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Pokemon XG: NeXt Gen


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Hello, and thank you for the quick response. To answer your question it is the ISO that it can't seem to find.

Someone else had a similar problem on a different forum. They said they fixed the problem by using the same files on a different computer. They couldn't get it to work on 32 bit windows 7 but got it to work on 64 bit windows 7 apparently.

You can also try a different UPS patcher other than tsukuyomi or NUPS and see what happens.

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Someone else had a similar problem on a different forum. They said they fixed the problem by using the same files on a different computer. They couldn't get it to work on 32 bit windows 7 but got it to work on 64 bit windows 7 apparently.

You can also try a different UPS patcher other than tsukuyomi or NUPS and see what happens.

Alrighty, I'll see what I can find. Thanks and keep up the great work!

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Update - Couldn't find any ups patcher other than the two mentioned, so I used Unipatcher on my Android phone. Only enough it worked! Thanks again for attempting to help out. Now let me go enjoy this amazing hack!

Great! Glad you got it to work in the end. Enjoy :)

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Hey StarsMmd,

since our talk yesterday on Jetsplits Stream - I had some Idea's how Teams could looklike for Postgame Shadow's in Colosseum Orre.

Most of the following Team Comp's are either built around 1 Topic or go for straight up Fighting Power.

To make this Fights more tough it would be cool to script the item usage the way that it only allow's to throw balls - so healing is still banned.

I know alot of the Shadow's included in here have a current Spot but i got idea's to fix the missing Spot's :) - Just would need a List of the Fight's / Teams.

This Team's are only the one's that contain Shadow's by themself - if you wish I could bring up some redesign for the whole Rounds.

-> WARNING THIS POST MAY CONTAIN SPOILERS <-

Round 1

 

Cipher Lovrina - Orre

Lovrina.png

Cipher Lovrina still hold's on the Fairy Type but extend it with the addition of Grass Types to make use off a stronger Team Comp. This is kinda built around #Solarbeam in the First Place.

________________________________

xD_036.png' alt='laugh.png' alt='xD'>_036.png'>

Clefable @ Leftovers

Ability: Cute Charm

Level: 65+

EVs: 252 HP / 252 SpA / 4 SpD

Modest Nature

- Moonblast

- Soft-Boiled

- Solar Beam

- Flamethrower

_________________________________

xD_154.png' alt='laugh.png' alt='xD'>_154.png'>

Meganium @ Brightpowder

Ability: Overgrow

Level: 65+

EVs: 244 HP / 252 SpA / 12 SpD

Modest Nature

- Synthesis

- Sunny Day

- Solar Beam

- Hidden Power [Fire]

_________________________________

xD_282.png' alt='laugh.png' alt='xD'>_282.png'>

Gardevoir @Scopelens

Ability: Synchronize

Level: 65+

Shiny: Yes

EVs: 8 HP / 248 SpA / 252 Spe

Modest Nature

- Hidden Power [Fire]

- Moonblast

- Sunny Day

- Thunderbolt

_________________________________

xD_251.png' alt='laugh.png' alt='xD'>_251.png'>

Shadow Celebi

Ability: Natural Cure

Level: 70

-

-

-

-

 

Round 2

 

Cipher Snattle - Orre

Snattle.png

Snattle pretty much stay's around the Topic of Explosion - This Team is a bit more optimize to make you feel the pain. - Shadow Regiice would need to have a kind of Shadowversion of Project maybe.

Silk Scarf is the main Item to higher the Damage Output of Explosion and Taunt is to prevent Enemy Protection Moves.

___________________________

xD_323.png' alt='laugh.png' alt='xD'>_323.png'>

Camerupt @ Silk Scarf

Ability: Magma Armor

Level: 65+

EVs: 244 HP / 112 Atk / 44 Def / 72 SpA / 36 SpD

Gentle Nature

- Protect

- Explosion

- Overheat

- Earth Power

___________________________

xD_101.png' alt='laugh.png' alt='xD'>_101.png'>

Electrode @ Silk Scarf

Ability: Soundproof

Level: 65+

Shiny: Yes

EVs: 252 Atk / 200 SpA / 56 Spe

Lonely Nature

- Explosion

- Thunderbolt

- Protect

- Taunt

___________________________

xD_094.png' alt='laugh.png' alt='xD'>_094.png'>

Gengar @ Silk Scarf

Ability: Levitate

Level: 65+

EVs: 252 Atk / 4 SpA / 252 Spe

Naughty Nature

- Explosion

- Destiny Bond

- Shadow Ball

- Taunt

___________________________

xD_378.png' alt='laugh.png' alt='xD'>_378.png'>

Shadow Regice

Ability: Clear Body

Level: 70

-

-

-

-

 

Round 3

 

Cipher Gorigan - Orre

Gorigan.png

The Nightmare from your Neighbourhood is back and he brings a Powerful Gang with himself. This Team is straight forward and has alot of powerful Attacks within.

______________________________

xD_248.png' alt='laugh.png' alt='xD'>_248.png'>

Tyranitar @ Mystic Water

Ability: Sand Stream

Level: 65+

EVs: 244 HP / 100 Atk / 12 SpAtk /152 SpD

Sassy Nature

- Crunch

- Earthquake

- Protect

- Surf

______________________________

xD_346.png' alt='laugh.png' alt='xD'>_346.png'>

Cradily @ Leftovers

Ability: Storm Drain

Level: 65+

EVs: 248 HP / 8 SpA / 248 SpD

Calm Nature

- Earth Power

- Giga Drain

- Recover

- Protect

______________________________

xD_142.png' alt='laugh.png' alt='xD'>_142.png'>

Aerodactyl @ Sharp Beak

Ability: Rock Head

Level: 65+

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

Shiny: Yes

- Brave Bird

- Rock Slide

- Protect

- Dragon Claw

______________________________

xD_377.png' alt='laugh.png' alt='xD'>_377.png'>

Shadow Regirock

Ability: Clear Body

Level: 70

-

-

-

-

 

Round 4

 

Chobin - Orre

xD.png' alt='laugh.png' alt='xD'>.png'>

After his unsuccessful Project Robo Groudon - Chobin was really sad - That's why Chobin took a vacation for himself in the Desert. Chobin couldn't believe his Eye's when Chobin found near an abandon Research Facilty a real Groudon.

This was Chobin's lucky Day - since then Chobin swear himself to take on revenge for Robo Groudon. This is Chobin's DAY and no one can STOP Chobin !...

This Team pretty much contains a built up around Groudon and Sun Topic.

__________________________

xD_038.png' alt='laugh.png' alt='xD'>_038.png'>

Ninetales @ Leftovers

Ability: Drought

Level: 65+

Shiny: Yes

EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe

Timid Nature

- Dark Pulse

- Heat Wave

- Solar Beam

- Hypnosis

__________________________

xD_103.png' alt='laugh.png' alt='xD'>_103.png'>

Exeggutor @ Charcoal

Ability: Chlorophyll

Level: 65+

EVs: 252 SpA / 4 SpD / 252 Spe

Modest Nature

- Solar Beam

- Psychic

- Hidden Power [Fire]

- Sludge Wave

__________________________

xD_244.png' alt='laugh.png' alt='xD'>_244.png'>

Entei @ White Herb

Ability: Pressure

Level: 65+

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Extreme Speed

- Sacred Fire

- Swords Dance

- Superpower

__________________________

xD_383.png' alt='laugh.png' alt='xD'>_383.png'>

Shadow Groudon

Ability: Drought

Level: 70

-

-

-

-

 

Round 5

 

Team Snatch Gonzap - Orre

Drakrall_Potr%C3%A4t.png

Gonzap is one of the more Difficult Fight's to win since his Team is a pure Powerhouse of Hex and Fatal Attacks with the Support of Umbreon's Control Moves.

__________________________

xD_373.png' alt='laugh.png' alt='xD'>_373.png'>

Salamence @ Sharp Beak

Ability: Aerilate

Level: 65+

EVs: 252 Atk / 4 SpA / 252 Spe

Hasty Nature

- Body Slam

- Dragon Claw

- Hydro Pump

- Protect

__________________________

xD_257.png' alt='laugh.png' alt='xD'>_257.png'>

Blaziken @ Scope Lens

Ability: Speed Boost

Level: 65+

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Cross Chop

- Blaze Kick

- Earthquake

- Protect

__________________________

xD_197.png' alt='laugh.png' alt='xD'>_197.png'>

Umbreon @ Leftovers

Ability: Synchronize

Level: 65+

Shiny: Yes

EVs: 252 HP / 4 Atk / 116 Def / 136 SpD

Careful Nature

- Screech

- Protect

- Confuse Ray

- Body Slam

__________________________

xD_385.png' alt='laugh.png' alt='xD'>_385.png'>

Shadow Jirachi

Ability: Serene Grace

Level: 70

-

-

-

-

 

Round 6

 

Ciper Ardos - Orre

Ardos.png

Ardos Team is built around Boost Moves and strong Defensiv Pokemon.

_______________________

xD_003.png' alt='laugh.png' alt='xD'>_003.png'>

Venusaur @ Leftovers

Ability: Thick Fat

Level: 65+

EVs: 252 HP / 168 Def / 88 SpD

Calm Nature

- Rage Powder

- Giga Drain

- Synthesis

- Sludge Bomb

_______________________

xD_245.png' alt='laugh.png' alt='xD'>_245.png'>

Suicune @ Sitrus Berry

Ability: Water Absorb

Level: 65+

Shiny: Yes

EVs: 248 HP / 252 SpA / 4 SpD / 4 Spe

Modest Nature

- Snarl

- Scald

- Extrasensory

- Calm Mind

_______________________

xD_306.png' alt='laugh.png' alt='xD'>_306.png'>

Aggron @ Charcoal

Ability: Sturdy

Level: 65+

EVs: 252 Atk / 252 Spe

Adamant Nature

- Rock Polish

- Iron Head

- Fire Punch

- Stone Edge

______________________

xD_380.png' alt='laugh.png' alt='xD'>_380.png'>

Shadow Latias

Ability: Levitate

Level: 70

-

-

-

-

 

Round 7

 

Cipher Eldes - Orre

xD.png' alt='laugh.png' alt='xD'>.png'>

Similiar to his Brother Eldes makes use of Boost Moves but doesn't try to come along with a great defensive Power - He trust in the sheer Power of his Pokemon.

_____________________________

xD_149.png' alt='laugh.png' alt='xD'>_149.png'>

Dragonite @ Dragon Fang

Ability: Inner Focus

Level: 65+

EVs: 252 Atk / 252 Spe

Adamant Nature

- Agility

- Earthquake

- Brick Break

- Dragon Claw

_____________________________

xD_094.png' alt='laugh.png' alt='xD'>_094.png'>

Gengar @ Spell Tag

Ability: Levitate

Level: 65+

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Thunderbolt

- Shadow Ball

- Psychic

- Focus Blast

_____________________________

xD_130.png' alt='laugh.png' alt='xD'>_130.png'>

Gyarados @ Mystic Water

Ability: Intimidate

Level: 65+

Shiny: Yes

EVs: 252 Atk / 140 Def / 116 Spe

Jolly Nature

- Earthquake

- Waterfall

- Dragon Dance

- Crunch

_____________________________

xD_381.png' alt='laugh.png' alt='xD'>_381.png'>

Shadow Latios

Ability: Levitate

Level: 70

-

-

-

-

 

Edited by MightyBone1
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Hey StarsMmd,

since our talk yesterday on Jetsplits Stream - I had some Idea's how Teams could looklike for Postgame Shadow's in Colosseum Orre.

Most of the following Team Comp's are either built around 1 Topic or go for straight up Fighting Power.

To make this Fights more tough it would be cool to script the item usage the way that it only allow's to throw balls - so healing is still banned.

I know alot of the Shadow's included in here have a current Spot but i got idea's to fix the missing Spot's :) - Just would need a List of the Fight's / Teams.

This Team's are only the one's that contain Shadow's by themself - if you wish I could bring up some redesign for the whole Rounds.

-> WARNING THIS POST MAY CONTAIN SPOILERS <-

Round 1

Round 2

Round 3

Round 4

Round 5

Round 6

Round 7

 

Some cool ideas but I realised there are just too many issues with adding shadows to orre colosseum TT-TT

1. You can't use items, including pokeballs

2. Being forced to use 4 pokemon since they are chosen at random

3. Keeping track of whether the pokemon has been caught yet and scripting the game to use a different team if so

4. The levels in orre colosseum match the level of the player's strongest pokemon so the shadow pokemon's level would vary between different attempts

Back to the drawing board for me!

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The fact that you gave Cuddles the Moonlight move displeases me .____. I got it down to like 1% hp like 6 times and Cuddles healed to half each time lol. But I guess it was my own fault for thinking a rash nature Jolteon with a helping hand hyper voice would do just as well in that fight then all the ones before it, haha. Really good rom hack though, it's much less annoying without every trainer having protect on their pokemon. Can confirm. I almost lost that fight and had to revive my jolteon, and its hyper voice saved my butt.

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So I fixed some bugs in the program and rewrote all the scripts to make them much faster, pretty much removing any waiting time. It's not that this is really good code now ( maybe it is, I wouldn't know), just a whole lot better than what I wrote before.

The only part that's not been tested by me or someone else is the insertion of soundeffects because I wouldn't know where to find them in the game.

Jar Download

Again, if there are any problems using it, especially when something doesn't work , just ask me about it.

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The fact that you gave Cuddles the Moonlight move displeases me .____. I got it down to like 1% hp like 6 times and Cuddles healed to half each time lol. But I guess it was my own fault for thinking a rash nature Jolteon with a helping hand hyper voice would do just as well in that fight then all the ones before it, haha. Really good rom hack though, it's much less annoying without every trainer having protect on their pokemon. Can confirm. I almost lost that fight and had to revive my jolteon, and its hyper voice saved my butt.

??? I wasnt sure if recovery moves would even be useful in double battles so that's pretty funny to hear.

So I fixed some bugs in the program and rewrote all the scripts to make them much faster, pretty much removing any waiting time. It's not that this is really good code now ( maybe it is, I wouldn't know), just a whole lot better than what I wrote before.

The only part that's not been tested by me or someone else is the insertion of soundeffects because I wouldn't know where to find them in the game.

Jar Download

Again, if there are any problems using it, especially when something doesn't work , just ask me about it.

Great, I'll check this out when I get home ?? thanks

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I got to the part with phenac city and the music disc thing. You should have changed the sound file! heh. heh heh.

Yeah, that's a good idea actually. Will see what I can do ;)

I noticed when training Murkrow, Hypnosis does not proc prankster, even though all the other status moves such as W-o-W, Roost, Swagger, etc all proc.

Whoops, my bad. Just fixed it for the next version. Thanks!

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Hey dude. Not sure if you saw this already, but found some guy on youtube playing your mod. Now watch as he gets nearly annihilated by Cuddles. mwahahaha. He's playing on basically your first version though. Thought you might appreciate the share.

 

I've made it past Phenac city myself. fancyhair had a really strong team too x.x

Also, curiosity gets the best of me so I have to ask. (Maybe put the reply as a spoiler) But what level can I expect the final fight to be? Is it still the same? Thanks so much for the opportunity to play this like this with this mod. And stuff.

Edited by dontkillSif
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Hey dude. Not sure if you saw this already, but found some guy on youtube playing your mod. Now watch as he gets nearly annihilated by Cuddles. mwahahaha. He's playing on basically your first version though. Thought you might appreciate the share.

 

I've made it past Phenac city myself. fancyhair had a really strong team too x.x

Also, curiosity gets the best of me so I have to ask. (Maybe put the reply as a spoiler) But what level can I expect the final fight to be? Is it still the same? Thanks so much for the opportunity to play this like this with this mod. And stuff.

Yeah, I've been following the series. I even managed to catch some of the live streams. Jet actually messaged me to let me know about the series and I try to follow as many playthroughs of XG as I can so I can see what needs improvement. Thanks though :)

Final boss is all above lever 60 with shadow lugia being level 70

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You tha man! Also umm.. eta on Battle Bingo? my battle bingo needs are wanting :bidoof:

I'm thinking of spending the day on it tomorrow. I have some ideas down on paper but nothing coded into the game yet. So once I have an idea of how long the process will take I will update you :)

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I have a question - are the nature/IVs assigned to shadow Pokémon still being severely limited by the Pokémon before it? What happens is, the Pokémon are generated in order, and for whatever reason, the unmodified game decides to check each PID for the non-shadow Pokémon, and reject it if it doesn't fit their assigned nature/gender, or is shiny. This limits the possible spreads on the next Pokémon severely - a single 50% gender ratio Pokémon before the shadow one will cut the available spreads from 2^32 to 1/50th of that (1/25 for matching nature, then 1/2 for 50/50 gender). Since even 2^32 possible IV/nature combinations don't yield every single possibility, the nature/gender lock of non-shadow Pokémon really hurts.

I imagine it would be easier to make the shadow Pokémon get generated first than to add a function that would modify the PID of the non-shadow Pokémon to fit their assigned nature/gender. Colosseum actually does the former for many Pokémon - notably the gen 2 legendary beasts are generated first, allowing for all 2^32 possibilities.

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I have a question - are the nature/IVs assigned to shadow Pokémon still being severely limited by the Pokémon before it? What happens is, the Pokémon are generated in order, and for whatever reason, the unmodified game decides to check each PID for the non-shadow Pokémon, and reject it if it doesn't fit their assigned nature/gender, or is shiny. This limits the possible spreads on the next Pokémon severely - a single 50% gender ratio Pokémon before the shadow one will cut the available spreads from 2^32 to 1/50th of that (1/25 for matching nature, then 1/2 for 50/50 gender). Since even 2^32 possible IV/nature combinations don't yield every single possibility, the nature/gender lock of non-shadow Pokémon really hurts.

I imagine it would be easier to make the shadow Pokémon get generated first than to add a function that would modify the PID of the non-shadow Pokémon to fit their assigned nature/gender. Colosseum actually does the former for many Pokémon - notably the gen 2 legendary beasts are generated first, allowing for all 2^32 possibilities.

I've actually heard of this issue before but I haven't made any changes that would ameliorate the pid generation. I guess I'd have to rearrange the teams so that all the shadow pokemon are first. The AI doesn't necessarily send the pokemon out in the order that they are specified so it may still work out. That wouldn't be too hard to do programmatically. The alternative would be to make all trainer pokemon have a random nature, gender and ability each battle but that would create a lot of inconsistencies. I'll add it to the todo list :)

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Hello Stars. I'll be totally honest, I made this account just to talk to you. I had heard about this project from the moment it was posted here (from a good friend), and ever since then, I've fallen for it hook line and sinker. It's legitimately a great mod. After starting to get used to stuff like the Gen VI metagame and Kaizo Blue, I started wishing vanilla Pokemon would have a better challenge. And here it is. I'll admit, the game is sincere amounts of wish fulfillment, what with Wild Flare and Short Circuit and the like, but so many other things are in it that make me excited to catch and purify a new Pokemon and see just what strange new skills you give us next.

I've been streaming the game for my friends trying to look all professional-like, and by doing so I've actually been catching and raising a LOT of Pokemon. I think my count right now (just beat Skyla's second battle) is 32? I purify and use each boss's Pokemon, as well as the starters, 4 of the 5 Eeveelutions, a Pikachu (Thank you for the light ball batch btw), and several little odds and ends. And a Suicune. Have you noticed I love to ramble about this game?

The name changes are a bit hit-and-miss for me. Some names like Ash feel like low-hanging fruit, but I do appreciate the effort you went through to try and make it more normal-sounding.

That said, for the 0.9.7 patch at least, I can list a few major bugs that specifically bugged ME.

-For one thing, I'm the one idiot guy who lost to the Commander with the Carvanha. HOWEVER, when he beat me, I noticed that the text said "SNEASEL fled somewhere," instead of the Carvanha. So I'm pretty sure that means Carvanha's literally lost forever. I know, because I caught the Sneasel, and I do remember him having a Sneasel in the .9.1 version of the game. So if no one said that earlier, it may be time to patch that along with battle bingo (seriously, take your time on this, we're loving the game so far as you can tell).

-Second, there's a few moves that I feel are a bit peculiar in execution. I'm guessing you had to copypaste a bunch of data and code over from one attack to the next, then fiddle with it as you needed to, that's totally understandable. But I wish there was a way for you to copy something from, say, Diamond and Pearl, over to XG. Namely, how attacks work in that game compared to what you've cobbled together over here. Sucker Punch is rather OP in that it'll attack no matter what move the target does. I know because the Snagem boss KO'd my Chansey while she was setting up a Reflect. And that just kinda got on my nerves. The other stuff involving Pixilate or Prankster or Refrigerate, I understand why it's flawed, because the engine probably can't replicate that and you HAVE to make new Hyper Voices or Body Slams.

Besides that, I honestly can't think of anything that really annoys me. There's the fact that Discharge and Bulldoze don't hurt the ally, but really I've taken that and rolled with it. I haven't tried that many combinations, I'll admit, despite the large amount of mons I'm raising. But really, I'm just happy this game's as satisfying as it is. Thanks, Stars. Thanks for the awesome nostalgia trip.

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I'm really glad you like it. As I'm sure you can tell I'm a big fan of the game and it was a dream come true for me. I'm really glad I got to share the project with everyone and it's always great to see that I'm not alone!

Interestingly enough, I actually caught one of your streams a while back although I don't think you could see the chat so I couldn't say hi. ?

I really have no idea why the first glitch would have happened. As far as my tests have gone that's never happened and nobody else has reported that particular issue so far. Maybe since you lost the battle something went funny. I really wasn't sure how the game would handle additional shadow Pokemon and it really depends on how flexible the original programmers made it. So i crossed my fingers and hoped it worked. It seems to have worked perfectly so far so I'll have to look into it. One question: did you play 0.9.7 on a completely new save file

As for the other game mechanics as you can tell the game engine just isn't flexible enough. A lot of the programming is very specific so I had to get creative at times or compromise at others. I've actually become pretty comfortable with the assembly programming used in the game and I'm piecing together all the different functions. Over time I will know enough to start making more technical changes. For example, I know exactly where the game makes thunder 100% accurate in rain. I'd like to do the same for hurricane but the only setback is that I can't simply insert the extra code in the middle without breaking the game. So once I figure out how I can put it in (and I have a decent idea) I can do it. I'm always finding little things like that so things will slowly improve over time.

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O_O

...you watched my stream...he watched my stream...I...this is...holy crap...I am not worthy...

Yeah, after losing to Blaine like twice while playing 0.9.1 and realizing you updated a LOT, I started the whole file over again on a newly-patched 0.9.7.

Thank you very much for watching me, in all seriousness. If I can just contemplate without ever looking AT the data, I'm guessing that the trigger for losing the chance to catch the Pokemon isn't directly linked to the Pokemon itself. Meaning that...like...say I caught a Zigzagoon, it'd trigger all the stuff following including saving my catch and going through the routine of party or PC. The thing is, I think it's some sort of if/then/else kind of thing. If "Pokemon" is caught, then "Pokemon" goes through basic catching protocols after battle. Else, run another protocol involving this placeholder. What I'm trying to get across is, it's not grabbing data correctly and there's some piece in there that still thinks it's a Sneasel. Then again, I'm not the coder; I tried taking C and C++ and scraped through both with....well a C. Insert rimshot here I guess.

Honestly I'm surprised you were able to do what you did considering switching around battle animation protocols and such. I think someone up above mentioned a thing about certain animations being pause-heavy. First thing to come to mind is my Houndoom's Nasty Plot taking a moment to camera-target himself before boosting.

Hell, I'd love to suggest certain things to slip into 0.9.8 if possible. Like No Guard (though with this setup you'd just have to give Machamp all-new moves with 100% accuracy and that's not genuine...plus that'd take forever), or Lightningrod being a clone of Flash Fire, or maybe some reacharound that changes Light Ball to boost physical attack as well as special attack.

Either way...seriously, thank you for keeping up with my streams. Due to personal events, I'm probably not gonna be streaming till the end of the month. Like literally the 31st. But I really do appreciate the attention. And I will gladly play through the whole game again if I have to for this patch to work. It's been a trip.

Edited by shinypikachu23
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O_O

...you watched my stream...he watched my stream...I...this is...holy crap...I am not worthy...

Yeah, after losing to Blaine like twice while playing 0.9.1 and realizing you updated a LOT, I started the whole file over again on a newly-patched 0.9.7.

Thank you very much for watching me, in all seriousness. If I can just contemplate without ever looking AT the data, I'm guessing that the trigger for losing the chance to catch the Pokemon isn't directly linked to the Pokemon itself. Meaning that...like...say I caught a Zigzagoon, it'd trigger all the stuff following including saving my catch and going through the routine of party or PC. The thing is, I think it's some sort of if/then/else kind of thing. If "Pokemon" is caught, then "Pokemon" goes through basic catching protocols after battle. Else, run another protocol involving this placeholder. What I'm trying to get across is, it's not grabbing data correctly and there's some piece in there that still thinks it's a Sneasel. Then again, I'm not the coder; I tried taking C and C++ and scraped through both with....well a C. Insert rimshot here I guess.

Honestly I'm surprised you were able to do what you did considering switching around battle animation protocols and such. I think someone up above mentioned a thing about certain animations being pause-heavy. First thing to come to mind is my Houndoom's Nasty Plot taking a moment to camera-target himself before boosting.

Hell, I'd love to suggest certain things to slip into 0.9.8 if possible. Like No Guard (though with this setup you'd just have to give Machamp all-new moves with 100% accuracy and that's not genuine...plus that'd take forever), or Lightningrod being a clone of Flash Fire, or maybe some reacharound that changes Light Ball to boost physical attack as well as special attack.

Either way...seriously, thank you for keeping up with my streams. Due to personal events, I'm probably not gonna be streaming till the end of the month. Like literally the 31st. But I really do appreciate the attention. And I will gladly play through the whole game again if I have to for this patch to work. It's been a trip.

You make me blush. :)

Yeah it's hard to say for sure what the cause could have been. I'll have to see if I can reproduce the bug because I haven't heard of it happening to anyone else. I've played through the game a few times myself and haven't had that happen either. You wouldn't happen to still have the footage would you?

Yeah nasty plot uses the animation for mean look which has one animation for the pokemon using the move and then another animation for the pokemon being targeted. Since Houndoom is both the user and the target when using nasty plot it gets 2 animations in a row which is why it looks a little funny. This is also the case with moves like roost (feather dance animation) and anything which has an animation which is supposed to target another pokemon. I think drain punch animates twice because it has no draining animation.

Yeah I considered no guard but it should also make the opponent's move's 100% accurate against the ability holder too so it would be another one of those compromise situations. Also, each of the new abilities is currently replacing an old one and I've already taken out all the feasible ones. I was hoping to change lightningrod so it at least grants immunity to electric moves. The easiest way would be to find the code which checks if a pokemon is a ground type and add a little extra to also check it's ability. However, once again it's a question of figuring out where to put the extra code. Light ball I don't have a clue right now but maybe one day!

Good luck with everything though and I'll hope to catch your streams when you return to them!

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I actually didn't, I don't think...no, I just checked. I hacked off bits and pieces of my streams for intro videos but I guess I didn't have any fond memories of that loss to save it, and most likely it's gone from Twitch by this point. I still have the Report though, showing Carvanha as "Snag Failed."

Suddenly I regret making that last reply before I had to go to work, because there were SOME other things you may or may not be aware of that just came back into my mind that I dunno if you have any power over, but would be interesting to note.

For one thing, the Realgam Tower seems to have some strange bug in the room that causes the screen (at least on the emulator) to go widescreen, as in the screen just shortens in height for some undisclosed reason. It's when I go down the steps and walk around. Cause menus or boxes to pop up, and boom it's okay again for that brief moment. Even while going through, say, your Pokemon screen.

And another thing, I just remembered in my last exploit concerning Skyla's second battle that something peculiar happened. Probably happened earlier but this was the most prominent time I can remember. After knocking out her team and whittling her down to 2 shadow mons, I chucked as many balls as I could. I caught one, then I caught the other, thinking that she didn't have any more. Lo and behold, after she was down to 1 shadow mon earlier, she sends out the THIRD member of the trio and her THIRD Shadow mon. I'm assuming that was something that had to do with where the Pokemon were in opposing party slots. It's hard for me to describe. Best I can do is that I think the game was tricked into thinking she was in a single battle and you were in a double battle, since it shifts back to single if that side has no more Pokemon to send out (the mon jumps to the middle of their field).

There's also a weird bug in that no matter who else I target for something like Clefairy's Heal Pulse, it never affected anyone but itself. Target the enemy? Clefairy regained health. Guessing that's lumped in there with all the "engine is incapable of replicating" stuff.

...and literally just now, while grinding my mons a little, a Forretress used Thunder Wave on my Volt Absorbing Jolteon and somehow got through to paralyze it. That's like...literally-just-happened territory. :P

And also off the top of my head, Wobbuffet should not be allowed to use Protect! :P

That's pretty much it though on my petty niggles. I hate sounding negative when I still like it, but y'know...constructive. :)

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