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StarsMmd

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Everything posted by StarsMmd

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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. )
  6. 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 ?
  7. Glad you liked it. I'll see what I can cook up this weekend
  8. Thanks G, I'm looking through it now. Interested to see what I'll find. Here's mine as well. All the functions I named are at the bottom of the list alphabetically (after the default named ones). [ATTACH]12957[/ATTACH]
  9. Are you naming the functions in the ASM in a symbol map in dolphin? If so I'd love to see what you've discovered so far. I could send you my symbol map file as well.
  10. Surprised to see you on the forums ??. Don't worry it's still coming and it won't disappoint!
  11. Thanks for the words of encouragement and it's always nice to hear from other fans. That's a really good idea and would definitely be useful. I have no idea how to figure out how to do it but I will definitely look into after the first release ???
  12. Yeah it's really convenient for hacking on the go.
  13. I made some tools myself but they aren't really in distribution right now. It's just quick stuff I made for my ipad.
  14. I didn't actually look throuh the randomised ones to see the results so I wasn't aware of this but it is just a random coincidence. There will be no doubles in Xg though. There are too few obtainable pokemon so every last one needs to be chosen carefully.
  15. I managed to get around that issue in XG. is originally programmed to keep regenerating a shadow Pokemon until it isn't shiny. However, through some ASM magic I was able to stop the regeneration. This did leas to the same issue as in colosseum where the shinyness would change based on the different trainer IDs. I decided to tweak the shiny calculation function so that it uses one default trainer ID regardless of the Pokemon. This means that shinyness is retained after capture. In future versions I'd like to always check against the player's trainer ID instead of a default one but that's going to require just a tiny bit more digging around. This solution should be fine until then.
  16. Good to hear it's working now. Enjoy!
  17. That's a weird problem. It could be a graphical issue with the transition between the battle and the field. I'm not sure what else you could do but you should try playing around with all of the settings. Try making everything as safe as possible and see if it works.
  18. Sorry but I'm not sure I can be of much help. Make sure you're using the latest version of dolphin and you should be able to find the best settings for colosseum. It's weird that it works for a bit first. Is there a certain point that it freezes at?
  19. I believe the vulpix should be holding a fire stone. If not one of the other shadow Pokemon will
  20. From what I've seen there is no shiny texture for the shadow lugia because all shadow pokemon are originally shiny locked. I took out the shiny lock though so I think even the shadow lugia should have a chance of being shiny, just you can't tell until its purified. I think it should still do the shiny animation when it's sent into battle at least.
  21. same as xy/oras with shiny charm
  22. Yeah it is possible but I haven't tested it yet so I'm not sure if there are any side effects of doing that. Will probably start testing after the first version release
  23. Still slaving away at it in my free time. I have the week of uni this week so hope to put a large dent in it. There are just a lot of trainers to edit really. So it's just time consuming rather than difficult.
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