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StarsMmd

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StarsMmd last won the day on June 17 2017

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About StarsMmd

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    Gamecube Hacker
  • Birthday 09/18/1994

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  1. Hey StarMmd I recently downloaded your project Pokemon xg and I was wondering if you could help me. Im using a phone for this and at the beginning of the game where Metagross vs gordivor on the second turn when I pressed a on the move I wanted it'll crash any ideas why?

  2. I've been removing protect from most of the NPC trainers as the AI is often really annoying with it. Not sure which version you're on but most of them should be gone in the more recent versions. If any NPCs are still spamming protect on the latest version please do let me know which ones so I can sort them out. :-) I didn't think anyone would notice I hadn't seen any playthroughs make much use of mantine and with so many water pokemon available I figured I'd just cut it. I'll put it back in just for you though The reason the options are slightly limited in that way is simply because it takes time and effort and make all these changes. I need to set level up moves, learnable TMs and tutor moves for each obtainable pokemon as well as overworld models, animations, etc. for each pokespot pokemon. One doesn't take too long on its own but they quickly add up when considering the hundreds of pokemon in the game. I'm wary of adding too many unique pokemon to the pokespots though as it makes it harder to find specific pokemon for your team. For example, Golduck only has a spawn rate of 1%. If I were to simply replace it with mantine then that means mantine would have a 1% chance of being encountered and it takes a while to spawn pokespot pokemon. Furthermore, a player wanting a golduck on their team would have a 4% chance of finding psyduck as opposed to the 5% of psyduck + golduck. Increasing mantine's chance to something reasonable would require further cuts from other species. It's all a balancing act. Also, I don't consider shadow pokemon found after Citadark Isle to be truly obtainable. Based on observations on the way people play the game, very few players make changes to their teams by that point in the game. At the same time, Citadark needs lots of shadow pokemon to feel like Cipher's secret base so I filled it with shadow pokemon but made sure those pokemon were still available earlier in case someone really wanted to play through the game with one of those pokemon. TLDR; I'll add Mantine back in but the process isn't that simple so probably won't add too many others. I haven't seen it happen myself but I'll be on the lookout. I wasn't able to reproduce the issue myself but it sounds like a programming error on my part putting the game in an infinite loop. I'll try and figure out where it's coming from. It would be helpful if you could send me your save file though so I could see the issue directly. I believe disabling panic handlers should fix the issue. Go to Config > Interface and untick "Use Panic Handlers". I hope that helps
  3. I wasn't aware of this issue. I don't think it's possible to skip so I'd recommend trying a different one. I'll look into replacing the patch with something more feasible in future. Yup, the heart gauge value determines how quickly a pokemon's heart gauge falls. I'll get around to making a proper explanation for everything one day Save reference data simply creates text files documenting details about the game such as pokemon stats and NPC trainer teams. It doesn't affect the game files or ISO in anyway. When exporting files from the ISO, any files that already exist are not replaced. This is to make sure you don't accidentally lose all your changes if you accidentally click export or press cmd + E. If you want to see the file that is actually in the ISO then you must delete, move or rename the file before exporting. The memory card stores data on shadow pokemon such as whether or not they've been caught and how much their heart gauge has dropped but doesn't save anything else. To clarify, when you make changes in one of the tools and click save in the tool, that should save the changes to the game files (but not the ISO yet). If you close the tool and come back and the changes persist then you're good. When you want to actually put those files back in the ISO you use the "quick build" or "rebuild ISO" options. From what I gather you were doing this just fine and potentially ran into a bug. I've uploaded a new version of colosseum tool so let me know how that goes.
  4. Ah yes, I understand your issue now. After you change the values in a text box you have to press enter for it to register the change. I'll look into making that less complicated in future
  5. I must apologise. It seems I missed some notifications! I'm happy to hear you managed to get it all set up. I didn't notice any issues with data being saved personally but I'll keep a look out. There have been new versions uploaded with more features and bug fixes though. I also just released Colosseum Tool a couple of days ago. Doesn't quite have as many options as GoD Tool but has all the big stuff (including physical/special split) Thanks, I appreciate it! Not sure if you figured it out in the end but iirc those pokemon are caught holding their respective evolution stones. Unfortunately, Colosseum's game engine is a lot less polished than XD's game engine and this makes Colosseum a bit more complicated to mod. I'd originally started with Colo but when I noticed how much easier XD was I jumped ship. XD's engine is built upon Colo though so a lot of the knowledge is transferrable. I have recently released my Colosseum hack tools so even though I won't be making a proper mod yet at least the potential is there for others. My Colosseum hack was pretty much made by hand when I was just starting out with hacking so it's not very well made but my XD hack is a lot deeper in terms of game mechanics and redesigning trainer teams, shadow pokemon, wild pokemon, etc. The story progression is unchanged though. I have almost finished work on my new scripting tool for XD so story hacks will become feasible in the near future. However, Colosseum's script engine is completely different and the file format for Colosseum's scripts isn't as friendly so no there has been no progress on that. There is work being done on reverse engineering the model format so we will see things like new pokemon and custom maps in the future but it is being done by powers above mine so I can't give a time frame on that one.
  6. Do you think you'd be able to send me your memory card file so I can test it directly? Versions v1.1.0 and above are not compatible with save files started before v1.1.0. I'd recommend going back to your previous save file otherwise you'll cause more problems than you'll fix. If you started the save file before v1.0.7-3 then update to 1.0.7-3 which is the other available download link. This version is designed to fix the bugs from older versions while still being compatible. If the error still occurs on v1.0.7-3 then it means you'll have to try and knock out rayquaza or capture it before it has the opportunity to use shadow ascent.
  7. Thanks for the kind words As for the berries. It is on my list of things to add for the next update. Haven't quite figured out where I want to put them yet though. The issue is exactly as the error message says. The memory card must be the same one used to start the save file. I'm not sure if you changed your memory card settings in dolphin at any point in time. Dolphin uses memory card files on your computer so make sure it's set up to use the same one you started with. Which ability and which moves does it have?
  8. Ah I was going to ask for the save file so I could debug it but I'll see if I can figure out the problem anyway. Thanks for letting me know. I'm glad you made it through in the end though. P.S. to the people out there who have made colosseum based requests recently, just wanted to let you know I'm working on them. I'm currently updating GoD Tool to handle the differences between the two while trying to preserve as much of the similar code as possible.
  9. Can you give me more details? Did you catch the shadow ludicolo before this fight? Which pokemon was his last or does it crash regardless? Which pokemon do you have in your team? Thanks, its all been noted. I'm going to play around with the AI a bit as well so hopefully that will fix some of the odd behaviour at times.
  10. I know I've been gone for a while. I've been in kitchen and I cooked up something big! I'm working on a scripting engine for XD (similar to xse for the gba games) and it's going to dramatically increase the possibilities for hacking the game. I've started a thread for it >> here << and anyone can help out. For now I've dumped all the scripts in the game with all the functions that are known for now. If you would like to contribute it would be helpful if you read through the scripts and see if you can figure out what any of the undocumented functions do. It's often quite obvious from context. The type boosting items are indeed a 20% boost. Rage mode boosts all moves. You can see this by the rage mode aura appearing on any move. Yes. The aura booster is only shadow moves. Thank you! It's been a lot of fun and I've learned so many things. There's plenty more to come! Adding the rest of the deoxys forms has been on my list for a while actually. It's just low priority right now. I would like to wire it up so that the deoxys form is automatically determined by it's nature. e.g. plus atk or sp.atk natures give attack form while neutral natures give normal form. It's definitely possible, but it's a lot more work than it's worth. Hacking any game is pretty much the same process. I'd like to make some videos going more in depth on how I went about finding everything at some point so I'll let you know when I get around to that. For now, I can point you to the videos that really helped me out. It's actually a series by Dan Salvato (Internet Explorer) on hacking super smash bros. melee. https://www.youtube.com/playlist?list=PL6GfYYW69Pa2L8ZuT5lGrJoC8wOWvbIQv Is this still going on? When's the next stream? This was fixed in the previous upload. Thanks
  11. I have created a new scripting language for Pokemon XD: Gale of Darkness. This will make editing scripts much easier and far more intuitive than before. So far only the decompiler is done which converts the raw binary data into human readable .xds scripts. It's quite a big project on it's own so I felt it needed a thread to collect input and document its progress. For now I have dumped every script in the game and uploaded them here: Pokemon XD .xds files A syntax highlighting scheme and a colour scheme for the Sublime Text 3 text editor developed just for .xds files are also included. There are still a lot of undocumented classes and functions in XD's script engine which have just been given default names for now. If you notice any patterns and think you've figured out what a function does then please let me know. Major thanks to @Tux for originally disassembling the scripts in XD. The decompiler is based on his tool. XD Script
  12. Just wanted to say thanks for all your help dude. If you need to, take your time getting the next patch ready.

  13. That's good to hear Sorry about the bugs. Hope you can enjoy the game again now!
  14. Whoops, there was a typo in the previous fix. I've reuploaded v1.1.5 with the proper fix. Simply redownload it from the same link and apply to a clean iso.
  15. Thanks for letting me know. This has now been fixed and a new patch is being uploaded.
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