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StarsMmd

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Everything posted by StarsMmd

  1. I'm glad you enjoyed it. Unfortunately due to my lack of a proper scripting tool in the past, Raikou's appearance flag is slightly later than the other 2. You have to progress the main story by one more flag after beating Gorigan in order for Raikou to appear. There is a list of recommended settings on the original post. Hopefully it helps. Not sure what caused the crash but I'll look into it. Thanks for reporting. As for the difficulty, I'd recommend using all the tools the game has to offer. There are a lot of great TMs, move tutor moves, a move relearner and a wide variety of hold items available. Also there's plenty of money to go around so don't be shy about buying potions and revives to save trekking back to healing machines. Make sure your team has a good selection of moves and consider some of the more supporting moves like fake out, reflect, light screen, tailwind, trickroom, etc. That's odd. You're not the only one reporting this so I'll take a look and see if I can fix it. If you'd like I can help make a special patch for you where you can get magmar somewhere else. Miror B can also appear at any of the pokespots. Be sure to use the miror radar from your key items pocket to see where he is. I don't know myself but it should be the same as you would do for vanilla XD. All evolutions stones are Mt. Battle prizes that can be exchanged for coupons. I got a bit carried away and ended up making bulletproof immune to a whole bunch of moves Same as I said to LeXerneas Same as above for magmar. Yes, but by someone else so I don't know exactly how far along it is. Your ISO data needs to be exactly the same as the one I used to create the path. Best bet is to try a different ISO. You can download the path by following the links in the original post. PKHex won't be useful but if you use the program "GoD Tool" linked in my description you can change it. Are you sure? How could you tell? Also, just to confirm, was there a pokemon with the ability "cloud nine" on the field, such as altaria or golduck? Yes multiturn moves are bugged so they are being removed from the gane, The newly uploaded v1.2.1-2 doesn't have bounce anywhere to be seen. Shinies are already available in XG. When the shadow pokemon is generated, it is generated with the player's TID rather than its current trainer's TID.
  2. It sounds like you've activated the physical special split but haven't actually assigned the physical/special categories to any of the moves. It sounds like flamethrower wasn't set to either physical or special and you put on the physical/special split. You can use GoD Tool to set it to special. I've just checked and it was a typo on my end. Will update the tool so that flamethrower is properly set to special. Sorry this is a bit late but I can make this for you if you'd still like. All my code is in the repository linked below. It's a huge project and quite a mess though as I've been working on it for 5 years now I'm more than happy to collaborate on it if you want to host it publicly. I'm no good with UI stuff and platform specifics but I can help with the data structures and algorithms. https://github.com/PekanMmd/Pokemon-XD-Code
  3. Hi all! I moved home and started a new job a couple of months ago so I've been mad busy! I've settled in now so will hopefully be more present. Thanks to @Emalisha @PinkOnion and everyone else that has helped answer questions and such while I've been preoccupied. The games stopped capitalising everything at some point and personally I think it's a lot better without it. Unfortunately there's no easy way to swap between the two. That's probably a mistake in my script. I'll look into it. Unfortunately it's a limitation in how much I was able to do with the assembly code. I am planning to enable access to the PC between orre colosseum rounds. It's just a little trickier than the regular colosseums because you have to check that the player didn't swap in an ineligible team, for example by adding a shadow Pokemon to their team. Me too! It's been my dream since before I even started. There's new stuff being figured out about the game everyday and I'm getting help from more and more people as time goes on so it only a matter of time! There is someone out there working on it on and off but he's very busy. I don't want to name drop otherwise people would spam him every day asking about it The under is not currently accessible but it is something I'm working on. Based on some tests I ran, it looks like it will be possible to copy the maps over from colosseum. It was really tricky but I managed to get pyrite cave working in a test version. It will still take time to actually add content to those areas though such as writing scripts for story events and trainer battles and the likes. Miror B. mostly functions the same as in regular XD but he does also appear in one of the rounds in orre colosseum so technically, yes you can! Adding new Pokemon is currently beyond my capabilities but the second it becomes feasible I'll be on it. There are no random encounters the way they are in the handheld games. I think it would be fairly easy to do something similar to let's go pikachu & eve with random encounters but I can't think of a good place to add them into the game. The maps aren't designed for wild Pokemon. It would probably only work in Pyrite cave. Character customisation isn't feasible atm unfortunately. In theory it would be possible to convert the PBR map data format into the XD map data format but no research is being done into that at the moment. p.s. I like the username It's a deadweight in the sense that you don't need that many Pokemon at the beginning of the game. It also decreases the incentive to try out the many other Pokemon later on. Zigzagoon on the other hand, is mildly useful at the start but you won't even hesitate to get rid of it as soon as something else comes along. Essentially I found that a lot of people would use Beldum in their first play through but then felt conflicted about dumping it in future play throughs so they could try out new things. Sorry I'm late but if you still need this then let me know! I can try and look into this. Could you DM me a video of the issue? Still no battle CDs for now. I keep planning to but it's actually a lot more work than you'd think. Really makes me appreciate the original developers. It's tricky coming up with interesting strategies that also aren't immediately obvious so the player has to think about them a little. That being said, if anybody has any ideas then I'm happy to take some suggestions. I'll see what I can do about the circle throw bug. Thanks for reporting. I actually do have a list of all the hideous models from gen 1/2 that I want to replace if possible. It's one thing that keeps the game feeling a little dated even with all the updates I've made. The download for the patch should contain the documentation which contains a text file with all the obtainable Pokemon and their rough location. Don't worry, the highest patch version number is the latest. The latest versions are always linked in the original post of this thread. Blame @PinkOnion for that. He had this one run where he used prankster jumpluff with sleep powder and it was ridiculously OP. I knew it was kinda busted but I didn't think anybody would notice . Ended up having to nerf jumpluff a bit. I think tailwind last the correct number of turns. If you have footage of it lasting 2 turns then please DM me. Thank you! All of deoxys' forms have data in XD because in gen 3 the form was dependent on the game you were playing, e.g. defense in leaf green and attack in fire red. Since you could do link battles with all the gen 3 games through XD it had all the forms. However, it always defaults to normal form in story mode. Sorry for the late reply. They were moved to being obtainable from the mt battle coupon shop. They are all intended to scrapped pretty early on. There are so many great options in the game that I didn't want the player to commit to their team fully too early on. Should be the same ones as regular XD that you can find online. Just beware that some of them may cause weird things to happen in XG since I've moved a lot of the code around. I appreciate it! Yes. It should run perfectly on nintendon't or any other gamecube emulator for the wii. I think disabling panic handlers in the settings may resolve the issue. Also apart from one of the recent versions which you may have downloaded before it was fixed, it should work perfectly on nintendon't
  4. I believe I have fixed the issue and have now reuploaded the patch through the same link.
  5. 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
  6. 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
  7. 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: 

     

    1. Aurorans

      Aurorans

      The tool keeps crashing when extracting the iso or rebuilding the iso with High Sierra. Is there a fix for this soon?

  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. Thanks for reporting! I'll add it to my list ?
  10. 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!
  11. 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. ?
  12. 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.
  13. 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!
  14. I found a an issue which causes the game to crash at the Cipher Key Lair in v1.1.8 and prevents progress in the game. I have fixed it in v1.1.8-2 but will not be able to upload it until later today. EDIT: v1.1.8-2 is now available for download. Thank you! Pokémon that would normally require a trade evolve at level 40 in XG. This has been added in v1.1.8-2. There are only 2 shadow machines so far. The second is obtained in the post game. I will add a couple more in a future update.
  15. Sorry for the late response. I've recently traveled so I'll be in Nigeria for a bit and then heading to South Africa for a little while. I have completed Pokemon XG v1.1.8 and it is now available for download! Here's what's new: I spent some time testing things out on this version but I didn't have the space to bring my wii u with me so I didn't make it to the end of the game. I have fixed the few bugs that I encountered so it should be pretty stable. My focus was making the game more stable and polished as well as really making it feel like gen VII mechanics. V1.1.8 is compatible with save files from v1.1.6 but there will be some inconsistencies like some pokemon changing abilities or some shadow pokemon having different shadow moves. However, for the best experience start a new save file ? I replaced the beldum with zigzagoon in a recent update. It's a better utility mon in the early game and from watching a lot of playthroughs of XG I felt beldum ended up being dead weight, especially with how slow the start of XD's story is. It was either boxed immediately or became an extra pokemon to balance exp around really early on. I added metang at the pokespots so it's still obtainable pretty early on. I appreciate the kind words. ? I've added it my to-do list for the next update but IRL commitments mean I don't quite have the time atm. I have a whole big Mewtwo post-game quest in mind. The post-game for XD needs more content and Mewtwo deserves a big introduction. I'm working on completing a proper script editor which will make it a lot easier to make large scale changes. I can't say it'll be added soon but it'll be cool. ? Charizard can have either drought or tough claws as its ability. When catching it as a shadow pokemon it'll be randomly assigned on or the other. I can't see why the ability would have changed other than using a save editor or cheat codes. Another possibility is that you had reset the game without saving after catching it and the first time you caught it had drought but the second time it had tough claws. Besides that I'm not sure what else could have changed it. I finally invested some time into making a proper assembly compiler. The way I used to do it was pretty slow and I feel silly for not doing it sooner. It's made it so much easier to reprogram the game and I've been able to make a lot of the more tedious or lower priority changes that I would have previously dreaded and it's made more ambitious routines like the ability capsule's feasible. The save editor issue has been quite troubling and I had previously planned to edit the source code to be compatible with XG but it would require me to rewrite it every time I made the tiniest update. When the game is more or less complete (in like another year or two) I'll consider it. At least for now the capsule mitigates the most pressing issue of it changing abilities. The ability capsule is one use only but can be obtained infinitely. It can be purchased as a Mt. Battle prize using poké coupons and there are a small handful given for free here and there. I had planned to fix the life orb recoil damage when a pokemon flinches in a future update but since you brought it up again I gave it a quick look and it wasn't too difficult in the end so it has now been fixed in v1.1.8. I hadn't properly updated one of my lines of code from years ago so the one obscure little file that contains the pokemart data wasn't actually being compiled. I compiled it manually in testing so it seemed fine but that didn't translate to the final product. I believe it should actually be changed in v1.1.8 though. In XD, shadow pokemon are randomly generated the first time you encounter them. After this, their ability, gender, nature, IVs, etc. are saved and will not change in future encounters (The exception is Zook's Zangoose which is only set when you fight him yourself. The first 2 times you see it aren't set in stone and it's common for it's gender to visible change between appearances). You would have had to reset the fight with Gonzap to change its stats. King's rock does not stack with flinching moves in XG. XG aims to be as close to gen 7 as possible in terms of mechanics and it's getting pretty close!
  16. I believe I've figured out a method of calculating the coordinates but it's not so simple and the address moves around. If you send me your dolphin memory card file I'll see if I can sort it out for you. ?
  17. Here you go: Pokemon XG Etrian.ups This patch should allow you to catch shadow pikachu finally. I got a bit lazy so I gave it to the super trainer outside the pokemon hq lab. You can just battle him again until you get it. Apply the patch to a clean ISO. I'm really happy to hear that ? Yes, it is a bug of which I am aware. I made surf work like earthquake so it hits your ally as well, which it doesn't normally do in gen III. However, water absorb and volt absorb aren't programmed to take earthquake's effect into account since it doesn't need to in the vanilla games. Storm drain and lightning rod initially had the same issue when I added them but I managed to fix it. I can do the exact same process for water/volt absorb but it's been a lower priority than some other stuff (mainly because it's tedious and only one or two people had even noticed the bug anyway). I'll have it fixed soon though!
  18. Try this patch and let me know how it goes. Apply to it to a clean ISO. Pokemon XG v1.0.7-4.zip I'm glad it worked! If you'd like to finish off your run you could always switch back to the previous version you were using now that you've got suicune. ? Ah, I see. It doesn't sound like you'll be able to catch it then. If you tell which version you're playing on I can help you reset the flag for shadow pikachu's trainer, allowing you to battle her again. It looks like for whatever reason you didn't actually encounter it in the first place. This time you should be able to catch it and even if you knock it out it should go to Miror B. as normal. The legendaries are triggered at certain points in the story. There is usually some dialogue to inform you when they are available. The legendary beasts are available once you beat Gorigan at the Cipher key lair. The weather trio are available after you beat Greevil.
  19. The shadow pikachu shouldn't be possible to miss. It was right at the beginning of the game in the Cipher Lab. If you check your shadow monitor in the PDA menu does it show as seen? I assume you knocked it out and will need to get it from Miror B.
  20. I did all the movesets from scratch and didn't reference the canon movesets because it would have taken far too long. I'll add it in the next update. Pokemon XG v1.16-2 Jayrod suicune fix.ups Here's your patch. Apply it to a clean ISO and you should be able to continue playing as normal. I haven't been able to test it so let me know if it works. You'll still only have one chance at suicune so good luck ? Which version are you playing on? This was an issue a while back was fixed in a later update.
  21. I stand corrected, it's the reward for beating pyrite colosseum the second time. Happy to hear that! v1.1.6-2 fixes some of the bugs in v1.1.6. I'll make you a new patch based on v1.1.6-2 which will still be compatible with your save since it's from v1.1.6. Sell or toss out the ones that didn't work. Certain pokemarts sell invalid pokesnacks. I believe the ones in Agate village are good and they should all work in v1.1.6-2.
  22. Thanks for the kind words. Its all a lot of hard work and perseverance, plus I had help from some talented individuals. Compared to the things that will be possible soon, that's nothing ? Somewhere with lots of lava ? Remind me which version you're playing on? I'll sort out a special patch. That would be my bad. The email with the locations accidentally missed out Outskirt Stand. ? Ah yes, I hadn't even noticed this before. They are indeed locked to be male. This has been sorted out for the next update. Pokésnacks purchased before the update will still be bugged. You'll need to buy new ones. Pokemon with evolutions in gen 4 such as magneton are programmed to be compatible with the eviolite. Please don't ask for or share ROMs on these forums. It's against the rules and is a quick way to get forum sites shut down. As above ^ I believe it had to be taken out a while back to allow something else to be programmed in.
  23. This has now been fixed in v1.1.6-2 which is compatible with v1.1.6. ? Technician boosts shadow rush like normal. It may still feel a bit weak due to shadow moves not benefitting from STAB and also the fact that the expert belt didn't work on shadow moves. I have made it so the expert belt does affect shadow moves in the latest update v1.1.6-2. This has now been fixed in v1.1.6-2 . Thanks for the kind words. ? As above ^ Good to hear. Try pyrite's duel square and pyrite colosseum as well. Can't you continue playing by turning off the function? If not, you could try the Pokemon XD save editor by @Tux. I think you may be able to use it to change your location to somewhere that works. I've had a few reports of shadow trip and foul play (both have the same effect) not working properly. I haven't been able to find the issue yet but worst case I'll remove the moves for a while. If you're playing on Dolphin could you PM me the memory card file? It's all luck. The shiny odds in XG are based off the shiny charm/masuda method in the later games so it's not quite as high as the 1/8192 of gen III but still pretty rare. Glad you figured it out! You can continue using the same save file in v1.1.6. However, if you saved after encountering the suicune it will not return. If that is the case I could help you reset the suicune's flag. This is actually a technique used in vanilla XD to make shadow pokemon slightly more threatening by increasing their levels slightly until they're caught. It's usually just a 2 or 3 levels in XD but I thought I'd troll a little with the post game shadow pokemon ?
  24. In general, pokémon that would normally require a trade to evolve, evolve at level 40 instead in this hack. It is worth mentioning though that this is a generation 3 game so magneton is unable to evolve.
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