" ("Only species of Kanto origin are allowed") or something like that, as it could be seen as too restricting to not let player use some mon he caught in Kanto and evolved it, only to discover in the lategame that he can't use it in this mode. That's only my opinion though, a "pure" 151 mode would also do.

Physical/Special Split

Would it be possible/worthwhile to get a physical/special split for moves like introduced in Gen 4 and on?

I realize this may be rather complicated as not only would you have to add those values to every ability, you'd have to update any code that uses its (e.g. grass) type to determine its (e.g. special) category.

You'd probably want to introduce the additional moves and update the pokemon that use them: for example, adding Giga Impact and replacing Hyper Beam on certain Pokemon.

Is FRLG+ available for iOS Delta emulator?

Hey there!
I‘m wondering if your game is possible to play on Delta Emulator on iOS. I tried to download it and implement into Delta but it didnt work.
thank you and greetings
Supsight

Team rocket admin sprites.

I'm not sure if it's already been done, but would it be possible to add unique sprites for the team Rocket admins like they have in heart gold and soul silver.

Cerulean Cave - STUCK!

The location has a serious bug, if you don't have an Escape Rope, Dig or Teleport, you will be stuck in that location forever. One of the stairs has no exit script.

Bullet Seed TM in Mt. Moon disappears despite not picking it up

Alright found a bug pertaining to the Teachy TV when you watch the Teach me about TMs now when you watch that you notice four TMs are in Primo's TM case Bullet Seed in question is in the TM Case and I think something linked to this is the cause for why Focus Punch in Silph Co. and Bullet Seed in Mt. Moon disappear as for Water Pulse and Flamethrower you get those from Misty and the Game Corner Respectively now I will provide you an SAV saved just outside of Mt. Moon with the Bullet Seed TM not picked up yet before even watching that Teachy TV episode so you can replicate the issue itself.

Link to my save file.
https://drive.google.com/file/d/12K1vPmRlEoyz2-8E5urn2VKBonW5AuZT/view?usp=drive_link

Add level limit

Hi,

Thanks for your project. I really like it.
I'm curious if you want to add a Level Limit to the system.

I really like to not overlevel my pokemon when facing a gym.

Thanks!

Pokémon Centre Music

The healing jingle that plays when you use the Pokémon Centre is the wrong jingle, and stops all background music until you leave and re-enter the Pokémon Centre.

This is specific to v1.5.0 and is working normally in v1.4.2. 1.4.2 plays the correct jingle, and the background music continues as normal - I tested using the same emulator. I am confused as to how it was changed since I didn't see anything relating to the Pokémon Centre in the changelog. Thank you.

Teachy TV Text Colour is Wrong

When you load up the TV, the text printed on screen when the man is talking is shaded incorrectly, causing it to look extremely jarring. This fixes it. Sorry, no pull request, as I don't really use GitHub enough to know what I'm doing.

Just need to change this -

static void TeachyTvInitTextPrinter(const u8 *text)
{
    gTextFlags.autoScroll = 0;
    AddTextPrinterParameterized2(0, 4, text, GetTextSpeedSetting(), 0, 1, 0xC, 3);
}

to this -

static void TeachyTvInitTextPrinter(const u8 *text)
{
    gTextFlags.autoScroll = 0;
    AddTextPrinterParameterized2(0, 4, text, GetTextSpeedSetting(), 0, 1, 0xC, 2);
}

Broken Bag Arrows

I've found two bag arrow issues at the moment, and have fixed one of them. Happy to open a pull request if you're interested. As for the other issue, I can't seem to find a decent, non-jank fix.

Issue 1 - If you try to sort a pocket with no items or one item, and it triggers sText_NothingToSort, the arrows will be redrawn on top of the arrows that weren't cleared. Do that enough times and then change pockets, and it'll crash. I've fixed this one.

Issue 2 - When you try using an item and it triggers gText_OakForbidsUseOfItemHere, for whatever reason, the left bag arrow breaks, but when you scroll you can see the arrow briefly flickering in to existence before disappearing again. This also happens when you select an item to move up or down in the bag list and then finish that action. This also happens when selling something in the shop and finishing the sale. It seems to be when the bag pocket has an action and then is forced to reload itself.

I've fixed both now. Let me know if you want the fix commits.

Thanks for reading, and as always, thank you for the effort you've put into FRLG-Plus!

Backpack Broken, Unusable Items

When I open my backpack, there's empty pockets in "Key Items" and "Held Items." My Pokeballs are held in "Medicine", and my "PokeBalls" pouch is holding my Old Rod, S.S. Ticket, and VS Seeker. I cannot use my Old Rod, it gives me the option to "GOVE, TOSS or CANCEL." I cannot USE it, nor can I REGISTER it, so I am completely unable to fish!
20240326_233105

Daycare Man movement can trap player if egg is generated when player is in the tile directly in front of him.

This isn't possible in the unmodified Fire Red because he doesn't move until you leave the area.

Repro steps: have two compatible mons in daycare, walk/ride back in forth in front of daycare, if Daycare man generates an egg and moves when player is front of him, he steps forward beyond player, then when speaking to him to accept/reject the egg, he steps back onto the player, if the player moves backwards into fenced area, he/she then becomes trapped.

Screenshots:
Pokemon - FireRed-LeafGreen+ (Deokishisu) v1 4 2-220522-182642
Pokemon - FireRed-LeafGreen+ (Deokishisu) v1 4 2-220522-182740
Pokemon - FireRed-LeafGreen+ (Deokishisu) v1 4 2-220522-182826

Altering Cave

I have a suggestion would it be possible to change the script of the altering cave so that when you enter it picks a random value between 1-10 and loads the corresponding encounter table? I know it's possible to do with binary hacking.

Better yet maybe you could make it so every time you enter the cave It increments the value by one and then when it reaches 10 it loops back to 1 again This would make it so you have access to every single encounter table in the altering cave.

That way the other nine encounter tables don't go to waste. I think this would be really cool and I'm pretty sure the pokémon are legal.

:)

./build.sh fails on newer Macs, home brew workaround successfully sidesteps - could incorporate into install file

When building agbcc on a newer MacBook the following error is thrown after ./build.sh is run as listed in the installation file

"warning: passing arguments to a function without a prototype is deprecated in all versions of C and is not supported in C2x [-Wdeprecated-non-prototype]".

@ForTheRepublic1 highlighted this issue in the agbcc discord and @the spirit of pikalax offered this work around

brew install gcc
CC=gcc-13 ./build.sh

I was able to successfully build using this work around and think it would be a helpful update to the installation file. Further, while the steps imply that agbcc and the source code directory should be within the same folder as opposed to agbcc being cloned INTO the game directory. A dumb mistake on my part but it could be helpful to say up front that agbcc will be cloned into the parent directory and after installing agbcc into the relevant game you can then navigate to it to make.

Your instructions and work more generally are already extremely well written so apologies if this feels like I am suggesting otherwise. I'm am glad pikalax's work around solved this issue, I can't wait to start playing

Best,
RJS

Key system to change version

Sorry for the noob question.

How can I access the key system and change the game version?

Pressing the L trigger just pops up the usual help menu.

Thanks!

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