Touhou Puppet Play Forums

Touhou Puppet Play => Creative Conundrum => Fan-made hacks => Topic started by: Doesnt on January 29, 2014, 05:09:12 AM

Title: Touhoumon Unnamed (1.8)
Post by: Doesnt on January 29, 2014, 05:09:12 AM
So lately I've been making a hack that attempts to fix some of the problems with FR 1.8. While it's great as a competitive game, the actual in-game is kinda meh. The roster is heavily limited until you beat the champion, and a lot of enemy sets are lazy and/or illegal (Sculpture Goliath!). This hack aims to fix both of those, while being a more polished game overall than Agastya's minimal port (which this uses as a base) and Enhanced.

Here, have some proof that I actually know how to hack a ROM:

(http://i.imgur.com/V1lKc0j.png)(http://i.imgur.com/ztLNEGI.png)(http://i.imgur.com/oYXJCWJ.png)
(http://i.imgur.com/liFEL3e.png)(http://i.imgur.com/DCL5a76.png)(http://i.imgur.com/YgfL9af.png)
(http://i.imgur.com/RbGrtSD.png)(http://i.imgur.com/tJhTpBb.png)(http://i.imgur.com/qvsmCgD.png)

http://www.mediafire.com/download/nmnb4pxww51a31m/ThmonUnnamed1.3.ips

The game currently goes up to the champion.

Other features:
 -I've ported the base stat and movepool changes implemented by Emerald, so you can abuse things like Luster Purge TSakuya and Focus Letty.
 -I've also ported all of the extended puppets from Shoddy, which includes the DDC cast.
 -With regards to Emerald- it uses the same indexing, so Shingyoku/Tenma/Kasen/etc. can be traded between the two freely. (Extended mons are out, obviously).
 -In case you didn't catch it earlier, shard evolutions are available in main-game.

Things I know aren't done:
 -Dex entries for the extended mons. They have pages but no info- I've written some of them but I'm not in a terrible rush on that front.
 -While the extended mons now have cries, their insertion means that the move Growl sometimes spits out the wrong cry for low-dex-numbered mons.
 -While I don't intend to remove contextually appropriate references to Pokemon, I know I haven't fixed all of the text yet.

Thanks to the following for being awesome:
 -Agastya- his Emerald hack was what got me into this scene in the first place and is still fantastic. He also made the 1.8 port to FR that this hack uses as a base, and provided a lot of stuff for me to reuse (Pokemon data tables, dex entries, etc.).
 -EXSariel- designed the DDC puppets. Also made the icons for the TD puppets.
 -Hemoglobin1AC- made Touhoumon a thing in the first place. Pretty much all the sprites were his handiwork, as well.
 -This fellow whose name I daren't try to translate (http://www.pixiv.net/member.php?id=1991235) made the sprites for the extended characters.
 -LeoModesto, for reducing some of the sprites to 16 colors.
 -ZUN, for bringing us the cast of Touhous.
 -Game Freak, for providing the wonderfully abusable mechanics of Pokemon.
 -Karatekid552's (still under wraps) Pokemon editor, which made editing the extended mons significantly easier.
 -Wichu's series of tools, which still hold up marvelously.
 -Jambo51's Trainer Editor, A-Map, and HxD were all also used.
 -The wonderful folks on Shoddy, for providing motivation and support.
Title: Re: Unnamed 1.8 Hack
Post by: Eiruda on January 29, 2014, 07:20:34 AM
 Very nice work so far. Looking forward to the final version of this.
Title: Re: Unnamed 1.8 Hack
Post by: Neotornado on January 29, 2014, 07:20:52 PM
Kinda curious, but what do you plan to do with the shards? I know most of them are available in the store, but I forgot where you get the advent shard in canon 1.8.
also, I'm assuming you'll remove the two attack shards in mt. moon.
Title: Re: Unnamed 1.8 Hack
Post by: Mr155555 on January 29, 2014, 07:28:08 PM
in the normal games you can't find the solar shard until you reach ruin valley which is post-game but i'm certainly sure doesnt changed that
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on January 30, 2014, 03:13:50 AM
Helper, Tech, Guard (character limits in FR are stricter than Em), and Speed shards will all be sold at the Celadon Department Store- Power and Solar shards will be at the Two Island market. You'll get freebies of each of them before they're sold if you look around- there's one each of Helper, Tech, and Guard before Lavender.
Title: Re: Unnamed 1.8 Hack
Post by: Neotornado on January 30, 2014, 05:36:14 AM
ah. I assumed as such.
regardless, I wish you the best of luck!
Title: Re: Unnamed 1.8 Hack
Post by: Rhetco on January 31, 2014, 10:12:14 PM
Oh cool the "demo" for this is "finished". I'll certainly give it a look. Keep up the good work!
Title: Re: Unnamed 1.8 Hack
Post by: Maltie on February 01, 2014, 11:09:26 PM
Hey, is it okay if I bugtest the game, or do you already have people doing that?
So far, I've only found one tiny thing to edit--
(http://i60.tinypic.com/33fg7th_th.png)
Title: Re: Unnamed 1.8 Hack
Post by: 2Points on February 02, 2014, 07:32:04 AM
Cool. I've been itching to try my hands at FR again, since replaying Emerald again and again isn't exactly the most entertaining thing after ten or so complete runs.

Are there things to steal from wild Touhou?
Title: Re: Unnamed 1.8 Hack
Post by: Javisito on February 02, 2014, 11:59:53 PM
Hello, I am a fan of TPP and have played many versions, including TPP enhanced 1.8 and Emerald 1.8, And I would love to play their game, taking Kokoro / DDC touhou
I have some questions about your hack:
1- Is the game will only have Kanto, or there will be some extra region? (Enhanced 1.8 had Johto)
2- Some puppets have somewhat low stats: Reisen II 330 BST, Akyuu 280 BST, Tori 340 BST, Rinnosuke 430 BST. I think his stats should be increased...
3- Do you could correct the Roamer IV glitch? Well, in RFVH, the pokemon Roamer (Raikou, Entei and Suicune) has 4IV in 0...
4- Do you will be able to reset the EVs of puppets? Or we will have to use the berries Evs in Emerald?
5- Will there specific places to raise Evs?

finally, I am Spanish, I used a translator :D
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on February 03, 2014, 01:07:52 AM
Quote
Hey, is it okay if I bugtest the game, or do you already have people doing that?
So far, I've only found one tiny thing to edit--

Thanks.

Quote
Are there things to steal from wild Touhou?

Anyone who has items in Emerald has them here- in particular you can get unlimited Guard Shards early thanks to Parsee. There's also Lucky Eggs on Tewi and berries on a number of things.

Quote
Hello, I am a fan of TPP and have played many versions, including TPP enhanced 1.8 and Emerald 1.8, And I would love to play their game, taking Kokoro / DDC touhou
I have some questions about your hack:
1- Is the game will only have Kanto, or there will be some extra region? (Enhanced 1.8 had Johto)
2- Some puppets have somewhat low stats: Reisen II 330 BST, Akyuu 280 BST, Tori 340 BST, Rinnosuke 430 BST. I think his stats should be increased...
3- Do you could correct the Roamer IV glitch? Well, in RFVH, the pokemon Roamer (Raikou, Entei and Suicune) has 4IV in 0...
4- Do you will be able to reset the EVs of puppets? Or we will have to use the berries Evs in Emerald?
5- Will there specific places to raise Evs?

finally, I am Spanish, I used a translator :D

1. It's only Kanto and the Sevii Islands. I don't intend to add Johto.
2. Akyuu and Rinnosuke are viable despite their stats thanks to their vast support movepool and the Kusanagi, respectively- Tori's intentionally mediocre because it's a joke mon. I might throw Reisen II a bone though.
3. Yes.
4. I'll probably add an EV-resetting NPC in late-game.
5. I'll probably overhaul the Tanoby Chambers for that.
Title: Re: Unnamed 1.8 Hack
Post by: Javisito on February 03, 2014, 01:48:47 AM
4. I'll probably add an EV-resetting NPC in late-game.
the indigo plateau would be the best place for that NPC to be better prepared for the final battles

Title: Re: Unnamed 1.8 Hack
Post by: Neotornado on February 08, 2014, 08:05:22 PM
decided to give the alpha a try and already found a few bugs/kinks.

First off, Chibi Wakasagahime learns bubblebeam at lv 8. I'm assuming that was supposed to be bubble, since she learns the weaker water pulse a bit down the line.
Next, I hit a glitch where if I wipe the save file and start over, the pokedex has the pokemon caught matching what you had before you reset. so I could have just got my Chibi Reisen and have 30 puppets listed as caught.
And finally, the TM for poison jab still gets picked up rarely via pickup. perhaps change it to something like return, secret power, or skill swap?

and for some nitpicks...
I'm assuming the Chibi Kurumi for Chibi Seija trade's not going to be in the full version.
same thing with the other trades, actually. Chibi Gengetsu for... Chibi Ichirin?
I managed to fish up a lv 20 Chibi Hina on my first old rod fish. dunno how rare that is, but...


Not that this should be changed, but also noting that you can get infinite helper shards around the same time you hit chibi parsee, thanks to Chibi Keine.
Title: Re: Unnamed 1.8 Hack
Post by: 2Points on March 07, 2014, 08:09:20 PM
I'm expectantly awaiting the full version.

The only thing that ever so slightly disappointed me is that the Touhou availability from early to mid-game was pretty close to Emerald. I accidentally ended up with my "standard" team that just stuck with me. Damn you, Mystia/Nazrin/fairy combo.

I also run into the Bubblebeam/Bubble confusion mentioned above, except that I actually replaced Bubblebeam, and only realized later that I downgraded my power.
Title: Re: Unnamed 1.8 Hack
Post by: Zebesiano123 on March 21, 2014, 01:33:45 AM
Oh it looks very promising!, I want to train a Benben :3. Right, now I'm going to give it a try :D, any updates?.
Ah yes, you may know about that but you should replace the original playable trainers by Renko and Mary, that's it. Nice work!.
Title: Re: Unnamed 1.8 Hack
Post by: Alluka on March 29, 2014, 06:26:35 AM
Just curios if I start playing this hack now will I be able to use my sav for later releases?
Title: Re: Unnamed 1.8 Hack
Post by: Zebesiano123 on March 30, 2014, 06:47:10 PM
Just curios if I start playing this hack now will I be able to use my sav for later releases?
I think it may work since the base ROM will remain the same, but there are posibilities that the SAV may not work on a newer release for some reasons like possible changes on the dex or other things, rendering the SAV unusable and making you start all over again. I don't know what will happen but that's it, we need to wait---
Title: Re: Unnamed 1.8 Hack
Post by: shai_LP on March 31, 2014, 07:39:53 AM
Are planning on porting the extended mons from Enhanced too.

I'd beat neat to be able to go one catch-all version instead of flipping between one or the other for things like Prismriver, Youmu-A, Eirin-A, Yuyuko-A and to an extent the usable versions of MPSuika/SG-Sanae/That one Marisa evolution.

Satsuki, Saigyouji, and Tensoku-G would be fun too but you're probably pushing it already as it is for space.
Title: Re: Unnamed 1.8 Hack
Post by: Juno on March 31, 2014, 06:59:51 PM
I'm definitely looking forward to this, even more if it increases the overall availability of puppets earlier game. There's a lot of stuff that isn't broken to have early (arguably most of the cast), as long as it takes a while to get to the move relearner. That and there's plenty of places to put things with all the redundant encounter slots out there. I just want early Mamizou dangit
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on April 13, 2014, 02:52:58 AM
Sooo I don't have another beta for y'all yet, although I have been working on it more recently (motivation is hard to find in the post-tower portion of the game). I do have some super-late replies though:

Quote
First off, Chibi Wakasagahime learns bubblebeam at lv 8. I'm assuming that was supposed to be bubble, since she learns the weaker water pulse a bit down the line.

Fixed. (30% confuse proc > 5 BP in my opinion though)

Quote
Next, I hit a glitch where if I wipe the save file and start over, the pokedex has the pokemon caught matching what you had before you reset. so I could have just got my Chibi Reisen and have 30 puppets listed as caught.

Fixed- it was a simple issue with the new flags not clearing on a new file (the game loads them all when you go to the main menu).

Quote
And finally, the TM for poison jab still gets picked up rarely via pickup. perhaps change it to something like return, secret power, or skill swap?

I'm not entirely sure what I'm going to be doing with all the TMs yet- I plan to shuffle them around later once I've got the basic game laid out, since there's other stupidly placed ones like Swagger outside Rock Tunnel and Signal Beam in the Rocket Hideout. I'd rather not make Poison Jab super-hidden though so having it be via Pickup is fine for now.

Quote
I'm assuming the Chibi Kurumi for Chibi Seija trade's not going to be in the full version.
same thing with the other trades, actually. Chibi Gengetsu for... Chibi Ichirin?

I'm afraid I don't see the issue with these- neither of those puppets was available early (although I've since tucked Ichirin somewhere before Misty so that one might change).

Quote
I managed to fish up a lv 20 Chibi Hina on my first old rod fish. dunno how rare that is, but...

Old Rod encounters range from 15 to 20, which isn't a far cry from the 17-19 wilds outside Vermillion and the 17-20 wilds in the tunnel.


Quote
Ah yes, you may know about that but you should replace the original playable trainers by Renko and Mary, that's it.

I don't intend to replace the protagonists.

Quote
Just curios if I start playing this hack now will I be able to use my sav for later releases?

You can use it, but the working build has a slightly shifted dex order due to AMiko/DMiko/AKokoro/ASukuna rejoining the cast, so your dex pages will be somewhat nonsensical in the new version. Not that big of an issue unless you want to catch 'em all for some reason, in which case you can trivially catch them again on the new version for the pages.

Quote
Are planning on porting the extended mons from Enhanced too.

Nope nope nope nope nope. I don't even know what slots those use, but I'd rather maintain support for Emerald and I'm pretty sure they use slots occupied by TD characters, the weather trio, or 2hu.


Next beta is close to done, and will go up to Koga.
Title: Re: Unnamed 1.8 Hack
Post by: shai_LP on April 15, 2014, 06:47:56 AM
Quote
Ah yes, you may know about that but you should replace the original playable trainers by Renko and Mary, that's it.

I don't intend to replace the protagonists.

Quote
Just curios if I start playing this hack now will I be able to use my sav for later releases?

You can use it, but the working build has a slightly shifted dex order due to AMiko/DMiko/AKokoro/ASukuna rejoining the cast, so your dex pages will be somewhat nonsensical in the new version. Not that big of an issue unless you want to catch 'em all for some reason, in which case you can trivially catch them again on the new version for the pages.

Quote
Are planning on porting the extended mons from Enhanced too.

Nope nope nope nope nope. I don't even know what slots those use, but I'd rather maintain support for Emerald and I'm pretty sure they use slots occupied by TD characters, the weather trio, or 2hu.

How many slots are you working with max?

I know there's tools to insert Renko and Mary out in the wild if someone really wanted to, but will the full have an optional patch for that?
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on April 18, 2014, 12:52:00 AM
Quote
How many slots are you working with max?

I know there's tools to insert Renko and Mary out in the wild if someone really wanted to, but will the full have an optional patch for that?

I think I expanded it to 500. Either way the main issue is the specific slots TPPE uses aren't available- I also don't know how they were statted or what they do and would like to not ruin the enemy-exclusive versions of them.



Anyway, I'm releasing the next alpha- you can find it here: http://www.mediafire.com/download/7nt724efhz94abd/toohooAlpha0.3.ips

It goes up to Koga for now. If you want to use an older save, that's okay but you should note the following:

-Your dex will be a little messed up in the extended slots- this can be fixed by recatching the mons that you no longer have pages for.
-If you left a puppet in the Route 5 daycare, you should take it out before updating- I've put the Four Island daycare in its place so it'll be unavailable otherwise.

Some other things of note in general:

-Former trade evolutions now have custom items attached to them instead of reusing shards like in Emerald- specifically, this means you can no longer use "Speed Alice", and the Solar Shard is only used for obtaining Advent evolutions.
Title: Re: Unnamed 1.8 Hack
Post by: Rhetco on May 04, 2014, 04:00:55 AM
Well now that I've beaten Koga, I gotta say that I'm really liking this so far. The battles are tough; you can't just space bar your way through everything that isn't a boss, and the wilds are diverse, allowing for huge team variation early on. Keep up the good work!

There were a few oddities and bugs, but nothing that actually hindered the gameplay. I've posted all the things I spotted into a pastebin (some of them are very nitpicky, so sorry if it comes off as annoying).

http://pastebin.com/jdntgLaN

Also out of curiosity, will premier balls be available at any point in the game? I'm just wondering since gym leaders had puppets that came out of premier balls, but it doesn't seem like it's actually possible for the player to get any.
Title: Re: Unnamed 1.8 Hack
Post by: joshcja on May 04, 2014, 10:14:46 AM
You can actually get a premier balled mon in FRLG if you trade the mon over in one from RSE so its not really illegal ball wow. Pretty sure doesnt just did it to give "EggMoveIllegalHaxorDieNao" people something to aneurism over and to distinctively mark each leaders ace mon tho.
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 13, 2014, 05:40:25 PM
http://www.mediafire.com/download/cl8e177qgw7wgan/ThmonUnnamed1.0.ips

The game now goes up to the champion. Sorry for the long delay.
Title: Re: Unnamed 1.8 Hack
Post by: Wrulfang on December 14, 2014, 09:11:13 PM
what is that scale next to the stats and why it didn't existed before?
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 14, 2014, 09:38:40 PM
IVs, denoted as follows:

S = 30 or 31
A+ = 28 or 29
A = 26 or 27
A- = 24 or 25
B+ = 22 or 23
...etc.
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 16, 2014, 12:24:57 AM
http://www.mediafire.com/download/b9rrja0h1k9w98n/ThmonUnnamed1.1.ips

Polished some stuff. Full changelog:

-Technical Toyohime learns Earth Power at level 42 instead of 39.
-Technical Iku now gets ThunderPunch and Power Whip by level.
-Swagger and Razor Wind TMs switch places. Facade TM replaces the Blazer in Rocket Hideout, Poison Bomb TM replaces a consumable in Berry Forest.
-The vendor in Celadon that sold X items now sells various hold items.
-Added HM Waterfall to Seafoam Islands. It'll still be there if you're using an old save and grabbed the item it replaces.
-Flash can no longer be used outside of battle.
-Rock Tunnel is slightly brighter to compensate.
-HM moves can now be forgotten without using the Move Deleter.
-Fixed some minor text issues.
-Fixed a couple trainers having the wrong mons.
-Made one of the endgame rival teams a little meaner.
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 16, 2014, 10:05:06 PM
http://www.mediafire.com/download/40ss3yxcms8zvgg/ThmonUnnamed1.2.ips

Sorry about this. Changelog:

-Seafoam Island's left boulder no longer magically disappears after BF1. You can thank A-Map for that one.
-Put a Power Shard in the Power Plant.
Title: Re: Unnamed 1.8 Hack
Post by: Wrulfang on December 18, 2014, 04:27:32 PM
stupid ask, the ips can be parched again over a 1.1, or must be done on a clean fire red?

Also, is there any way to reset EVs on puppets (like the incubator, or the EV berries) or the only way is though trading to purple?

The macho brace are in vanilla position or is found early? The 6 bikers of  route 16 are the classic EV-trainers? I don't remember if I reached there in the first parch
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 18, 2014, 05:33:59 PM
Patch it over a clean rom. There's no way to clear EVs, Macho Brace is in the same spot, and there are no intentional EV training spots
Title: Re: Unnamed 1.8 Hack
Post by: Sakurin on December 22, 2014, 08:01:24 PM
Was it intended that the shop in Celadon doesn't sell Power/Attack shards?
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 23, 2014, 03:15:22 PM
Yes. Attack forms tend to simplify things so purchasable Power Shards are on Two Island instead of Celadon City.
Title: Re: Unnamed 1.8 Hack
Post by: gaiaearth on December 24, 2014, 11:42:43 AM
What puppet that need autumn leaf to evolve? Just CShizuha and CMinoriko?
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on December 24, 2014, 04:10:20 PM
That is correct.
Title: Re: Unnamed 1.8 Hack
Post by: hyatari on January 07, 2015, 11:48:24 AM
long-time lurker here, nice hack. one question - does chibi tewi still have a chance to hold a lucky egg? i've been trying to get one for a while with no luck and was wondering if it was changed.
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on January 07, 2015, 04:17:49 PM
They still have a chance of holding them; it's just as annoyingly rare as before. The game is balanced around you not having one so it's probably best to not go nuts hunting for one if you aren't nuzlocking.
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on February 25, 2015, 07:24:18 PM
http://www.mediafire.com/download/nmnb4pxww51a31m/ThmonUnnamed1.3.ips

Changes:
Fixed a bug where where CSanae and CHakurei's hidden evolutions checked for the wrong item. Sorry for this.
Some quiet under-the-hood changes are in that won't be visible until v2, which is why the patch is visibly larger despite being a minor tweak.
Title: Re: Unnamed 1.8 Hack
Post by: decondelite on March 20, 2015, 09:09:21 PM
Hello.

I discovered your ROM a few days ago, and I'd like to say it's quite refreshing to see a few new figures in the available dolls, compared to other touhoumons. Itching to catch a Sukuna. Quite good aswell, to see a few dolls being buffed (thinking about Star, who only gets crappy moves in the classic touhoumons till very late).

But I'm posting to ask a few questions, as I'm facing a few problems:
-do you intend to extend the chibis moveset beyond their evolution level? I am one of those who like to prevent his favorite dolls from evolving both to teach them powerful moves earlier and to offer themselves some challenge regarding battles
-will you release an unedited header patch, or something that will allow us to edit our ROMs/saves safely? I'm having some issues with A-Save to edit my dolls whom I have leveled up too much (trying to fix my mistakes without having to make a new doll from scratch), as the game deletes my save once I edited it.
-the move "Foresight" is completely USELESS. It doesn't allow us to use Illusion moves against Ghost type. I tried using Foresight then Pound with CStar against a CKogasa, only to notice that CKogasa remains unaffected. This move should do something like resetting your accuracy, or anything that just makes it an actually useful move.

PS:
No I don't think that Lucky Egg is too hard to get. It barely took me half an hour to get one. CTewi isn't as rare as in some games, and I just spam the shit out of CNazrin's Thief to get one.
Title: Re: Touhoumon Unnamed (1.8)
Post by: Chaos_lord on April 05, 2015, 01:21:12 PM
Quick question, Where's CShinmyoumaru? I've been looking all over for the thing so my team has a dark check and a strength user and haven't even seen it once.

Also may I recommended adding some more choices to the early game? While your hack does make sure most things are represented at some point as far as I can tell I noticed alot of mons were very late in the game such as the scarlet sisters (Cinnabar Mansion) and it would be great if they were available earlier when they could contribute more to the game.

If you are more efficient with early-mid game mon locations you could easily find spaces for these extra mons. For example we could make room for the scarlet sisters at rock tunnel by replacing the CRumia there with one (as it appears at Mt.Moon) and moving Yamanae to diglett tunnel(replacing CNazrin, we see that all over the early game already, if you want a higher level nazrin available replace an aki sister on route 11 with one as we see them on cerulean cape).
Title: Re: Unnamed 1.8 Hack
Post by: Doesnt on April 05, 2015, 04:57:14 PM
Hello.

I discovered your ROM a few days ago, and I'd like to say it's quite refreshing to see a few new figures in the available dolls, compared to other touhoumons. Itching to catch a Sukuna. Quite good aswell, to see a few dolls being buffed (thinking about Star, who only gets crappy moves in the classic touhoumons till very late).

But I'm posting to ask a few questions, as I'm facing a few problems:
-do you intend to extend the chibis moveset beyond their evolution level? I am one of those who like to prevent his favorite dolls from evolving both to teach them powerful moves earlier and to offer themselves some challenge regarding battles
-will you release an unedited header patch, or something that will allow us to edit our ROMs/saves safely? I'm having some issues with A-Save to edit my dolls whom I have leveled up too much (trying to fix my mistakes without having to make a new doll from scratch), as the game deletes my save once I edited it.
-the move "Foresight" is completely USELESS. It doesn't allow us to use Illusion moves against Ghost type. I tried using Foresight then Pound with CStar against a CKogasa, only to notice that CKogasa remains unaffected. This move should do something like resetting your accuracy, or anything that just makes it an actually useful move.

PS:
No I don't think that Lucky Egg is too hard to get. It barely took me half an hour to get one. CTewi isn't as rare as in some games, and I just spam the shit out of CNazrin's Thief to get one.

Chibi movesets aren't getting altered most likely. A lot of shard evolutions have different wildly level-up movepools, and I'm trying to stick close to 1.8 mechanics where possible.

The ROM's header is not actually edited. Aspects that were repointed were done out of necessity due to the need for more slots. I'd release an .ini, but I haven't been able to get the hack to load in the most recent version of the tool I use so it wouldn't be of any help anyway.

Not sure what's going on with Foresight; I'll look into it.


Quick question, Where's CShinmyoumaru? I've been looking all over for the thing so my team has a dark check and a strength user and haven't even seen it once.

Also may I recommended adding some more choices to the early game? While your hack does make sure most things are represented at some point as far as I can tell I noticed alot of mons were very late in the game such as the scarlet sisters (Cinnabar Mansion) and it would be great if they were available earlier when they could contribute more to the game.

If you are more efficient with early-mid game mon locations you could easily find spaces for these extra mons. For example we could make room for the scarlet sisters at rock tunnel by replacing the CRumia there with one (as it appears at Mt.Moon) and moving Yamanae to diglett tunnel(replacing CNazrin, we see that all over the early game already, if you want a higher level nazrin available replace an aki sister on route 11 with one as we see them on cerulean cape).

There are a number of reasons Remilia and Flandre do not appear until late in the game. I wanted most areas in the game to offer something new to catch; if everyone is available in earlygame then wilds stop being interesting. I also didn't want every puppet to be equally common; it's more interesting to me to have some designated "exotic" puppets that you see less often than others, along with common puppets such as Nazrin appearing in redundant locations. Puppets coveted for their high stats and utility, such as Remilia, Flandre, and Kaguya, fit the exotic role like a glove and go in late-game so other puppets have some time to shine.
Title: Re: Unnamed 1.8 Hack
Post by: Chaos_lord on April 05, 2015, 05:51:31 PM
There are a number of reasons Remilia and Flandre do not appear until late in the game. I wanted most areas in the game to offer something new to catch; if everyone is available in earlygame then wilds stop being interesting. I also didn't want every puppet to be equally common; it's more interesting to me to have some designated "exotic" puppets that you see less often than others, along with common puppets such as Nazrin appearing in redundant locations. Puppets coveted for their high stats and utility, such as Remilia, Flandre, and Kaguya, fit the exotic role like a glove and go in late-game so other puppets have some time to shine.

I see, I guess we just have different priorities and playstyles (once I get a team I like I stop caring about wilds anyway, but early game I catch everything I can and use things I like as a core of the team before picking out specific puppets to round it off). Still being at cinnabar and still not knowing when my strength-using Sukuna is due is awkward.
Title: Re: Touhoumon Unnamed (1.8)
Post by: Doesnt on April 05, 2015, 08:28:35 PM
Sukuna's in Mt. Ember; I thought I had put that in the original post but apparently edited it out at some point. Sorry.
Title: Re: Touhoumon Unnamed (1.8)
Post by: AngelG No. 55 on June 01, 2015, 09:19:28 PM
Hey Doesnt, at one point you had a download of a 1.3 IPS (I still have a ROM patched with the 1.3 IPS), but you've since rolled back to 1.2. What happened?
Title: Re: Touhoumon Unnamed (1.8)
Post by: Doesnt on June 02, 2015, 02:45:34 AM
I forgot to update the link here. 1.3 fixes Tensoku and Sendai checking the wrong versions of their items.
Title: Re: Touhoumon Unnamed (1.8)
Post by: Wrulfang on June 25, 2015, 05:04:30 PM
the chibi wakasagihime from the first trainer at cerulean city gym has a weird moveset. it has sing instead of sweet kiss, and still bubble instead of aurora beam.

The wiki says that it learns sing instead of sweet kiss, (althought I still think sweet kiss is more balanced at that point, as how annoying Chibi mystias can be)
Title: Re: Touhoumon Unnamed (1.8)
Post by: Wrulfang on June 30, 2015, 10:53:00 AM
More stuff:

-the middle biker of the 3 bikers that are static on route 14 (there are 4 bikers there, below the grass, 3 static and one moving) has a Nue at lv 38, but Nue evolves at lv40. Is normal Nue, not attack or technical.

-I'm just past blaine and still haven't seen a single chibi sekibanki. I have no idea where it can be. No trainer has used one.


Also, advancemap seems to not work pretty good with outside of dex pokemon, all of them show as chibi miko (411), and some areas like the pokemon tower or the power plant simply crash.


Edit: I did a series of walk though walls to get a Sekibanki from the victory road, breed it, but the resulting egg was still a sekibanki, and with the same moves as the female.


Title: Re: Touhoumon Unnamed (1.8)
Post by: eienseiryuu on June 30, 2015, 04:15:22 PM
@Wrulfang I've caught a Chibi Sekibanki from Route 7 at lvl 27. I think that's between Celadon and Saffron.

and lol yes I made an account to tell you where it was
Title: Re: Touhoumon Unnamed (1.8)
Post by: kurotao on January 05, 2016, 07:10:42 PM
Someone would be kind enough to leave me a link to the patched game, and tried to patch several times and does not work me, if possible at private message to remove the original link no patch.
Title: Re: Touhoumon Unnamed (1.8)
Post by: Roadkill on January 05, 2016, 08:01:57 PM
Did you make sure to install it on a clean FireRed rom? I had no problems whatsoever when I played it.

also i'm pretty sure linking patched games is against the rules even by pm
Title: Re: Touhoumon Unnamed (1.8)
Post by: kurotao on January 06, 2016, 01:47:49 AM
Did you make sure to install it on a clean FireRed rom? I had no problems whatsoever when I played it.

also i'm pretty sure linking patched games is against the rules even by pm

use a clean version, use at least 3 Red Fire, different pages, now if you used a cleaner version at least another page, me could spend, have if I work on that, because to me it hits me on the screen "Game Freak"
Title: Re: Touhoumon Unnamed (1.8)
Post by: Neotornado on January 27, 2016, 06:48:20 PM
So I was going through with the nuzlocke grinding and I found something... off about AKokoro:
(https://40.media.tumblr.com/5819fc7844c249ad46c374a0221ace2d/tumblr_o1miwkZEzf1u16d6qo3_r1_250.png)
(the second frame she's aligned properly but the first frame she's not)
Title: Re: Touhoumon Unnamed (1.8)
Post by: Drewko on January 28, 2016, 03:30:46 AM
Did you make sure to install it on a clean FireRed rom? I had no problems whatsoever when I played it.

also i'm pretty sure linking patched games is against the rules even by pm

use a clean version, use at least 3 Red Fire, different pages, now if you used a cleaner version at least another page, me could spend, have if I work on that, because to me it hits me on the screen "Game Freak"

Search for Pokemon Fire Red 1.0.
Oh, and remember about setting Real-time clock and save type (flash 128k).
Title: Re: Touhoumon Unnamed (1.8)
Post by: sdw7sm on February 15, 2016, 03:39:18 AM
A few things I've noticed:

I am not able to use Flash outside of battle. It doesn't even show up as an option on the Pokemon puppet I taught it to. It is making Rock Tunnel quite annoying...

Also, CRin's PokÚdex entry text seems to be glitched. It shows weird text all smashed together. CRin is #108, which falls well within the normal PokÚdex range, so it should have a normal entry, right?

I am not sure if these things are just issues with my rom, or an issue with the patch. Everything else seems to be functioning relatively normally...
Title: Re: Touhoumon Unnamed (1.8)
Post by: agitosasaki on April 02, 2016, 01:58:58 PM
Can anyone help? I just can't seem to get this hack to work for my roms.

I've tried 3 different Fire Red roms so far and none of them worked out. The best I got was a clean 1.0 rom that worked fine up until leaving the player's house in Pallet Town. Attached is a screenie of what happens upon leaving the house.
Title: Re: Touhoumon Unnamed (1.8)
Post by: decondelite on June 29, 2016, 07:23:45 PM
Will this hack ever be updated soon?
It's been quite a while it doesn't seem to, and if overall I'm rather satisfied, there are a few issues that would be nice to address.

1) The 50% power buff for attack compatibility ruins everything
This thing, out of PokÚmon mechanics, ruins just everything in terms of versatility. A damn TON of moves are simply useless for our puppets, simply because you're better off using one of the moves that correspond to one of its two types.
If this horrible thing was nerfed (I think that 15% would be a better compromise), that would allow us to really have a use for alternate moves. For ewample, I'd have gladly taught Thunder Punch and Ice Punch to my Lily Black if 75*2 was much greater than 90*1.5 (Soar and Dark Pulse).

2) The general mechanics behind many moves that make them near-useless.
You know, these moves that no one ever uses, because they simply rely on luck way too much, are too situational (thus waste a move slot that could be far more useful) or simply because you're better off hitting quick and hard. Things like Sing, Snatch, Recycle, Foresight, and God knows what else.

3) A few poor movesets.
There are some movesets that are extremely disapointing. Either the puppet learns moves that are completely useless for its level (because hey it already has much better in stock), or it is repetitive, or they lack any originality/strategy. My biggest disapointment came from Kagerou, who learned Beast attacks one after the other with barely any subtlety or difference of power between each other, with barely any support skill at all.

3) ZFairy is the worst pain in the ass to capture, ever.
I have nothing against this or that pokemon/doll being a bitch to catch due to 1/2 problematic moves, but ZFairy is really overdone in this domain. She simply cumulates all the worst conditions to be caught. Even a legendary is child's play compared to her!
You know, when a legendary Pokemon/Puppter is hard to catch, it is quite normal because hey you're supposed to have a hard time to catch it. You do can build a special special team only to capture THAT legendary with maximum success chances. I managed to catch all legendaries so far by wasting all their problematic moves PP with Coerce, by weakening them to near death with False Swipe (it leaves only 1HP), then sending them to sleep, then ultra orb spam till they finally give up.

But ZFairy... it's a whole new level of being a plain pain. First, each and EVERY of its 4 moves are there only to be a pain in the ass for you : Teleport, Self-Destruct, Memento and Perish Song. Three to commit suicide, one to flee! She has only 1HP, so there's no weakening her.
The last but not the least, her catch rate is so low that you have even less chances to capture her than to capture a legendary! I have already thrown dozens, dozens, dozens and dozens of ultra orbs at her, I have never been able to catch her.
So overall, what's the best thing to do right now? You turn in circles in Cinabar Mansion for hours and hours and HOURS, because to top off all this, she has a low spawn chance. Even if you do meet one, what do you do? You just use Sing/Hypnosis and pray that the 60% hit connects so it sleeps. Forget about Yawn and its 100% accuracy, of course. It it doesn't connect, consider that if she used Perish Song, you've been lucky. Otherwise, you're off to turn in the mansion again to find another. If by pure miracle you managed to make her sleep, you have to pray now that one of the few orbs (meaning : between 1 and 4) that you'll throw at her will manage to catch her, because once she wakes up it's basically GAME OVER for you. And then circles in the mansion again.

And all this for what? A generic zombie fairy that is worthless in actual combat?

4) The dex is still missing quite a lot of entries.
Well, this by itself would justify an update.


Overall, I have rather enjoyed this hack, but the good things that it contains (mostly having everyone till Ten Desires being dispatched a bit everywhere) are ruined by being an unfinished game that seems to be abandoned. Yet another hack that won't come out of the lot, overall and sadly.