Pokémon Hoenn's Last Wish
Hoenn after Rayquaza failed: the same map, rebuilt around Generation 1 to 3 Pokémon that have been given new types, new stats and new artwork, with modern battle mechanics underneath.
More about the game
Hoenn's Last Wish is a beta of a Pokémon Emerald ROM hack set in a Hoenn where Rayquaza never stopped Groudon and Kyogre, and the region spent years being torn apart before Jirachi and Celebi sent the player back to prevent it. Almost every Generation 1 to 3 Pokémon in the game has been rebuilt as a local variant: Bulbasaur is a Water type, Torchic is a Grass type, Zubat is Poison and Steel, and their base stats, abilities, learnsets and sprites were redrawn to match. Underneath it is a modern pokeemerald-expansion build, so the physical and special split, abilities and moves up to Generation 9, followers, a day-and-night clock, a DexNav and reusable TMs all apply. Move power, accuracy and PP have been reworked across the board, HMs can be forgotten, EVs are switched off entirely and the items that used to raise them raise IVs instead. Two difficulty settings sit in a menu of their own: Casual keeps the fights close to a normal playthrough, Hard replaces the same trainers with competitive teams, and a separate switch turns the badge-gated level caps off. Eight gym leaders — Terra, Renton, Den, Amaterasu, Calendula, Taka, Soul & Luna and Rio — have replaced Hoenn's own, and the region has gained new places alongside the familiar ones: Phoenix Town and Rogue Canyon out in the desert, Dewdrop Jungle and Granite Hill by Dewford, Petalburg Cave, Oldale Field and a coast below Littleroot.
What's different, point by point
- Generation 1 to 3 Pokémon rebuilt as local variants — new types, stats, abilities, learnsets and sprites
- Eight new gym leaders in Hoenn's own gyms, and a new cast around them
- Casual and Hard settings that swap in a different team for every boss
- Badge-gated level caps you can switch off, plus a Nuzlocke mode and an item toggle
- New places on the Hoenn map: Phoenix Town, Rogue Canyon, Dewdrop Jungle, Granite Hill, Petalburg Cave, Oldale Field
- Move power, accuracy and PP reworked; HMs are stronger and can be forgotten
- EVs are off entirely — the items that used to raise them raise IVs by one per use, up to 31
- A day-and-night clock, with morning, day and night wild tables on most routes
- Follower Pokémon, a DexNav, relearnable moves, reusable TMs and a dark interface
- Built on pokeemerald-expansion, so abilities, moves and items up to Generation 9 are in
rafaelsanna
This guide is built from rafaelsanna'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.
| Section | Source | |
|---|---|---|
| Wild Pokémon by area | From the game itself | Every wild table in the game, by area, method and time of day, read from the game's own encounter file. |
| Encounter rates | From the game itself | Slot percentages are the game's own, and cover every table. |
| Wild levels | From the game itself | Level ranges are the game's own, per slot. |
| Stats, abilities and movesets | From the game itself | Types, base stats, abilities, level-up moves, egg moves, TM and HM compatibility and evolution methods for every Pokémon the game's own tables use. |
| TM and HM compatibility | From the game itself | All eighty-seven TMs and HMs, with what each teaches and which Pokémon can learn it. |
| Where TMs are found | From the game itself | Seventy-two of the eighty-seven are placed: sixty-nine from the game's own maps and three from the creator's documentation spreadsheet, which the page labels. The other fifteen are not placed anywhere in this build, and say so rather than guessing. |
| Trainer and boss teams | From the game itself | Rosters are complete for every fight the maps place — species, level, held item, ability, IV spread and four moves — on both difficulty settings. |
Credits
- Pokémon Hoenn's Last Wish — creator, main developer, spriter and art director: rafaelsanna
- The game's source, which every number on these pages is read from: rafaelsanna
- Alternative maps: coffeelover42
- Graphics and development: eric serbinenko
- Mapping and scripting: WhoisJeb
- Music: kirb
- Sprites and mapping: Ember
- Development: _Pablo
- Sprites: Gerbo, Kazioko and DoodleElias
- The documentation spreadsheet this guide used for the TM locations the map scripts do not give: the Hoenn's Last Wish team
- pokeemerald, the Emerald decompilation the game is built on: the pret team
- pokeemerald-expansion, the battle, Pokémon and item engine: Rom Hacking Hideout
- Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.
Reading the tables
OrderA few fights are far stronger than the place they stand in. Team Aqua's Lazuli waits on the coast below Littleroot with a level 48 team and nothing in the game stops you walking down to her, and Luka's rematch stands in Petalburg City. They show up early in the story-order lists because that is where they are; the levels beside them are the game's own.
BetaThis is a beta, and the team's own plan is for the next patch to carry the story as far as the eighth gym. Everything on these pages is read from the game's source as it stands, which already holds the eight gym leaders, the Elite Four and the Champion; how much of the later half a given patch actually lets you walk into is the team's to say, so treat anything past the eighth badge as read from the files rather than played through.
FormsAlmost every Pokémon here is a local variant. Bulbasaur is a Water type, Torchic is a Grass type, Zubat is Poison and Steel — the types, base stats, abilities, learnsets and artwork on these pages are this game's, not the ones you remember. The comparison block at the bottom of a Pokémon's page shows what the official games give it, so the difference is always visible.
SpritesThe artwork on these pages is the game's own, taken from the creator's source. Where a Pokémon was redrawn you are looking at the redrawn sprite; where it was not, you are looking at the sprite the game ships anyway.
DifficultyCasual and Hard are picked from a menu of the game's own, and each gym leader, Elite Four member and the Champion has a separate team for each. Both are listed, labelled. The Champion's Hard fight picks one of three prepared teams at random, and all three are here.
CapsLevels are capped by badge until you turn the cap off in the options. The cap is 10 until the first Team Aqua fight, then 15 with no badges, 25 with one, 34 with two, 42 with three, 45 with four, 50 with five, 55 with six, 60 with seven, and nothing at all once you have eight.
EvsEVs are switched off in this game — nothing you fight gives any. The items that used to raise them raise a single IV by one point instead, up to 31. Where a trainer's Pokémon carries an IV spread it is listed beside it.
TimeThe game runs a morning, day and night clock, and a lot of routes have a different wild table for each. Where the three agree, the table is listed once with no time on it; where they differ, the time is part of the method name.
RatesEncounter percentages are the game's own slot rates, with neighbouring slots holding the same Pokémon added together. A star marks anything at 5% or less. A handful of fishing tables leave one slot empty in the source, so those add up to a little under 100%.
TrainersEvery trainer a map script in the game actually places is here, with held items, abilities, levels, IV spreads and four chosen moves. The source also carries a few hundred leftover rematch entries that no script ever reaches; those are left out rather than presented as fights you can have.
TMsTMs are reusable in this game, and the list is the creator's own — several of Emerald's TMs have been swapped for newer moves. Locations come from the game's own maps, with three taken from the creator's documentation spreadsheet and labelled as such. Fifteen of the eighty-seven are not placed anywhere in the game yet; those rows say so rather than guessing.
ItemsItem locations come from the game's own maps: "Pick-up" is a ball or a gift, "Hidden" is a hidden item, and "Shop" is a counter you can buy it over.
MovesMove power, accuracy and PP have been reworked widely. A move's page says what the official games give it where the two differ; the comparison is against the current official numbers, because the engine already carries every change the series made after Emerald.