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GBA · Pokémon FireRed · v1.9.4 · by raduziel

Pokémon WaveBlue

132areas295Pokémon59bosses489trainers
What makes it different

The 151 Kanto Pokémon, played on a modern battle engine: the physical/special split, the Fairy type, a day and night cycle, and a level cap that rises with every badge.

More about the game

WaveBlue is raduziel's rebuild of FireRed around a current battle engine. The Pokédex stays Kanto's, so the game you play is still the one you remember — but every move is now physical, special or status on its own terms rather than by its type, the Fairy type exists, abilities and base stats are the ones those Pokémon have today, and the clock decides whether it is day or night. The trainers were rebuilt to match: gym leaders, the Elite Four and most of the people standing on the routes carry held items, a chosen ability, a nature, an EV spread and four moves picked on purpose. Holding all of that together is a level cap keyed to your badges — Level 14 before the first badge, rising to 80 by the end of the postgame — which stops your team outgrowing the game. If you would rather play without it, one button press in the overworld turns it off. A handful of Pokémon from later generations appear where they belong in the Kanto families: the babies, and the evolutions Gold and Silver gave to Kanto's own.

What's different, point by point

  • The Kanto Pokédex, with the baby Pokémon and the later evolutions that belong to Kanto's own families placed in the wild alongside them
  • The physical/special split, so a move's category is its own rather than its type's
  • The Fairy type, and present-day base stats, abilities and level-up movesets
  • A day and night cycle, which changes the world's light and the Pokémon that evolve by it
  • A level cap that rises with each badge — 14 at the start, 80 at the very end — with experience cut off entirely at the cap, and a switch in the overworld to turn the whole system off
  • Gym leaders, the Elite Four and ordinary trainers rebuilt with held items, abilities, natures, EV spreads and hand-picked movesets
  • 165 TMs instead of the original fifty, plus the eight HMs, and move tutors spread around Kanto and the Sevii Islands
  • 132 wild areas and 489 trainer fights (59 of them bosses), read from the creator's own source
How it plays and everything it changes →
Made by

raduziel

This guide is built from raduziel'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 the game compiles for FireRed, plus the stationary, gift, traded and Game Corner Pokémon its scripts place. 350 tables across 132 areas.
Encounter ratesFrom the game itselfThe game's own slot weights. Grass slots add up to 99 in this game rather than 100 — see the note above.
Wild levelsFrom the game itselfEvery level range is the game's own, read from its encounter tables.
Stats, abilities and movesetsFrom the game itselfBase stats, types, abilities, level-up learnset, machine and tutor compatibility, egg moves, wild held items and evolution methods for every Pokémon the game hands out.
TM and HM compatibilityFrom the game itselfThe game's own machine list and its compatibility table.
Where TMs are foundFrom the game itselfRead from the scripts, item balls, hidden items and shop lists that hand each machine out. 72 of 173 are placed that way.
Trainer and boss teamsFrom the game itselfEvery trainer the game's scripts start a fight with, with each Pokémon's level, held item, ability, nature, EV spread and four moves.

Credits

Reading the tables

SourceEvery table on these pages is read from the creator's own published source code: the wild tables and their odds, species data and movesets, machine compatibility, move data, trainer rosters, and the places the game's scripts put items, machines and tutors.

VersionThe guide is labelled v1.9.4, which is the released version. The source code it was read from is the creator's own published copy, and the creator labelled that copy 1.9 — there is no separately published 1.9.4 code to read. Anything changed between the two is not reflected here.

VersionsFireRed and LeafGreen tables both sit in the source, as they do in the original games. WaveBlue is a FireRed patch, so the FireRed tables are the ones shown.

RatesThe percentages are the game's own slot weights, added together where the same Pokémon fills more than one slot; * marks anything at 5% or less. One quirk worth knowing: this game's twelve grass slots add up to 99, not 100, so a grass figure is really that many chances out of 99. Surfing, Rock Smash and all three rods do add up to 100. The per-table encounter rate is the game's own and is printed on each table.

SpeciesThe game's code carries three generations of Pokémon because the engine it is built on ships them all, but the game itself is a Kanto game. The 295 Pokémon listed here are the ones it actually hands out — everything in a wild table, on a trainer, standing still, given, traded or won at the Game Corner — plus everything those evolve into or hatch from. The other 192 entries in the code are engine stock that nothing in Kanto reaches.

TrainersEvery trainer listed is one the game's own scripts actually start a fight with. The engine the game is built on brings a full set of Hoenn trainers along with it, untouched and unreachable; they are left out. One Lass in Pattern Bush is written with a Cherrim, which is not one of the Pokémon this version of the game builds, so it is shown by name with no page of its own.

LevelsWild levels and trainer levels are fixed numbers written into the game — nothing here scales to your own team. The level cap only limits how far your own Pokémon can grow.

MovesThe move list covers the moves this game can actually put on a Pokémon: anything a Kanto species learns by level, egg or machine, every machine and tutor move, and every move a trainer is carrying. The engine compiles hundreds more that nothing in this game can reach.

TMsThere are 165 machines and 8 hidden machines, well past the original fifty. 72 of the 173 are handed out, hidden or sold somewhere the game's scripts place them; the rest say so rather than guessing a spot.

FishingFishing works differently here. Instead of three separate rods you get one rod and three baits, each from one of the three fishing brothers: the rod and the first bait in Vermilion City, the second in Fuchsia City, the third in the house on Route 12. The tables are still listed as Old, Good and Super Rod, which is what each bait fishes up.

TutorsThe move tutors each hand you a machine for the move they teach, so those moves appear both here and in the machine list. The tutor at Cape Brink is the exception: he teaches a fully evolved starter its ultimate move directly, once.

FrontierThe engine brings a Hoenn Battle Frontier with it. Nothing in Kanto or the Sevii Islands leads to it, so its maps, trainers and tutors are left out of this guide.

BoxartThere is no box art on this guide. An image has been posted for the game, but we could not confirm who made it, and the site only publishes art whose maker is known.

StagesThe checkpoints are Kanto's own badge order, and each one names the level cap that applies while you are in it.