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Posted (edited)

**The first part of my tutorials is here if you're looking for it - -hacking-tutorial-part-1-File-decompression-recompression'>http://projectpokemon.org/forums/showthread.php?46250-Stars-Pokemon-colosseum-and-xD-hacking-tutorial-part-1-File-decompression-recompression**

images:

Research images 1.zip

Research images 2.zip

There are still a lot of things I haven't been able to figure out on my own so far. It is to be hoped, that with my knowledge of pokemon colosseum and xD hacking now available to more people we will see some progress.

Some things on the list are things I've started to piece together but got stuck. Some things I just couldn't find at all.

I. xD physical/special split Done

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II. Editing map scripts Done

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III. Editing textures Done

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IV. Editing models

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- Things I haven't been able to figure out at all -

I. Where is the weakness/resistance table ?! Done

It's been in the same format in all the other games but I can't seem to figure it out for colosseum or xD.

II. I know where the sound files are but I don't know how to edit them.

Their file names and magic bytes might give the formats away though. I just don't know much about music formats and its a low priority for me.

III. ASM hacking Done

The majority of it will be in start.dol. The gamecube runs on the powerPC architecture which is very well documented and in fact I have a hex editor on my mac that was able to disassemble the code for me without me needing to specify any details. My assemly programming isn't great though as I kind of missed those lectures in uni ... (damn!) Understanding the game's programming could allow all sorts of hacks like making new move effects (e.g. trick room or quiver dance), make new abilities (e.g. adaptability or mega launcher) increasing the walking speed or adding new battle mechanics from later generations like drizzle expiring or not switching in your next pokemon when one dies until the end of the turn (For those who don't know, back in gen III, in double battles if one pokemon fainted you had to replace it straight away meaning if you doubled up on a slot then you could knock out that pokemon and then hit the next pokemon switched in on the same turn). We could also change things like the chances of finding shiny pokemon (which is set to 0 in xD) or the critical hit chances and damage multiplier like in gen VI.

Research images 1.zipFetching info...

Research images 2.zipFetching info...

Edited by StarsMmd
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Posted (edited)

Just an update for anyone who's interested. I've found the weakness and resistance table and I've also managed to successfully implement the physical special split. I expected it to be pretty straight forward but I was actually surprised at how simple it was.

I'll post some more tutorials soon.

I'm still no closer to figuring out how the scripts work in the maps. I have however identified key data in them which can at least allow basic editing. For example in the agate village map the script for the man who gives you berries clearly has the item ids of each of the potential berries in a clear pattern. you could probably change this to any berry (maybe even any item) very easily.

[EDIT:] I've found the actual pokespot data in common_rel. I've also successfully edited textures. This is all documented here:

-Info-dump'>http://projectpokemon.org/forums/showthread.php?46590-Pokemon-xD-Info-dump


EDIT: wow it's been a long time since these days but pretty much everything here has been reverse engineered. We've come a long way.

Edited by StarsMmd

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