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Emerald Z v.1.0.1 is now available to download! Normally I wouldn't put out a new patch so soon, but this solves two relatively important bugs - one because it affects a very common and early Pokémon, and one because it's a softlock.
Spoiler: Changelog
- Fixed the weirdness with Scavenger, I hope.
- No longer possible to softlock in Mauville Gym.
- A few very minor battle engine related bugfixes related to Corrosion, Emergency Exit, and some Life Orb interactions.
- Added a patching guide in the download.
This is answered in the first post, but yes, you can. It's done through a specific method, however.
NUPS is the patching application used to apply the .ups patch included in the download to an Emerald ROM, which you have to acquire yourself.
Unfortunately this hack was tested on and made for mGBA, as it's the most accurate GBA emulator, so I can't guarantee it'll play perfectly on other emulators.
There's a few Bottle Caps available in the overworld and as hidden items. The repeatable methods are through the Pacifidlog Fan Club man and very rarely via Rock Smash.
No, there is not - this is not a game where you need to optimize your EVs. That said, EV-reducing berries are available in the Fallarbor Hyper Training Station.
So I finally beat this game, and I have some things I'd like to touch upon. Each point will have a number of pluses or minuses depending on how much I like or dislike the part of the game I want to talk about:
+++ I really liked most of the Fakemon and I really like how fleshed out they are, from their designs, their sprites, their stats, to even their cries. They're all so tempting to have on a team. I also really like
the Pokédex. It's a very wide variety without being too big. Maybe sometimes it isn't at all necessary to have every single Pokémon in the game. No one's gonna cry if for example Maractus wasn't in the game (im sorry maractus ily)
also not having baby pokemon is really fucking based i just wanted to add that
++ The difficulty is amazing. I definetly wasn't steamrolling through every boss battle. This hack provides a good challenge without being unfair, or necessitating the use of EVs or using tools the player doesn't have access to at that point and I find that really great.
+ I'm all for Teambuilding QOL, so I really appreciated the accessibility of Nature Mints in Lavaridge and Ability Capsules in the Dept. Store.
-- EXP Grinding was painful, especially at the end where the level curve jumps too quickly from 59 to 65. I'd like to add that, through discovering the new Fakemon, I changed my team around alot to end up with my
HOF team, so I had to grind alot to keep the new party members up to level. I suggest maybe adding Generation 6's Exp Share or have some Audino-like Pokémon with high EXP yield just to make EXP grinding a little less of a nuissance. I don't know if the Lucky Egg is hidden somewhere within the game, so I never found it. It would be nice to have that be accessible.
-- I didn't like having to teach HMs to my Pokémon, nor do I like having a Pokémon whose sole purpose is to use them. I would really appreciate it if HMs were at least made so they didn't have to be in the Pokémon's moveset for them to be used. I would've liked to teach Dual Wingbeat to my Salamence, but I really didn't wanna take off the option of fast travelling.
- While I do appreciate, at the very least, that HMs can be replaced, I do find it unfortunate that TMs are consumed upon use. When TMs were made infinitely reusable in Generation 5, I can imagine alot of players being really happy about the change. I am aware of the TM crafting system this hack has, and I'm sure such system works really well for Generation 9 games, where more Pokémon are spawned at once and auto-battling is a thing, I just don't think it works well in Generation 3's old encounter system. But that's just me, I just don't like long grinding. It's why this point has only one minus, but because of this, I had to rely alot on my Pokémon's level-up movepool instead of TM moves I couldn't just buy.
- I just wonder why Hyper Training was even added in a hack like this. It just feels unecessary since IVs aren't that much of a worry.
(edit: This might sound contradictory to what I said about Teambuilding QOL, but while Nature Mints can be bought normally for a noticeable return, Hyper Training requires seeking out a specific rare item for something most people wouldn't engage much with it. Besides, it's not like there is an IV rater that outright tells the player that their Pokémon's IVs are bad or E-, right?)
All in all, This hack felt like vanilla Pokémon Emerald with a modern battle engine and some new Pokémon. I found this hack good, but not without its flaws
Now for some bugs I found:
- Alternate forms of most Pokémon either have an invalid cry, or Bulbasaur's cry. They may also not have a dex index in their summary menu.
- TM compability and Mucus Glob locations weren't documented. (for anyone that's curious, Mucus Glob can be found hidden around the region, use the Dowsing Machine to find them. I found 2. one in Lilycove and another on Route 115)
Spoiler: My HOF Team
- I picked Awkwhal as my starter. He was just too adorable. Never excepted him to turn into an electric-type BEAST
- Elegent is very elegant and awesome, I just wish I knew he had his own held item before I thought he was unusable.
- While I was busy grinding in Meteor Falls I found a Bagon and thought he was a rare encounter, so I caught him. I was contemplating replacing him with Rayquaza, but he was so intimidating I couldn't do it.
- Technician Bullet Punch :>
- Djironn and Forgenie both look amazing and tempting to use. I can imagine Forgenie being devastatingly strong on a well-made Trick Room team.
- I wanted a Special Ground-type, so I had to add Pinhead the Gnotorious. He was a fun wall to use.
So I finally beat this game, and I have some things I'd like to touch upon. Each point will have a number of pluses or minuses depending on how much I like or dislike the part of the game I want to talk about:
+++ I really liked most of the Fakemon and I really like how fleshed out they are, from their designs, their sprites, their stats, to even their cries. They're all so tempting to have on a team. I also really like
the Pokédex. It's a very wide variety without being too big. Maybe sometimes it isn't at all necessary to have every single Pokémon in the game. No one's gonna cry if for example Maractus wasn't in the game (im sorry maractus ily)
also not having baby pokemon is really fucking based i just wanted to add that
++ The difficulty is amazing. I definetly wasn't steamrolling through every boss battle. This hack provides a good challenge without being unfair, or necessitating the use of EVs or using tools the player doesn't have access to at that point and I find that really great.
+ I'm all for Teambuilding QOL, so I really appreciated the accessibility of Nature Mints in Lavaridge and Ability Capsules in the Dept. Store.
-- EXP Grinding was painful, especially at the end where the level curve jumps too quickly from 59 to 65. I'd like to add that, through discovering the new Fakemon, I changed my team around alot to end up with my
HOF team, so I had to grind alot to keep the new party members up to level. I suggest maybe adding Generation 6's Exp Share or have some Audino-like Pokémon with high EXP yield just to make EXP grinding a little less of a nuissance. I don't know if the Lucky Egg is hidden somewhere within the game, so I never found it. It would be nice to have that be accessible.
-- I didn't like having to teach HMs to my Pokémon, nor do I like having a Pokémon whose sole purpose is to use them. I would really appreciate it if HMs were at least made so they didn't have to be in the Pokémon's moveset for them to be used. I would've liked to teach Dual Wingbeat to my Salamence, but I really didn't wanna take off the option of fast travelling.
- While I do appreciate, at the very least, that HMs can be replaced, I do find it unfortunate that TMs are consumed upon use. When TMs were made infinitely reusable in Generation 5, I can imagine alot of players being really happy about the change. I am aware of the TM crafting system this hack has, and I'm sure such system works really well for Generation 9 games, where more Pokémon are spawned at once and auto-battling is a thing, I just don't think it works well in Generation 3's old encounter system. But that's just me, I just don't like long grinding. It's why this point has only one minus, but because of this, I had to rely alot on my Pokémon's level-up movepool instead of TM moves I couldn't just buy.
- I just wonder why Hyper Training was even added in a hack like this. It just feels unecessary since IVs aren't that much of a worry.
(edit: This might sound contradictory to what I said about Teambuilding QOL, but while Nature Mints can be bought normally for a noticeable return, Hyper Training requires seeking out a specific rare item for something most people wouldn't engage much with it. Besides, it's not like there is an IV rater that outright tells the player that their Pokémon's IVs are bad or E-, right?)
All in all, This hack felt like vanilla Pokémon Emerald with a modern battle engine and some new Pokémon. I found this hack good, but not without its flaws
Now for some bugs I found:
- Alternate forms of most Pokémon either have an invalid cry, or Bulbasaur's cry. They may also not have a dex index in their summary menu.
- TM compability and Mucus Glob locations weren't documented. (for anyone that's curious, Mucus Glob can be found hidden around the region, use the Dowsing Machine to find them. I found 2. one in Lilycove and another on Route 115)
Spoiler: My HOF Team
- I picked Awkwhal as my starter. He was just too adorable. Never excepted him to turn into an electric-type BEAST
- Elegent is very elegant and awesome, I just wish I knew he had his own held item before I thought he was unusable.
- While I was busy grinding in Meteor Falls I found a Bagon and thought he was a rare encounter, so I caught him. I was contemplating replacing him with Rayquaza, but he was so intimidating I couldn't do it.
- Technician Bullet Punch :>
- Djironn and Forgenie both look amazing and tempting to use. I can imagine Forgenie being devastatingly strong on a well-made Trick Room team.
- I wanted a Special Ground-type, so I had to add Pinhead the Gnotorious. He was a fun wall to use. View attachment 154453
Thank you for the in-depth response, I really appreciate it!
- The Victory Road level curve is definitely a bit of a jump, I'll give you that - I'll try to think of some ways to make that a little less painful for the next version. The Lucky Egg is available, though I'm not surprised you missed it, as it's given by an NPC in the Safari Zone and it's not in the item location document. This will be amended for the next version - I might also give wild Togetic a chance of holding one. I was hesitant because in previous hacks I've made EXP a little too easily accessible and it's damaged the difficulty curve, but I may well have overcorrected. I won't be adding the gen 6 Exp. Share though - that's something a hack needs to be fully balanced around, and this one isn't.
- I completely understand the gripe with HMs. That said, this is unfortunately a point I'm unwilling to budge on - I like the experience of having your team members tangibly assist you in getting around the overworld. For this hack in particular, I also don't think every Pokémon on your team needs to be optimized - Fly may not be as good as Dual Wingbeat, but it's still workable. (Also, if you want to improve Fly or Dive, you can pick up a Power Herb from the Lavaridge medicine vendor - like in Scarlet and Violet, consumable items outside of Berries get restored after a battle.)
- Fair point about the TM system. I know it's not for everyone, and I certainly expected it to be one of the more contentious points in the hack. My response to this point actually wound up rather long, so I'll spoiler it - TL;DR I don't like the implications that reusable TMs would have for this hack both in terms of balance and thought required from the player.
Spoiler:
I feel like TMs being infinite-use winds up really lowering their value, and it also makes it somewhat harder to balance them. Early on in particular, the number of Pokémon with access to, for example, Trailblaze would wind up lowering the value of actual Grass-types in favour of things that just have Grass-type coverage if you could teach it to as many Pokémon as you wanted. Or as another example, take the case of Bulldoze, Stomping Tantrum, and Earthquake - in a scenario in which TMs are reusable, there's virtually no thought involved here, because most everything that gets Bulldoze would also get both other moves, so it's a simple continuous upgrade. With this system, you have to be careful which Pokémon you teach what, and consider what your best options really are. Maybe you don't teach Earthquake to your Scaraback because it already has Stomping Tantrum, and your Snorlax needs better coverage. Or your Alakazam really wants Shadow Ball, so your Porygon-Z has to stick with Signal Beam, or you run Will-o-Wisp and Hex on your Apparaven.
Infinite-use TMs are also, in my mind, a good bit tougher to balance. You get the TM for Shadow Claw pretty early, before gym 3. If that TM was infinite-use, I'd need to balance things around the assumption that from that point onwards, anything that might want Shadow Claw will have it, and a lot of Pokémon get Shadow Claw, including things that may not always want it in their movesets but would certainly like it for the Psychic gym that is your next roadblock. Same goes for Return, available at the same time - with infinite TMs, as soon as you obtain Return, I need to assume that every physical-leaning Normal-type is now going to have a drawback-free STAB move with around 100 BP, and every Pokémon that still has an unused moveslot containing Tackle or Chip Away or something similar will upgrade that to powerful neutral coverage. Single-use TMs mean I don't need to balance things around those assumptions, which also means the Pokémon that are taught those TMs feel like a better investment, because the opponent isn't necessarily as prepared to take them on. The Pokémon that the TM Crafter asks you to defeat play into this too - a strong early TM might be relegated to one use until you have access to the Pokémon required to craft more.
(I freely admit that this justification is, at the moment, a little hollow, because there aren't a lot of extremely powerful TMs available early with the assumption that you just get the one. The next update will amend this somewhat - for example, you'll be able to pick one of Flamethrower, Thunderbolt, and Ice Beam at the Winstrate house, in addition to buying them from Lilycove.)
Lastly, for me, there's an unappealing homogeneity that comes from having easily-accessible and powerful TMs. I don't like the idea of everything physical-leaning that wants Ground coverage having Earthquake by the end of the game, everything that wants Ice coverage having Ice Beam. Those moves are the best of the best, so why bother with the moves your Pokémon learns naturally? It's more interesting to me if you have some Pokémon running High Horsepower or Frost Breath, Heat Wave over Flamethrower, Rock Blast instead of Rock Slide or Stone Edge. You mention you had to rely on your Pokémon's level-up movepools instead of TMs - to me, this is the system working exactly as intended. That's what I want! I put a lot of time and thought into crafting level-up movesets, and TMs should be an accessory to those moves, not the defaults. It's also another way in which Pokémon can be balanced around each other. Compare Alakazam and female Meowstic - both have their first forms available around the same time, but Alakazam is stronger, faster, has access to Magic Guard... Why bother using Meowstic? Well, because Meowstic demands a lot less of you - Alakazam's level-up moveset is pretty much all Psychic moves, so you need to load it up with TMs that might be better served on other team members. Meowstic, on the other hand, has a crazy level-up set including moves like Shadow Ball, Aura Sphere, and Moonblast - you might never need to spend even a single TM on it, which can make your teammates stronger by saving valuable resources.
I'll absolutely grant you that the TM crafter isn't really as elegant as Scarlet and Violet's system. But I was working with what I had under the constraints of the decomp, and while I would have vastly preferred a proper crafting system with dropped Pokémon materials, it ultimately would've taken up a good amount of space in the saveblock, required a new bag pocket, and I would have needed to write up a dropped item system, which may well have been more annoying if a textbox popped up every time you knocked something out. For what it is, I'm quite happy with it - it requires effort, yes, but personally I think a key TM is something you should have to put effort into getting. That's sort of the philosophy behind a lot of this hack, that too much convenience can feel unrewarding. Plus, Altering Cave is nearby, which is not an accident - it makes encountering certain Pokémon a lot easier, no need to Fly back and forth.
- Now, having said all that stuff about your Pokémon not needing to be optimal... yeah, you caught me. Hyper Training was probably an unnecessary addition. But I needed something to replace the Battle Tent in Fallarbor! I may add an IV judge there in the future.
- The cries should be fixed for the next update, totally my fault. I somehow forgot to include cries for Spectracle's alternate forms, which wound up throwing off the whole table. Not sure about the dex numbers, though. Could you provide a screenshot?
- TM compatibility is not documented, but that's mostly because doing so would be a nightmare. Mucus Globs are farmable off wild Pyukumuku, though like the Lucky Egg I forgot to put this in the item locations document, so that'll be updated next time.
Thank you for the in-depth response, I really appreciate it!
- The Victory Road level curve is definitely a bit of a jump, I'll give you that - I'll try to think of some ways to make that a little less painful for the next version. The Lucky Egg is available, though I'm not surprised you missed it, as it's given by an NPC in the Safari Zone and it's not in the item location document. This will be amended for the next version - I might also give wild Togetic a chance of holding one. I was hesitant because in previous hacks I've made EXP a little too easily accessible and it's damaged the difficulty curve, but I may well have overcorrected. I won't be adding the gen 6 Exp. Share though - that's something a hack needs to be fully balanced around, and this one isn't.
- I completely understand the gripe with HMs. That said, this is unfortunately a point I'm unwilling to budge on - I like the experience of having your team members tangibly assist you in getting around the overworld. For this hack in particular, I also don't think every Pokémon on your team needs to be optimized - Fly may not be as good as Dual Wingbeat, but it's still workable. (Also, if you want to improve Fly or Dive, you can pick up a Power Herb from the Lavaridge medicine vendor - like in Scarlet and Violet, consumable items outside of Berries get restored after a battle.)
- Fair point about the TM system. I know it's not for everyone, and I certainly expected it to be one of the more contentious points in the hack. My response to this point actually wound up rather long, so I'll spoiler it - TL;DR I don't like the implications that reusable TMs would have for this hack both in terms of balance and thought required from the player.
Spoiler:
I feel like TMs being infinite-use winds up really lowering their value, and it also makes it somewhat harder to balance them. Early on in particular, the number of Pokémon with access to, for example, Trailblaze would wind up lowering the value of actual Grass-types in favour of things that just have Grass-type coverage if you could teach it to as many Pokémon as you wanted. Or as another example, take the case of Bulldoze, Stomping Tantrum, and Earthquake - in a scenario in which TMs are reusable, there's virtually no thought involved here, because most everything that gets Bulldoze would also get both other moves, so it's a simple continuous upgrade. With this system, you have to be careful which Pokémon you teach what, and consider what your best options really are. Maybe you don't teach Earthquake to your Scaraback because it already has Stomping Tantrum, and your Snorlax needs better coverage. Or your Alakazam really wants Shadow Ball, so your Porygon-Z has to stick with Signal Beam, or you run Will-o-Wisp and Hex on your Apparaven.
Infinite-use TMs are also, in my mind, a good bit tougher to balance. You get the TM for Shadow Claw pretty early, before gym 3. If that TM was infinite-use, I'd need to balance things around the assumption that from that point onwards, anything that might want Shadow Claw will have it, and a lot of Pokémon get Shadow Claw, including things that may not always want it in their movesets but would certainly like it for the Psychic gym that is your next roadblock. Same goes for Return, available at the same time - with infinite TMs, as soon as you obtain Return, I need to assume that every physical-leaning Normal-type is now going to have a drawback-free STAB move with around 100 BP, and every Pokémon that still has an unused moveslot containing Tackle or Chip Away or something similar will upgrade that to powerful neutral coverage. Single-use TMs mean I don't need to balance things around those assumptions, which also means the Pokémon that are taught those TMs feel like a better investment, because the opponent isn't necessarily as prepared to take them on. The Pokémon that the TM Crafter asks you to defeat play into this too - a strong early TM might be relegated to one use until you have access to the Pokémon required to craft more.
(I freely admit that this justification is, at the moment, a little hollow, because there aren't a lot of extremely powerful TMs available early with the assumption that you just get the one. The next update will amend this somewhat - for example, you'll be able to pick one of Flamethrower, Thunderbolt, and Ice Beam at the Winstrate house, in addition to buying them from Lilycove.)
Lastly, for me, there's an unappealing homogeneity that comes from having easily-accessible and powerful TMs. I don't like the idea of everything physical-leaning that wants Ground coverage having Earthquake by the end of the game, everything that wants Ice coverage having Ice Beam. Those moves are the best of the best, so why bother with the moves your Pokémon learns naturally? It's more interesting to me if you have some Pokémon running High Horsepower or Frost Breath, Heat Wave over Flamethrower, Rock Blast instead of Rock Slide or Stone Edge. You mention you had to rely on your Pokémon's level-up movepools instead of TMs - to me, this is the system working exactly as intended. That's what I want! I put a lot of time and thought into crafting level-up movesets, and TMs should be an accessory to those moves, not the defaults. It's also another way in which Pokémon can be balanced around each other. Compare Alakazam and female Meowstic - both have their first forms available around the same time, but Alakazam is stronger, faster, has access to Magic Guard... Why bother using Meowstic? Well, because Meowstic demands a lot less of you - Alakazam's level-up moveset is pretty much all Psychic moves, so you need to load it up with TMs that might be better served on other team members. Meowstic, on the other hand, has a crazy level-up set including moves like Shadow Ball, Aura Sphere, and Moonblast - you might never need to spend even a single TM on it, which can make your teammates stronger by saving valuable resources.
I'll absolutely grant you that the TM crafter isn't really as elegant as Scarlet and Violet's system. But I was working with what I had under the constraints of the decomp, and while I would have vastly preferred a proper crafting system with dropped Pokémon materials, it ultimately would've taken up a good amount of space in the saveblock, required a new bag pocket, and I would have needed to write up a dropped item system, which may well have been more annoying if a textbox popped up every time you knocked something out. For what it is, I'm quite happy with it - it requires effort, yes, but personally I think a key TM is something you should have to put effort into getting. That's sort of the philosophy behind a lot of this hack, that too much convenience can feel unrewarding. Plus, Altering Cave is nearby, which is not an accident - it makes encountering certain Pokémon a lot easier, no need to Fly back and forth.
- Now, having said all that stuff about your Pokémon not needing to be optimal... yeah, you caught me. Hyper Training was probably an unnecessary addition. But I needed something to replace the Battle Tent in Fallarbor! I may add an IV judge there in the future.
- The cries should be fixed for the next update, totally my fault. I somehow forgot to include cries for Spectracle's alternate forms, which wound up throwing off the whole table. Not sure about the dex numbers, though. Could you provide a screenshot?
- TM compatibility is not documented, but that's mostly because doing so would be a nightmare. Mucus Globs are farmable off wild Pyukumuku, though like the Lucky Egg I forgot to put this in the item locations document, so that'll be updated next time.
Hello. You're very welcome. After all, the whole reason why I wrote my response was because I wanted to see this hack become better.
- Regarding the level curve in the endgame, I suggest toning the Pokémon League's levels from 65~70 to maybe 61~66. As for the Lucky Egg, yeah I wish I knew beforehand where it was. At some point I considered going there to grab a Tauros so I could've stumbled upon the item, but I changed my mind.
- I do understand where you're coming from with your take on HMs. I think Hoenn isn't bad with the land-based HMs. My biggest gripe were the water HMs. My starter was a special-offensive Water-type and I really did not want to take off its Ice coverage over Dive and Waterfall. It's the biggest reason why I complained about HMs.
- You have a point with your take on TMs. I think at the very least I appreciate that TMs can be copied, unlike games before Generation 5 where some TMs are obtained once and never again. It would be nice if the wild encounters required for a TM hunt had their encounter odds boosted, but I don't know the full extent of what can be done with decomp, so it's fine if it can't be done. I would appreciate a notification that mentions how many encounters I need to KO before the requirement would be done.
- In my opinion, the Battle Tent could be replaced to a place to grind EXP in. Perhaps by having trainers there that can be infinitely rematched that get progressively higher leveled the more badges you have. Something like the Battle Chateau in X&Y.
- I've attached a screenshot detailing the Pokédex index bug below. I made it a spoiler to not spoil the roaming legendary for anyone.
Oh yeah, and another bug I found is that while Slateport's ferry isn't available as intended, Lilycove's ferry is available and can be used to go to the Battle Frontier.
Hello. You're very welcome. After all, the whole reason why I wrote my response was because I wanted to see this hack become better.
- Regarding the level curve in the endgame, I suggest toning the Pokémon League's levels from 65~70 to maybe 61~66. As for the Lucky Egg, yeah I wish I knew beforehand where it was. At some point I considered going there to grab a Tauros so I could've stumbled upon the item, but I changed my mind.
- I do understand where you're coming from with your take on HMs. I think Hoenn isn't bad with the land-based HMs. My biggest gripe were the water HMs. My starter was a special-offensive Water-type and I really did not want to take off its Ice coverage over Dive and Waterfall. It's the biggest reason why I complained about HMs.
- You have a point with your take on TMs. I think at the very least I appreciate that TMs can be copied, unlike games before Generation 5 where some TMs are obtained once and never again. It would be nice if the wild encounters required for a TM hunt had their encounter odds boosted, but I don't know the full extent of what can be done with decomp, so it's fine if it can't be done. I would appreciate a notification that mentions how many encounters I need to KO before the requirement would be done.
- In my opinion, the Battle Tent could be replaced to a place to grind EXP in. Perhaps by having trainers there that can be infinitely rematched that get progressively higher leveled the more badges you have. Something like the Battle Chateau in X&Y.
- I've attached a screenshot detailing the Pokédex index bug below. I made it a spoiler to not spoil the roaming legendary for anyone.
Oh yeah, and another bug I found is that while Slateport's ferry isn't available as intended, Lilycove's ferry is available and can be used to go to the Battle Frontier.
- The Water HMs are the biggest problem, yeah. I will point out though, that because Surf is also an HM (and I'm assuming that's what your Cetayser had), it's possible to use Surf, teach Dive / Waterfall when they're necessary, use them, and then immediately re-teach Surf. It's a little time-consuming, but it's an option.
- I don't think I'll be adding a place that exists solely to allow you to grind EXP. Something like that would feel a little artificial to me, in a bad way. I may, however, try to figure out a system to allow you to rematch Victory Road trainers, to ease the grind for the E4.
- Goddammit I could've sworn I fixed the ferry thing. Oh well. I don't think the Battle Frontier is going to crash your game or anything, but it will be pretty broken, full of placeholder Bulbasaur sprites, and the ferry is fully unedited too. Just don't go there.
Wild Pokémon have a 1/25 chance of appearing with their Hidden Ability, which also applies for most static and gift Pokémon (with the exceptions being the starter you get from Birch and the weather trio, which cannot have their Hidden Abilities when you get them). Ability Patches also exist - you can find one in Trick Forest and you can repeatedly trade a man in Lilycove three of each Nectar to receive one.
Really fun hack, enjoyed having an excuse to revisit Emerald again! The Fakemon were all pretty fun and interesting, as were the changes made to canon Pokemon (Cramorant and Furret being the real standouts for me, as evidenced by the fact they were in my Hall of Fame team lmao), which all felt pretty tasteful without veering too far into "difficulty hack" tier changes like minmaxing stats too heavily or nonsensical (although I'm not really sure about the Torkoal retype, personally).
Look, I'm going to be as blunt as I can. I'm very unobservant and have a hard time finding things, yet I also want to experience the funny new mons out the gate, apparently in Altering Cave. Is there a list of passwords I can use to take a look sooner rather than later?
Ok So im Just saying this for the sake of saying it i have read the other comments and i just don't agree with HM's being tied to your pokemon, like to give an example i have just beat the 5th leader and obtained surf. now normally this would be a good thing as now i can go across water but because i need to use it on one of my pokemon i need to get rid of a move BUT i then ask you what happens if i dont have a pokemon that learns surf? well then i need to sacrifice one of my party slots for a HM Slave now i don't really like this in pokemon because this means that i cant use the team i wanted to use and also means one of my party members isn't gaining any EXP anymore, and with how badly I've been earning EXP i need all i can get ( to clarify i got to sidny with only level 31-33 pokemon ) this means im VASTLY under leveled compared to other trainers and bosses and as a person who doesn't have a lot of time on there hands cant just sit there and grind low level pokemon for 2 hours, Grinding IS NOT FUN its tedious and time consuming HM's should NOT be tied to pokemon, like im sorry but i just cant enjoy this hack in its current state. ( Or at least give players an option for infinite rare candys to help with grinding )
So I ran into a bug in the game corner, specifically the roulette table. The ball continuously rises until its off screen and never actually goes anywhere on the table, effectively softlocking you in the mini game. I'm playing on the 1.0.1 trashman patch using the myboy emulator
Really fun hack, enjoyed having an excuse to revisit Emerald again! The Fakemon were all pretty fun and interesting, as were the changes made to canon Pokemon (Cramorant and Furret being the real standouts for me, as evidenced by the fact they were in my Hall of Fame team lmao), which all felt pretty tasteful without veering too far into "difficulty hack" tier changes like minmaxing stats too heavily or nonsensical (although I'm not really sure about the Torkoal retype, personally).
Thank you! Regarding Torkoal, yeah, I agree it's probably the stretchiest of the type changes and not strictly necessary - it's a holdover from older hacks and one I didn't think about too critically. I'm hesitant to revert it, though, just because it's the only Fire / Steel available in the game.
Ok So im Just saying this for the sake of saying it i have read the other comments and i just don't agree with HM's being tied to your pokemon, like to give an example i have just beat the 5th leader and obtained surf. now normally this would be a good thing as now i can go across water but because i need to use it on one of my pokemon i need to get rid of a move BUT i then ask you what happens if i dont have a pokemon that learns surf? well then i need to sacrifice one of my party slots for a HM Slave now i don't really like this in pokemon because this means that i cant use the team i wanted to use and also means one of my party members isn't gaining any EXP anymore, and with how badly I've been earning EXP i need all i can get ( to clarify i got to sidny with only level 31-33 pokemon ) this means im VASTLY under leveled compared to other trainers and bosses and as a person who doesn't have a lot of time on there hands cant just sit there and grind low level pokemon for 2 hours, Grinding IS NOT FUN its tedious and time consuming HM's should NOT be tied to pokemon, like im sorry but i just cant enjoy this hack in its current state. ( Or at least give players an option for infinite rare candys to help with grinding )
I understand your complaints. Respectfully, though, I think the experience that you're looking for in a Pokémon game is not one that this hack is ever going to provide. You're kind of overstating the Surf HM issue - I can't imagine a lot of people are going to get through this game without a single Water-type on their team, and even those who do still have options. But even so, you're approaching this from the perspective of "I am going to use these six Pokémon and that's all," in which case, yeah, if none of those six get Surf you have a problem, but there is a solution, which is... don't just use those six Pokémon. Adjust what you're willing to have on your team to take into account that you'll need Surf. It really isn't that big a deal.
Infinite Rare Candies is absolutely never going to happen. I get that grinding is a contentious issue, and that this hack will occasionally ask for it. But it asks for it in (in my experience) relatively small and reasonable doses, save for the Elite Four which as I've mentioned I'm working on improving. This especially applies if you clear out optional areas as they become available rather than speeding through the most direct route, and if you fight wild Pokémon rather than running or using Repels. If you aren't able to spend some time getting one or two levels on your team per badge, then this isn't the game for you.
I'm sorry you weren't able to enjoy the game. You probably never will; the things you're asking for here are not things this hack is going to provide. And that's perfectly fine! There are plenty of hacks out there with a focus on QoL features like the ones you're requesting. This just isn't one of them, and I don't intend to make it one.
So I ran into a bug in the game corner, specifically the roulette table. The ball continuously rises until its off screen and never actually goes anywhere on the table, effectively softlocking you in the mini game. I'm playing on the 1.0.1 trashman patch using the myboy emulator
As I've said, I can't account for any bugs that happen because of MyBoy; the game is designed for mGBA. From the reports I've heard, MyBoy doesn't sound like a great emulator.
Hi I'm really loving this hack!
I am kind of stumped tho, I finished the trick forest puzzle ( may I add without any hints ) and I got the scroll and we sang praises of the trick master. Now what do I do. Where even is the trick master and how do i show him the scroll contents
Hi I'm really loving this hack!
I am kind of stumped tho, I finished the trick forest puzzle ( may I add without any hints ) and I got the scroll and we sang praises of the trick master. Now what do I do. Where even is the trick master and how do i show him the scroll contents
In the grotto where you find the first Cut tree you need to cut down, there should be a single purple flower. That flower will turn white when you Headbutt a golden tree, and stepping on it will transport you to Trick Master.
Emerald Z v.1.0.2 is now available! Contains a new held item, a revamp to an old Ability, a more useful Pokédex, earlier access to some TMs, changes to make levelling easier, bugfixes, and more. As always, patch to a clean Emerald ROM and put it in the same directory as the old one to avoid losing progress.
Spoiler: Changelog
- Lotad, Lombre, & Ludicolo: Hidden Ability is now Tangled Feet instead of Own Tempo.
- Ludicolo: Sp. Atk 90 -> 95, Sp. Def 100 -> 105
- Shiftry: Attack 100 -> 105, Sp. Atk 90 -> 95
- Oricorio-Pom-Pom: Hidden Ability is now Tangled Feet instead of Quick Feet.
- Scovillain: Secondary Ability is now Tangled Feet instead of Insomnia.
- Granvas & Mezosaic: Hidden Ability is now Levitate instead of Synchronize.
- Mezosaic: Now learns Razor Wind by move relearner instead of Air Cutter.
- Revamped Ability: Tangled Feet - At the end of each turn, this Pokémon's Speed stat is either sharply boosted, boosted, lowered, or harshly lowered, at random.
- New item: Explorer's Guide - Non-consumable. When held, allows Dig, Dive, and Fly to be executed in one turn instead of two. Found in the Fossil Maniac's tunnel.
- The Data tab of the Pokédex now explains evolution methods, though it does not necessarily provide all of the details.
- EXP no longer scales with level. In the absence of the Gen 6+ Exp. Share, this should hopefully make levelling a bit less painful. I'm definitely looking for feedback on how this affects the overall level curve - please let me know!
- Berries now grow much faster and have slightly higher yields. Basic Berries like Chesto and Pecha will grow fully in one real-time hour. The rarest Berries like Starf and Liechi will grow in twelve hours. Berries like Lum and Sitrus will take around 3-4, while type-resist Berries take 2. Berry trees also no longer disappear when fully-grown if left unpicked.
- Tate and Liza now only have two Super Potions instead of four.
- Player can now receive either the Thunderbolt, Ice Beam, or Flamethrower TM from the Winstrates.
- X-Scissor TM is now available after three badges instead of five.
- Fallarbor's Hyper Training Station now contains an IV judge.
- The postgame superboss now hints that they can be fought after the Champion.
- Trainers in Victory Road can now be rematched once you reach the Pokémon League, although it may not exactly be... ethical.
- Fixed alternate form cries and summary screen dex numbers.
- Lilycove Ferry can no longer take you to the Battle Frontier (yet).
- May's dialogue no longer references the player being the child of a Gym Leader.
- Migreat can now properly change forms with the Lost Compass.
- Ponyta, Rapidash, Darumaka, and Darmanitan are now properly compatible with the Overheat TM.
- Subzerebrum now evolves at the correct level.
- The Fallarbor Hyper Training Station is now usable if you have a Gold Bottle Cap but no regular Bottle Caps.