Pokepatch
Entry N°1093

Shin Pokemon Red/Blue/Green

GBC Completed Hack of FireRed
Shin Pokemon Red/Blue/Green cover art
> SCAN COMPLETE
> DATA SHEET
PLATFORM
GBC
STATUS
Completed
BASE ROM
FireRed
BUILD
v1.23
AUTHOR
jojobear13
> OVERVIEW

Shin Pokemon Red/Blue/Green are GBC ROM Hacks based on the Pret team's disassembly. It's a mostly vanilla hack that focuses on fixing game bugs...

◆ ABOUT

Shin Pokemon Red/Blue/Green are GBC ROM Hacks by jojobear13 based on Pokemon Red & Blue in English. And it is now available to download. It was last updated on March 27, 2024.

◆ FEATURES · 10 TOTAL
  • Tons of bugs, glitches, and oversights fixed
  • Trainers are made more difficult not by increasing their team levels, but by doing the following: Vastly improving the default ai routines Giving them access to stat experience Giving them above-average random DVs Trainers of a smart-enough trainer class will make use of basic pkmn switching
  • One of OAK’s aides will toggle on/off scaling of trainer rosters to your level (evolving them if applicable)
  • All 151 pkmn are available in one version Though difficult for a select few, each pkmn can be obtained multiple times The uniqueness between red & blue is still preserved in encounter rarity
  • You can play as a boy or a girl
  • You can hunt for shiny pokemon DVs are checked to see if a pokemon would be shiny in the gen 2 games If a pokemon has shiny DVs, then it will play the Reflect animation when entering battle If playing on a super gameboy, shiny pkmn will have a palette swap on the status screen and also change color in battle
  • Minor quality-of-life improvements during battle When a when a box is filled (either via catching or depositing a pokemon), notification text is displayed Exp bar in battle A pkmn plays its cry to signal the last turn of using a trapping move like wrap/clamp/etc The safari zone mechanics run off level instead of speed and safari balls have a boosted catch rate Press Select to play a mon’s cry if it’s already listed as owned in the pokedex
  • Minor quality-of-life improvements outside of battle Softlock Warp: instantly teleport back to your mom’s house if you get stuck (see instructions in detailed changes on the github page) Running Shoes: Hold B to double your speed when walking, surfing, and biking Press SELECT to use HMs based on proper context (must have the right badge and the move on one of your pkmn) Move relearner and deleter Nearly all trainers can be rematched just by talking to them a 2nd time after their most recent defeat Due to on-demand rematches, you could do a pseudo-“new game+” by boxing your pkmn and rematching everyone in order All TMs can be repurchased as they are strategically scattered across all the Kanto pokemarts Hold select and enter the status screen to print a ‘mons stat exp Hold start and enter the status screen to print a ‘mons DVs Slot machine bugs and oversights fixed so now you can actually win big A pokemon having Pay Day will tip you off to the lucky slot machine and when it’s in a special payout mode An NPC will pay COINS for showing him pokemon as an alternative to slots After the elite-4, a new vendor opens up in celadon allowing the purchase of normally unique items After the elite-4, there is an NPC that generates a trainer battle with a randomized 6-pkmn roster There’s a tournament being held in the SS Anne’s kitchen after the elite 4 are beaten CUT not needed to get to Lt. Surge and Erika (a blocking event replaces the Vermilion shrub) Added some special trainer battles as fun little easter eggs
  • Minor learnset changes that make things more convenient while still staying gen-1 legal Stone evolutions regain some level-up moves Yellow-version move lists have been integrated
  • Minimal changes to battle mechanics necessitated by AI improvements Trapping move mechanics nerfed to prevent PP underflow glitch as well as stopping merciless, unwinnable abuse by AI trainers They now end, ending the turn with no further attack, if the target switches pkmn Upon hitting, user’s speed reduced 25% until recalculated through other mechanics The user’s Cry is played on the final turn of a trapping move to signal its end Adjustment to the sleep condition Sleep does not prevent choosing a move Waking up from sleep does not waste the turn and the chosen move is used
◆ SCREENSHOTS
Shin Pokemon Red/Blue/Green in-game screenshot 1
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Shin Pokemon Red/Blue/Green in-game screenshot 2
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Shin Pokemon Red/Blue/Green in-game screenshot 3
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Shin Pokemon Red/Blue/Green in-game screenshot 4
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Shin Pokemon Red/Blue/Green in-game screenshot 5
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◆ NEXT STEP

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