r/PokemonRomhackDev

Image 1 — Scrapped Silver dev update
Image 2 — Scrapped Silver dev update
Image 3 — Scrapped Silver dev update
Image 4 — Scrapped Silver dev update
Image 5 — Scrapped Silver dev update
Image 6 — Scrapped Silver dev update
Image 7 — Scrapped Silver dev update
Image 8 — Scrapped Silver dev update
Image 9 — Scrapped Silver dev update
Image 10 — Scrapped Silver dev update
Image 11 — Scrapped Silver dev update
▲ 206 r/PokemonRomhackDev+1 crossposts

Scrapped Silver dev update

Hey Reddit, sorry for taking a while to update you guys on here!
For future reference, I’m probably going to be treating Reddit as more for bigger updates, my Twitter for smaller updates, and discord is for random stuff and even smaller updates and decision making.
So I’m here to showcase some Pokémon that are in the game, my design philosophy, and map changes.
If you like what you see at all maybe join the discord or follow my twitter
If you wanna help out in the future I am looking for sprite artists (gen 4 style) and/or people proficient in coding (I'm so bad at it but I try)
Or people who would like to bounce around ideas and/or balancing suggestions.
Not really trying to make a team at the moment, but if you’re interested, I might make one most likely on discord which is the easiest way for me to communicate or pm me on here
https://x.com/adcroc2
https://discord.gg/qC4CdCPgJ2

Pokemon

  1. Chikarita: fairy/bug  (I promise you I’ve been working on this for a long time and it’s just a cool coincidence) 
    1. Defencive/special attacker
    2. Based off of the 2000s scratch pad and the sketches of the space world 97 demo
    3. Base front sprite from SeaDragonGamer1928
  2. Cyndaquil: poison, final evo will be poison/steel
    1. Defensive/physical attacker
    2. Based off of the 2000s scratch pad
    3. The colors of the Sprite are based off of it being incorrectly given Larvitar’s palette
  3. Totodile: ground, final evo will be ground/dragon
    1. quick/physical attacker
    2. Based off of the 2000s scratch pad
    3. This one was the hardest typing to come up with since I came up with the other two first and then had to fit this one in. I’ve looked at the type chart and it seems like this is the best match that is not a perfectly type triangle, but is pretty good.
  4. Hoppip: grass/fairy
    1. Based off of space world 97
    2. This typing seems to be very common interpretations of this Pokémon, not much to say here
  5. Hoothoot: rock/flying
    1. Based off both the sw97 and 2000s scratch pad combined into one
    2. You’ll see with the evolution, but I kind of base it off of rollout and the fact that they are not many rock flying types
  6. Noctowl: rock/flying
    1. Solely based off of sw97
    2. Credits to FlorianDX for all the sprites
  7. Sentret: normal/fairy
    1. Originally was more based off of the evolution but have added the little cheek dashes of fur to look like the 2000s sp (I find that sprite to be really ugly)
    2. I know there’s a lot of fairy types in the beginning, but as I go down the dex, it will start to thin out
  8. Furret: normal/fairy
    1. Based off of the 2000s sp 
    2. The colors are more reminiscent of the regular Furret’s shiny, but made the executive decision to have this one’s shiny be the base color of the beta
  9. Kotora: electric
    1. Based off of the sw97/gen 1 alpha
    2. He’s my favorite :)
    3. Front first frame leparagon, second/back: LennyBitao, overworld: Yosa (the goat)
  10. Raitora: electric
  11. Based one more of the gen 1 alpha than sw97 version 
  12. Main design based off of Rachel Briggs rendition (I believe because Dr lava made the crediting confusing)
  13. The reason why I based it off of the alpha is because the space world demo seems more like a second final evolution then just a regular second stage form ;) (hint hint)

Before I start with the beta babies I will say a lot of the Pokémon lines who got have gotten stat buffs, except two which will be very selfexplanatory in the future

  1. Vulpiii: fire
    1. Based off of gen 4 concept art
    2. The reason why I chose the gen 4 concept art over the sw97 version it’s because I feel like the gen 2 version suits alolan Vulpix better so if I would ever to add them, then I’ll use that baby form instead
    3. Sprite: FlorianDX
  2. Coinpur: normal
    1. Based off of sw97
    2. Not much to say
  3. Okapako: normal/psychic
    1. Based off of the back sprite of twinz in the sw99 version
    2. Had to do a lot of interpretation because there’s not much to go off of here I think the yellow and black color scheme fits it very well, so I mostly got rid of a lot of of the pink
    3. I forgot where I found this name if anyone knows please tell me I just love it so so much
  4. Girafarig: dark/psychic
    1. Based off of sw97
    2. I think in the demo it was ghost psychic but I think dark fits it a lot better design wise 
    3. I am not that good at making sprites. I have no idea how I’m going to try to make the back sprite
    4. The stats have been raised because this is the final evolution. There will be no Farigiraf sorry!
    5. Sprite: FlorianDX

The Map
The map is based on the many renditions of Johto in 1998 which are more obscure than the 97 build
There will be some creative liberties with some of these maps because a lot of them are very bare bones with very little details and I think I should update them because game did a very similar thing when it came to going from gsc maps to hgss maps
Some maps will not be touched because some of them are so bare-bones that I don’t know anything interesting I can do with them and or it might break progression in some way.
there will be some new locations based off of scrapped map elements
Maps that have been changed so far
New Bark town, R29, R46 (to match the layout of R29), Cherrygrove city (a lot bigger now), R30, R31, Violet city, R36, and R37

If you made it all the way through this thank you I hope you enjoy seeing development as it continues
Leave any comments or questions you have about development
And if I've used one of your sprites by accident without giving you credit, please tell me because I’ve been working on this for a while and credits have been mixed up through computer changes and hard drive mishaps in the past.

So might be a while till the next update on here so see yall then!

u/Material-Progress-71 — 20 hours ago
▲ 85 r/PokemonRomhackDev+1 crossposts

[ALPHA] Pokemon Emerald XTREME: Additions and Enhancement Hack [repost because reddit nuked my images]

Hello, I am D3N_AR, I am currently at the last stage of development of my first ever complete rom hack: Pokemon Emerald XTREME.

The biggest thing was adding Contest Halls back into Pokemon Emerald, there is a pokeemerald fork of it by me as well through here

Enhancements/QOLs:-

  1. Pokemons upto Gen 7,
  2. has Mega Evolutions [post game],
  3. Z crystals, Physical Special split,
  4. Run Toggle [being minimalistic with a click of L button and a sound effect, no text boxes saying "Auto-Run Enabled"],
  5. Indoor Running,
  6. Object Shadows,
  7. Follow Pokemon,
  8. Reusable TMs, 100 custom TMs etc.
  9. HM moves cane be forgotten.
  10. Move relearner and Pokemon Renaming in menu.

Additions:-

  1. There are four trainer facilities / gauntlet to help players level up,
  2. multiple Map revamps, Day Night system, Battle Frontier also features upto gen 7 pokemons,
  3. Pokemon gambling with Metal Alloy as a currency [You get one after defeating each gym leader, one for free daily in Slateport City and be able to purchase them in most PokeMarts],
  4. 20% chance of wild double battles,
  5. Features two large post game Islands.
  6. Mints, improved battle backgrounds etc.
  7. I also shifted some species info like Grovyle and Sceptile being GRASS DRAGON now as well as Gyarados as WATER DRAGON, there are more changes but I won't reveal it here.
  8. Trainer Parties have been changed such as Elite 4 and Wallace's team featuring stronger Candidates.
  9. Multiple new maps in Hoenn.
  10. Sky Battles.

Region Wide Dynamic Weather System:- I fully utilised dynamic weather system through "Region Wide Dynamic Weather System", the region [except some specific locations like Route 113] of Hoenn has been divided into multiple parts: West, East, North West, Tropical, Cold Ocean and Warm Ocean with weather changing depending on your seed every day.

Oh, for base: I used RH-Hideout's v1.16.1 base for this.

Overall, the development took around 4 months to be in this state which is almost complete. I'm currently bug-hunting and polishing some areas before release.

The patch file repository for this game is right here, as the title says, it is currently at alpha stage.

Our discord server link is this, feel free to ask me about it, I'll try to answer it in my free time.

u/Extreme_Rest_7624 — 1 day ago
▲ 2 r/PokemonRomhackDev+1 crossposts

PK3DS will not change starters

Made a rom hack of Pokemon Y, and put it on my 3DS. However the starters will not change no matter what I do. Everything else in the hack works fine except that. I double checked and the 2 .CRO files for starters do change when edited, but when using layeredFS I still am seeing nothing

reddit.com
u/xa44 — 14 hours ago

Adding pokemon sprites to the overworld [Gen IV] [OTHER] [DSPRE]

Hello, for a project in a series of playthrough challenges, I wanted a Magnezone to appear in the overworld (like an NPC) in my pokemon Platinum run. While I intend for this to be a static NPC found in one specific location, I intend for the sprite to be the same sprites as the 'following' sprites from HGSS.
I am very inexperienced in using DSPRE (and other editing tools); I have previously edited dialog, and I have found where to add NPCs, but I cannot find out how to add the correct pokemon sprites to the list of NPCs I can add to the overworld.
I would prefer not to overwrite existing NPCs because I don't want random people to turn into Magnezone. If possible, I would also like to attach dialog when you interact with the Magnezone NPC, and would like that dialog to change after a specific action is taken.

Is there anyone that knows how i can do this?

reddit.com
u/Professor_Peachtree — 3 days ago
▲ 41 r/PokemonRomhackDev+1 crossposts

Immortalize your Pokemon Outside of Home

I am currently developing an app that will help “immortalize” Pokémon. My idea is that some people might want to transfer their Pokémon all the way up to home while simultaneously keeping a copy on their original generation before the move. I created a program in python that uses .PK files (individual Pokemon data) and converts them to binary, then creates an outline of the Pokémon in the binary 1’s and 0’s, then generates a QR code that contains the .PK file.

The only thing I have not finished so far is an application that can read the QR code and display the unique Pokémon data similar to home displays it which includes the original trainer, nickname, statistics and moveset. Additionally, the application would allow you to download the .pk file so that it could be inserted into a save file via PKHEX or similar programs. I apologize if this is of no interest for anyone, but I am very passionate about not letting companies take things from me.

Please let me know if you are interested in helping develop the QR reading app by leaving a comment or sending a DM.

I have attached a picture of the initial python program that I created. Basically, if you have a .pk file to submit to this, you know how to immortalize your pokemon, but it gives the file a nice memorialization that can be printed. I am optimizing fonts and am open to suggestions to make it more “artsy” as that is not my forte.

reddit.com
u/laboonchar — 4 days ago

[Gen 4] Turtorial: How to Change Move Animation Sprites in Pokemon Platinum

What you need:
A paint software that can index sprites
Tinke (replacing and extracting)
A Gen 4 move effect editor (to find which animation file plays during the move)
NitroEFX (editor for nitro particle files)
Nitro Paint (to edit NDS graphics)

Note: you can edit the colour of a lot of move animations extremely easily in NitroEFX, this guide is for the unique sprites found in some moves (i.e Attack Order's bees or Magical Leaf's leaves)

The move animation files can be found in Tinke inside /wazaeffect/effectdata/waza_particle.narc. Inside are 485 files corresponding to different move animations, to find the move animation you want, download a Pokemon Gen 4 move effect editor, inside the editor find the move you want to edit and in the commands see the numbers after “SetPlayAnm” (should look something like 0x0 0x1 0x2) what you want is the middle number (0x1) that Hexadecimal converted into Decimal will give the number to the specific move animation file in waza_particle.narc.

After you find the number for your move animation file, find the file in waza_particle.narc, extract it and open it in NitroEFX, click on a resource under the resource tab and then go to the texture tab to see all its textures. Find the sprite you want to edit, the dimensions of the sprite or custom sprite you are trying to replace doesn’t matter, replacing a 32x32 sprite with a 64x64 sprite will still work and the 64x64 sprite will be the same size in game as the 32x32 sprite was, likewise replacing a 64x64 sprite with a 32x32 sprite will cause the 32x32 sprite to be as big as the 64x64 sprite. Export the sprite you want to replace and create a sprite to replace it, in your paint software that has the ability to index, use only 8 colours and index your custom sprite with the transparent colour being in the top left of the colour swatches.

Now open your custom sprite Nitro Paint and click “create texture”. In the texture editor, Convert to:

Format: a5i3

Colors: 8

Convert

And save it as a .tga file. Now clear nitro paint and go to file/open, select the sprite you want to replace and click “create BG”

Palette:

Palettes: 0
Size: 8

Generate

Now in the palette editor highlight the 7 colours after the top left pink swatch and right click, “create” and add your custom sprite.tga as a bitmap, colours: 7, and generate. In the character editor resize to 4 x 4 and adjust window to see the 4 x 4 grid, highlight it and right click on the 4 x 4 grid and click “import bitmap here” select your custom sprite.tga, untick “write palette”, tick “OBJ mode”, keep OBJ size 8x8 1D 32K.

Now in the character editor, copy your custom sprite, in the screen editor highlight all squares, paste the custom sprite in it and unselect all squares in it before pressing “apply”. Your custom sprite should be in the character editor and screen editor with the right colours, export as a png.

Note: if you are replacing 2 sprites with the same palettes in the same move animation then use the same custom sprite .tga on the palette editor for both sprites, otherwise the 2 custom sprites will have different palettes even if you index them with the same palettes. Failing to use the same .tga for the palette might make colours swapped on your 2nd sprite in game

Open nitroEFX, find the texture and right click on the one you want replace, click “update” and select your exported sprite png from nitropaint, make format A5I3 and confirm, go into your updated texture with your custom sprite and tick “palette color 0” then click file/save all. Reinsert the ASM file you edited into the same place in Tinke, pack and save Rom.

There are some move sprites you cannot edit from NitroEFX (i.e mean look) because their sprites aren’t tied to the ASM but are deconstructed in another folder in wazaeffect/effectclat/. The 4th image above shows the specific sprites that are in effectclat/. Inside of wazaeffect/effectclat/ there is wecell.narc, wecellanm.narc, wechar.narc and wepltt.narc. In order to view and replace these sprites you first open the palette in wepltt.narc, open its corresponding file in wechar.narc, open the next corresponding file in wecell.narc and finally open the corresponding file in wecellanm.narc. There you should see the true animation of the moves and you can replace the sprite through Tinke.

u/NoAbility15 — 5 days ago

[GEN 2][DECOMP] Replacing old pokemon with new pokemon?

Hi, I've been toying with the idea of replacing some of GEN 2s pokemon with a handful of later generation pokemon. I'm considering this option both for story/narrative reasons and to bypass the limits on the # of pokemon in pokecrystal. My concern, however, is that replacing, for example, pidgey with wingull could introduce a lot of bugs into the game. What do. you think? Is replacing pokemon fairly straightforward or are there all kinds of complications involved, some easily missed?

reddit.com
u/wilsonapricot — 6 days ago

[GEN 2][OTHER]

Hello, I would like to change the list of Pokemons (and their moveset, item, DVs if possible) that can be used by the opponents in the Crystal Battle Tower. OneGSCTrainer, for example, doesn't allow you to edit these Pokémon : is there any software that lets you do that? Or is it feasable using the Pokémon Crystal disassembly or something similar? Even for a (motivated) beginner in rom hacking?

Thanks in advance for your answers! I hope this is the right subreddit for this question.

reddit.com
u/Real_Yogurtcloset220 — 8 days ago
▲ 37 r/PokemonRomhackDev+3 crossposts

[Fan Translation] 13 new screenshots — German Pokémon Unbound localization (UI, dialogue, battle, starter choice)

Small update on the German (Deutsch) fan localization of Pokémon Unbound — sharing a wider set of curated screenshots this time.

13 screenshots covering: UI/menus, story dialogue, battle text, and the starter choice sequence. Full gallery here: https://imgur.com/a/5bnJBKt

The set includes a few things we hadn't shown before: the starter selection sequence itself, some of the surrounding story dialogue, and a couple of general lore/atmosphere shots. Menus and battle text make up the more "functional" side of the localization work — those are the screens players spend the most time looking at, so getting the terminology and line-wrapping right there matters a lot.

As before: AI-assisted, human-reviewed, patch/tooling focused. No ROMs, no public patch release yet. Every batch of screenshots goes through a manual review pass before it's shared publicly — that's also why updates like this tend to come in waves rather than a constant stream.

These (and more) are also visible directly on the project page: https://github.com/pokemon-unbound-de/pokemon-unbound-de — check the README gallery for the full curated set.

There's also a Discord now for quick feedback — if you want to comment directly on a screenshot or talk terminology: https://discord.gg/hn9BCfAfWJ. Technical details, issues, and the current state stay on GitHub; the Discord is just for faster back-and-forth.

Still looking for human QA help — screenshot QA, terminology/lore consistency, and textbox rendering issues. Open issues on the repo if you want to dig in, no ROM-hacking experience required to help with wording or lore feedback.

Feedback welcome, especially from people who've played the original Unbound and have opinions on how specific terms should be handled in German.

u/Perfect-Ant5901 — 9 days ago

Pokemon Red Neural Network runnable on GB hardware

Hello there everyone. I have been working on a neural network that runs inside a Pokémon Red ROM, on actual Game Boy hardware! It replaces the enemy trainer AI, so every trainer you battle has its moves picked by the network rather than by the original game's scoring rules. It's a quantized int8 feedforward network, 60 -> 40 -> 6 with ReLU on the hidden layer and 2,640 weights, and it makes a decision in about sixteen frames, hidden behind the battle animation. The inputs are the things a trainer would actually reason about: expected damage for each move as a fraction of the target's remaining health, whether a move can land a knockout, accuracy, status chances, stat stages on both sides, who moves first, and how many Pokémon each side has left. It's trained on thousands of battles generated by a Monte Carlo tree search, then annotated for accuracy so it learns from decisions the search was actually confident about. I hope others find joy, intrigue, or inspiration from this project. If anyone tries it, please let me know what you think!

https://www.romhacking.net/hacks/9872/

Source Code:
https://github.com/exploratorystudios/pokaimon-red-source/tree/main

reddit.com
u/thewindmage — 13 days ago

[GEN 4][DECOMP] Bug testing for a friend, run into an unsolvable issue

I’ve been playing a HeartGold romhack for a friend to bugtest, and we’ve run into a pretty heavy bug, which is that the game freezes whenever Bayleef tries to evolve into Meganium. I’ve tried doing it at higher levels to see if it was just at Level 32 but the evo freezes no matter what level. I don’t know too much about the game as I’ve asked them not to spoil much, but I know the starters have received new abilities rather than just Blaze/Overgrow/Torrent.

Would anyone else know any other potential causes?

reddit.com
u/David_Falcon — 11 days ago

Strange Pokemon Leafgreen (v1.1) crashes happening in custom romhack [GEN 3][BINARY]

This is a bit of a doozy for me. So upon playtesting a romhack I was working on in Hex Maniac Advance, I came across a really ugly crash in two areas that seems to be too stubborn for me to figure out. The first one is in Vermillion, and its split right down the middle of the walkway, the left side (orange) will...sometimes crash? And the right side (red) will crash every time unless I load Vermillion City from the east side.

The second image explains part of itself, I added an item you can grab after smashing a rock, and given the glitchy trainer sprite that shows up there, I ASSUME the crash is because of some loading zone shenanigans involving too many things or palettes being loaded at once. The red zone is the loading zone to Fuchsia City. The crash only happens near the middle section on the very very right edge of Fuchsia just before the route 15 map begins, the very south and north ends are fine. Presumably the rock smash object causing this one, in that case, how do I fix it if I ALREADY REMOVED THE ROCK...Plus, again, loading this area from the east, (ONLY THROUGH THE GATE) results in no crashes.

I cannot for the life of me figure out how to fix these two crashes. Even Hex Maniac Advance is just randomly hanging/freezing in certain areas like Route 3 or Lavender Town. I think I know what's causing the second crash in Fuchsia, but the Vermillion one is driving me crazy. Some of the most recent changes I've made to the rom that MAY be causing some of this stupid crap are:

• Tweaking or completely revamping Brock's, Erika's, and Koga's gym, and a single question in Blaine's gym

• Fixing a bug where an extra Cut tree I added on route 8 was sharing data with an already existing one

• Made Professor Oak give 15 Pokeballs instead of 5 (It moved pointers I think)

If someone who actually knows how the GBA and the Pokemon games on it function can help give some advice on both what could be happening, and what I could do to fix it, that would be so so so appreciated. I've spent a lot of time on this rom. This issue is devastating ;-;

https://preview.redd.it/xarix20832ih1.png?width=1983&format=png&auto=webp&s=9e6c5461c247ee16abac3dc0b7a4899699f16353

https://preview.redd.it/h0t1kqa832ih1.png?width=1987&format=png&auto=webp&s=db1d138b153d06a55e87bea2263ab23d2851a1f4

reddit.com
u/Jrod7137_ow — 12 days ago

Making a hack with 0 dev experience? [GEN 5]

I've always wanted to make a hack of Black 2 and add mons from gen 6/7+, update types, moves, stats etc., add new locations, remove pokestar studios, make pokemon follow you, the whole nine yards basically... but I don't know how to code or develop games lol

Is this even possible for a layman?

reddit.com
u/PieNeat7277 — 12 days ago