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Fire Red Randomizer Code

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Fire Red Randomizer Code

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Dabomstew released this Jul 23, 2016 · 6 commits to master since this release

  • Changed how the randomizer handles custom names for trainers, their classes and traded pokemon nicknames.
    • There is now a GUI available inside the randomizer where you can enter in your own custom names easily.
    • To access this, click the Settings button and then choose 'Custom Names Editor'.
    • The file format used to store the custom names has changed. You will be prompted to import your old custom names when you open the randomizer if you had any.
    • To share your custom names with other people, share the file called 'customnames.rncn', which should be placed in the same directory as the randomizer EXE/JAR.
  • Added a function to increase/decrease trainer Pokemon levels by a selectable percentage amount.
    • Credit goes to sickoe on GitHub for programming this and submitting it as a pull request.
  • Fixed the major bug where 'Reorder Damaging Moves' only worked on Java 8, while the rest of the program functions fine on Java 6 or higher.
    • Credit goes to toddblove on GitHub for finding the root cause of this problem and fixing it in a pull request.
  • Fixed the method used by the randomizer to find 'doubles' trainer classes to be more international friendly.
    • This means that you can now use custom trainer class names ending in 's' for single trainer battles, among other examples.
  • Fixed a bug where the text shown when you selected a randomized starter in Gen 2 would be wrong if one of the selected starters was Chikorita, Cyndaquil or Totodile.
  • Fixed a bug where settings files inverted the value of the 'Block Wild Legendaries' checkbox.
  • Fixed Metronome Only Mode to work with the new trainer moveset code properly.
    • Trainers with custom moves/items will now be forced into Metronome Only when the option is selected like everyone else.

Dabomstew released this Apr 23, 2016 · 25 commits to master since this release

  • Allow carrying shuffled base stats up evolutions as well as randomized ones.
    • Carrying shuffled stats up evolutions just means that the same reordering will be used for each Pokemon in the evolutionary tree.
    • As usual, these will not be carried up split evolutions.
  • Allow carrying randomized abilities up evolutions as well.
    • The randomized abilities will be 100% identical for each Pokemon in a given evolutionary tree, except split evolutions.
  • Added two new options that remove certain undesirable groups of abilities from the list that randomized abilities are picked from.
    • You can choose to ban 100% negative abilities (Slow Start, Defeatist, Truant) and trapping abilities (Arena Trap, Magnet Pull, Shadow Tag).
  • Added an option to modify randomized movesets so damaging moves are acquired in order of their power, from weakest to strongest.
    • The positions of non-damaging moves in a Pokemon's moveset are unaffected by this option.
  • You can now choose to force a certain proportion of levelup, TM and HM moves to be 'good damaging moves'.
    • Good damaging moves are classified as moves with 50+ power and 90%+ accuracy, or 100+ power with any accuracy.
    • Each proportion can be set separately, and if the option is disabled entirely then move choice will be the same as previous versions.
    • Note that the proportion you set is an added chance and not a guarantee. A Pokemon can still get lucky and get a higher proportion even without using the option, such is the nature of randomization.
  • Added an option to update Pokemon base stats, which applies the changes made in Gen 6 to Gen 1-5 Pokemon stats (at least the ones available in the game you are playing)
    • If you use this option for a Gen 1 game, then changes to Attack, Defense and Speed will be applied as normal but changes to Special Attack/Defense will depend on which stat the Special turned into in Gen 2.
  • Trainer Pokemon can now be forced to be fully evolved above a certain level, which you decide.
    • With this option off, Trainer Pokemon randomization will act as usual. But if it is on, it takes precedence other all other modifiers applied.
  • Allow using 'Rival Carries Starter' option even if trainers aren't randomized.
    • You must still at least change one of the starters or the trainers, otherwise using this option would be completely pointless.
  • To improve trainers in randomized games in general, their held items are no longer removed and their moves are only reset if the Pokemon is actually randomized.
    • So you can rest easy knowing that the game won't suddenly become a cakewalk just because you wanted the rival to use a different starter.
  • Added a slider to the 'Minimum Catch Rate' option so you can choose just how easy Pokemon will be to catch.
    • Level 1 is the same as the old option. Levels 2 and 3 make catches progressively easier, while Level 4 gives everything the same catch rate as Pidgey/Rattata.
  • The tweak that allows out-of-KantoDex Pokemon to be evolved in FireRed/LeafGreen will now be applied when you remove impossible evolutions.
    • This means you can choose to only remove trade evolutions and play an otherwise unrandomized game but still evolve the likes of Onix before receiving the National Dex.
  • Balancing for the 'Randomize Move Powers' option has been updated to take the average hit count of the move being randomized into account.
    • In practice, this means that 2+ hit moves will no longer be ridiculously OP on average when randomized. They should be roughly equal to everything else now.
    • Scaling is done based on the average hit count rather than the maximum hit count, so 2-5 hit moves can still be quite powerful if they hit 5 times.
  • Reduced the average accuracy of OHKO moves when 'Randomize Move Accuracies' is used even further.
    • These moves will no longer ever have 100% accuracy, and they will only break 50% very rarely.
  • Added an option to ban Lucky Egg from randomized item lists, due to how badly it breaks game balance.
    • If the game gives you a Lucky Egg from an NPC/as part of the plot, that will still remain the case if you use this option.
  • Improved Gen 2 static Pokemon randomization slightly.
    • If a static Pokemon plays its cry before battling you, that cry will now be updated to match the randomized replacement Pokemon.
  • Fixed the bug where the selection of 'Full HM Compatibility' was not being loaded from settings files.
    • This setting still worked in 1.7.0x, but if you loaded a Quick Settings file it would be set off by default. Now it will be loaded correctly.
  • Fixed a bug that made the combination of 'Area 1-to-1 Encounters' and the 'Type Themed' modifier always fail to randomize.
  • Fix handling of Japanese Gen 1/2 games to not have a chance to bug out when the user tries to randomize trainer names/class names.
    • These options are now unavailable entirely for Japanese Gen1/2, as was the original intention. Later gens allow name randomization regardless of language.
  • Fixed a bug where quite a few Gen 3 methods would not randomize the last Pokemon in the National Dex correctly.
Fire Red Randomizer Code

Dabomstew released this Mar 4, 2016 · 57 commits to master since this release

  • Added a 'Scrolling Display Mode' which packs all the options into one big scrolling area like old versions.
    • This mode will be activated by default on non-Windows systems. For Windows the tabbed system will remain on to begin with.
    • Regardless of OS, users can switch which mode they use by clicking on the 'Settings' button and choosing the option to change display mode.
    • Changing display mode will require a reboot of the randomizer program. (NOT the whole computer!)
  • Re-enabled resizing/maximizing the window and adjusted the way this affects the components inside.
    • You can expand (NOT shrink) the tabbed UI by resizing the window. This is useful if some options are being cut off.
    • If you need to shrink the options area due to having a small screen, use the Scrolling Mode instead. This CAN be shrunk.
  • Made tooltips last forever, as long as the user keeps the mouse over the option they are viewing the tip for.
  • Disabled setting Native Look and Feel (LaF) on non-Windows systems.
    • This change has been made because the default Java Metal LaF is more similar to Windows than the other native LaFs.
    • As the app GUI has been designed for the proportions of the Windows LaF, this change should make it look better on non-Windows systems.
  • Standardized font sizes for the main options window regardless of which OS/Look and Feel is being used.

Dabomstew released this Feb 24, 2016 · 59 commits to master since this release

  • Fixed all file loading routines to make sure they load the entire file in question.
    • This lead to numerous undiagnosed problems in the past, such as Code/Misc Tweaks failing to work as intended.
  • Prevented the Ghost Marowak in Gen 1 from showing up as a randomized fishing encounter.

Dabomstew released this Feb 23, 2016 · 63 commits to master since this release

  • Started providing a Windows EXE release of the randomizer, which wraps the Java JAR file inside a launch4j wrapper.
    • You still need Java installed on your system to run the randomizer, but launch4j should take care of launching Java for you and prompting you to install it if you don't have it.
    • Linux/Mac users can just keep using the JAR releases as normal. Windows users who are already able to run the JAR files can keep using them too.
  • Added randomization of move attributes.
    • You can now randomize move powers, accuracies, max PP, and types.
    • The Physical/Special category of moves can also be randomized in games that have support for it.
    • Using most of these options will probably create a very silly gameplay experience, so be warned. Random types are about the tamest of the lot.
  • Added randomization of the Pokemon that Pokemon evolve into.
    • Pokemon that don't evolve will still not evolve. Pokemon that evolve into multiple different things will still do so.
    • You can take your pick of various options to tweak the randomization and possibly make it more 'realistic' to the original games.
    • Credit to pk3DS (the Gen6 editor/randomizer) for doing this first, and to a lot of people for suggesting that I do it in various ways.
  • Overhauled the GUI, changed from scrolling area system to tabs and moved around many options.
    • Similar/related options have been grouped together in a single tab for the most part.
    • A few former General options have been placed next to related functionality. For example, you can find the Evolutions tweaks next to the Evolution randomizer.
    • Misc Tweaks tab (see below) contains most of the rest of the options that used to be under General/Other Options.
    • About Dialog removed and replaced with a version indicator and website URL on the main GUI.
    • Empty space has been filled with a Pokemon sprite from the currently loaded game, this code may be used for other purposes in the future.
  • Overhauled Code Tweaks system, renamed to Misc Tweaks.
    • This is to represent the fact that a lot of these tweaks don't actually change code, and make them more visible/accessible for users.
    • As stated above, this tab now contains quite a few miscellaneous options such as the Lower Case Pokemon Names tweak.
  • A few entirely new misc tweaks have been added:
    • Randomize PC Potion - randomizes the PC potion for Gen 1 games. May do the same for later gens in a future release.
    • Allow Pikachu Evolution - lets you use a ThunderStone on Pikachu in Yellow version to evolve it.
    • Randomize Catching Tutorial - randomizes the Pokemon that appear in the game's catching tutorial. Available for Gens 1-4.
  • Added Instant Text tweaks for Gens 3-5 (excluding Ruby/Sapphire and Diamond/Pearl) to pretty much complete support.
    • Emerald/FRLG Instant Text is a bit strange in its behavior, so it is only used when you set text speed to Fast, just in case there is a situation which softlocks with Instant Text active.
    • Gen4/5 Instant Text are ports of premade Action Replay codes into ROM edits. Credit goes to Kaphotics for the original Platinum/HGSS codes. I do not know who made the original Gen 5 codes.
  • Added very rudimentary ROM hack detection for Fire Red v1.0.
    • This should increase the number of ROM hacks that can be randomized substantially, but some things will still break.
    • ROM hacks are still not officially 100% supported so a specific thing breaking for a specific ROM hack is not going to be treated as a huge deal.
    • I will look more into Ruby/Emerald as well as Gen4-5 hacks in the future.
  • Overhauled evolution handling code.
    • The option to select a random starter with 2 evolutions will now include Pokemon with no prevolutions and at least 2 stages of evolution.
    • Carrying randomized stats and types up evolutions when the appropriate options are selected now works as advertised.
    • Types and stats will not be carried up split evolutions such as the Eeveelutions to avoid situations where all 7 Eeveelutions have the same typing/base stats.
    • When the rival is given a starter with split evolutions and the 'Rival Carries Starter' option is used, they will now pick a random evolution instead of always using the first one.
  • Improved error reporting in general.
    • The randomizer will probably throw more errors than previous versions, but this should only be in situations where old randomizers would 'silently fail' (appear to do something but actually fail at some point and not actually do it). These errors and their log files can be submitted to the randomizer website/Issues page to improve the chance of bugs getting fixed.
    • Log filenames now contain the datetime when the error occurred instead of a unix timestamp, which was meaningless/confusing to a lot of people.
    • Errors caused by the randomizer detecting an unsolvable situation/infinite loop should report a message to the user and prompt them to try less strict settings.
  • Finally fixed Diamond/Pearl/Platinum encounters to actually be completely random when intended.
    • 'Conditional' encounters such as the Day/Night unique encounters will now be randomized, so non-randomized encounters should no longer appear.
  • Improved Gen4/5 randomization log files to include map names for each wild encounter set.
    • This can still lead to ambiguity where one map name has many separate encounter areas, such as Victory Road, but it is a big improvement over having no labels at all.
  • Randomized Red/Blue roms will now save as gbc files instead of sgb files.
  • Allowed randomization of Gen 1's ghost Marowak in the Pokemon Tower when Static Pokemon are randomized.
    • Similarly to the PC potion randomization, will probably be added for FR/LG as well in the near future.
    • Also made sure the ghost Marowak (or its replacement) does not show up as a regular randomized wild Pokemon in Pokemon Tower.
  • Fixed a bug where additional methods for the same evolution would be discarded.
    • Fixes a regression in one of the 1.6 releases where Feebas's evolution was no longer fixed by 'Remove Impossible Evolutions'.
  • Fixed the text that Blaine says after giving you TM38 in FR/LG if you randomize TMs.
  • Fixed a bug where randomized move tutor compatibility wasn't being applied properly for Pokemon Platinum.
  • Fixed a bug where expansion of Gen 3 movesets was broken and had the potential to overwrite movesets for other Pokemon.
  • Fixed a bug where selecting 'Lower Case Pokemon Names' for Gen 4 games didn't actually apply the setting.

Dabomstew released this Jun 26, 2015 · 141 commits to master since this release Ps3 rom iso.

  • Fixed a bug where the randomizer was using incorrect move names for text in FireRed/Emerald randomizations.
  • Made the 'B/W Exp' code tweak for gen1/gen2 games respect Exp.All/Exp.Share correctly for EXP calculations.

Dabomstew released this Jun 7, 2015 · 148 commits to master since this release

  • Fixed a bug where the randomizer was calculating every Pokemon to have 0 evolutions.

Dabomstew released this Jun 6, 2015 · 151 commits to master since this release

  • Added a system to ban 'bad'/useless items from the various item randomizers available.
    • This means you can safely randomize items in later games without being buried under berries and mail.
    • The definition of a useless item changes from game to game but generally includes stuff not useful for in-game battles.
  • Banned Thief from randomized movesets in Gen 2 specifically.
    • This change is made to prevent Trainer/Wild Pokemon permanently stealing the player's held items.
    • You can still find Thief to use yourself from a TM or Move Tutor.
  • Added another small hack to fix stone evolutions for National Dex mons in FR/LG.
  • Made a few changes to the gen3 handler to improve ROM hack compatibility.
    • The randomizer now detects (and mostly ignores) circular evolutions seen in some ROM hacks.
    • Support for ROM hacks that have had additional maps/banks added in AdvanceMap has been added.
    • Improved detection of invalid pointers slightly.
  • Added a code tweak for gen3 games to use running shoes indoors.
    • Full credit for this to http://www.pokecommunity.com/showthread.php?t=207026
  • Refactored some of the internal workings of the randomizer with a view to making it easier to make new interfaces etc.
    • Full credit for this to scheibo on github - https://github.com/scheibo/universal-pokemon-randomizer/tree/gui

Dabomstew released this Jan 16, 2015 · 185 commits to master since this release

  • Fossil Pokemon can now be randomized for Generation 4 and 5 games.
    • This doesn't need you to do anything special, they are included under Static Pokemon just like they are for the Generation 1-3 games.
  • Added an option called 'Make Evolutions Easier' which reduces the evolution level requirement for Pokemon which evolve at high levels.
    • Specifically, every Pokemon will evolve to its final stage by level 40, and three-stage evolutions will reach their middle stage by no later than level 30.
  • A few small options have been added to TM and Move Tutor randomization:
    • You can choose to ensure that Pokemon learn TM/Move Tutor moves which they also learn by levelup.
    • You can choose to preserve TMs/Move Tutors for moves which can be used in the field through randomization.
    • (obvious examples of these moves include Rock Smash and Flash)
    • You can choose to grant full compatibility for TMs and Move Tutors to every Pokemon instead of making it random or unchanged.
  • Added a new Code Tweak for Generation 1/2 games (all languages) that lets you force the game to always use Fastest text speed.
    • This will make all text boxes in the game show up with minimum delay, regardless of the text speed the player sets in Options.
  • TM givers & Move Tutors in Generation 3 English games now have their text updated for their randomized moves.
  • Fix a bug made notorious by TwitchPlaysPokemon where Type Themed trainers basically didn't work for Generation 4 games.
  • The 'Similar Strength' option for Trainer/Wild Pokemon has been tweaked in certain scenarios.
    • The searching pool will be expanded slightly if very few Pokemon are available to begin with, to hopefully decrease the number of teams with a lot of repeats.

Dabomstew released this May 16, 2014 · 232 commits to master since this release

  • Support for Generation 4 non-English games has been restored to pre-1.5.0 levels.
  • You can now load 'Settings' files from older versions.
    • This refers to the 'Load Settings'/'Save Settings' files that just set/unset options, not premade seeds.
    • Any options that didn't exist when you made the settings file will be set to 'Unchanged' or equivalent.
    • When you do load an old settings file, you will be warned to check for new options.
    • The 5 bundled settings files will still be updated each release to avoid giving you this warning.
  • Trying to load a seed/preset file from an older version will now tell you which version you can use to open it.
  • The '4 starting moves' option to give every Pokemon 4 moves at Level 1 is now available for most games instead of just Generation 1.
    • It is still unavailable for most Generation 2 games due to technical reasons (not enough space in the ROM bank where movesets are stored)
  • It's now easier to copy the seed & config string when you finish randomizing a ROM, though saving the seed file is still easier overall.
  • When you open a ZIP file, RAR file or IPS patch file in the randomizer (instead of a randomizable ROM file) it will now let you know instead of just giving a generic error.
  • Fixed a bug where randomizing static Pokemon using the 'Legendary <-> Legendary and Normal <-> Normal' option could cause a lockup/infinite loop.
    • This happened if you limited the Pokemon available so that there weren't enough legendaries available to replace the legendaries in the original game.

The Universal Pokemon Randomizer is a program which will give you a new experience playing Pokemon games. In the same vein as previously released randomizers, it provides a customized gameplay experience by allowing you to randomize many things:

  • The Starter Pokemon choices.
  • The Wild Pokemon you encounter in grass, caves and other places.
  • The Pokemon that Trainers use against you.
  • The base stats which define the potential of each Pokemon.
  • The elemental types of each Pokemon.
  • The abilities of each Pokemon, in games where they exist.
  • The moves that Pokemon learn by gaining levels.
  • The contents of each TM which can be taught to Pokemon to give them additional moves (HM moves are not changed to make sure you can still beat the game)
  • The ability of each Pokemon to learn each TM or HM move.
  • The 'static' Pokemon which you either are given, fight on the overworld, or are sold.
  • The names of trainers & the classes they belong in.
  • The moves taught by move tutors, for games within which they are significant enough.

Naturally, you are able to choose exactly what is randomized in your particular ROM. If randomizing things like Pokemon types is just too confusing or unenjoyable, the randomization can be easily tailored to your particular needs.

Why use this randomizer?

It's universal. Every main series Pokemon game released in the US is supported, from Red to Black2 and everything in between.

You can easily create the same random game repeatedly. An important part of Pokemon is competition, and racing your friends to complete a particular random Pokemon game can be a great experience. By sending a couple of pieces of text or a small file you can easily make sure everyone has the exact same game to play with, without having to send around the entire ROM every time.

Fire Red Randomizer Download

It's thorough. A decent amount of attention to detail has been invested in this randomizer and so pesky parts of the original games are unlikely to show through. For example, a trainer's random Pokemon will not suddenly use moves they were predefined to use in the original game - they will fully obey the (randomized or not) movesets they have been provided with.

There are small things it does to give you a better experience. When you randomize your ROM, you can choose to apply a few minor tweaks which make the experience more enjoyable in the environment you're likely to be playing the randomized game in. These include changing evolutions which require trading to no longer require trading (so you can obtain powerful Pokemon) and giving you the National Dex at the start of the game to allow you to look up Pokemon that were not intended to be available at the start of the original game.

Screenshots

The Program

Generation 1 (R/B/Y)

Generation 2 (G/S/C)

Generation 3 (R/S/E/FR/LG)

Generation 4 (D/P/Pt/HG/SS)

Pokemon Fire Red Randomizer Code Gba4ios

Generation 5 (B/W/B2/W2)