Pokemon Red Version: ASM Machina Gameboy

  • ~
  • Share
WARNING: It appears the Team Rocket member fought at the end of the Nugget Bridge in Cerulean City is extremely bugged, and liable to causes freezes and other problems. The patcher has moved on from this hack and is not interested in determining why this one fight is causing issues, so for now it is recommended that one makes use of either extremely powerful Pokémon that can near-instantly win the fight, or temporarily activates the GameShark code 0100E7CF, which causes all enemy Pokémon to start with 0 HP and instantly become knocked-out.

ASM Machina (a la "Deus Ex Machina") is a wide-scale hack designed to change a variety of aspects of Pokémon Red's gameplay, to suit the tastes of the author. A full list (read: rambling notes) of changes can be found in the Readme (called Features and Fixes.txt in the archive). However, here are some of the major ones:
- Everything from the previous hack Wrap Improvements has been incorporated, and all bugs that hack had should be fixed. The full rundown is in Features and Fixes.txt, but as the name implied the hack made Trapping moves not prevent the use of attacks, but rather the use of switching out, as in later generations
- The starters have been replaced by Glitch Pokémon, specifically those which are read as trainers when doing a Special Stat Encounter (since they are hard to get as a result). Their description from Oak is that glitch trainer class. Please NOTE that, although in vanilla these Pokémon learn no problematic Unterminated Name glitch moves, no guarantees can be made with all the data this hack shifted around. If any issues are discovered, please write a review about it
- All wild Pokémon data have been looked over and altered to promote variety. Further, Red and Blue now have the same data, to avoid the need for trades
- Because Routes 12 on down have more trainers than Cycling Road, they consequently now have higher-level Pokémon. To prevent the player from bypassing this by just going a little east from Fuchsia, Route 15 has been altered to add ledges, so that one can leave it, but not return
- All learned moves have been adjusted, for a more interesting experience, and to provide strategic incentive to withhold evolving
- A radical shift in combat has occurred, wherein all moves have their PP divided by 5, but a key item is given out which can heal the party between battles. In this way, PP actually circumscribe gameplay, and more thought in move selection is warranted.
- Furthermore, healing items beyond potion can no longer be bought in stores, forcing a game plan beyond "heal spam." To aid in this, healing moves now have a chance to miss
-Enemies now have finite PP, so that the player is not put at an unfair disadvantage. When a enemy's Pokémon runs out of moves, it will of course use Struggle, but at that point they often switch out now. Sometimes, enemies will use Elixirs, so you cannot completely stall them out of the game.
- The Normal type is no more, replaced by the Sound type. Thus all normal moves have had their types diversified, making for a more interesting experience. Normal-type Pokémon have had their types changed as well
-To counteract this increase in effective moves, the effectiveness multiplier has been reduced, scaling by 1.5/0.7 instead of 2.0/0.5.
- The old man in Viridian City has had his dialogue restored to the Japanese original, since the whole "coffee" thing is both infamous and nonsensical. Here the patcher is indebted to the person behind the blog https://kantopia.wordpress.com/, who graciously gave permission to use the translation posted on that site (see the Readme for the link)
- Rocket grunts have had their Pokémon greatly diversified, since they have no particular theme, and they appear a great many times. Furthermore, Gym trainers have all had their rosters looked over, in order to makes things not solely one type, but rather just focused on that type. Most all other trainers have had their parties edited and somewhat diversified as well
- In addition to being usable against any type, most of if not all of the bugs associated with the move Counter should be fixed
- Distributed to the player upon receiving the Potion sample on Route 1 is both the above key item, and an Exp All. The Exp All is now a key item, can distribute its secondary experience to fainted Pokémon, and distributes the full XP to combatants, and then the full XP to the whole party (instead of half and half). The goal here is to make grinding less of chore; if this is undesirable, one can simply store the item in the PC
- Further, because of this granting, Oak's Aide no longer rewards the player with an Exp All. Instead, the player receives the glitch item Cascadebadge, which can "throw rocks" and thereby increase catch rate
- The bag now holds 25 items, instead of 20, to make up for the above two items taking up slots. Please note that if one wishes to do Expanded Item Pack shenanigans, this should mean that all item slots one is told to use need to have 5 added to them
- The "Low Health" alarm sound is entirely removed, because it is extremely irritating and does not accomplish much.
-You can now see how much health the enemy has numerically, albeit in a hacky way and only when they take damage or heal (so grab a notebook!).

CREDITS

As mentioned, thanks to the purposefully anonymous creator of the blog Kantopia, for the old man translation.

Thanks to Jojobear13, from whose hack shinpokered () I got some of my finite PP code.

And, of course, the greatest gratitude is extended to the people who have disassembled Pokémon Red/Blue over at https://github.com/pret/pokered. Without that wonderful resource, none of this would have been possible.


PS

Although this appears on the Pokémon Red page, there is a patch for Blue as well. Also, if you would like to see the Source Code of this hack, there is a zip of it in the hack zip itself, but there is also now a GitHub repo of it, which can be found at https://github.com/opiter09/ASM-Machina.


CHANGELOG

The changelog for this hack is now in a file in the archive, named "Hack Changelog.txt," along with "1.5 Changes.txt" (since that update has a ridiculous amount of changes).

ASM Machina Changes
*Please start a New Game! Vanilla saves will most likely be read as corrupted! (This is due to the Bag quantity
changes)*

Version 1.5 added a lot of stuff I see no reason to duplicate here. Plase see 1.5 Changes.txt for more information.
The main things to know is that enemies now have finite PP, and are much more likely to switch out (which can happen
either due to being hit with a Super Effective move, or running out of PP).

-Everything in Wrap Improvement Plus Fixes. That is:
-Wrap et al. no longer prevent using moves
-instead they prevent switching out
-Ghost type is super-effective against Psychic
-Focus Energy works correctly now
-An enemy's Psywave cannot deal 0 damage, just like the player's
-All part's of the player's stored Bide damage is cleared upon the enemy switching out
-In return for fixing the level swapping and making Wrap missable, continuing attacks can now miss
-Also, sleeping/freezing now properly clears the trap-move flag, eliminating the bug that prevented switching out
for the rest of the match
-Fix Mirror Move/Trapping desync (hopefully)
-Allow HM moves to be overwritten, and the Daycare man to take pokemon who know HMs
-Let Counter hit moves of any type
-Substitute cannot kill at exactly 1/4 health (it fails in that state)
-Counter is (probably) all fixed
-Starters are changed to glitch pokemon:
-hex:CE (Charmander),
-hex:D1 (Squirtle)
-hex:FD (Bulbasaur) [NB: you will need to mash A a fair bit to get through this one's Dex entry]
chosen because they cannot be encountered with Special Stat encounters, do not have super-glitch moves in vanilla,
and two have a type-advantage over those to their left. NOTE: movelists of starters cannot be guaranteed thanks
to widespread changes. Let me know of super-glitch related issues. Also, very rarely the rival can end up with a
Rhydon, with the pokeball not disappearing. The cause is unknown, but the effects are purely cosmetic
-Appropriate text and rival teams have been changed in accordance with the above
-Removed "Rhydon error trap" because of the starters
-An Exp All can be found at the beginning of the game, given silently with your mart sample,
along with the new item "Heal Party." Heal Party uses the ID of the "bad" ????? which does nothing, thereby
making finding the Surfboard easier. It, as the name implies, heals your entire party, and cannot be used in-battle.
-Exp All now applies XP to fainted pokemon, and splits the full XP, not half, among the battlers, and then
among both the battlers and noncombatants. Additionally, it is now a Key Item. Although this can potentially double
the XP recieved (if you have one pokemon on your team exactly), since this is an item you can just choose not to use
it if you find it overpowered.
-Oak's Aid in the Route 15 Gate no longer gives an Exp All, but rather a CasacdeBadge glitch item
-The Bag can now hold 25 items, instead of 20 (NB: Expanded Item Pack stuff should have the locations
shifted up by 5). This is to make up for all the items you get at the beginning
-Invulnerability is cleared on full paralysis, eliminating the "God Mode" glitch
-Healing Moves can fail
-Moves that raise stats can miss by their accuracy. Moves that lower stats no longer have a 1/4 chance of
missing if used by an AI enemy
-In return for Heal Party existing, all super potions, hyper potions, full restores, revives, and max revives
in all stores have been replaced with something else
-Also, all moves have had their PP divided by 5
-The new Sound type has replaced Normal Type. To see its type matchups (along with everyone else's), see
Type_Matchups.txt in the archive
-Every move is thus given a new, non-Normal type. To cope with this increase in effective moves, damage multipliers
have been changed such that super effective only multiplies damage by 1.5 (instead of 2), and not very effective only multiplies
by 0.7 (instead of 0.5)
-Freezing does not reset the charge turn of Hyper Beam for enemies, just as it does not do so for the player
-Corrects text in a Safari Zone rest house to mention that Bait makes pokemon less likely to flee, not easier to
catch (indeed it makes them harder to catch)
-A few AI tweaks: non-damaging moves with a type advantage are no longer encouraged in particular, and the enemy
should almost never use Explosion when you are invulnerable during Dig or Fly
-Celadon Mansion is also no longer named that, and is instead called Celadon Condos, after its name in
later generations (which is based on its original Japanese name)
-All routes have had their wild pokemon data changed, both on the principle of variety and of the logic given below
-There is no longer any difference between Red and Blue. All wild pokemon data, and other stuff like the
Game Corner Prizes, is the same between both
-Wild pokemon levels are designed so that each area has stronger pokemon than the one before. In the case of
Route 16 vs. Route 12, the latter path has noticeably stronger wild pokemon than the former, to make up for it
taking longer and having more trainers
-In order to facilitate this divide, Route 15 has been edited such that it is impossible to get from Fuchsia City
to the gatehouse and beyond, via strategic ledge placement. If you want these good pokemon, you will need to
actually get through all the trainers
-Along with that, the other goal with pokemon encounters is to make all 150 (but not Mew) catchable in a run. Along
with trade evolutions being removed (see below), any pokemon you have to pick between--like the fossils--can be
found in Cerulean Cave. If someone was missed, please do point it out
-You are half as likely to encounter wild pokemon in Pokemon Mansion
-You can no longer encounter any wild pokemon at all in Victory Road. This is both because a heavily used, man-made
structure would not have wild animals all about, and to make players' lives easier and allow them to focus on the
trainers
-All trainers in Gyms have had their rosters looked over, with the goal of making gyms focused on a type, as
opposed to being exclusively composed of it. Additionally, all jugglers--in gyms or otherwise--now exclusively use
spherical pokemon, in accordance with their theme in some later games
-The Elite Four are also now actually mono-type, which is balanced out by the difficulty of being super-effective
against their types
-Further, rocket grunts' teams have been changed, with the goal of injecting variety into trips through their bases
-Most other trainers have been edited in some way, to create a greater divrsity of pokemon, while also retaining
some themes. For example, the scientists in Silph Co. now only use pokemon which appear in the background or
foreground of the Super Smash Bros. stage "Saffron City."
-In the intro, Nidorina appears instead of Nidorino, to match the cry heard
-The old man and his grand-daughter's text have been changed to match the Japanese version, drunkenness and all.
Thanks to the person behind the blog "Kantopia" for permission to use their translation (see https://kantopia.wordpress.com/2015/09/10/pokemon-redblue-old-man-in-viridian-citys-dialogue-comparison-jp-vs-eng/)
-The "Option" menu has been renamed to "Options," since that was always a pet peeve of mine
-Although it seems to be impossible to view in game, Missigno's Pokedex entry has now been localized, as
"To be written"
-The max level is now 99, not 100, so that ":L" is always visible normally
-Eliminates the abominable "Low Health" alarm
-Trapping moves do not clear the Hyper Beam recharging status, eliminating an annoying downside of them, and preventing
a PP underflow glitch that is much more easy to trigger than in vanilla, and indeed can happen on accident.

-Struggle ignores type matchups and deals exactly 20 damage (like SonicBoom). It thus loses the "recoil" effect
-Bind now has 20 power
-Lick now has 30 power
-Psybeam lowers defense instead of causing confusion
-Supersonic has a 10% chance to cause confusion, 60 power, and 90 accuracy
-Rest, Softboiled, Recover, Minimize, and Double Team now have 50% accuracy
-Tri-Attack actually does something now: it has a 1/3 chance to burn, freeze, or paralyze. Whichever one is
picked then only has a chance of occuring
-Night Shade is now a TM, replacing Horn Drill. It is sold at Lavender Town, while Pay Day replaces its original
locations at the Department Store and the Rocket Hideout. All pokemon who used to be able to learn Horn Drill may
now learn Counter instead, except for Nidoking--since he already could learn Counter, he just loses a slot. All
ghost types can now learn Night Shade, in addition to everything else they can learn
-"Mirror Move" has been renamed to "Parroting," as befits its Japanese name, "Parrot Mimicry." This now makes it
obvious why it is a Flying-type move
-Dizzy Punch now has a chance to confuse the opponent
-Lovely Kiss now has a chance to freeze, instead of to sleep, since it is Jynx's signature move. It also
now has 95 power and 65 accuracy.
-Ice Beam now has only 65 power, to match the other beams
-Self-destruct now has 170 power, to match Explosion
-Withdraw now raises defense by two stages instead of one
-Rock Throw now has 90 accuracy, in line with later games. Rock Slide also has its accuracy reduced to 85, to
make it not quite as blatantly better than Rock Throw
-SonicBoom now has 75 accuracy, because of how good it is early game

-For type changes, along with all other changes to moves, see Moves.txt in the archive

-A bunch of Normal types (but not all) got their type changed away from Sound. Also, Zubat and Golbat got
the Sound type, replacing Poison
-Why is Porygon a Ghost: "Due to its man-made origins, Porygon does not need to breathe or eat, though it can still
accept food if given. It has the ability to convert its body into digital data, allowing it to travel through
cyberspace." -Bulbapedia
-Charizard, Gyarados, and Aerodactyl are now X/Dragon instead of X/Flying
-Poliwhirl is Water/Psychic, due to the prominent role of its hypnotic markings. Poliwrath is still Water/Fighting,
however
-The Charmander line can learn Razor Wind by HM, but not Dig anymore
-Doduo and Dodrio can no longer learn Fly, what with them having no wings and all. Instead, they can now learn Dig
-Lickitung now actually knows Lick, as one of its starting moves. Similarly, Mr. Mime starts with Mimic
-The legendary birds all start with Drill Peck, a type-appropriate move, and Quick Attack, because it was weird
that they didn't match
-Both Exeggcute and Exeggutor now start with Egg Bomb, because they're, y'know, made of eggs. Exeggcutor also
starts with Sleep Powder
-Many evolved forms start with more moves learned by their predecessors, to make more logical opponents
-There are no more trade evolutions. Kadabra evolves at level 40, Graveler evolves at level 50, Machoke evolves at
level 46, and Haunter evolves at level 45
-Because they can be found at lower levels, Grimer now evolves at level 28, and Koffing evolves at level 25
-Pokemon directly given to you have had their levels increased. The eevee is now level 30, the hitmons and the
lapras are now level 35, and any fossil you revive is now level 45
-As a result, Kabuto and Omanyte now evolve at level 55 instead of 40

-For the many, many changes to level-up moves and evolution conditions, see Evos_Moves.txt, in the archive.
Notably, since (as you may or may not know) pokemon obtained by evolution stone learn no moves at all, their
pre-evolutions have been given more moves to compensate

Finally, a big thanks to the maintainers of the Pokemon Red/Blue disassembly over at https://github.com/pret/pokered,
without which none of this would be possible. Both the other text files in this archive, and of course the entire
source code preserved here, are a direct result of this disassembly, and would not be possibly without it.

Also, thanks to the person who runs the blog Kantopia for their translation of the Old Man's Japanese dialogue, and to
Jojobear13, from whose hack "shinpokered" I got some of my finite PP code.


Database match: Pokemon - Red Version (USA, Europe) (SGB Enhanced)
Database: No-Intro: Game Boy/Color (v. 20210227-015730)
File/ROM SHA-1: EA9BCAE617FDF159B045185467AE58B2E4A48B9A
File/ROM CRC32: 9F7FDD53
Time to Beat
Main Story 25h 43m
Main + Extras 40h 0m
Speedrun Avg 4h 30m
Release Date
Oct 11, 2021
2 years ago
Similar Games
Popular Gameboy Games

Play Pokemon Red Version: ASM Machina Game

Experience Pokemon Red Version: ASM Machina Game (USA) online exclusivly at PastGames.net. Get Pokemon Red Version: ASM Machina ROM and use it with an emulator of your choice. Pokemon Red Version: ASM Machina can be played on PC, Mac, iOS and Android using our high quality downloads. PastGames is Americas #1 choice for Retro Games like Pokemon Red Version: ASM Machina.