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StarsMmd

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Everything posted by StarsMmd

  1. Yeah I figured it out in the end. I deleted the file but didn't update my code to factor that in so it started overwriting other files including a pokespot file. It's all fixed now ?
  2. It went well. I got to try out a few things. I found out the data which determines which tutor moves a pokemon can learn are in a random order. I had to spend some time figuring out the correct order and then shuffling the data around. I had a theory a while ago that some of the files were unused and I could delete them to make more space for important files. I never had the time to test it before but I confirmed it over the weekend. This is big because it meant I could double the number of Pokemon in mt. battle. For some reason mt. battle is really lacking in . Many trainers have as few as 1 Pokemon. XG is going to have a much steeper level curve so mt. battle needs to be on point. I somehow managed to break the pokespots at some point yesterday even though they were working perfectly beforehand and I don't even remember changing them after that. I'll just have to trace back a little and see what happened but I doubt it'll be hard to solve. I made it about half way through the game and apart from the pokespots bugging out at the end, everything else seems to be running smoothly. Once Mt.Battle has been updated the game should pretty much be ready for an initial release. There is a LOT of text that still needs to be updated so the earlier builds may be a little inconsistent in places but that can all be done over time.
  3. That's okay So do you know what happens if the setlines are overwritten? Also, does that mean that you never need to use them when writing your own scripts?
  4. It's not a problem:). I actually have my last exam tomorrow! I've been on top of all my revision too which means I was able to find time to work on XG a little. It's really, really close and I'm planning to play through the first beta version with my brother this weekend. I'll aim to release some kind of alpha/beta version within two weeks if everything seems about fine. since most of the work on the hack will be done. After that I'll release small updates for any remaining features as they are added. It will be probably change quite a bit based on the feedback i get from others between the first release and final version but it would be nice to see what people think so far.
  5. That might change after the sun and moon information coming out on tuesday! I hope they're amazing but I was really disappointed by oras, especially since gen III is my personal favourite. I'm just waiting for them to admit that the shadow mewtwo in pokken was hinting at an sequel for the NX. ?
  6. I wanted him to have a legendary but not something too powerful. That's strange. It wasn't anything that I did so I guess it must be programmed into the game. That's pretty interesting. I feel like I may have seen it before but I really can't remember for sure. It's possible to do although it would take a very brief amount of time to find it first. I know where all the code for that is in but haven't looked into colosseum as deeply.
  7. I probably will eventually but it's not a priority atm. It won't be hard to do, will just take a little bit of time.
  8. It's going really well. There isn't too much left to do, it's really just that I lack the free time right now. I'll be done with exams in a few weeks though and then it won't take very long to finish off after that. )
  9. I'm not sure about the memory card problem but it must be something to do with your settings on dolphin. You may need a new memory card file or may just need to delete the save data from your memory card file. Try playing around with the memcard manager under "tools". If you used a save state/ save file from a non-patched colosseum, then that could explain the difference in abilities.
  10. You can play it on dolphin. You most likely didn't patch the files properly. Check out this by Hawluchamp on youtube. If you really want them in the GBA games, there are much easier ways to achieve this. What you are suggesting requires you to play through the whole of pokemon colosseum just to trade them. I'm sure it would be easy to use save editors or cheat devices of sorts. I have no idea actually. ------------------------------------------------ I've added a patch for the extreme randomised version in the original post
  11. Hey, are you still working on this and have you looked into the scripts any further? I spent a lot of time looking at a bunch of the scripts recently and it's really started to make sense to me. I even tested out a few minor changes which I made manually and it all works as one would expect. In particular have you discovered any more classes/class functions? I've identified a handful more from what was in the repo last time I checked (like giving the player items and triggering battles) and thought I could help add to the list if you haven't discovered them yet. I was also wondering if you knew the significance of the "setline" that appears throughout the scripts because it's just about the only thing I don't understand at this point.
  12. Thanks for the kind words . I'm actually looking into some windows development stuff which could make it easy to port over to windows with relative ease. It will just take a little bit of time for me to do the research. Revision for exams is my priority right now though. I don't mind doing requests though, if anyone would like a specific combination of the randomisation options just let me know. With the new program I can make you a patch in a few moments.
  13. Yeah unfortunately it's not possible for me to get it onto the app store so to use an iPad version would require a mac anyway. If anyone did want to port it I could make my source code available I guess.
  14. The moves will be default moves for that pokemon at that level as if it was caught in the wild. Fortunately this is really easy in colosseum ️
  15. For anyone with similar questions: Pokemon Colosseum Randomiser Tool Dropping this weekend
  16. The randomiser functionality has been incorporated into Gale of Darkness Tool. This makes it easier to make small tweaks after randomising (e.g. making sure the starters are viable) and to apply patches such as the physical/special split. Available here -> Gale of Darkness Tool
  17. No problem, I'm looking forward to seeing the results! I'll probably take a deeper look over the summer once I get past my exams! Interestingly, I've never actually played PBR myself and I've only ever seen a few battles on youtube. I'll probably play the game a bit, or at least find a playthrough and then I'll be able to see what else I can find in the game files.
  18. If you read the posts after the one you quoted I explained what was wrong. You might have missed out the same step. Alternatively, there is a useful video tutorial by Hawluchamp on YouTube:
  19. Yeah I can tell; I'm one of those people! hahahaha been waiting for so long too. It really makes me appreciate the effort the Pokemon company goes through to create all this content
  20. The holidays just started here in london actually. Been making some good progress actually. I know a lot of people keep asking how long is left and I really wish I could give a specific day but it's hard to tell. I hope it will be worth the wait though
  21. At the request of @Nebaku I poked around the files for pokemon battle revolution a couple of weeks ago. I don't really have the time to do a proper write up atm but thought I'd at least post some basic information for now in case anybody wanted to play around with it. If you haven't seen my thread on extracting files from .fsys archives in colosseum and then check it out in this thread -hacking-tutorial-part-1-File-decompression-recompression'>https://projectpokemon.org/forums/showthread.php?46250-Stars-Pokemon-colosseum-and--hacking-tutorial-part-1-File-decompression-recompression The useful part is part III of the tutorial as pokemon battle revolution also has .fsys files in the same format. You can extract the .fsys files from the iso using dolphin but I haven't actually tried importing into gamecube ISOs so I don't know if there are any good programs for doing it automatically. Unfortunately afaik all the files in the .fsys archives in PBR are named "(null)". It's super annoying but we can't do anything about that. The file names usually give hints as to what they may contain so without them there's a lot of guess work involved. I spent some time looking through the files in common.fsys since that's where all the useful stuff is in colo/xd. If you use my BMS script from the thread linked above, and choose the option to automatically rename files with repeat file names, since all of the files are called "null" you get a bunch of files named (null)xxxxxxxx with a hexadecimal number in place of the xs. I will refer to the files by their file number since they don't have useful names. The files from null - null0x20 are data tables, some of which I've figured out. null 0x21 is in the same format as the scripts from pokemon (-scripting'>https://projectpokemon.org/forums/showthread.php?47577--scripting). I haven't tried disassembling it yet though. The rest of the files are textures. mes_common.fsys contains a string table which follows the same format as in colo/XD except with different escape characters. Info on the data tables: Header :- number of entries at offset 0 (number of rows) entry size at offset 4 (length of each row of data) first entry at offset 0x10 (offset to start of the data/end of header) file size (minus header size) at 0x14 file size (including header size)at 0x18 base stats in common.fsys in null_00000008.fdat :- entry size 0x34 (52) first entry at 0x3c0(index 0) offset length data c 2 string id in mes_common 12 1 base stats (1 byte each ) 18 1 types (1 byte each) common null1 list of countries. common 4, type weakness table. 00 super effective, 01 neutral, 02, not very effective, 03 no effect, 04/05 unknown but only used for type indexes after the last one used. interestingly there are extra type indexes making a total of 32. common null6 list of clothing for avatars. null9 same number of entries as pokemon (0x1f5 501) evolution table. entry size 0x2a 42 offset length data 0 2 evolution type (e.g. 04 by level up) 2 2 level/condition 4 2 target species common null0x13 item list? common null0x18 list of avatar clothing. common null0x1e moves list offset length data 0x00 2 effect 0x08 2 nameid 0x0a 2 description id 0x0f 1 base power 0x10 1 type 0x11 1 accuracy 0x12 1 base pp 0x13 1 effect accuracy 0x14 1 priority 0x15 1 some kind of mask. probably flags which include category. last bit is phys/spec so an odd value here is physical while an even value here is special/status Bear in mind that none of this is confirmed. These are just the notes I wrote a couple of weeks ago after a few hours of looking at the hex. I didn't test any of them but tbh it's all pretty obvious just by looking at the data since it's all really similar to colo/XD in terms of the format. Sorry that the information isn't very well structured but I'll aim to write tools for Colosseum, XDGoD and Battle Revolution once I'm done with my end of year exams.
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