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GBA · Pokémon FireRed / LeafGreen · v1.5.1 · by Deokishisu

Pokémon FireRed & LeafGreen+

Playing:
142areas386Pokémon82bosses798trainers
What makes it different

FireRed and LeafGreen in one cartridge, with a difficulty switch, a built-in Nuzlocke and a postgame that keeps going, and nothing that would not be legal in the original games.

More about the game

FireRed & LeafGreen+ is Deokishisu's definitive-edition take on the Generation III Kanto games, built from the FireRed decompilation. Both versions live in one ROM and a Key System Menu on the title screen switches between them, so one save can catch every version exclusive. The same menu holds Easy and Challenge difficulties, a Nuzlocke ruleset the game enforces itself, IV and EV calculation switches, a no-free-heals option and an experience multiplier. The battle engine is deliberately untouched: no physical/special split, no new moves or items, and every obtainable Pokémon stays legal in the original games so the hack still links with Ruby, Sapphire, Emerald and the GameCube titles. What changes is everything around the battles: 246 Pokémon obtainable in one playthrough, trade evolutions triggered with a story key item, infinite TMs, eight new move tutors, and a postgame that opens the Sevii Islands straight after the Champion and adds Dive, the Ruby and Sapphire Battle Tower, the event islands, gym leader rematches and 151 Master Trainers. Every table here is read from the creator's own source code, FireRed and LeafGreen side by side.

What's different, point by point

  • FireRed and LeafGreen in a single ROM, switchable from the Key System Menu with one save file
  • Easy, Normal and Challenge difficulty: per-map level offsets, and rebuilt Challenge teams with an extra Pokémon for every gym leader, Elite Four member and Champion fight
  • A built-in Nuzlocke mode that enforces its own rules, plus IV/EV calculation, no-free-heals and experience multiplier switches
  • 246 Pokémon obtainable without trading, all of them legal in Generation III; trade evolutions via the Link Bracelet key item
  • Eight new move tutors, infinite TM use, TM10 Hidden Power and TM44 Rest sold in Celadon, EV-reducing berries and trade-evolution items before the postgame
  • Sevii Islands open right after the Champion: HM08 Dive and two underwater areas, the R/S Battle Tower, Faraway and Southern Island, event tickets earned in play
  • Gym leader rematches at the Battle House on Seven Island and 151 Master Trainers around Kanto, with a superboss after all of them
  • 142 wild encounter areas, 798 trainer fights (29 of them separate Challenge Mode teams, 145 Master Trainers), read from the game's own source
How it plays and everything it changes →
Made by

Deokishisu

This guide is built from Deokishisu's own documentation. The game, the ideas and the work are theirs — the site just makes the numbers searchable. Play it from the official page, and send them the feedback and the thanks.

What this guide covers

Every guide here is built from the game's own documentation. Where a ROM hack changed something but never published the numbers, this says so rather than quietly filling the gap with the original game's — which would be worse than leaving it out.

SectionSource
Wild Pokémon by areaFrom the game itselfEvery wild table in the game's own encounter data, for both FireRed and LeafGreen, plus the stationary and gift Pokémon the map scripts place. The nine copies of the Altering Cave header are one table in play, so one is listed.
Encounter ratesFrom the game itselfPer-table encounter rates are the game's own; per-species percentages are the engine's fixed slot weights summed per species.
Wild levelsFrom the game itselfEvery level range is read from the game's own slot data.
Stats, abilities and movesetsFrom the game itselfBase stats, types, abilities, level-up learnset, TM, tutor and egg moves, wild held items and evolution method for all 386 species, with the game's own Extended Dex saying which are obtainable without trading.
TM and HM compatibilityFrom the game itselfThe game's own TM and HM list and its per-species compatibility table.
Where TMs are foundFrom the game itselfRead from the map scripts, item balls and shop lists that hand each machine out.
Trainer and boss teamsFrom the game itselfEvery trainer a map's script starts, with Normal and Challenge rosters, plus the Master Trainers. Battle Tower and Trainer Tower rental sets are not included.

Credits

  • Hack: Deokishisu
  • Source code, which every table on these pages is read from: Deokishisu on GitHub
  • Base decompilation: pret (pokefirered)
  • Initial Nuzlocke implementation (pokeemerald): Kurausukun
  • Dive and several quality-of-life ports: ghoulslash
  • Ported improvements (TM shop behaviour, Premier Balls): Lunos
  • Instant text: Revo
  • TM/HM bitfield: SBird
  • Overworld sprites: The Accurate FireRed Overworld Sprite Resource, Josh/ShinyDragonHunter and others named on the creator's page
  • Ported features and optimisations: The pokeemerald-expansion team
  • Bug fix contribution: Hiroshi Sotomura
  • Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.

Reading the tables

SourceEvery table on these pages is read from the creator's own published source (a pokefirered decompilation at tag v1.5.1): wild encounter tables for both versions, species data and learnsets, TM and tutor compatibility, move data, trainer rosters with the maps whose scripts start them, and the item, TM and tutor placements in those scripts.

VersionsThe game contains FireRed and LeafGreen in full and switches between them from the Key System Menu. Where a route's table is the same in both, it is listed once. Where the versions differ (180 tables), both are listed and each row is labelled FireRed only or LeafGreen only.

RatesPer-species percentages are the engine's fixed slot weights summed per species (grass 20/20/10/10/10/10/5/5/4/4/1/1, water and Rock Smash 60/30/5/4/1, Old Rod 70/30, Good Rod 60/20/20, Super Rod 40/40/15/4/1); * marks anything at 5% or less. The per-table encounter rate is the game's own and is shown on each table.

DifficultyLevels shown are Normal mode. Every map has a level offset that Challenge adds and Easy subtracts; the difficulty picker applies it. Gym leaders, the Elite Four, the Champion and their rematches have separate Challenge teams, listed as their own entries with Challenge levels already applied. The creator's FAQ lists the Challenge caps as Brock 15 through Champion 67, and the entries here match it exactly. For the Elite Four rematch the FAQ says 71 to 80; the game's code adds the League's own map offset (+4) on top of the rematch bonus (+5), which comes to 75 to 84, and the code's numbers are what is shown.

Moves_DefaultA trainer whose party stores no moveset gets the game's default: the last four level-up moves at that level. Those are what is listed. Trainers with stored movesets show them as stored.

AbilitiesTrainer Pokémon without a stored ability slot always get the species' first ability, because the game builds them from a fixed even personality value; the column reflects that. Challenge teams and Master Trainers store their ability, nature and EVs, which are shown under each Pokémon.

Master_TrainersMaster Trainers set their Pokémon's level to match your lead Pokémon when the fight starts. The level in their entries is the stored value and only tells you their moveset and item; the real level is yours.

Battle_HouseGym leader rematches at the Battle House on Seven Island add the house's own level growth (up to a cap of 75) on top of the stored levels shown.

Tm_LocationsTM and HM locations come from the map scripts and item balls that hand them out and from the shop lists; 58 of 58 machines are placed that way. A machine with no placement in any script is marked as such rather than guessed.

ObtainableAll 386 species have pages because the game keeps link compatibility. Each page says whether the species is in the game's own Extended Dex (obtainable without trading) or not.

CategoriesThe Generation III engine is kept as it was: a move is physical or special by its type. Move descriptions are the standard ones for FireRed and LeafGreen.

StagesThe stage list is Kanto's badge order with the Challenge Mode caps from the creator's FAQ. The Sevii Islands one to three come after the seventh badge, the rest after the Champion.