RyouChan
Member-
Posts
46 -
Joined
-
Last visited
Content Type
Profiles
Pokédex
Portal
Technical Documentation
Pages
Tutorials
Forums
Events
Downloads
Gallery
Blogs
Everything posted by RyouChan
-
I also sort of dislike the idea of something evolving INTO a ghost type, since that sort of gives the impression that you killed Vulpix with the Fire Stone. Maybe I'd change its evolution method to Dusk Stone instead, or allow Vulpix to start out part ghost. Oh, and if it's to be part Psychic or part Ghost, I think it needs a fitting alternate ability. Super Luck is sort of a traditional Dark-type ability, but I think that might be fun. I think the only thing that (sort of) evolves into a ghost is Nincada's leftover shell turning into Shedinja, but then that IS an old left over dead shell. Haven't edited the type chart yet, mostly because I'm cautious to do so, and want to consider all the advantages/disadvantages first. I guess Bugsy's entire team automatically resisting bug wouldn't be too big of a deal since it's far enough in the game, but, I'm still not sure. I gave a lot of things extra bug-type moves as coverage moves for Psychic/Dark and not sure how it would affect the value of those moves. So that's sort of on the to-do/maybe list. Also at the beginning, training your Bug type Pokemon in that area would be incredibly difficult, since your Caterpie would be NVE against every random Weedle you run into, who carries 30bp Poison Sting.. >< That's a cute naming idea, I like the alliteration. Unfortunately I'm no artist and drawing letters is sort of beyond my "I made a stick figure" skills. (I mean, I could use an MS paint font, but what fun is that?) I figured my current name could allow me to eventually draw.. .. ... *drumroll* A plus sign. + (It's a working title really, Soul-Silver-Except-Stuff-Might-Actually-Beat-You-Oh-And-You-Can-Find-More-Pokemon-And-Don't-Have-To-Trade-And-Stuff-Gets-Better-Movesets-Now-Etc just didn't fit in the title field for the forum) The main reason I forget to log things is that I usually don't do the whole patch at once, like I might be playing the game in the evening, run into something, like "I really wish x got a y-type move here" or "this trainer still has the retarded AI" or whatnot, I'll go edit it real quick (my personal copy is what patches get made from), fall asleep, maybe do the same thing the next night. I do, however, plan on releasing a full list after the hack is mostly complete, detailing what routes all Pokemon can be found on and some other things. A guide, basically. It should also have all the ability changes and everything that's in the first post. I'll get the one that I gave you earlier up on the front, since it's basically finished now. Should be up by tonight. And once I actually get time to play through to Morty his stuff is probably going to be changed a lot. Oh, and including the image with the Eevee sets is a good idea, even though it's incomplete at the bottom. Patch .8.6 is up! I'd suggest not beating Morty yet once you get there since he will be changed after I get to fight him a few times. Or at least I'd suggest not saving if you do.
-
I was thinking more of Psychic for Ninetales, since it gets Psychic moves naturally like Hypnosis, Extrasensory, etc
-
Oh, give me a second to finish my WoW dungeon and I'll put up the normal one then. normal.rar
-
I think form 1 is Sand, I'm going to put up a patch real quick on this post, and can you let me know which form this makes his Wormadam (whenever you get a second)? I don't have a save that's near Bugsy right now. x.x I'm assuming you use the AP version, since it's an R4. patch 085 and a half with AP.rar
-
I gotta figure out what the form #s are for Wormadam real quick. I'm not sure if Sandy or Leaf cloak Wormadam would be more fun, Sandy for electrics or Leaf for Totodile. I guess /Grass also resists electric, but I don't think it'd threaten Mareep or Elekid/Electabuzz much. Heracross is a good Pokemon. I'm not sure if he's "too" good but I don't think it'd be too much to ask of someone, to have a Flying type to use by this point in the game. I mean, I'm pretty sure it dies to Peck because of the 4x weak. I guess we don't know until we try! Let me go fool around with his stuff some. Edit: Yeah, Swablu will get to start out as part Dragon.
-
I have a feeling Bugsy will be too easy for supermareep too. *shiftyeyes* Maybe it needs its base stats reverted until it evolves into.. pink fluffy thing. Or maybe I need to replace Falkner's Ledian with something that doesn't have a sub-flying, because it brings him up to three flyers with Scyther and Butterfree. Maybe Ariados? .. Wormadam (Ground)? Edit: New patch up, Mareep's defenses have been toned down a bit (still more than they were in the original) until the Ampharos stage. To get the new stats, you'll have to deposit it into the PC and then withdraw, or just wait for it to level up I believe. Just a little minipatch. As of the next major one though, Falkner should have Swablu, because, well, it was a good idea and Swablu is basically adorable.
-
I'm going to try a Gligar that has Faint Attack as his main move, as I don't think it's super effective against anything that anyone would be using and it's non-STAB. A ground-type move that's weaker (I think I picked Sand Tomb to test with the current patch) and a stall move (Double Team or Sand Attack) + filler, so that way Chikorita should be able to keep up just by draining enough HP with Mega Drain, as long as the trainer is careful to get Chikorita in before it traps something with Sand Tomb, but it's not a free kill either. I'll try it some time and make sure it's not OHKOing it or anything. It's level 14, so not as high as Pidgeotto or Taillow. It should be less damage than Taillow's Wing Attack on neutral targets. ): I'm sad it's not a bird too. There are unfortunately no flying types that actually resist or are immune to electric.. and none besides Zapdos that might be a candidate for getting Volt Absorb. Unfortunately the levels for that patch are the same as for the route, and editing it changes all the grass. I don't really have the skill (or know if it's even possible) to cut the area in half there, so I suppose not having to tromp through really low leveled stuff after the gym was the lesser or two evils. I like water types, and some areas like Route 32 (and slowpoke well) seemed like a good home for some of them due to the large amounts of standing water, and Wooper already being there. I also didn't really like how Water types were ignorable for most of the game since you wouldn't run into many if any unless you fished, until you got surf. There are also a disproportionately large number of water Pokemon, and trying to fit all 493 Pokemon into the game makes a LOT of waters. I suppose it makes grass Pokemon less of a pain to level too. I guess another part of it is to offer starter "alternatives." Water types over Totodile, if you didn't pick him. Cyndaquil is a bit different, since Fire Pokemon are very easy to replace with Flying Pokemon due to redundant coverage against Bug and Grass and the relative rarity of Steel and Fighting Pokemon in the early zones. And by the time you start seeing many Steel Pokemon, lots of fires are available.. I don't really worry about grass types as much either due to semi-redundant coverage by water types, and because there were already grass types readily available.
-
Starters ARE female more often, at least the Johto ones. I figured I'd make it less of a pain to breed them so they're 50/50 now. I think Gligar might be a good counter for electrics while keeping the "Johto" flavor and also accomplishing that other goal of letting Chikorita like.. do something. I totally forgot that you can get that small patch of grass before route 32 and find Mareep. (Geodude in Dark Cave is useful for a Falkner counter too, though I did it with my Cyndaquil and a Pidgey and freaking Tailow kept 2hkoing both of them and then roosting heh). And then I can make Pidgeotto his lead-in. Give it an anti-water berry to troll Totodile with a little and that might be fun. Pidgeotto gets Mud Slap back, I forget why I took it off in the first place (I'd left it on Pidgey too). I think a lot of people tend to underestimate how useful feedback from others is. People notice so many things that I might forget, like I totally didn't even remember that rt.32 stuff was available before Falkner, and since everyone is going to be playing with something different, everyone's going to have had a different experience with the difficulty. Spinarak and Ledyba are both a pain to find and take down, so they should both give 2 EVs as of next patch (tonight if I keep up the motivation, I just beat whitney myself). I found the rocket leader in the Slowpoke Well a bit harder than Bugsy, so I'm also curious to see if you find the same thing. And yes, Mareep is basically awesome. Like a boss.
-
Now that you mention it, Immunity might be a decent alternative over Swarm, since being a slow Pokemon, Ariados doesn't usually get the chance to use its boost from that very often, since if it's under 1/3 health it's usually dead. Then you'd have Immunity and Insomnia to choose from, basically a "choose-what-you-want-to-be-immune-to." Ah, and if this gets edited in the next patch and yours has Swarm, it will not automatically update unless you evolve him, but this version of HGSS makes saves that work just fine with Pokesav or whatever other save editor you might have access to, so it's possible to change it yourself (or I mean, you could send it to me and I'd fix it if you don't have anything like that). I haven't mucked around in the type table yet, but I think something I'd be likely to do is make Bug resist itself, so that anything that's Bug/? would be at least neutral to bug even if the other type was weak to it. I'm not sure if there are major ramifications to having Bug/Flying 4x resist bug, but I doubt it since even on Bug Pokemon, but isn't generally the main attacking type. Then I suppose Bugsy would be annoying for anything that ONLY had Bug attacks, but I guess most bugs have multiple decent types.. I think the rationale for bug being good against Dark and Psychic is that maybe psychic/otherworldly powers don't work on bugs because they hardly have brains to control in the first place? They're sort of automatic. But I have no idea. Poison fang was going to be one of his STAB moves, but it actually was allowed to be moved further up the tree and be gotten at a lower level now because it's not. But if you're raising one, don't worry, he should get Pursuit soon. At level 12, I believe. Those first few routes are killer, haha. I made the encounter rate lower, but the Pokemon better, so that it'd be less overall getting assaulted by things, but each battle would feel more significant. I'm glad you're enjoying it! I'm trying to keep up progress even now when I've been pretty busy in hopes that I won't burn out like indeed I've seen many do. Keep me posted on your progress, too! I'd be curious to know about what levels and which Pokemon are on your team when you beat gyms, since I'm basing their levels on about where I was on my playthrough and of course everyone's will be different. Trying to make sure the few routes before each offer suitable grinding material for teams that are behind. I'm also debating switching one of Falkner's birds to a Wingull that uses primarily water attacks, both to mess with Cyndaquil and to give Chikorita something to DO on that fight besides be a cheerleader. Let me know what you think when you get there.
-
Initially I thought I'd feel a little bad if she had less then I gave Bugsy is the main thing, but now that I'm trying her with four, I think she's more than enough of a huge pain in the butt without adding a 5th. I actually haven't beaten her yet on my team (lol x.x) but I haven't really been trying much, since I've been really busy with uni. I'm also training up an underleveled team member (Bulbasaur!) though, so that's probably part of what's holding me up right now. Gym leaders have pretty diverse moves, so you'll see things like random Aqua Tail on Furret, it makes it much more appealing to raise like 4-6 Pokemon to deal with varying coverages instead of just 2-3 like I might do in the normal game. I want to at least play up the point I've edited to before I redesign any more gyms just to make sure they're appropriate level for around what my team ends up being when I get there, just to get an initial idea. On egg moves, I have a feeling no one's made an editor for egg moves yet, so it'd probably involve hex editing. If you figure anything out, even which file it's on, let me know though. Some Pokemon have a full learn list already so it'd be really helpful, since I'm trying not to remove too many moves. I'd rather add more, since with removal (except of blatantly useless things) I risk that for some reason, that move was someone's favorite move ever and the only reason they'd raise that Pokemon. Happy Thanksgiving everyone. Today in the hour and a half or so before we leave to go be with family, I figured I'd standardize Eeveelution movesets. So far it's gone like this: Level 1/Move Tutor: Probably Baton Pass and Last Resort if Last Resort doesn't end up down there. Level 6: Everyone gets Sand Attack Level 10: Basic type-related move. (Confusion, Pursuit, Ember, Water Gun, Thundershock, Mega Drain, Powder Snow) Level 17: Priority move, different ones for different Eevees: (Espeon and Umbreon: Vacuum Wave, Flareon, Leafeon and Jolteon: Quick Attack, Vaporeon: Aqua Jet, Glaceon: Ice Shard) Level 22: Upgrade to type-related move (Psybeam, Faint Attack, Flame Wheel, Bubblebeam, Shock Wave, Razor Leaf, Icy Wind) Level 28: Wish. All get wish. Level 33: Coverage move, adding another attacking type. (Espeon and Jolteon: Silver Wind, no more dumb pin missile for Jolteon, Umbreon: Ominous Wind, Flareon: Ancientpower, Vaporeon: Aurora Beam, Leafeon: Magnitude, Glaceon: Mud Bomb) I wanted to give Leafeon a Ground-type option that wasn't Dig, and him and Flareon will both be able to learn the Earthquake TM. Level 40: Stat-Up move. (Leafeon and Glaceon: Agility, Jolteon: Double Team, Vaporeon: Acid Armor, Flareon: Bulk Up, Umbreon: Curse, Espeon: Calm Mind) AND Level 40: Utility move(Both moves will be learned one after the other): (Leafeon: Sleep Powder, Glaceon: Hail, Jolteon: Fake Tears, Vaporeon: Aqua Ring, Flareon: Will-O-Wisp, Umbreon: Moonlight, Espeon: Morning Sun) Level 48: Solid Attacking move: Psychic, Night Slash, Flamethrower, Muddy Water, Discharge, Leaf Blade, Ice Beam Level 52: Powerful/Low Accuracy or Powerful/Recoil move (same type OR coverage, depending): (Umbreon and Espeon: Focus Blast, Flareon: Flare Blitz, Vaporeon: Hydro Pump, Jolteon: Thunder, Leafeon: Stone Edge, Glaceon: Blizzard) Level 58: Save-a-TM move or adding coverage move: Espeon: Shadow Ball, Umbreon: Psychic, Flareon: Earthquake, Vaporeon: Signal Beam, Jolteon: Energy Ball, Leafeon: X-Scissor, Glaceon: Earth Power. Jolteon can now get grass coverage without breeding for Hidden Power. Level 63: Not sure. Maybe Last Resort, though I never liked that move. It has a 3 turn charge up unless you run around with no other moves. This might just be a misc slot for egg moves and tutor stuff and anything that got omitted that needs to be there. Leafeon should get Swords Dance here.
-
Thanks for the input, it was actually very useful for direction. I think what will be coming in the next patch are these: Complete redesigns: Mareep line, Dunsparce, Sandshrew line, Eevee, probably look at headbutt Pokemon such as Aipom, Pineco, Heracross, and Venonat lines, since they are now available in the edited portion of the game. Add more Pokemon who learn: Mega Punch, Mega Kick, Seismic Toss, Wish, Softboiled, Mimic, Tri-Attack, Metronome and other event/3rd gen moves. As a cute sidenote, I've noticed that dialogue when trainers call you automatically updates to new Pokemon in the route. I got a call from one of the starting routes where there are rare Wurmple amongst the Caterpie and Weedle from a random trainer saying he'd failed to catch a Wurmple. For people curious about where to find what, it might be prudent to answer the phone, since apparently the NPCs know.
-
Expect a new patch up sometime this Holiday weekend. I'm currently adjusting some levels of wilds before Whitney to make sure it's not too hard to grind your Pokemon up to the appropriate level. Tedious =/= difficult, after all. Once I've played through this stretch of the game a bit more you can expect to see Morty's team get fine-tuned and we'll start on things past that. Full moveset edits are still being done sporadically by Pokemon but if anyone can think of ones that specifically need it (NOT necessarily to make all moves more powerful, but to give better sources of STAB and make it more viable ingame coverage-wise) then PM me or post and let me know, since I'm currently prioritizing ones that are found early in the game.
-
Indeed, on Ho-Oh vs Lugia. This is one of the few times I wish there was a "Light" type around just to toss on Ho-Oh here. If only Fire/Flying wasn't such bad typing, with half redundant coverage and 4x rock weak. Ho-Oh does have some psychic moves but he doesn't feel too much like a psychic type (I mean, he's not even pink or purple!!). On the other hand, the Psychic type is "Esper" type in Japanese and is used to refer to anything or anyone that has supernatural powers which Ho-Oh would fit into (and so would technically any legendary in any game ever) so I could see presenting him as Fire/Psychic, which would actually be a unique type since Victini does not exist yet. Ho-Oh does seem to have a certain spirituality to it, especially with its residence at the top of the tower and the little plot loop with the kimono girls. Another type I tossed around a bit for Lugia was Water/Psychic, since he obviously swims and does learn a variety of water attacks, but then, we already have a few of those now with Golduck finally (Golduck, Slowbro, Slowking, Starmie) and Psychic/Flying is at least unique at this time except for Lugia and Xatu. Octillery and Remoraid will probably get their movesets completely looked over in the next patch or two, I've been a bit busy but doing a few per edit session and focusing on the ones that are available in the routes that are already done first. http://www.serebii.net/pokedex-dp/224.shtml ^From this, what we're probably looking at is Sucker Punch where Wring Out is, Octazooka moved up to Hyper Beam's area (It's actually going to get improved enough to be a worthy unique move and not just get replaced with Surf, which you'll have up until then) and its old slot replaced with Aqua Jet. I might throw Hyper Beam on at the end like 2 levels higher than it is right now so if people still actually want it they can get it, but it's not really anything I ever use. Gunk Shot will be dragged out of move tutor-only territory and put.. somewhere, but not sure where yet. Likely all levels will be rearranged in the process since there will be more total moves and I'm not a big fan of learning stuff at like.. level 80. Unique/signature moves like Octazooka are all targets for move edits as well by the way. Octillery is the only natural learner of Octazooka and his pre-evo and the Kingdra line are the only others that get it, so it really should be decent enough to use over Surf and get seen a bit more. Many of the more uncommon moves like Blaze Kick, Sky Uppercut, Octazooka, Muddy Water, Rolling Kick, etc, should all be at least as good as the more common filler moves that would be there instead, encouraging Pokemon that can learn them to actually use them. Obviously where it comes in the movepool will be adjusted if it needs to be since I don't want to accidentally give something like a 120 bp STAB move at level 15 or anything.
-
I have both a patched and unpatched ROM available, the issue is that apparently No$gba sort of.. doesn't feel like working without the AR code regardless of whether it's AP patched or not, and that seems to be the case with both the clean and edited ROMs I've got. A bit annoying to say the least. And you're actually right, it does sort of "work like that." If I make my base edits off of a patched ROM, basically any patches I make from that will be "AP patched." What I do is keep a patched ROM around and apply the patch to that after I make it, and since the patch only includes parts that were edited between the clean and edited ROM, it doesn't overwrite or disturb the AP patch. I then just shove it back into xDelta and hooray, AP patch patched.. patch. It's not too much extra effort and it suits my strange need to use AP patched ROMs only on things that actually need it to work. I guess it's an OCD thing. I have my "supercard ROMs" all unpatched and my "DeSmuME ROMs" all patched. I keep my DVDs at home in alphabetical order and arrange cereal boxes by color. I thought about it with Sceptile, he's sort of on the outer edge, but since grass types in general usually get so little type coverage ingame I think making dragon his main attacking type would have good results. Yanmega would probably be happy to trade the ground immunity for not being quite 4x weak to rock anymore, since bug/dragon would take 50% damage from ground as it is. You're right that speed boost is probably just too good to want to give up, and even the alternate ability, Tinted Lens, is really nice. Aerodactyl is a pretty good idea too. I'd definitely want to replace an ability with Levitate, and I'd have Pressure or Rock Head to choose from. I'd probably remove Rock Head since he doesn't really get any good recoil moves (no Head Smash) but really I don't think anyone would cry over Pressure since ingame PP stalls are pretty rare. Feraligatr is, honestly, totally a dragon in my eyes, but I feel like he's already the easiest starter to roll through with and I'm so not trying to buff him currently, ha. Gyarados is sort of in the same area, but definitely more likely than Feraligatr given that you have to babysit Magikarp to get it, kind of torn on him. If he doesn't get a dragon subtype he's definitely getting some more access to flying STAB. I never figured out why he can't learn Aerial Ace when blatantly not-flying things like Kangaskhan and even AGGRON get it. Bounce is also probably going to be higher than accuracy than it is now (the % paralyze would be adjusted to be about the same overall chance counting new miss chance). Lugia is likely to be part dragon, though I'm not going to decide on it until I actually get to the Whirl Islands. I was considering making Zangoose Normal/Fighting and Seviper Poison/Dark as well on a sort of unrelated note. Also Golduck needs its Psychic typing that it's been missing for way too long. Banette wants to be Dark/Ghost, but there's WAY more than that wrong with Banette. Octillery is getting Sucker Punch because that's a great pun.
-
Unfortunately I don't really have the expertise to do that. (I'm generally the guy waiting for AP patches with everyone else x.o). I'm pretty sure the clean HGSS + AP patch still requires it, and for some reason it's only on no$gba. I'll definitely update if I find an easy way to deal with it but it's sort of outside of my realm so to speak, at least for the time. ): Definitely not done with type edits yet. I really like the idea of dark type Shinx line, since dual stab is rare among electric types and since Luxray is slower than most of the other decent electrics that might be a nice advantage for it. That may be in the next update (which should be tonight or tomorrow). I'd also like to spread the dragon type around a bit but I'm being careful to only apply it to things that really seem obviously "dragon-y" to me.
-
K I have it downloaded and I got the same thing as you on no$gba 2.6. I'm going to try and fiddle with it a bit and figure out the settings needed to make it work. Thanks for letting me know about this. Edit: The following should make it work correctly: -Open Emulation Setup under Options and make sure NDS Cartridge Backup Media is set to FLASH 512KBytes and that the 3D Renderer setting is set to opengl (I had some distorted 3D rendering before changing it). Opengl breaks the lugia animation a bit for me and it looks like the screenshot you posted, but the rest of the game seems to look much better with it on (you're probably already using it judging from the screenshot). -Add this under cheats: 020DE16C E1A00000 As an Action Replay code. (This is the same AR code that fixes the crashes with the unedited version and I guess it works here too!) and that will keep it from crashing after the character select/naming process. I'll add this to the OP for others using nocash with it.
-
I'm assuming this is on an emulator, is it No$GBA or Desmume? I'd like the version number too if you can provide it (of the emulator) so I can check it out myself. I currently have it working on DeSmeME v0.9.6.
-
Nice, then we'll actually see if that works. Let me know if you get any black screen crashes (or other crashes, but those are probably my fault and not AP).
-
Yes, that's rather normal for ROMs edited with PPRE. Are you using the AP version or the version without?
-
Unoriginal name is unoriginal. Anyways, this is just my personal Soul Silver edit which I made to be an enjoyable solo play game for myself. Design goals: To make a hack that doesn't feel too much like a hack. I don't want legendaries thrown at me on route 29 or anything like that. To make Pokemon movepools more optimal for the first playthrough. This means moving egg moves or tutor moves that would generally only be obtained after the first playthrough into the base movepool. To make all 493 Pokemon obtainable without trading. This means editing all trade evolutions. To introduce a level of difficulty harder than the original. Trainers have more custom moves, AI levels are higher in some places, levels scale up faster, and gym leaders and the Team Rocket executives should feel like boss fights. Starter Pokemon evolve later than they did, but they also learn better coverage moves than before. To be more friendly towards monotype teams by varying Pokemon available much more. To buff some of the less usable Pokemon. This needs to be done to make up for the increased difficulty, otherwise some total losers like Ledian would go from "pretty bad" to "would be a liability to have on any team." To add more depth to some aspects of the game, like having more trainers able to use items on their Pokemon (either healing items, buff items like X-Attack, or status healing items) or having more Pokemon that you fight hold items that make the battles more interesting. More Pokemon will be found with items in the wild, and more total types of Pokemon will be found in each route. To still feel like we're in Johto. Though non-Johto Pokemon appear in basically every route, they are more uncommon than the Kanto and Johto generation Pokemon. To make some moves, such as OHKO moves or Hyper Beam type moves into more useful and varied moves. For example, Sheer Cold is an Ice-type version of the Overheat/Draco Meteor/Leaf Storm archetype. Blast Burn, Frenzy Plant, and Hydro Cannon are now 100 base power 100 accuracy moves, giving starter Pokemon clear cut upgrades from your usual Flamethrower, Surf, and Energy Ball without losing accuracy. Evolution Changes! New Alternate Abilities! Move Changes! - See https://spreadsheets.google.com/ccc?key=0AqpA1wuA0-w6dDUtNzVNOWtfZVhSVjBXdm1tMTA2WVE&hl=en&authkey=CLDdv84P Current Version: Beta v10 Edited Up To: Olivine & Cianwood city - Incl. Chuck and Jasmine Tested on: SuperCard DS Two, DeSmuME v0.9.6, and No$gba 2.6 (PLEASE SEE INSTRUCTIONS BELOW TO MAKE IT WORK ON NO$GBA) Tools used: PPRE(editing), xDelta GUI(patch creation), NitroExplorer(exchanging files), and Attack Editor DP(editing of move damage/typing/effects), thenewpoketext (text editing), and a plain old hex editor! (Misc. move editing that is not supported by attack editor DP, along with some other things) The download includes a .PATCH patch and xDelta/xDelta GUI to patch with. It's the only type of patch I can offer at this time, but it's easy to use. ALL PATCHES INCLUDE THE AP PATCH. Because of this, do not use this patch on a ROM that is already AP patched as this may cause issues. If you are playing on the computer, I strongly recommend DeSmuME as an emulator. If you patched with a previous version, make sure you patch a new, clean ROM with the new version. Don't patch with (example) 6b and then patch the same ROM with 7b. No$gba users: Fixes for some problems. Changelog Patch 10b +Chuck and Jasmine now have upgraded teams! +Trainers in routes 40 and 41 have had some adjustments. +Level up move glitches with certain +From now on, all patches released will include AP. Do not patch from a ROM that is already AP-patched, please use your clean dump. KNOWN BUGS - CURRENT AS OF 5/17 -thanks to all who report bugs and glitches, feel free to PM me or post any problems encountered along with exactly where it happened and what is needed to reproduce the bug- + Level 0 / 000 Pokemon have been sighted while fishing. These should not harm your game save if you see one and they seem to be rare. +Bounce can cause graphical glitches when used as the last Pokemon alive or the only Pokemon in the party. This is due to the animation not meshing well with the new effect of Bounce. This glitch is strictly graphical and even if the Pokemon "disappears" it is still attackable and can still use moves normally. +Some level up movesets were corrupted in patch 9b, but any version past that will have the issue fixed. Soul Silver Plus .rar