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Hey again! Here's a sneak peek at an upcoming new mechanic for Redux v2, the pool system!
Full details of this optional mechanic can be found on this Reddit post:
reddit.com/r/PokemonROMha…

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@army1_x @AphexCubed @QuestSpec Snow is not implemented, but hail will grant Ice-type Pokémon a 50% boost to the Defense stat.
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@AphexCubed @DaSquyd @QuestSpec Will new weather changes such as snow and the defence increase be a thing in this version or no
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Surprise! I'm extremely pleased to announce Pokémon Blaze Black 2 and Volt White 2 Redux version v2.0.0!
First of all, I'd like to give a massive, massive thank you to @DaSquyd and @QuestSpec for helping with development!

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@AphexCubed @Drayano60 @DaSquyd @QuestSpec Any chance this build will be compatible with the universal randomizer?
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@Prankbox4541 @AphexCubed @QuestSpec In time, we'll release more information on the AI changes. But for now, yes, the AI may decide to switch more frequently, especially when it's in a clearly disadvantageous state.
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@AphexCubed @DaSquyd @QuestSpec "New, stronger and competent trainer AI" Does that include enemy trainers switching out more often, just like the Radical Red AI? Or is it more similar to Run and Bun's AI?
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@AphexCubed @DaSquyd @QuestSpec Does new moves from gen 6-9 replaces existing moves or adds new move slot?
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@Realtimeless1 @AphexCubed @QuestSpec We have a custom version of PKHeX that will be released along with the release of the main game.
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@98tp1 @AphexCubed @QuestSpec Internally it's called "ParagonLite", and it's what we use to modify the ROM's machine code using custom assemblies.
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@YuChunHsieh @AphexCubed @QuestSpec We have a custom version PKHeX that will be releasing alongside the main release.
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@AphexCubed @DaSquyd @QuestSpec I'm still wondering how it's going to work with PokeSav or whatever it's called...
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@AphexCubed @DaSquyd @QuestSpec Are the new moves going to be replacing old, less useful ones or did yall find a way to add brand new ones without any replacing?
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@OverClockLasor @JKSully313 @AphexCubed @Drayano60 @QuestSpec That's outside of my knowledge pool, unfortunately!
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@DaSquyd @JKSully313 @AphexCubed @Drayano60 @QuestSpec Random question since you're on my chain, do you have any way to have gen 4 platinum check for evolution conditions when past a certain level on leveling up with a held item to branch evolutions greatly or are you stuck around gen 5 in applied knowledge so far?
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@JKSully313 @OverClockLasor @AphexCubed @Drayano60 @QuestSpec If this was real a game being built from the ground up, I'd use C++. However, this project is just a bunch of modifications to existing machine code, so it's nice to work close to the bare metal to maximize space. I might make a C compiler for more complex edits in the future...
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@DaSquyd @OverClockLasor @AphexCubed @Drayano60 @QuestSpec What made you decide to code in Assembly as opposed to C/C++?
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@OverClockLasor @AphexCubed @JKSully313 @Drayano60 @QuestSpec The engine, internally called "ParagonLite", is not yet user-friendly enough, in the same way something like HG-Engine is, to warrant a public release. ParagonLite uses ARM thumb assembly directly rather than compiling from a high level language like C or C++.
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@AphexCubed @JKSully313 @Drayano60 @DaSquyd @QuestSpec Will there be an open source version like HGSS engine or is it using a closed version.
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@Bashfluff The issue is that the code for leveling up is handled in the game code and it hasn't been done in Gen V yet to my knowledge. We always just play with 0 Exp/EV gains and use cheated rare candies to level to the cap.
Btw you can add me on Discord if you want to talk more (dasquyd)
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@DaSquyd Actually, there is one feature I'd love that no one has attempted: hard level caps. Based on the level of the next gym leader's mon, so lv 14 pokemon won't gain exp until after beating Brock, for example. Maybe caps could be adjustable to +1/2/3 or -1/2/3? Feasible?
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