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Posts posted by StarsMmd
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Do you plan to make it work on PAL version ? I'd love to test these in French.
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.
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Just checking on how the progress is going... lol
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. )
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I patched the game exactly as Hawluchamp did.
Now it seems the issue is gone after messing around with the settings a bit. Huh. Now I can play
Though there is this issue now: I tried to save at the PC and it says the Memory Card in Slot A is corrupted and needs to be formatted. I know I can use save states instead, but is there a way to fix this or should I just go save states all the way?
Also, I noticed mellowbusiness mentioned in the pastebin that Umbreon had Shield Dust as its ability now, but my game says Synchronize.
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.
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Done. Follow this link and it's in the first post.
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I wanna give Masoleum a try, but when I run the game on Dolphin I get a black screen. The sound is playing so the game's on, but there's no picture.
You can play it on dolphin. You most likely didn't patch the files properly.
Check out this
by Hawluchamp on youtube.Quick question, is there a randomized Version which contains jirachi and celebi? If no could you insert them into one hack?? That would be pretty awesome, just for trading to the GBA games.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.
And btw is it possible to trade Form NTSC too PAL?Sorry for the double question, but the second one kinda isnt worth their own thread
I have no idea actually.
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I've added a patch for the extreme randomised version in the original post
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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.
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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.
Dang , well thanks for all the effort you're putting into this tool and all the hacking anyways. I'll be on a look out for possible Windows versions from you or someone else in the future. And of course can't wait for that Gale of Darkness hack of yours. Keep up the good work:D. -
So how do you actually open this file on an iPad? Isn't iPad basically a mini Mac or do i have to install Mac for this to work? Don't have much experience using Mac so it's all pretty new to me. Tried to google but didn't find anything useful. Help would be appreciated .
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.
oh is Mac only okay im not interested anymore. can anyone port it to windows?If anyone did want to port it I could make my source code available I guess.
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Download link is now in the first post ^
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okay when i randomize the trainer pokemon and not the move will they have the moves of the pokemon on this level or the move of the original game? because the emerald randomizer had the problem with the moves so roxan have a caterpie but it knows rock tomb.
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 ⚡️
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While I very much appreciate and enjoy the random patches (It would be great if you could release a tool to create new ones btw)This randomizer was really fun and I had a blast with it! Is there any way to get more patches and randomized abilities too?
For anyone with similar questions:
Pokemon Colosseum Randomiser Tool
Dropping this weekend
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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
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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.
My lord and savior! Much thanks dude! In a few weeks when I'm free to work on stuff I'll try testing all of these out and report back with what works and what doesn't, to help continue the research for those(all 2 people on planet earth) interested in hacking PBR. -
me too. I dont know how to solve it.
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:
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Oh, I see.. over here in the US, they just ended, so I just figured it ended for you guys, too. You'll have to at least give a heads up when you reach about 90% completion or so; lots of people who want to play this game, obviously.
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
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How's everything looking since the holidays are now over?
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
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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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While I very much appreciate and enjoy the random patches (It would be great if you could release a tool to create new ones btw) I feel I should probably warn everyone that Patch C is basically impossible to get going in it's current state.
You start with a Charmander with Smog and Mud Shot and a Ralts with Skull Bash. Willy has a Mewtwo with Psycho Boost and Sky Attack. Without grinding the fight over and over and over and over you're never going to get anywhere.
EDIT: Oh god the second fight is even worse.
Working on it. Will probably only be on OSX for now but will have the source code available if anyone wants to port it later.
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Is there an ETA on the release at all?
Not atm but the holidays are coming up soon so will aim to get the majority of it done in the next month. Depends how revision is going
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Are you planning to release a beta or are you only going to upload it once it is finished?
Most of it will be done by the first release but I will be changing the battle bingo and battle simulator after the first release. They'll probably be broken until then. I will also aim to update some of the graphics and textures after the first release.
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How complete is this hack in percentages? I really can't wait to play!
I'd say about 75%
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I Just played this rom hack and i really liked it!
I am currently trying to finish the MT battle to consider it finished
I have 2 more zone to complete.
I also noticed a joke at trainer 69.. a very funny team lmao.
I have to congratulate you also for making grinding in MT battle not boring. Hope to see more of this.
Overall it's a good challenge, there is not a lot of weak pokemon, i was kinda questioning the shadow pokemon at first, but i noticed some stat change, and ability along the way.
Obviously this is an unfinished hack, but there were level 0 pokemon at the "bug gym" in the MT battle.
As a feedback, i know the order of shadow pokemon follow kind of the logic of power increase in the story but i would have love to have more dispatched "strong pokemon" through the game, even if it's already good.(I am thinking mostly about the bunch of BST 600 pokemon stacked in the end game)
Could be through the form of previous evolution for example.
Also looks like the AI have some problem with the new moves sometime probably thinking it's something else. So there is a lot of strategy that don't really work (impossible skill swap, double weather setup ect)
As a suggestion i would also gives more AI friendly moves, because some pokemon had "competitive moveset", but sometimes it's not necessarly the most optimal choice for them.
Another big thing to think about is battle items, giving the player access to more item to play with can be really interesting, as well as adding them to opposite team.
I am excited to see what you have in store for pokemon .
I hope many people will try this one hack because i had a lot of fun.
I'm glad you enjoyed it! Hacking colosseum was quite challenging considering the mechanics and pokemon availability are so different from other games. Also, there is the fact that nobody else had ever made a colo hack (at least not publicly) so there wasn't much to compare to. There is definitely a lot to learn from where mausoleum lacked slightly.
In terms of the shadow pokemon distribution, it's actually something I struggled with a lot since there are so few slots available and so many legendaries that they just ended up getting piled up at the end. It's hard putting them earlier (especially legendaries without preevolutions) because they tend to tear through cpu teams and make the game far too easy. They also don't encourage diversity in player teams. Every time anyone played through the games they would be far more likely to use the same few pokemon. At least from my experience of the game, I often found myself torn between different team compositions. On the flip side of things, if high BST pokemon appear earlier, that pushes some of the lower BST pokemon later in the game. For a lot of pokemon, if they are encountered near the end they become really irrelevant and are too late to be considered.
I really liked the idea of being to change your team constantly through the playthrough, rather than sticking to the same few pokemon because they're already high levelled. This is why I put a particular emphasis on mt.battle as that is the best way to grind. It means that the player should be able to enjoy grinding a little bit more and be able to update their team through the playthrough without fear of being under levelled. It's really great to see that people are responding well to the updated mt. battle.
The AI problem is something I hadn't foreseen and hadn't done much research on the different AIs available. It's quite a shame because some of the trainers have really innovative move sets but just spam one move.
The items is a result of a lack of research atm. The only way I was able to introduce new/different items was through giving held items to shadow pokemon. I still haven't even found where the poke mart data is stored but I should probably take another look now that more research has been done.
These are all things I'll be hoping to improve in !
Thanks for the feedback. )
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Thanks For the feedback and analysis G. Mausoleum is actually unfinished at the moment. I decided to focus on hacking when I figured out the phys/spec split was trivial to implement in . I will definitely go back to mausoleum afterwards and I even reckon I could get the phys/spec split in colosseum now that my ASM is a little better.
The larger pool of obtainable pokemon in means it's a bit easier to get a good list of shadow pokemon. (yes shadow ludicolo is included). It also allows for more team combination options including rain/sun teams. I put a lot more time and thought into XG so I'm sure it will be worth the wait ?
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This randomizer was really fun and I had a blast with it! Is there any way to get more patches and randomized abilities too?
Glad you liked it. I'll see what I can cook up this weekend
First Pokemon Colosseum Randomised/Hack !!
in ROM - Other ROM Hacks
Posted
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.