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Pokémon Extreme Yellow

Kanto at its max (and beyond!)

This is a difficulty romhack of Pokémon Yellow featuring much tougher battles; complex dungeons; restored content; more elaborated, deeper, and darker lore and story; completely new areas and story arcs; virtually infinite post-game content; a plethora of customization and randomization options.

The project is close to completion, but still work-in-progress.
You can join Extreme Yellow Discord Server for more updates and discussions: https://discord.gg/QAX4c4xMJY

Announcement Trailer: https://youtu.be/HEo0pDJGWoI

Summary of changes (without spoilers)

  • more than 50 new mons evolutionarily related to the original 151
  • 100 famous attacks coming from later generations
  • all Pokémon can be caught (a living Dex can be completed)
  • Gym leaders, Elite 4, and rival have improved full team of 6 with customized movesets
  • opponents are stronger than ever, with max DVs and Stat Exp (IVs and EVs)
  • opponent AI is drastically improved
  • shiny make their appearance with dynamic probabilities and safety net
  • expanded backstory and deeper psychology for the main characters
  • two whole new cities
  • two new main game arcs
  • secret and post-game new areas, including a Battle Facility with a never-seen-before challenge mode
  • multiple optional subquests
  • various improvements to existing buildings and areas
  • multiple final secret bosses and extended post-game experience
  • powered-up rematches against main trainers
  • inverse battles make their appearance for selected trainers
  • many quality-of-life improvements: non-binary gender selection; portable PC; Attackdex; less dead times; modern-like usage of HMs; and more
  • adaptive Gyms: gym battles scale with the number of badges you own; combined with the removal of some roadbloacks, this allows to face the Gyms in almost any desired order
  • multiple game difficulty options (exp/stats gain, badge boost, level scaling, battle luck)
  • various randomization options (wild encounters, trainers' teams, items, type chart)
  • customization options (some Pokémon can have their types changed for extra variety)
  • implemented Heavy Ball and Fast Ball
  • improved Safari Zone experience
  • improved GUI for move info box
  • TMs can be bought infinitely at any Mart after they have been acquired once
  • move relearner and move deleter
  • mid-battle evolution, to live the experience of the anime with epic clutch last-second deus ex machina
  • obedience mechanic has been reworked to apply to all Pokémon, even the one caught by the player, with tighter level caps
  • cities have been lightly reworked to improve walkability
  • widened the experience with the Starter Pikachu

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More changes (WARNING! CONTAINS SPOILERS!)

  • Mega Evolution appears as permanent evolution in Extreme Yellow
  • the Legendary Birds are unlocked after completing three special subquests
  • an NPC that appears randomly in any city after besting the League, and is in search of the final member of their ultimate interdimensional team
  • the Author themeselves (yes, me!) makes an appearance as a fightable post-League boss
  • the so-long-sought super fusion Venustoise is finally catchable
  • Celadon Hotel has available rooms
  • a whole-new location, the Lunar Temple, will play a key role in the main plot
  • Mt Moon has been expanded to be part again of the main plot with a new, much harder maze
  • Stater Pikachu obedience is based on happiness rather than level and number of badges, and at high happiness it will gain extra power
  • a Light Ball is hidden in the region, doubling the damage of the Starter Pikachu
  • Pikachu can Surf and Fly, and it has custom animations and sprites
  • possibility to surrender in trainer battles
  • multiple rumors and urban legends have been merged to create the ultimate end-game maze...

Credits (WARNING! CONTAINS SPOILERS!)

  • pret (Pokémon Reverse Engineer Team) first and foremost, as they enabled me to work on this project in the first place
  • Vortiene, for their invaluable help, suggestions, teaching, and support over the months; this game would have likely never seen the light of day without their help (their contributions include, but are definitely not limited to: code to give trainers' Pokémon Stat Exp; code to have the elevators' wirring depend on the number of traveled floors; code to expand the number of hideable sprites; code to allow instant re-usage of Repellent; directions on how to free needed memory; too many to be counted times when they taught me about assembly, Game Boy architecture, and RBY framework)
  • jojobear13, for their precious technical insights and open-source bug-fixes (the code to give trainers' Pokémon Stat Exp was originally developed by them; they provided fundamental insights on a pesky TM-related bug; they implemented a new and better RNG)
  • Porygondolier, not only for being a very pleasant and interesting person to interact with, but also for working with me on the mid-battle evolution (admittedly, they did most of the job!)
  • Sanqui, for granting usage on the gen1-style sprites used in their Pokémon Red randomizer; all sprites that are not the original 151, Kleavor, Annihilape, Mega Evolutions, Anomalies*, MissingNo, or taken from Gold/Silver, are taken from their project; detailed credits to single artists can be found on their website
  • Plague Von Karma, for some suggestions on speed-ups, providing the move deleter/relearner code (which uses code from jojobear13, based Mateo's code), as well as Kleavor and Annihilape sprites (I modified the latter)
  • FrenchOrange, mauvesea, and LJSTAR, for their many many improvements and fixed on the sprites I drew; FrenchOrange drew the Flying Pikachu sprite
  • Xillicis, for their tutorial on how to increase the number of usable Pokémon, as well as many useful exchanges over the months, and for some backsprites: Electivire, Tangrowth, Rhyperior, Lickilicky, Magnezone, Porygon-Z, Magmortar
  • ZetaPhoenix, for the TM name displayer code
  • BlueZangoose, Mord, Cram-O-Dev for having helped, supported, motivated me and just being great people during this adventure of mine
  • Mega Evolution, Eternamax Eternatus, Arceus, and Venustoise sprites are my own production, bar the aforementioned help
  • Mega Rayquaza and Zygarde Complete sprites are from Axel-Comics: https://www.deviantart.com/axel-comics
  • Ultra Necrozma sprite is from SageDeoxys: https://www.deviantart.com/sagedeoxys
  • Pokémon overworld sprites that are not from the original Green/Blue/Yellow are from Crystal Clear via the help of FrenchOrange
  • Overworld sprites of the gym leaders are from: Brock: Vortiene; Misty: Vortiene; Lt Surge: Mord; Erika: Mord; Koga: Game Freak (Gold/Silver); Sabrina: Vortiene; Blaine: Game Freak (Gold/Silver) ; Giovanni: Game Freak (Green/Blue)
  • Green sprites are from Ghost-MissingNo: https://www.deviantart.com/ghost-missingno/art/Blue-Sprites-for-R-G-B-Y-339796334
  • Yellow sprites are from LouLilie: https://www.deviantart.com/loulilie/art/PokemonSpecial-Sprites-Yellow-302559354
  • overworld non-vanilla sprites (legendary birds, Slowking, etc) are from Crystal Clear
  • Game Freak, Creatures Inc., Nintendo, and TPCI for creating Pokémon
  • PLEASE CONTACT ME if I forgot to add your name for anything of yours that I have used!!! In which case I first apologize, and then I'll put remedy as soon as possible!

(*) "Anomalies" refers to Zygarde Complete, Ultra Necrozma, Mega Rayquaza, Eternamax Eternatus, and Arceus.