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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. The Message was can you make the XD editor Windows Compatible?

    1. mrichman45

      mrichman45

      Also Bounce is glitched. Rapidash used bounce repeatedly

  2. I believe I have fixed the issue and have now reuploaded the patch through the same link.
  3. First of all sorry to everyone who's had issues running the game. It was due to a bug in my code which only crashes on certain versions of Dolphin and on Nintendon't. This has now been fixed and I've uploaded a new version. I'll look into something similar for future versions. Thanks for all the detailed feedback. I'll look into them for the next version
  4. Hi StarsMmd,

    I saw your XG rom hack and had a few questions:

    1. Do you know where in the save file the Shadow Monitor data is?
    2. More specifically, where the data for each Pokemon registered in the Shadow Monitor is?

    I'd like to edit a few Pokemon in my save file's shadow monitor registry using a hex editor - is the PID saved for each Shadow Pokemon or is it simply gender and ball used to catch it?

    Thank you for your time,

    english09

    1. StarsMmd

      StarsMmd

      I'm not sure of the exact location but I can tell you what the data looks like so you can search for it. The pid is saved once the pokemon is first seen in battle.

       

      Alternatively, if you send me the unencrypted save file I can search for it and let you know where it is. :-)

  5. I've uploaded the latest updates for both Pokemon XG (v1.2.0) and Gale of Darkness/Colosseum tools (v1.0.1). Version 1.2.0 is the first version to take advantage of my new scripting language for XD so it took a while to make and a lot of time to test. Whereas I used to edit small sections of scripts at a time, GoD tool now completely rebuilds the scripts from scratch. This means there's a much smaller chance of human error but it also means that if there's the slightest bug in the scripting tool it could have unforeseeable consequences. I think everything is working fine now but if you do encounter any weird behaviour in the game then let me know as usual GoD tool and Colosseum tool have had a whole bunch of new features added and I've fixed all the bugs I could find so they should be a lot more reliable. I've tried to make them more intuitive but there is quite a lot there so I'll aim to make some tutorials in the near future. I'm also happy to announce that I've done most of the foundational work on hack tools for Pokemon Battle Revolution. It's still low priority for a while but it's very similar to XD in a lot of ways so it's been a relatively simple process. Replies to previous questions and comments: I appreciate the kind words
  6. Gale of Darkness tool and Colosseum tool v1.0.1 are now available for download here:

    Pokémon XG v1.2.0 is now available for download here: 

     

  7. Hello. All of a sudden, my Colosseum stats won't update. When I edit a Pokemon base stat for colosseum in the Pokemon editor, then click save, it reverts back to the default value

    1. Show previous comments  2 more
    2. Aurorans

      Aurorans

      Whelp, I reverted to an earlier snapshot to fix the problem temporarily, but it is sure to come back in the case that I make the same mistake again accidentally.

       

      Anyway, quick question about Move editing features: Why does every move name only allow you to edit the same or less number of characters? when I wanted to change Bone Club (9 Characters) to Superstone, upon pressing enter, it would revert back to bone club. However, I believe I can rename it to any other name, as long as it's equal to or less than nine characters.

      I don't think this is 100% correct assumption though.


      Octazooka was successfully renamed to Holy Water (9 characters to 10 characters.). Holy Water is a Lugia exclusive move, akin to Sacred Fire for Ho-Oh, both dealing 180 base damage and burning (sacred fire) or freezing (holy water) the opponent.

      At other times, the move name won't rename... at all.

    3. Aurorans

      Aurorans

      Final Bug report: Although you added support to edit Plusle, Ho-Oh, Celebi, and Pikachu, after saving your edits, it reverts back to default. This does not happen with editing Umbreon and Espeon, however, if you edited their levels, they will not change in-game.

    4. StarsMmd

      StarsMmd

      I've uploaded the latest version of the tool here: 

      I think that should solve most of the bugs. As for the inability to change the lengths of the names. Some of the text files are required to stay within a certain size limit. This means that in order to add characters to a name, you first need to remove characters from other names or other pieces of text from within the same file.

  8. Sorry for the late responses as usual. I was on the plane back from my travels in Nigeria and South Africa and I had a flash of inspiration. I've been working hard on Gale of Darkness tool and Colosseum tool. I've added a bunch of new features and made them a lot more stable so they won't crash so easily. I even managed to complete the script compiler and scripting language for XD. You won't believe the kinds of modifications that will be possible now (If you've used XSE to hack the GBA games, it's basically that for XD). I've also begun working on the scripting engine for Colosseum (which is completely different unfortunately) so hopefully we'll have something similar for that soon too. The new versions of the hack tools will be uploaded soon! Also XG v1.2.0 is on the way. Just need to test some things. Here's a list of the changes to expect: This will be fixed in the next version. I updated some of the level up growth rates for a few species including the Bagon line. As soon as it got some experience it readjusted to the new level curve. It was a one time thing and only the result of updating mid playthrough. As in the previous response, I updated the level up rate for swellow so it just had to adjust to its new level curve. I'm glad you enjoyed it! Thanks! Yeah, the game has changed very drastically since v1.0.7-4 so it is heavily outdated at this point. I'd recommend trying the latest version if you come back to XG in the future. I know some old versions float around on other sites but I upload to this forum so you can always check here to find the latest versions. It's all intentional I don't think there's a problem with having multiple ways to get the same pokemon since people have very different play styles. Just about every useful pokemon is obtainable and I add in any that are requested so it's not like they're taking up spaces that would have gone to other pokemon. If you choose to train up the pokemon from the start, by the time you catch as well as purify the ones from the end of the game the original one will be a whole lot stronger. The late game ones often come with exclusive moves that they can't normally learn while the original ones often have a few moves that can only be learned before they evolve meaning the late game ones won't get them even if you visit the move relearner. This gives them a little bit of variation. By citadark isle since most people have already cemented their team so any pokemon on citadark is really just for show. Those pokemon need to be obtainable before citadark isle otherwise nobody would ever get to use them. Furthermore for people who don't do the post game (in my experience most people don't) it doesn't really make a difference what the last few shadow pokemon are so might as well make them a challenge. Plus a lot of people who do stay for the post game hadn't trained those pokemon or in the case of the pokespot ones may not have even seen the pokemon. Having them available as late game shadows gives options for the post game that don't require playing around with the RNG of the pokespots or the grind to catch them up in levels. One of the shadow marowaks is alolan so they aren't actually duplicate shadow pokemon. I've watched a lot playthroughs of the game and this was what I felt was the best solution in order to accommodate as many different play styles and preferences as possible. I hope I explained it properly! I have now fixed the bug with poison touch activating even when the pokemon is asleep for the next update. I didn't actually consider that the flame orb and toxic orb don't damage the holder on the turn they activate so thank you for informing me. I've added it to my todo list. As mentioned in one of the earlier replies this is simply due to Salamence's experience growth rate being updated in the new version. It's a one time thing the first time it gains experience as it adjusts to the new level curve. This has been fixed in the upcoming update I had to make a very difficult choice between keeping follow me and implementing wide guard use follow me's code as the basis. I chose wide guard as it gave an important counter play option against spread moves, especially the broken shadow ones that I would have had to make really weak instead. I have strategised a method to program follow me back in from scratch though so it will come back in a future update! Thanks for letting me know. This has been fixed for the upcoming update. You've been around for a while so you've probably seen me say this a lot but it's coming soon . It's just a lot of work figuring how to make the puzzles interesting and not too obvious. Also requires a lot of testing and fine tuning to make sure everything plays out as expected. It doesn't help that I keep changing the game mechanics hahaha. No gen IV pokemon yet but maybe by this next year? More powerful people than I are working hard on the model and animations side of things. I found zigzagoon was a better fit for the start of the game based on a lot of footage I saw. Thanks for filling in for me while I was gone! Also, I really enjoyed your youtube playthrough of XG. Was sad to see it finish There are a limited number because they're very OP
  9. Your tutorial on hacking into Pokemon Colosseum is amazing, thank you so much for your detailed walkthrough!

     

    I do have a question if I can pick your brain -- in Part 6, about move data editing, you said in a comment:

    Quote

    It turns out that the physical/ special split was really easy to use on all moves instead of just shadow moves. ( I converted the implementation to only 5 lines of action replay code). of course actually editing each move to incorporate the physical special byte is a bit more effort but I've tested it and it works almost perfectly since it was already in the game just largely unused.

    Do you happen to still have this data, or a reference to how you made this work? I'm trying to follow how I could recreate this, and I'm having trouble figuring out where this could be set. 

    1. StarsMmd

      StarsMmd

      Sorry for the late response. 

      To clarify that comment was in response to Pokemon XD (and I presume you're trying to hack colosseum?). The split exists in XD just for shadow moves but doesn't exist in colosseum.

      I did manage to code the split in colosseum once I got a bit better with assembly though and I added the ability to add it in colosseum (US version only so far) to my hack tools. Assuming you aren't working on an apple device or virtual machine and therefore don't have access to the tool I can tell which values to change. It's a case of changing 44 bytes in Start.dol using a hex editor. Alternatively, I could help you make a ups patch that can be applied to Start.dol to change the bytes automatically. Let me know 🙂

  10. can't get pokemon XG to patch properly :(. every time i patch it it says 'patching done' but when i play it the beldum is a zigzagoon and al the shadow pokemon aren't modified. i have tried multiple ISO's but none of them seem to work. help pls!

    1. L. Knight

      L. Knight

      I think it's supposed to be like that.

       

      And frankly I hate it.

       

      Never mind that the Shadow Pokemon have pre-determined Genders now, but Zigzagoon over Beldum? Wtf.

  11. Thanks for reporting! I'll add it to my list ?
  12. If it looks good enough I'll happily add it in. I'm not the most artistic myself so it's entirely possible that someone a little more competent could make it work. ? The texture files you use in dolphin are the same ones I'd use so if it looks good you can just send them my way and I can do the rest. I'll also record the process at some point so it's documented for future reference. Yep, my bad! Accidentally uploaded my back up copy. Currently uploading the actual v1.1.8-3. The real v1.1.8-3 is now available under the same link. Sorry for the mix up!
  13. Yes this is a feature in vanilla XD. IIRC, you can't proceed to area 4 until you've completed each of 1-3 but you are free to complete them in any order. Now that you bring it up I think I may look into making all areas accessible from the start. It's nice to have the option to choose a suitable level to start at. As for the documentation, it was only brought to my attention recently that people were having trouble reading it. I was so used to it I hadn't realised it wasn't that intuitive ?. I've started included instructions in the most recent updates. Essentially, the information in some of the files is specifically aligned for easier viewing but this means that if it doesn't all fit on screen in looks weird. You need to increase the window size and/or decrease the font size until it all lines up properly. Before resizing it looks like this: But after resizing it should look like this: Alternatively, if the program you're using has an option for "word wrapping" you can turn it off and it will give you the option to scroll across a line rather than breaking the alignment. The documentation files are automatically generated by code since it would be far too much work to do by hand and keep up-to-date with the latest version updates. I'll look into some other formats. ?
  14. Retexturing the XD Sandslash model looks pretty horrendous so it will have to wait until custom models can be added. There is currently no time frame on this though. ? Thanks for reporting! This has been fixed in v1.1.8-3 which is currently being uploaded. EDIT: Pokemon XG v1.1.8-3 is available for download.
  15. It's just dawned on me that I didn't answer your question in its entirety. As for the built in challenge modes I don't think it would be worth the work when there's a long history of players creating and self enforcing whichever rulesets they please. Especially with there being so many versions and variations of them. In terms of simply making the battles harder that is certainly feasible. Of course the levels can always be increased but also most NPC teams have min EVs and IVs and a neutral nature. This could be changed so that they are more competitive. The movesets could also be more optimised and even the choice of pokemon themselves could be improved. I've considered making different variants of XG but the game still changes so frequently that it wouldn't be feasible to keep updating multiple versions. When everything is more or less locked in I can start thinking about such. Of course, there are hack tools available and I welcome anyone to use XG as a starting point. It isn't possible to edit the ups file directly in a meaningful way. The patch file just tells the patching program to change certain bytes in the ISO from one value to another. It doesn't in itself contain any information about the game at all and could theoretically be applied to any file. Just when applied to the exact data for Pokemon XD, changing those particular bytes happens to produce the exact data for Pokemon XG. That's why it's common to distribute such mods via patches - it avoids the legal drama of distributing copyrighted files and it's up to the end user to procure the original data (hopefully legally). ? If you want to make changes then the best option is Gale of Darkness Tool (link in my signature). It's for Mac OSX only for now though as that is the current scope of my skillset. If you don't have access to a mac you'd need to either borrow one or set up a virtual machine. I don't recall where the 50% speed boost comes from. It may have been an old misinterpretation of the shadow levels before they were discovered, unless I'm forgetting something. It's a common misconception that there's a "shadow type". Shadow moves are all set as normal type moves by default. However, if a move's ID is after all the regular moves then it is treated as a shadow move. The damage calculations treat shadow moves as ??? type (not a shadow type but just the type used for the move curse) which is neutral against all other types. After the damage calculations, a special check is done to see if it's a shadow move and whether or not the target is a shadow pokemon. This is then used to override the super effectiveness of the move. This code also checks to see if the move is weather ball under shadow sky and if so applies the same rules as shadow moves. It makes sense this way otherwise shadow moves would deal 4x damage to pokemon with 2 types as the shadow type would be super effective against both types. As a result, there is no flag or data value that makes a move a shadow move. The game always just checks if the move id is at least 356 (psycho boost, the last gen 3 move by id, is 354). In order to add more shadow moves in XG, I had to rewrite the game's programming to check a flag (I happen to use the HM flag since it's irrelevant in XD apart from stopping you from deleting moves) rather than basing it on the id number. The limit to the number of shadow pokemon is based on the fact that all the shadow data is stored on the memory card. I have no idea where to even begin with restructuring how the game saves its data so at least for now I would not be able to increase the amount of space allocated for it. Fortunately, Genius Sonority allocated enough for 128 unique shadow pokemon even though they only used 83 in the end. It's possible that there happens to be some extra padding or unused bytes after the shadow data in which case it could probably be expanded a little further but I haven't looked into that. The pokemon, moves and abilities don't have this restriction. While they don't have extra space by default, it's a relatively straightforward process to move the data tables to a position in the file with enough free space to accommodate the extra data. The real challenge is finding data that can be removed in order to create the free space. The US version of XD curiously contains the localised text for the European language versions. I took all this data out as it was completely unused in the US version and this didn't pose any problems. In order to keep the game feeling authentic and familiar I don't intend to add fakemons in XG (but maybe in another hack or variant of XG). As for later gen pokemon my first priority would be gen IV pokemon that evolve from previous gens such as rhyperior, electivire, gliscor, weavile, etc. Following this would be as many pokemon as I can fit in so would be an attempt to choose popular pokemon. Technical considerations also have to be taken into account. E.G. I don't currently have the prowess to program abilities like stance change for aegislash or illusion for zoroark and I can't do mega evolutions either. When it comes to the models and animations I'm a total noob so once the gurus figure out what's possible it'll shape what direction it goes in. As for other little know tidbits... Shadow pokemon have custom catch rates which override their default catch rate for their species. However, the vast majority use the same catch rate as the species anyway. IIRC the few exceptions are the first shadow pokemon (teddiursa/makuhita) which are set to max catch rate of 255, the legendary birds in XD which are set to 25 and the legendary beasts in Colosseum which are set to 15. In XD each shadow pokemon has a hidden value I call "aggression" which determines how often it enters reverse mode. It is a value between 1 and 5 and the lower it is the more likely the shadow pokemon is to enter reverse mode. I haven't looked into colosseum enough to know if it has a similar system. It is commonly stated online that colognes (vivid scent etc.) increase a pokemon's happiness. I found no evidence of this in XD. I haven't look at colosseum though. In XD, there are files for unused beta thumbnails for each area that you see on the world map. These include one with an early design for the protagonist in an early gateon port: Not as interesting but here are the rest: old map snapshots.zip When you fail to catch a shadow pokemon, you can reattempt the snag from miror b. When you encounter him the shadow pokemon he has is randomly generated. I'm not sure if this has been documented anywhere but each shadow pokemon is given a certain weighting. The shadow pokemon from admins have a lower weighting, making them less likely to be chosen. Bonsly is playable in the special battle bingo card. The developers only filled in just enough data for bonsly to work in battle bingo so it's missing key data such as its exp rate which mean that it doesn't function when hacked into your possession. It is pretty straight forward to add the rest of the data though. Munchlax on the other hand has no data whatsoever in XD apart from its name. It doesn't have a battle model, cry, stats, icon, moves, etc. When the spot monitor is triggered, a random pokemon is chosen to appear at the pokespot with a certain pid, ability, gender, nature, etc. Upon visiting the pokespot the pokemon is actually generated. The game checks the species of the pokemon and uses this to find it's pokespot data to figure out the level range it can be generated at. The devs put in a fail safe check before the pokemon is generated so that if the data can't be found (e.g. a pokemon not in the pokespot list is chosen), it'll generate a default pokemon. It isn't possible for this to happen during normal gameplay of XD though. The default pokemon are hoppip for oasis, sandshrew for rock and interestingly, geodude for the cave pokespot. Geodude isn't one of the options at any pokespot in XD but this suggests that it may have been in an early build of XD. This is mainly stuff that I believe had not been discovered before I started. If anything else comes to mind I'll let you know but that's all I've got for now ? Thanks for keeping me occupied while waiting for the upload of the new update!
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