Gaming ROM Hack GBA Others [Pokémon Warp Randomizer] TRASLApp - Teleport Randomizer And Solution Lookup Application plus plus

Axido

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Latest version: 1.1.1

Important note:
For better search engine compatibility, the application has been renamed to "TRASLA plus plus" or "TRASLApp" for short along with its 1.1.0 release. The former acronym TRASLA was chosen intentionally, but since Google isn't case sensitive by default, search results for said name would first and foremost result in lots of German entries about the Pokémon Ralts. The new name hopefully fixes that while keeping the name true to its origins. If you suggest the application to people who haven't heard of it yet, please refer to it as TRASLApp in order to make it easier for them to google it.

Currently supported platforms: Windows (including WINE and Proton on Linux), MacOS, Android

1678029827312.png

TRASLAPic2.PNG

(pictures may stem from older versions and might not always represent the current state of the application)

Welcome to TRASLApp, the

Teleport
Randomizer
And
Solution
Lookup
Application plus plus


(if the title says something else, it's not updated yet to reflect the latest name change).
It implements four key concepts that make it a powerful tool for Pokémon warp randomization.
Tracker - Keep notes of warp connections encountered in your playthrough.
Checker - Read the warp connections from your ROM file directly if you can't find a certain location.
Customizer - Whether you want to introduce shortcuts to your Pokémon game or create a specific challenge, you can use TRASLApp to do this.
Randomizer - Last but not least, this tool let's you randomize warps and write the results to a ROM.

Currently supported games (reading ROMs / writing to ROMs / randomizing warps):
- Pokémon Crystal
- Pokémon Emerald
- Pokémon Fire Red / Leaf Green
- Pokémon Platinum
- Pokémon HeartGold / Soul Silver
- Pokémon Black 2 / White 2

Currently supported ROM languages:
- German
- English
- French
- Italian
- Spanish
(- Japanese currently only available for Emerald and Fire Red / Leaf Green)

Features:
- reading warps from already randomized ROM files
- randomizing warps
- creating custom mappings manually (not recommended, though)
- writing warps to ROM files (obviously)
- decent note-keeping abilities, in case you just want to use TRASLApp as a visual spreadsheet for Pokémon randomizer runs
- seed generation and difficulty modes in beta

Advice:
Compatibility with other Pokémon randomizers (i.e. UPR) may vary depending on the game and settings selected within the other randomizer. Just keep in mind that HM orders and file structures of the unmodded games have been taken into account when creating the randomizer logic. Some modifications may break support, others may work fine.
It is highly advised that you use savestates when playing warp randomizations, since unexpected soft locks can still occur, even though any known ones have been taken care of.

Other information:
The application has been coded using the Gamemaker: Studio 1.4 IDE. However, It is occasionally ported over to Gamemaker Studio 2 for non-Windows exports (Android and MacOS).

Latest builds:

Version 1.1.1 for Windows PC (and Linux using WINE or Proton):



Version 1.1.1 for MacOS

Note: Please move/copy the application from inside the .dmg file into your Applications folder. Otherwise it may throw an error stating "Unable to find game". If you still get this error after moving the application, you can get it to work by doing the following: Right-click on the app -> Show package contents -> Content -> MacOS -> run the TRASLApp executable there (you can also make an Alias of that executable and put on your desktop for better convenience).

Version 1.1.1 for Android:


Make sure to check out the Changelog below as well.
 

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  • Changelog.txt
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  • custom classifications.zip
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Last edited by Axido,

Axido

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New version 0.9.9.6 released including support for Pokémon Crystal. See the updated post above.
I also got you a randomization that I can confirm is beatable, meaning Johto gyms can be beaten in order, then Pokémon League, then Kanto gyms (in whichever order you like, since you might have all HMs at this point regardless), then Red.
The file goes into TRASLA\saved mappings and can be loaded using the respective button on the map screen.
The connections have been turned invisible before saving it, so you don't get to see them right when you're loading it.
 

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  • CrystalSave.zip
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Last edited by Axido,

Axido

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TRASLA is currently looking for beta testers. Mac users are welcome as well (though, the MacOS build is currently not codesigned and needs some workarounds in order to be used).
 

Axido

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Hey, guys. I thought I'd make the latest Windows beta public (see the initial post). The only things stopping me from naming this a release version are just formalities (updating the in-app documentation to reflect the newly added features and making more comprehensive tutorial videos for the main screen). Yet, due to my real life studies I won't have the time to do this. I don't want people to miss out on the fun of trying HGSS randomization and some of the other features for themselves, however.

Just a short description of difficulties:
- EASY mode will randomize warps in such a way that you won't need HMs for any mandatory tasks (this includes HM locations, gyms, E4 and some other areas that might at least come in handy). This mode will also feature script changes to make your life easier, like unblocking some legendaries and gym leaders (especially in Crystal and HGSS, where gym interiors can have HM requirements).
- NORMAL mode will randomize warps just as it was before and keep some of the script changes made in EASY mode.
- HARD mode will randomize warps in a way that increases the possibility of HM or story requirements for gyms or even each other. As in all the other modes you can do all gyms and E4 in order, but chances are that you will really need to know the game inside-out in order to open up every warp. This mode will only include script changes that could otherwise cause soft locks.

On an unrelated note, you can now mark warps by holding the right mouse button and clicking the left one. The former method of holding the left one and clicking the right one still works, though. I don't know if that makes things better, but I thought I'd implement it regardless.
 
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Version 1.0.0 left its beta state behind as well as one part of its version number. The HGSS randomizer is now considered stable and a few extra features have been added to make potential MacOS Android ports easier to accomplish. That doesn't necessarily mean that there are gonna be such ports in the near future.

And by the way, happy tenth anniversary of Black 2 and White 2. The randomizer for those is still in development, but I dunno, maybe I forgot to comment out some WIP code.

Edit: Since a certain other warp randomizer got an update, TRASLA has been updated as well to feature the necessary tracker and ROM loading code (those things were actually present in version 1.0.0 already).
 
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To account for the improvable state that a certain other warp randomizer currently is in, TRASLAs FRLG map was updated and a few qol features got added in 1.0.2.
 

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Good news for anyone doing warp randomizer runs mostly on mobile devices: With the latest version (1.0.3) comes the Android release of the tool. The file handling in the Android version is a bit different so here's a quick tutorial on how to use it:

1) Install the .apk
2) Launch TRASLA
3) Give the app the writing permission it asks for (this basically enables the file handling and should create folders on either your SD card or your device's internal storage).
4) Enter a map (any map works, but Emerald may be the fastest one to load by a few milliseconds).
5) Click the folder button in the top left corner of the screen so that the app will show you a path to your TRASLA folder. If the path is "storage/emulated/0/TRASLA", the main folder might be on your internal storage. If it says something else, you may want to check your SD card storage instead. It's always best to check both. Sadly, there's currently no way to deliberately pick a destination.
6) If you find the folder called "TRASLA" in either of those locations, you are good to go. Place the ROM files you want to check inside the "TRASLA/ROM input" folder so that you can check their warp connections (if they are already randomized) or use them as base ROMs (if they are not randomized yet). Make sure your ROMs are in the correct format (.gbc for Crystal ROMs, .gba for Emerald and FRLG ROMs, .nds for Platinum, HGSS and BW2 ROMs).

I cannot guarantee that the Android version works for everyone, since I could only test it on three different devices myself (without any issues, btw). There may or may not be phones or tablets that use different file systems that are not being supported. If you've done all the steps above and TRASLA still doesn't recognize your ROMs, please report it either here or on the Discord channel linked inside the application itself.
 

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Hi Axido, do you know if this is compatible with the Key Item randomizer for crystal? Would like to do some chaotic runs if possible!
 

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Hi Axido, do you know if this is compatible with the Key Item randomizer for crystal? Would like to do some chaotic runs if possible!
I didn't look into that one yet. This highly depends on whether or not the warp data is stored at the exact same addresses in the key item randomizer ROM. If it isn't, using said ROM as a base could result in unexpected behaviour including crashes, but not necessarily in warps getting overwritten. That being said I doubt that it would work flawlessly.

Also, I could only guarantee valid randomizations on easy difficulty, since normal and hard mode both take HM requirements into account, assuming that HMs are to be found at specific locations.

As soon as personal stuff isn't occupying most of my freetime anymore (maybe in about a few weeks), I may add some advanced functionality to TRASLA to load files containing custom warp information, so that users can add support for modded ROMs or overhaul the randomizer logic themselves.
 
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Axido

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TRASLApp 1.1.1 is out now and it features some major improvements.

Latest additions:
1 -
A codesigned MacOS version that should be compatible with both Intel and Apple Silicon devices (please report if you find that it's not).

2 - A full-fletched Black 2 / White 2 randomizer, complete with script and NPC fixes.

3 - Customizable warp types. Now you can change how warps are treated by the randomizer.
The overall randomizer logic is as follows:
1 - Connect all mandatory warp pairs (the warps of a mandatory pair will always be connected to each other)
2 - Create a main graph that connects all main areas using up (#mainGroups-1)x2 warps
(the remaining main warps make up the pool of available warps at this point)
2H - Hard mode only: Connect all one-way and dead end warps to the graph
3 - Connect warps of group IMPORTANT 1 to the main graph
3E - Easy mode only: Connect all other important warps to the main graph as well
4 - Add all REQUIRES 1 warps to the pool of available warps
5 - repeat steps 3 and 4 with IMPORTANT and REQUIRES groups 2, 3, 4 and so on
6EN - Easy and Normal only: Connect one-way and dead end warps to the graph
7 - establish connections between all warps remaining in the pool
8 - Add all two-way pairs by bridging already established warp connections

4 - Japanese ROM support for Emerald, Fire Red / Leaf Green and Black 2 / White 2

If you want to go all out on customizing warp types, please keep in mind that:
- Unrandomized warps will always lead to their original destination.
- Main areas consist solely of warps that can be reached on foot from each other without the use of HMs or any kind of story-progression. Some warps blocked by NPCs may be main warps if the NPC immediately moves once you talk to them.
- One-way warps will lead back to themselves, not to any other warp that lead to them in the first place.
- Dead end warps, one-way warps and important warps will never be connected to each other.
- Warps with a jumpable ledge in front of them are soft lock factories if not handled carefully. If you jump the ledge, you may never get back to the warp, so do not make it a main warp and make sure that down the ledge there is at least one IMPORTANT 1 warp or a main group.
- The same applies to warps on top of waterfalls. You can potentially slide down the waterfall using Surf, but you may not be able to get back up again.
- Scripted warps are not being overwritten by the randomizer, so make sure that you cover their destinations accordingly.

For reference, I posted some custom classifications in a .zip file above to try out. If you attempt the "HGSS_Legi_Starter" run, make sure you do not return to New Bark Town unless you found the warp to Professor Elms lab. Otherwise you may get stuck. A script change to fix this is planned for a future release.
 
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Hi Axido. I made a custom map randomizer of HGSS using the current version of TRASLA, but there’s a few things TRASLA includes that I don’t want. For instance, I think it removes the ruin of Alph doors (i.e. water, flash, escape) so they turn into corridors when I’d want them to be roadblocks. I also would want to keep the story elements for Misty, Jasmine gyms. Is there any way to randomize the warps without the additional features meant to prevent soft lock?
 

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Hi Axido. I made a custom map randomizer of HGSS using the current version of TRASLA, but there’s a few things TRASLA includes that I don’t want. For instance, I think it removes the ruin of Alph doors (i.e. water, flash, escape) so they turn into corridors when I’d want them to be roadblocks. I also would want to keep the story elements for Misty, Jasmine gyms. Is there any way to randomize the warps without the additional features meant to prevent soft lock?
In fact I am currently working on a .csv-based scripting language that gives you the ability to make binary edits to the game. Those edits could potentially be used to undo the changes the app makes internally (like moving NPCs, altering scripts, adjusting script triggers and so on). The feature may drop with version 1.1.2, but it might require some advanced knowledge about the underlying file structures of the ROMs as well as some extra tools like AdvanceMap, DSPRE and SDSME in order to locate the things you want to change in the first place.

Edit @Sniefers : There is already a way to prevent TRASLA from applying changes to the ROM file. The gear icon in the top right corner opens an options window. On its second page you will find some options that you can turn off (like script fixes and NPC repositioning). However, this is mostly meant as a debugging option and will deactivate lots of fixes at once, including ones that you certainly want to keep. Misty in particular is considered a script fix. At the start of the game I sneaked in an instruction that would clear a certain flag so that she is always present inside her gym (that flag would normally get cleared once you find her outside of her gym). The walls inside the ruins of Alph, however, are just NPC objects that get moved out of the way on easy and normal difficulty (that means that on hard difficulty they are left vanilla).

Thanks by the way for using the customization features of the application. I'll do my best to expand them.
 
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Sniefers

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In fact I am currently working on a .csv-based scripting language that gives you the ability to make binary edits to the game. Those edits could potentially be used to undo the changes the app makes internally (like moving NPCs, altering scripts, adjusting script triggers and so on). The feature may drop with version 1.1.2, but it might require some advanced knowledge about the underlying file structures of the ROMs as well as some extra tools like AdvanceMap, DSPRE and SDSME in order to locate the things you want to change in the first place.

Edit @Sniefers : There is already a way to prevent TRASLA from applying changes to the ROM file. The gear icon in the top right corner opens an options window. On its second page you will find some options that you can turn off (like script fixes and NPC repositioning). However, this is mostly meant as a debugging option and will deactivate lots of fixes at once, including ones that you certainly want to keep. Misty in particular is considered a script fix. At the start of the game I sneaked in an instruction that would clear a certain flag so that she is always present inside her gym (that flag would normally get cleared once you find her outside of her gym). The walls inside the ruins of Alph, however, are just NPC objects that get moved out of the way on easy and normal difficulty (that means that on hard difficulty they are left vanilla).

Thanks by the way for using the customization features of the application. I'll do my best to expand them.
In fact I am currently working on a .csv-based scripting language that gives you the ability to make binary edits to the game. Those edits could potentially be used to undo the changes the app makes internally (like moving NPCs, altering scripts, adjusting script triggers and so on). The feature may drop with version 1.1.2, but it might require some advanced knowledge about the underlying file structures of the ROMs as well as some extra tools like AdvanceMap, DSPRE and SDSME in order to locate the things you want to change in the first place.

Edit @Sniefers : There is already a way to prevent TRASLA from applying changes to the ROM file. The gear icon in the top right corner opens an options window. On its second page you will find some options that you can turn off (like script fixes and NPC repositioning). However, this is mostly meant as a debugging option and will deactivate lots of fixes at once, including ones that you certainly want to keep. Misty in particular is considered a script fix. At the start of the game I sneaked in an instruction that would clear a certain flag so that she is always present inside her gym (that flag would normally get cleared once you find her outside of her gym). The walls inside the ruins of Alph, however, are just NPC objects that get moved out of the way on easy and normal difficulty (that means that on hard difficulty they are left vanilla).

Thanks by the way for using the customization features of the application. I'll do my best to expand them.
Thank you for responding so quickly, I appreciate it! I’ll try out the debug option soon. Also sorry to bother you but would you happen to know the flag that causes goldenrod rocket? I thought it was beating Gym 7 but now I’m not sure. Is no goldenrod rocket included in the fixed?
 

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Thank you for responding so quickly, I appreciate it! I’ll try out the debug option soon. Also sorry to bother you but would you happen to know the flag that causes goldenrod rocket? I thought it was beating Gym 7 but now I’m not sure. Is no goldenrod rocket included in the fixed?
If I remember the ingame scripts correctly, the Goldenrod Rocket event can be triggered on each of the following three maps: Mahogany Town outside, Cianwood City outside and Olivine City outside. When you enter any of those maps, a check is performed for the three respective badges (since in the vanilla game you could possibly beat them in any order you like). So, once you have all three of them and enter one of the three maps, you will receive the phone call that triggers the Rocket event in Goldenrod City.

I did not alter those scripts, so as long as the requirements above are fulfilled, the event should play out as intended.
 

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If I remember the ingame scripts correctly, the Goldenrod Rocket event can be triggered on each of the following three maps: Mahogany Town outside, Cianwood City outside and Olivine City outside. When you enter any of those maps, a check is performed for the three respective badges (since in the vanilla game you could possibly beat them in any order you like). So, once you have all three of them and enter one of the three maps, you will receive the phone call that triggers the Rocket event in Goldenrod City.

I did not alter those scripts, so as long as the requirements above are fulfilled, the event should play out as intended.
Thank you, that makes sense. I got through badge 7, but never went back to Mahogany
 

Axido

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how do i download this im on windows
I can only guess that you are confused by the way this thread is showing the download link, but if that's the case, I hope this helps:
step1.PNGstep2.PNG
If it doesn't at all look like the first picture in your browser, please let me know.
 

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