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Touhou Puppet Play => Creative Conundrum => Fan-made hacks => : Neotornado September 02, 2014, 01:19:16 AM

: Touhoumon Tweaked Version (Version 1.15 is out!)
: Neotornado September 02, 2014, 01:19:16 AM
~Edit~ Version 1.15 is out! Starter triangle has been added back in.

After nuzlocking touhoumon hacks for quite a while, I noticed that I was tweaking some of the 1.5-based hacks to serve more more interesting runs. Eventually, I wondered if I could "tweak" an entire hack into existence. So a long time later, I ended up tweaking lobsterhime's 1.5 port into oblivion, and ended up with the hack I'm presenting right now.
So... What's new with this hack? Well, this hack is intended to be two things. First, a spiritual successor to touhoumon emerald AE's "1.5-styled evolutions in a 1.8-styled typings" deal. The other was to have a hack to help newer players bridge the gap between the 1.5-based hacks, and the 1.8-based hacks/fangames. As such, it also features the 1.5 evolutions/1.8 typings system that AE had... kind of. As with any good hack, the Physical/special split has come along for the ride, along with most of the moves from 1.8 as well.

And of course, here are the lovely features that this hack brings to the table:
Spoiler
~Alternate evolutions! Expanding on AE's idea of the transcended puppets, every single puppet has one "Alt" form, which play very differently compared to their normal forms. They can be accessed by using a mystery shard on a puppet's middle evolution stage. Almost every puppet has an Alt form, and most of the exceptions don't even have Ex forms. Even minor characters like shizuha and meira get Alts! There are five mystery shards during the main game, and more can be bought during the postgame. Some puppets also have other forms, such as advent and PC98 forms.
~Your starters this time around are mostly 1.5 starters, with Reimu and Marisa reprising their roles; but Sakuya has been replaced with Kokoro in order to form a Faith/Reason/Heart triangle. Thankfully, unlike vanilla 1.5, the game dosen't drastically favor one starter over the other, so feel free to pick whichever starter you want.
~The scripts have been edited heavily, so NPC's only mention pokemon when it's contextually appropriate. Otherwise they'll refer to puppets and touhou-ish things. Additionally, some very important scripts like move descriptions, pokedex entries, and even the type chart have been edited to be fully accurate. There have also been mass decapitalizations, so NPC's no longer shout their important lines at you.
~The type chart has been edited from the 1.8 chart to bring three new types to the table! The first is wind, which is now separated from both electric and flying. The second is fairy, brought over from Kalos and modified to fit Touhou's fairies a bit better. the final type is dragon, carried over from 1.5 and is just as rare as it was back then.
~New gym leaders! While their personalities are nothing exciting, They provide for a fresh Kanto experience as you have to deal with whole new gym types. Giovanni is still around doing his earthly thing, however, and there are reports that Sabrina is still somewhere in the region.
~New puppets! Many puppets have been added into the game compared to 1.5 vanilla, such as every puppet added from UFO to DDC, as well as a few other puppets such as Rinnosuke and the Watasuki sisters. All of these puppets, along with the PC98 puppets, are available in the maingame.
~Tasteful difficulty! Like touhoumon purple version, gym leaders and important trainers in this game focus more on playing puppets to their strengths, as opposed to overwhelming you with bloated BST's or throwing out puppets that don't share the gym type at you. While this hack isn't as hard as purple, it's about on-par with some of the harder pokemon games. Well, the post-game kinda goes a bit nuts with the difficulty, but it should be nothing that you can't handle by that point. A hard mode patch is also included if you feel like the main patch just isn't challenging enough.
~Reusable TMs! Just like the later pokemon gens, TMs can now be used as much as you like. Feel free to add a bit of diversity into your movesets without having to worry about losing a TM forever!
~Help is in the zip! Various files have been included to make your life easier as a player. These files contain things like wild locations, trainer levels and type specialties, and even a list of the fully evolved puppets in the game and their stats!

Of course, while these features are nice, they are just empty bluster without any proof to back them up, so here's a picdump to prove that I can hack a 10-year-old game.
(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap%201_zpsktskp6iw.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap5_zpscfn46w6h.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap%203_zpstqynarbk.png)
(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap17_zps91aa90ed.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap8_zpssuzmdiiz.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap%2010_zpsw8tmfisa.png)
(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap15_zpswsihagp1.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap%2014_zps67ncvdxb.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap%2013_zpsayd5wp4b.png)
(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap15_zps2d390f2c.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap21_zpsb25dc7d8.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap12_zpsot1izq4g.png)
(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Screenshot%201_zpsznalqe4f.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Screenshot%202_zps9vjxxcbm.png)(http://i151.photobucket.com/albums/s126/GENISESOWNER1/Cap18_zps8408fca2.png)

The hack can be downloaded Right here (http://www.mediafire.com/file/a5u7h66d03fn1ix/Touhoumon_Tweaked_%28Mar_27%2C_2017%29.zip)
The current version is what can best be described as an "unstable, but finished release", but there will be bugfix patches in the future in case some major bugs get discovered, as well as some new mode patches to create a more varied experience.
Older versions for anyone who's interested:
Spoiler
Pre TDDC patch release (http://www.mediafire.com/download/ry5w1mt5rokf5bx/Touhoumon+WIT+Version.zip)
Thanks goes out to...
Game Freak, for creating pokemon. Without them, we wouldn't even have this series in the first place!
And on that note, Hemoglobin1AC, for starting touhou puppet play in the first place.
ZUN, for creating touhou. Without him, we wouldn't have a fantastic shooting series with fantastic characters.
Lobsterhime, since I did use his english port of 1.5 as a base.
ExSariel and Agastya, for creating Touhoumon Emerald AE, as well as being cool in general.
DosentKnowHowToPlay, for helping me out with a lot of hex-related things. His physical-special split patch is also used in this hack, as is his IV viewing patch.
Spyro, for providing a few backsprites.
SoulfulLex, for providing ideas for a lot of the extended attacks.
The rest of the Touhoumon shoddy chat for "helping" me out with a few ideas and providing a few suggestions.
The waflas station wagon, for helping out with the playtesting.
Gamer2020 and 0xRH for creating GBA pokemon game editor, which greatly simplified the editing required
HackMew, thethethethe, denopqrihg, ZodiacDaGreat, mewthree9000, Darthatron, LU-HO, loadingNOW, linkandzelda, userpr, Jambo51, JPAN, Kawa; all for contributing to the GBA pokemon game editor
Bulbapedia, for providing useful information during the hacking process.
Tohofes, for providing some of the alt form sprites, as well as some of the sprites used in the 1.8 sprite patch.

Some issues with the hack, color coded by how much they impact the game:
The E4 showdown pictures show the wrong sprites.
All of the out-of-dex puppets share cries with AltAlice
The postgame only has been edited to include the extended puppets on hard mode, so nobody uses any of the new puppets in the postgame of the main patch.
Some of the egg moves are still normal pokemon egg moves.
CMarisa has no cry. Her evolved forms have their proper cries but hers is just silence for some reason I can't figure out.
The sprites during the credits are also mostly wrong/glitched.
The sprites from the intro have the wrong palettes.
The pokedex is somewhat glitchy. Entries are unlocked almost at random and looking at one glitch entry at the end of the dex will crash the game.
The cable center on 4 island may or may not let you leave when you are done. I'd save before entering myself.
Eggs crash the game when viewed in the party. They can be dispensed in the PC, and hatch normally. The Kin Island Egg Shop and the four island daycare have been blocked off until this glitch can be fixed, so eggs are unobtainable in the current version.
The current version still needs to be edited a bit (mainly for the Kusanagi fix as well as potential future ability changes) so please report any bugs you find while playing.
: Re: Touhoumon WIT Version (WIP: First release!)
: joshcja September 02, 2014, 02:00:34 PM
Nifty idea I'll give it a try
: Re: Touhoumon WIT Version (WIP: First release!)
: andaltmorf September 12, 2014, 10:47:10 PM
Giving it a shot. Got a Sassy Suika for a starter, so things already look entertaining. I just hate how 'late' you get the Running Shoes in FR/LG compared to in RSE. I can deal though.
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang September 14, 2014, 09:52:15 PM
Will try after I finish doing somethings on the purple frontier.

Did you had enough spaces for TD and DDC cast, or it is only up to ufo? I know the 2 sprite limitations of TD and DDC, but I think it would be cool.
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado September 15, 2014, 02:14:23 AM
Only up to UFO, sadly. (double spoiler, technically. Hatate's here.) Mainly due to the pokedex limit. I'm sure I could find more sprites for the TD/DDC cast on pixiv/toufools (or however you spell that website) I'm considering tinkering around with that in the future though.

As for the running shoes, that's also a thing to look into. I can probably make the old cirno man give them to you. (he gives a lava cookie in the current version.)
: Re: Touhoumon WIT Version (WIP: First release!)
: chaosakita September 16, 2014, 01:12:53 AM
Only up to UFO, sadly. (double spoiler, technically. Hatate's here.) Mainly due to the pokedex limit. I'm sure I could find more sprites for the TD/DDC cast on pixiv/toufools (or however you spell that website) I'm considering tinkering around with that in the future though.

As for the running shoes, that's also a thing to look into. I can probably make the old cirno man give them to you. (he gives a lava cookie in the current version.)

Have you thought about expanding the Pokedex? There are tools out there that will allow you to increase the number of Pokemon in the game.
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado September 16, 2014, 01:20:10 AM
Funny thing, I have the tool required to expand the dex and I'm currently tinkering around with it. Even so, Kokoro would be top priority to add in. probably as a heart/steel-type. (I don't know where her ghost-typing on the shoddy server came from, with the possible exception of a "all Tsukumogami must be part ghost-type" mentality) After that would be TD/DDC, and after that, adding tori and evil eye/midboss mirrors. (and possibly noroiko and the PC98 midboss with the awkward name)

The main barrier to it would be me not understanding hex enough to insert them onto a trainer and as wild encounters. but I'm pretty sure that I can figure them both out. (okay, I might need help on the latter.)
There's also the option to just move some of the alts into the expanded slots, which should work out fairly nicely for the wild encounters. (but it still leaves the trainer issue, but I think the hex for it should be easy to understand.)

Okay, I'll make a list of the puppets I'm able to find 4 sprites for. I'll probably have to scratch the menu sprites, though.
Spoiler
After an extensive search, the puppets I couldn't find four sprites for are...
Kyouko
Yoshika
Seiga
Tojiko
And Kokoro (her pallet is a nightmare to work with)
if anyone wants to help me find sprites for the puppets I couldn't find sprites for, I'd greatly appreciate it.

Other changes I have in mind besides the pokedex expansion include changing the title screen, and changing alt meira's stat spread. (since it's a bit too much like regular ExMeira at the moment)

*edited again* Updated the list! Still missing a few sprites, though.
: Re: Touhoumon WIT Version (WIP: First release!)
: Spyro September 17, 2014, 12:56:53 AM
A word of advice, don't expand the dex until you know for absolute certain how many Puppets you're going to add in, as expanding more than once in a rom
is usually impossible, and when it is, causes problems.
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado September 17, 2014, 02:39:44 PM
I added about 20 more puppets then I needed, actually, which should free up space in case I need to add more.
Either way, still looking for sprites for kyouko, yoshika, seiga, tojiko, Seija (no offense, but the shoddy sprite's kinda crap.) and kokoro (well, insertable in her case. most of the ones I found for her had way too many colors for the 16 color pallet)
: Re: Touhoumon WIT Version (WIP: First release!)
: Spyro September 17, 2014, 08:17:43 PM
I'll be adding 2 Kokoro forms into a ROM of my own pretty soon, so I'll be touching up the palette so it is 16 colors. When I do, I'll post it here and you can use it. :)
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado September 17, 2014, 09:44:45 PM
That would be very useful! I touched up a few pallets myself, actually, I might as well post them in the sprite thread.
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 02, 2014, 08:42:34 PM
Do you know any tool witch I can see if a move is phisical or special?

There are some new moves I'm still curius about if they're phisical or special
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 03, 2014, 04:35:38 AM
I generally use the attack editor included in PGE. (pokemon game editor, link below) it tells you whether an attack is physical, special, or a status move. I'll probably add a bit onto the move descriptions to indicate whether it's physical or special in the next update. (since I can't figure out how those physical/special icons work at the moment)

The TDDC update is still in active development, if anyone's curious about it.

Spoiler
http://www.pokemonhackersonline.com/showthread.php?t=15211-Pok-mon-Game-Editor-3-0 (http://www.pokemonhackersonline.com/showthread.php?t=15211-Pok-mon-Game-Editor-3-0)
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 03, 2014, 10:02:29 PM
And about the moves, some have a weird yellow arrow and misses like half of the move description.

Well, I finnally got the lucky egg, I shall continue playing. So much time without playing old themed hacks I forgot how much I get sick of lunate elf and doll judgement arranges.

Anyway, the move tutors I've seen are like vanilla fire red, or can somehow teached to more than one puppet?

I got a quiet yuka and strawberry cross looks sooo temping...
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 04, 2014, 02:18:19 AM
Yeah, that's mainly just a silly glitch. thankfully it's easily fixable. (what moves are affected by it at the moment?)
Most of the move tutors are gone, with the exception of the substitute tutor. (which functions like it does in FR/LG) The move tutor is more-or-less the move relearner, who is located in celadon. (requires surf)
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 04, 2014, 07:59:31 AM
Oh, so Strawberry cross was just a coincidence. Well, Yuuka still has other strong moves
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 07, 2014, 12:44:42 PM
I've found a quite bug.

When interacting with genji and waking he up, the game doesn't response.
you have to press L or R to bring the help menu, and after exiting the help menu, snorlax cry plays and the battle starts

Also, the evolutionary line of Mitori, doesn't learn any TM or HM, according to the tools I'm using.
this seems a bit weird for being intended.

the moves with the arrow and half the description missing are most status moves.

as far I've seen:
-amnesia
-scary face
-growl
-harden
-bubble


But I have only a few catched, so I can't tell a lot.

ALso, the music that should play when you encouter the rival doesn't play.  the music when a NPC moves you around, like the one at the start when oaks brings you to the lab, or the guy that guides you to the petwer city musseum.

AH. just checked the sign in front of said musseum says nothing
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 07, 2014, 02:59:10 PM
Huh. I dunno what to do about the music glitches, sadly.

Mitori's was probably just me forgetting to do that.

Anyway, thanks for the reports! I'll make sure to fix what I can. (and check the genji event)
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 08, 2014, 09:51:12 AM
More reports:

the locations file is wrong. there is nowere to be found in Nature preserve area 4 Reisen II and Rinnosuke.

But I love I could get there youki, I was already thinking I had to stick with meira until Victory road.

Cole tells you he gives you the TM 45 will-o-wisp, but TM45 contains nature power. I have 2 of these now.

there is a pair of birdkeeper with 2 misspeling erros.

the one with the Nue at route 14 tells about the ancient mirages, but misspells kikuri and says "Kikrui"

And other birdkeeper in route 14, the second one of the far top left, says "birdss"

Just defeated fuchsia city. went to the move relearner.
Oh god. that screen is graphically fucked. I'll post a screen later, I'm from a flashcard on my 3ds
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 08, 2014, 02:58:40 PM
well if you need other steel-types, there's youmu (at the prisim tower), yumeko (safari zone), and komachi (a lot of water routes)
The locations list is pretty old, so I do need to update that.

As for the move relearner, that's one of the few I did point out on the main page, don't really know how to fix that one, sadly. (it glitches out in VBA as well.)

Still, thanks for all of the bug reports!

*about an hour later*
well I'm stupid. managed to fix that one in an hour. hopefully I didn't break anything by doing so.

Didn't see anything wrong with the genji code from my script editor, might just be the 3DS emulation, I'll do another playthrough myself to check. (that's important, since the way you reported it makes me thing that a soft-lock would occur if you didn't have help mode on)
While the TDDC patch is still being worked on, I'll release a bug fixing patch of the current version sometime today. (also, from what I can tell, it wasn't even possible to obtain Chibi VIVIT in this version, according to my locations guide. She's been added to the safari zone)
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 08, 2014, 07:19:38 PM
No, I mean, youki is found in the nature preserve 4.

instead of Reisen II, Rinnosuke, and dolls, there are Chibi reimu, chibi marisa and youki. And Chibi shingyoku has the rate of dolls.

And I love youki. It doesn't have swords dance, but is pretty nice (I think he's fast enough, tailwind doesn't bring him much)
Komachi is pure water, both Ex and A.

And I think Vivit is avaiable in the casino for 9999 coins, I haven't fully checked it as I don't have the money, but the screen says  VIVIT and then ask if you want CVIVIT.


Also, a strange oddity, but maybe intentional (just curiosity): In the last floor of the SDB, on the basement floor where mima is found, there is supposed to be wilds, but in the map says the encounter rate is 0/255 So no puppets can be found walking, neither using nature power. But all the puppets have the lv 30, so it is odd.


Edit: tried to battle the other genji without help. Nothing happens. the water animation still flows, but keys don't resond.
I left the 3DS open while writing this and the battle suddenly starts

I'm trying both with acceleration and normal speed.  Seems kinda random. (it starts faster with the acceleration activated, but might be a fixed time)


I should save the .sav in my computer and see if VBA does the same
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 08, 2014, 11:52:09 PM
ah. The CMarisa and CReimu are both gone and replaced by something else, and the readme has been fixed on the others.
As for alt komachi, I thought I made her part steel... I'll fix that in the bug fixing patch.

and oops I'm dumb on the vivit thing.
As for the basement thing, yes that was intentional.

I dunno how things work on 3DS emulation, to be honest. XD
: Re: Touhoumon WIT Version (WIP: First release!)
: Wrulfang October 09, 2014, 10:38:50 AM
Well, is technically not a 3ds emulator, is a flashcard playing in a 3ds.

Is a supercard DSTWO, and the emulator is TEMPGBA.

BTW: more reports.
Protect is described as in vanilla, (like detect works in this hack or purple,) but has the Cosmic power effect.

Trash is described as in vanilla too, (2-3 turns, then confuse user) but has recoil damage. It is ok, ARemilia has a chunk of health, even if ERemilia is the one who gets Roost. I like ARemilia because cooler sprite, at least back one, and seems nice with tailwind.

(anyways, she's going to get giga impact once she gets it.)

Also, I see X special (I think it was that one) has another oddity with the arrow, like some status moves, but this one looks like just run out of text.

BTW I got Reisen II as freebie on silph, so rinnosuke is achievable somewhere (I have seen trades too.)


Edit: just found a silly bug. When exiting the house at cape brink, where a fisherman gives the master rod, instead of appearing outside of the door, you appear in the middle of the top lake, surfing.

Not sure how it works if you don't have any surfer as I can't deposit ENitori. At least the map didn't crash or some shit, the last time I tried movin warps I end up fucking the map, but that was in pokemon blue and with classicmap.

Just checked without ENitori. Nothing additional happens.
Wheh, I though I had to do all the meteorite things to restore the PC, I didn't know you just had to visit the 3 islands
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 09, 2014, 03:53:52 PM
Ah. I'll fix protect, thrash, and X-special.
Right now, rinnosuke is available at cape brink, but I'm also adding in a trade for him.

I'll look into that glitch. and yup, you only have to visit 3 island for the centers to be back up. I forget if you have to go into the game house on 2 island for it to count, though.
: Re: Touhoumon WIT Version (WIP: First release!)
: Neotornado October 21, 2014, 05:29:06 PM
okay, after some discussions on the shoddy chat, I've had kind of a drastic idea to put in the TDDC update.
Namely, splitting up the wind typing into electric and wind. the latter of which will become a new type, and the wind in the current version will become electric. Of course, some puppets will go to one or the other, like sanae going to wind and marisa going to electric. This wouldn't bee too hard to implement, but I'd like some thoughts about it before I go full-throtle with it.

As for the TDDC update, it's coming along neatly. all that's left is the TD puppets and various bugfixes/playtestings.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 08, 2015, 06:55:26 PM
Neo here, finally updated the hack with the new puppets from ten desires and double dealing character, as well as a few other new puppets! The main game has also been drastically altered to account for the presence of the new puppets and types. Feel free to give the new version a spin, but a quick word of warning: Saves made in the old version of Touhoumon Tweaked are incompatible with the new release.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: ZephyrValgale May 10, 2015, 06:41:00 PM
Since I've played through to the third gym, let me give my initial impression of the new version.

This is one of the best hacks I've ever played, hands down. I feel that you nailed normal mode's difficulty - challenging, without any real roadblocks or silly earlygame superbosses.

That said, I do have a few minor nitpicks.

- The glitchy dex, though that's a known issue. It trivializes the owned requirement for the EXP. Share - again, probably a known issue.

- The soundtrack. It's comprised of the low quality midis that made up 1.5's soundtrack. Not faulting you for that - that's probably how lobsterhime's port came, and a relatively minor thing.

And that's about it, really. A known issue, and a feature of the original base. At this point, I'll keep playing, and get back to you after the E4.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 11, 2015, 12:20:19 AM
I've had quite a few people call out the soundtrack and to be honest, I'm considering removing it in favor of FR/LG's music. Either way, the dex-required items aren't too much of an incentive for me, as if I had my way completely I'd just make them free.
Still, thanks for the response! I tried to make the difficulty modest compared to purple and UnNamed, and I'm glad that seems to be the case!
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: ZephyrValgale May 11, 2015, 03:39:41 PM
What irks me about the replacements is not that music was replaced - I personally don't mind when a hacker replaces songs - but rather, the quality and consistency of the replacements. If anything, I'd advocate taking that expanded music table hack Derx provided and transplant some of the songs within to Tweaked, but I can live with reverting the soundtrack to vanilla FR.

At this point, I've cleared Silph. Game's still challenging but fun, and I'm looking forward to endgame.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 11, 2015, 05:06:57 PM
That's also an option. I'll see what I can do. I'll work with it for the next release, since there are a few hard mode exclusive bugs that need to be fixed soon.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: ZephyrValgale May 11, 2015, 07:19:49 PM
'S cool.

Just one more little nitpick, and I'm gone until postgame.

- For some of the two word move names, the second word is not capitalized. The one that comes to mind is Wing Attack -> Wing attack, but there are others.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 11, 2015, 08:18:46 PM
Had that one pointed out in the shoddy chat earlier, as was a great typo on one of the route 25 trainers.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: ZephyrValgale May 12, 2015, 12:57:21 AM
I've hit postgame, so have some more rambling. :P

First off, typoes and other such textual miscellany. Maybe I'll even mention something the folks on Shoddy missed.

- Giovanni's ETenma hit me with an Areoblast. I think you meant to type Aeroblast.

- Oak gives his little rival admonishing speech twice before you enter the hall of fame.

- A few Puppet names are not capitalized in the Saffron gym quizzes.

But in spite of the typoes, glitchy dex, and a low quality rendition of Love Colored Master Spark, this was a blast to play through and stands as one of the best hacks I've played, period. Kudos to you, Neo.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 12, 2015, 01:28:31 AM
also got the aeroblast one when I got the other typs, I'll look into the other two.

and thanks! hopefully I'll have the music/typo fix patch out later this week. ;)
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Wrulfang May 13, 2015, 04:05:52 PM
I guess I shouldn't aks about bakward compatibility with older saves.

anyways, going to try this again.

did you changed the help menu matchup table?

Okay, I downloaded the zip, the how to patch file talks about the alternate forms patch.
Also, the hard patch is basically like the hard mode on BW2, right?
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 13, 2015, 05:30:08 PM
that's the intent at least. it's in-between that and touhoumon purple in terms of difficulty.

Also added a poll since some people have suggested changing the music, but I'm not sure what to change it to. I do like some of the tracks in there but they are all still midi versions of touhou songs.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: ZephyrValgale May 13, 2015, 06:50:54 PM
Went ahead and voted for the closest thing to my suggestion.

Pulling an Aichi and using MP3s/WAVs for the soundtrack is just silly. I don't think the GBA could even support music of that quality.

Keep the midis. Just... change them to something higher quality. For instance, there is a version of Love Colored Master Spark in the base I mentioned last time that isn't a low quality, 30 second loop. There's also a version of Mystic Oriental Love Consultation that I think works as a wild battle theme.

Really, take the base, the list Derx provided with the base, the calculator application that comes with every Windows install ever, and open that sucker up in Sappy. Then take a listen to the various songs, and pick which ones you want to make up the soundtrack. (You need the calculator because Sappy, by default, reads the song number in decimal, while the list, which was made to work with AdvanceMap, lists the song numbers in hex.)

Edit: If you choose to go that route, you'll need a clean JP rom for the base.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Wrulfang May 13, 2015, 08:21:30 PM
the intro trainer sprite is somewhat fucked for both choices, at least look good in the trainer card.

Also couldn't manage to change the nature of the starter, and Yape and similar simply crash.

How much data did you move across the rom?
I had to RNG the damn starter.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: ZephyrValgale May 13, 2015, 09:08:09 PM
A lot of stuff got moved around. You'll need Karatekid's tool to check mons. When it asks if you want to search for the changed offsets, use these values.

Number of Mons: 535
Number of Moves: 400
Number of Types: 27

Everything Else: Leave as Default.

Edit: And yes, I know this from experimentation.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 13, 2015, 09:18:18 PM
I've actually been looking on the expanded patch for some songs and most of them are either stage themes, or well, midi love-colored master spark quality. However, I did find a few gems that I' probably going to debate over tonight.

Also, yape will crash like that. I'm using Gen 3 Suite (http://www.pokecommunity.com/showthread.php?t=320113) for tweaked, and I HIGHLY doubt there's a save editor that can work with the different save files. (which isn't saying much since I can't find one that works with normal romhacks as it stands)

As far as moved data. The simple answer is "a lot". If you want to I can send you over the INI files I'm using for G3 editor and wichu's sprite editor.

Also, number of moves can be 511 as well. that's what it is on mine.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado May 14, 2015, 12:31:14 AM
Okay, currently debating on the music choices. I'll update this strawpoll link in this post for each choice, as well as the results of each poll.

Current Choice: Wild battle theme! Currently the decision is between "tiny, tiny clever commander", "dichromatic lotus butterfly", and "mystic oriental love consultation"

Feel free to vote here! (http://strawpoll.me/4354257)

Round 1 was decided! The remix of hoenn's gym leader theme and Fate of Sixty years won! because anything that is not emerald clearly is not emerald enough.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Wrulfang May 14, 2015, 10:14:23 AM
For save editor, with A-Save I'm at least able to see the data, so I can calibrate frames in the RNG machine

However, further editing and saving renders the save ruined.


The GenIII suite work wonders. Since advancedmap seems to work I guess I', be able to RNG more stuff.
Is more rewarding to wait to get a good one though RNG that try to get a ton of dissapointments


Also, wondering if you will add/is already added/you have planned a way to reset EVs in the game, like Emerald berries or the incubator

Weeeeeeeeeird bug. I was RNGing a Cmomiji in route 22, after sticking with the first good result, because I was getting tired and the males there are far more rare than 25%, and I can't specify that to the RNGreporter, so I guess I'll stick with this momiji and maybe try it again later at route 6.
However, not sure if I fucked the save, the rom or something, but trying to view CDaiyousei status screen returns a blackscreen, the music keeps playing and I have to reset to get out. If I select other party member, then changing to Cdaiyousei screen, instead of a black screen I get the status screen but without the sprite. Still freezes.

However, this doesn't seem to happen in the TempGBA emulator on my flashcard, but it does in 2 of the VBA I have tried in my computer. However using an old save with CDaiyousei just at lv11 instead of 15 doesn't freeze at all...
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 10, 2015, 02:16:38 AM
Late on this, but males show up at about a 3% rate.

Regardless, I've gotten everything working, and I'm going to go through the game one more time to make sure everything's still working with all of the music I've put into it. However, one thing's still on my mind. Namely, should I add reusable TM's into the game like in gen V & VI? I found that in my runs I rarely use the earlygame TM's out of fear of wasting them. However, I get the feeling like this might not matter much in a casual run, so I'm just wondering if it's something I should try out or not.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: animeloverxX93 July 10, 2015, 10:05:22 AM
I'm actually the same, on one hand, I want to have a nice moveset for my party, but on the other one, it feels like a waste teaching a TM to a puppet.
If this was a Pokemon hack (focusing on Pokemon), I would say don't make it infinite uses, but since this is Touhoumon, teaching TM's infinitely will be incredibly useful and allow to set up your party more properly.

I'd say, try it out with reusable items for now; let's see how others will respond. :)
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: SoulfulLex July 10, 2015, 02:27:39 PM
Reusable TMs definitely takes the worry out of using up unique or otherwise very useful coverage moves. I say go for it.

...and if you really want to, make TMs one use only in Hard Mode. :)
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 10, 2015, 05:29:44 PM
okay I'll head forth with the idea, although making it one-time use in hard mode only is an interesting idea.

Also noting that due to the way the TM's infinite TM's work, I can't have any of them be buyable. In which case, a few TM's will be moved. (almost all of them to later parts of the game. The Mana Burst TM will also be moved so Tatakai dosen't become a complete pushover.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: animeloverxX93 July 10, 2015, 06:40:09 PM
Btw, please make the puppets being used in the normal and hard mode versions equal to each other; you mentioned that some puppets will exclusively be present in the hard mode version of the game, but it would be nice to see the hacks being on par with each other, baring in mind that the hard mode version is just... well, harder, in terms of difficulty, but not puppet diversity.
Just a suggestion whatsoever. :)

Also, I had this random thought, not sure what you think about it, since it's your hack and stuff, but what would you think if marts are being revised to sell actually useful stuff and make the TM's that you can purchase in marts be placeable items scattered through the entire region?
For example, you could replace the TM slots at Celadon City Market with shards, assuming you intend to follow a similar concept like Touhoumon Purple.
If you happen to plan making an additional region like Aichi did (despite the... questionable quality of that region, let alone the route to get to it), placing the TM's from Celadon as placable items would make it easier and allow to not break things during main game (I guess some TM's might be a bit OP otherwise).

Then again, it wouldn't fulfill its purpose to be a tweaked version and would be more like a hack on its own, instead of something that is meant to be an improvement.
But maybe, my suggestions deliver you food for thought nontheless, can't hurt telling what's on your mind after all, right?
I don't know, just random ideas.
Keep up the good work, will be looking for the next update. Hopefully, you are able to eliminate some of the aforementioned glitches, especially the Pokedex one.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 10, 2015, 08:36:52 PM
At the moment I think there's exactly one change in availability in hard mode at the moment and that's in treasure beach. (either kogasa or kana are more common at the cost of raiko going from 10% encounter rate to a 5% one) Outside of that one change I think I dumped that idea.

To be honest, most of the useful stuff at this point is either too useful to be sold in shops, or it's already being sold somewhere. The TM's are scattered around the region though, and none of them are hidden items. As for the stones, 4/5 of them are at the game corner and the mystery shards are supposed to be rare. I did move one of them earlier in the game though. (the victory road one got moved into the safari zone)

As for the Pokedex glitch, sorry to be cynical on this but I highly doubt I'll ever be able to fix that, considering that I'm not 100% sure about how that area works in general. Thankfully the tohodex and the encounter maps hopefully provide the same uses that it would have, despite not being accessible in-game.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Wrulfang July 13, 2015, 01:42:35 PM
The reusable TMs looks nice, that means you could add more stuff for the celadon mart, and add some items instead on the casino. I would bet for relative useful/competitive items like leftovers/choice band, or pinch berries

Also check about the TM10, as is got from pickup.

I just had an idea for the celadon mart TMs. Put the Hoenn balls there. I always get frustrated because I can't get these balls on fire red legally
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 13, 2015, 04:59:31 PM
To be honest, choice band is kind of  too good to have in the maingame, as it would trivialize a lot of stuff. The leftovers is somewhere, but it's lategame. The pinch berries are going somewhere as a result of this, though.

As for TM10, already figured that one out and got it, and for the pokeballs... uh... those HAVE been at the Celadon Dept. Store for a while now. XD (They replaced the evolutionary stones on floor 4)

Overall I'm at gym 5 and I've already found a few things I need to fix. I'll continue updating the next time I have a time where nothing's going on in-game.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 16, 2015, 02:03:37 AM
okay, serious question here.
Does anyone have any problems facing [inspoiler]Umber's ExSeija[/inspoiler]? Every single one of my runs it's always acted like a complete idiot. As in, "spamming mind bomb on my EXELLEN" levels of idiot. Is this just a problem when I fight it or is everyone having this issue? I may need to revamp it's moveset/nature spread if it's acting this stupid for everybody.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: animeloverxX93 July 17, 2015, 02:46:35 PM
I guess I expressed myself a bit unclear.
You said:

''The postgame only has been edited to include the extended puppets on hard mode, so nobody uses any of the new puppets in the main patch.''

So, does that mean that ''extended puppets'' are not available in postgame using the normal version of the game?
Because that wouldn't be cool, bro. :/

Also pertaining your question, sorry that I can't help, but I'm busy with RL stuff.
I'm having good chances to finally start working and make my apprenticeship in a bakery, so I'm rather busy.
I haven't played Zeph's Touhoumon Blue version either since the time I've posted my findings and for the time being, I've gotten kinda bored from playing Touhoumon (though this happens occasionally, I'm always coming back to it sooner, or later), so I will be coming back to it soon-ish, I guess.
How far in your game is this specific thing you would like to point us out for you?
Since it's ''EX'', I guess relatively late.
I would have to start right from the start, so it would probably take a while anyways... sorry I can't lend you a hand here just now, it's bad timing on my end, I guess. :/
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 17, 2015, 06:42:03 PM
to be honest I haven't edited the postgame wilds much in either version, since my main focus is on having the maingame work properly before I start messing around with postgame content. Every puppet except for Sariel is still available in the maingame, however.

Anyway, Umber's gym is gym 7. After discussing it in the shoddy chat, seems like we agreed that the AI does not know how to use [inspoiler]Mind Bomb[/inspoiler] properly, which is what's causing that particular puppet to derp up whenever it's fought.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: animeloverxX93 July 17, 2015, 07:44:07 PM
I can see where you are coming from.
To be honest, what makes me worried the most are the glitches you've mentioned in the OP, especially the Pokedex one.
I was already thinking about asking around if anyone knows how to fix this, but meh... doubt anyone would help anyways, or be any help to begin with. :/

Darn, I should check out the shoddy chat more frequently then.
Have you come to a workaround or temporary fix for the time being?
Shanks told me on Youtube that it's really hard to mess with the AI, so I wonder if there can even be something done about the situation.
: Re: Touhoumon Tweaked Version (Version 1.0 is out!)
: Neotornado July 18, 2015, 07:56:10 PM
yeah, tweaked is a pretty buggy game. I've added many things in the ZIP file to fill in the gaps where the pokedex normally provides (such as locations, base stats, and a type chart) but it's still nice to have those things accessible in-game. At the moment the pokedex does not crash unless it loads up one specific entry of something that's not supposed to be in the dex anyway. It's normally not encountered in-game but for some reason the glitch makes it accessible. The name's a giant glitch itself so that's a dead giveaway.

As for the AI, the simplest solution would be "remove mind bomb" which is pretty easy. :p I'll still need to find another coverage move for the [inspoiler]ExSeija[/inspoiler] though.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Neotornado December 18, 2015, 07:27:51 AM
Finally got around to updating the hack with reusable TMs after a solid 6 months of being sidetracked on it. (thanks, splatoon)
Also squashed a few bugs in the process and included two more minor optional patches. However, I unleashed a pretty massive bug in the process of adding reusable TMs. Hopefully it'll be fixed within the next year, but for the moment I've done my best to "contain" it. ...I hope.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Roadkill December 18, 2015, 11:43:29 AM
Is that massive bug the egg thing? Either way, I'll download this again and start my run over from the beginning since reusable TMs are a more than welcome change.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Neotornado December 18, 2015, 04:22:24 PM
yeah, the egg glitch was the big thing that went wrong. At the moment the two locations where eggs are obtainable (the day-care and an egg shop on kin/three island) are blocked off until I can fix it.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Roadkill January 05, 2016, 02:14:20 PM
I don't know if you're aware, but this happens when a puppet with Strange Mist gets hit by a draining move.

Spoiler
(https://i.gyazo.com/ff6f8b93430411ee2aa8831caeb5a091.png)
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Neotornado January 05, 2016, 03:22:06 PM
that's really odd. Strange mist was also bugged in my test run but in that case it simply displayed the old LIQUID OOZE text. I'll really have to look into it because it might be a more complex bug than I thought.
(did it crash the game or was it just graphical?)
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Roadkill January 05, 2016, 05:00:02 PM
Fortunately it's just graphical.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Zak-something January 13, 2016, 08:08:24 PM
I recommended this hack to one of my friends and she was playing through it.
Last night though
(http://i.imgur.com/0lZmY7i.png)
She ended up getting stuck. The obvious solution of "hack a mon to have teleport" didn't work either because save editors don't seem to like extended dex hacks.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Wrulfang January 14, 2016, 01:59:54 PM
You could try a map editor, maybe it could work to remove some of the stones and get out
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Neotornado January 14, 2016, 03:10:15 PM
sadly I think the changes wouldn't take effect until you actually left the room. if anything you could try a "walk through walls" cheat. Thanks for notifying me about that, I'll lower that trainer's visibility range. (I think that's what happened there to pin her)
*edit* never mind I just put that trainer in a bad spot. thankfully the actual solution wasn't affected by moving her, so it worked out smoothly.
*edit, again* okay got the patch up that should fix the issue.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Zak-something January 19, 2016, 02:06:29 AM
Thanks for the response. I ended up WTWing her out when I realized VBA actually accepts XXXXXXXX YYYYYYYY format codes (for the longest time I thought it only took XXXXXXXXYYYY format codes. Eheh... ;^^ )

  Also does CTewi hold a Lucky Egg because I tried all day and got nothing
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: AngelG No. 55 January 21, 2016, 03:34:32 PM
The Jan 14, 2016 build of your hack is broken in some versions of VBA-M (http://sourceforge.net/projects/vbam/), namely the 2.0.0 betas. Pressing Start to proceed past the Game Freak logo freezes the emulated game, therefore making it impossible to actually play the game.

Update: NO$GBA 2.8 freezes too. Maybe I'm doing something wrong?

Update 2: I patched a different ROM and it resumed working. I guess the ROM I used previously didn't play nice with the hack.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: AngelG No. 55 January 24, 2016, 02:09:21 AM
(http://puu.sh/mHgwt/d0392d8abe.png)
(http://puu.sh/mHgz0/8a00757f18.png)
WELL THEN

Seriously though, there's an oversight in the Game Corner berry rewards. The "Salac" awards the player a Rabuta instead, which is completely wrong compared to the rest of the rewards.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Zak-something January 24, 2016, 03:01:54 AM
So ive been playing through myself after helping my friend, and some bugs I noticed:
-For some reason, some of the music changes dont function right. The Rival plays a random sound effect instead of having the music start, and Oak at the beginning has the music cut out strangely until you get into the lab. Also the Mystia in Pewter outright kills the music. I don't know if it has to do with the patch or the base rom but it happens.
-This person in the 2nd gym
(http://i.imgur.com/ckbCFTU.png)
-CIchirin has brown spots from what I assume is being over Spinda. I don't know if this is fixable though.
-The battles against the gym leaders play a song that isn't First Suite from Far East
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Neotornado January 27, 2016, 05:59:17 PM
So ive been playing through myself after helping my friend, and some bugs I noticed:
-For some reason, some of the music changes dont function right. The Rival plays a random sound effect instead of having the music start, and Oak at the beginning has the music cut out strangely until you get into the lab. Also the Mystia in Pewter outright kills the music. I don't know if it has to do with the patch or the base rom but it happens.
-This person in the 2nd gym
(http://i.imgur.com/ckbCFTU.png)
-CIchirin has brown spots from what I assume is being over Spinda. I don't know if this is fixable though.
-The battles against the gym leaders play a song that isn't First Suite from Far East
Don't know much about the music so I'm not sure how to fix it to be honest. same with the spinda colors. (it used to be on ExIchirin before I decided to swap it to something that wasn't fully evolved)
Did change the trainer into a lass.

(http://puu.sh/mHgwt/d0392d8abe.png)
(http://puu.sh/mHgz0/8a00757f18.png)
WELL THEN

Seriously though, there's an oversight in the Game Corner berry rewards. The "Salac" awards the player a Rabuta instead, which is completely wrong compared to the rest of the rewards.
Fixed! Just updated the main thread with the new patch, as well as another oversight nobody pointed out. (hina still gave out speed EVs)
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: AngelG No. 55 January 31, 2016, 10:49:59 PM
(http://i.imgur.com/WCdt0Fv.png)
This entry in the 'Dex file is wrong.

Proof:
(http://i.imgur.com/4iPLuaP.png)
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: ZephyrValgale January 31, 2016, 11:20:10 PM
(http://i.imgur.com/0Kq2mHY.png)
If you go in here, you get dumped in the Cable Club room. This wouldn't be a problem, except the exit doesn't work.

EDIT:
(http://i.imgur.com/VBOvE6r.png)
While I'm at it, what do I do about this tree? Nevermind the tree.
Spoiler
Was making the Mystic Dew impossible to get after solving the Seafoam puzzle intentional?
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: AngelG No. 55 February 10, 2016, 11:01:36 PM
An error has been found in Low Kick.
(http://i.imgur.com/nk3XFSE.png)
While porting your moves for a hack project of ours (the same one we asked about the LoLK sprites elsewhere) we found out that Low Kick has a 100% Flinch chance. Lower that to 30% stat!
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Wrulfang February 10, 2016, 11:23:51 PM
An error has been found in Low Kick.
(http://i.imgur.com/nk3XFSE.png)
While porting your moves for a hack project of ours (the same one we asked about the LoLK sprites elsewhere) we found out that Low Kick has a 100% Flinch chance. Lower that to 30% stat!
brb, getting whatever learns that and has a good speed
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: AngelG No. 55 February 11, 2016, 12:36:31 PM
(http://i.imgur.com/mZYcma7.png)
Since when is Luster Purge a Flying type move???
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Roadkill February 11, 2016, 01:45:09 PM
(http://i.imgur.com/mZYcma7.png)
Since when is Luster Purge a Flying type move???

(https://i.gyazo.com/3335f60d8fc8140a2c2f4f0cda6f1836.png)

I already told him about that in the Nuzlocke Forum, where he's more active atm.
: Re: Touhoumon Tweaked Version (Version 1.1 is out!)
: Neotornado February 13, 2016, 10:11:10 PM
I did what my signature said and finished UnNamed, so I'll be active here again. XD
Fixed the issue with low kick, I'm confused as to how I didn't find that earlier. Also fixed a few other things and made a tiny change to two puppet lines that I'm probably going to get complaints about.
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Wrulfang February 27, 2016, 07:43:41 PM
That bug with luster purge remembers me of Musou tensei.

1.5 was a wild ride
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Neotornado March 01, 2016, 06:26:40 PM
funny thing, I think it WAS Musou tensei at one point in development. That would explain why I forgot to change it back to reason type. XD

Also debating on changing the starter AGAIN, since I feel like not many people are going to want to start their adventure with a puppet as obscure as shingyoku. As with last time, don't have many good options for starters but I'm debating on tenshi and kokoro if I DID want to go with a different starter. (although I'd probably balance out kokoro's defenses to make her a bit more manageable?)
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: ZephyrValgale March 02, 2016, 02:25:32 AM
Fun Fact: Zeph's fav 2hu is Kokoro.

Might be interesting to have her as a starter.
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Wrulfang March 03, 2016, 08:24:21 PM
I'm still more fond to a 3 starter choice.

Also, I don't quite remember if kokoro is ghost here, I've seen it as ghost in other places. I think ghost is a weird type for a starter.
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Neotornado March 04, 2016, 06:53:31 PM
I'm still more fond to a 3 starter choice.

Also, I don't quite remember if kokoro is ghost here, I've seen it as ghost in other places. I think ghost is a weird type for a starter.
I tried so hard to get 3 starter choice going, but it was such an absolute mess balance-wise that I eventually got fed up and just went with a single starter choice. (I didn't want to do faith/heart/reason and fire/water/grass got smashed by the fact that puppets with those typings in the 530/540 BST range were pretty rare, especially on water's end.)

And Kokoro's Heart/ghost here. Thankfully, unlike shoddy the chibi is pure heart, so she dosen't have to worry about the early game beast hell that shingyoku has to worry about if she does become a starter.

I'm going to note, tenshi's actually been a starter before in this hack, so I shouldn't have TOO much of an issue adapting her to be one again. if I change kokoro it'll probably be to make her sp. defense a bit better. (and I'll probably change the rival puppets to be sanae/reimu)

...actually I just realized that if I removed [inspoiler]bubble-typed kogasa[/inspoiler], I would have enough slots to fit in Sumireko. Then again that's only if she even HAS four sprites. It was hard enough just finding four sprites for the TD & DDC casts, finding four for a new character is going to be a nightmare.

*night edit!*
Found two more bugs while working on the test rom.
1. Fantasy seal just flat-out ignores protect. I dunno if this was intended or not but it'll now be blocked by protect in the next version.
2. The master ball displays the wrong text in hard mode. It should display the right text in the next version.
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Neotornado March 08, 2016, 12:43:26 AM
Messed around a bit more with a test run with kokoro: already hit a ton of stuff I've missed. Most notably, the secret item in seafoam was just not working no matter what I did with it, so I just moved it up a level, which should hopefully make it work properly.
Also thoughts: should ALuize be mixed? I'm debating on making it a swift special attacker. for reference, her current spread is 75/80/60/95/75/125 and I'm thinking of changing it to 75/70/60/105/75/125. Thoughts?
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Zak-something March 23, 2016, 04:33:04 PM
So I bugged around Seafoam Island trying to find the Dew for the tree, to the point where I gave up and cracked open a map editor. Apparently it's located behind the rapids where it's impossible to get to until you move the rocks into the right place, but the problem is when you do, the area in the walls you hollowed out where it's supposed to be seem to revert back to the original unedited map, meaning that it's impossible to get to it at all.
is there something I'm missing, or...?
i'd post pics but I'm not sure if it counts as spoiler or not
Also
(http://i.imgur.com/aTqS7WA.png)
Blank unwalkable tile.
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Neotornado March 24, 2016, 03:45:37 PM
So I bugged around Seafoam Island trying to find the Dew for the tree, to the point where I gave up and cracked open a map editor. Apparently it's located behind the rapids where it's impossible to get to until you move the rocks into the right place, but the problem is when you do, the area in the walls you hollowed out where it's supposed to be seem to revert back to the original unedited map, meaning that it's impossible to get to it at all.
is there something I'm missing, or...?
i'd post pics but I'm not sure if it counts as spoiler or not
Also
(http://i.imgur.com/aTqS7WA.png)
Blank unwalkable tile.
I actually ran into that problem in my own test run, and that seems like it's what's happening. I eventually wound up moving it a floor up and it seems to be working all right? did miss that blank tile though I'll made sure to fix that.
Also one negative thing about kokoro as a starter is that she's pretty dang frail for a starter at 75/60/60. (I just realized that if I had Reimu/Marisa/Kokoro as a starter triangle, that would still work out well in terms of type. thoughts? I might put Kokoro's defenses back at 75/70/50 in that case and nerf Reimu's BST a tiny bit)
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Zak-something March 24, 2016, 04:47:58 PM
That might work. I browsed through to see if the floor got replaced by a separate map but couldn't find said map any.

It's an interesting idea for starters. I think it'd work but I'm not really good on gauging balance and what's good or not, ask anyone who's battled me... >.>

Also I'm sorry to do this again but I found another bug.
in-game trade Magic Stones.
(http://i.imgur.com/DWQxNWu.png)


EDIT:
Also this can happen.
(http://i.imgur.com/5GBUN9T.png)
You kinda need to be intentionally doing it to get this to happen though, unlike the time my friend got stuck, but it still happens.
And I beat the swimmer my first go through this was me coming back for E4 grinding so the swimmer was moving but just pretend i didn't and I got stuck.
: Re: Touhoumon Tweaked Version (Version 1.13 is out!)
: Neotornado May 04, 2016, 12:49:49 AM
Still starter debating after taking a month-long break. Mainly because kokoro is so absurdly frail that I doubt she'll be fit as a mono-starter. (for context in my test run she fainted at about gym 5, and even before that she was doing a pretty bad job at tanking hits) Then again shingyoku had the same issue with being outsped by everything, and in yellow pikachu was both frail and not very powerful once you got past about gym 2.
Debating on going back to a starter trio at this point to be honest. If anything I could go with a modified 1.5 triangle, just with a heart-type to help curb marisa. I'd probably bump reimu down to a 540 BST if that was the case. (dunno if there's a tanky heart-type in the 530/540 BST base though and no satori does not count)
Re-opened the poll for it and added a possible option for the pre-TPDP starters.
*edit*
also if anyone has a script to reset a puppet's EV totals, that would be massively appreciated, since I'm not the best at scripting myself and Fire Red does not have the berries do that like emerald does.
: Re: Touhoumon Tweaked Version (Version 1.15 is out!)
: Neotornado March 28, 2017, 06:38:04 PM
Updated to the newer version, the starter triangle is now back (decided on reimu/marisa/kokoro) and updated a few minor things as well. Full details are in the changelog.
: Re: Touhoumon Tweaked Version (Version 1.15 is out!)
: Gensomura May 03, 2017, 11:28:38 AM
Is it too late to point out a VERY minor thing i noticed?

Appearently even if Gary/Blue is replaced with Leaf (the vanilla FireRed/LeafGreen female playable character), Daisy still refers to her as if she was still Gary/Blue
(https://i.imgur.com/maboci3.png)

Literally unplayable (obviously sarcasm)
: Re: Touhoumon Tweaked Version (Version 1.15 is out!)
: Drewko May 03, 2017, 03:11:02 PM
Well... it's because in this dialog Daisy is not speaking about Gary, but about her (and Gary's) grandpa. I'm not sure but last i checked Prof.Oak has a problems with other people's gender, not his own.
: Re: Touhoumon Tweaked Version (Version 1.15 is out!)
: foggy May 14, 2017, 01:26:12 PM
What can I say, this hack is one of the most interesting pokemon rom hacks out there for me right now.  I really like the idea.  The 1.5 puppetdex has a lot of weird stuff that I don't know what to think about (like Marisa being an Electric type), but it also has a lot of draw for me specifically because it isn't as balanced as 1.8 and therefore the capabilities of the puppets are at least a bit more representative of the characters they are based on.  It makes me feel more like I have puppets based on those characters, and as a result I become more attached to my puppets.  Some of it's other consequences are rather unfortunate, but oh well.

I would have even been thinking about asking for permission to use this hack as a base for a hack that I'm thinking about making, but as I am very much a newbie to hacking, some of the bugs that this hack has make me feel rather helpless.  I don't know how much I would be able to do about them.

Regardless, it is really impressive that you did all this and I'm also really glad to see Touhoumon hacks still getting updates in 2017.  Thanks a lot for the update!  Hopefully I get around to playing this soon.
: Re: Touhoumon Tweaked Version (Version 1.15 is out!)
: Neotornado May 31, 2019, 06:25:02 PM
okay I'm sorry that this is really late but I wouldn't mind it being used as a base as long as you credit it as such (also be aware of the bugs in it, such as the pokedex being glitchy and the egg summary screen crashing the game)

As for new updates I still haven't figured out abilities since most of the gen III hackers have moved onto straight code for new discoveries and mechanics, an area which I've never been too good at. I did experiment with stat spreads/movesheets for the LoLK characters (as well as Jo'on and shion) in a personal project (independent from blue, oddly enough) and I could probably put them into tweaked if I could expand the dex a second time, or figure out how to make the unown slots work. (From what I've been messing around with in blue, it SHOULD be safe if the puppet in that slot is evolution only, which at the moment it is since it should be Alternate Alice.)

HSiFS characters sadly don't have enough sprites to be fully inserted into 1.5 (and I'd probably need both reimufate's permission to use their sprites and menu icons for them)

Sorry for being away so long, 2017 and 2018 were both pretty busy years for me.

Actually here's the stats I had for the new puppets in the hack
Seiran - Heart/Steel, 70/45/70/100/80/115 (since her ability's to shoot bullets,I really didn't have much info on her otherwise since canon dosen't have much on her)
Ringo - Heart/Earth, 100/55/95/75/110/55 (Probably the weakest in terms of typing, I'm thinking of going heart/nature tbh. Spread is because she's mentioned to be somewhat pacifistic)
Doremy - Ghost/Beast, 110/65/75/65/105/105 (Mainly based off her passive nature in AoCF but I could probably tweak the stat spread around a bit. Alt might be ghost/dream because she has enough stuff in AoCF to justify having some sound-based attacks.
Sagume - Flying/Miasma, 55/75/80/85/120/105 (She was actually miasma/ice in the test but I realized there's really not much "ice" about her. Flying/faith is another potential choice but miasma's mainly for associations with unluck such as hina)
Clownpiece - Fire/Heart, 70/105/65/115/65/110 (As past me might have noted, this one was pretty easy. Earth's another potental idea due to those moons that she throws around
Junko - Dark/Faith, 125/45/85/105/90/100 (My attempt at creating a "pure" stat spread, otherwise pretty expected.)
Hecatia - Earth/Fire, 85/65/130/85/130/85 (Yes I'm aware this one is 580 BST, the gimmick with her is that the higher BST is offset by both forms having quad weaknesses since the other form in the hack is earth/water)
Jo'on - Miasma/Fire, 85/100/45/95/80/105 (Not seen: hustle. This will be game corner exclusive if it were to be added in. Could probably swap HP and defense then nerf the defenses a bit. Miasma/dream might also work if she lacks an alt form
Shion - Pure miasma, 60/80/125/105/115/65 (Could probably swap defenses, miasma/faith could also work if there's no alt form)
The test hack also included LoLK and TH17 demo characters but they only have two sprites each so I couldn't put them into tweaked yet.
: Re: Touhoumon Tweaked Version (Version 1.15 is out!)
: Blue June 02, 2019, 03:18:35 AM
This will be game corner exclusive if it were to be added in.

the only comment i have on any of this is that i'm stealing that idea because it is really good