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StarsMmd

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Everything posted by StarsMmd

  1. That looks like the right asm code. My code is for the us version. You'll need the PAL version I'm presuming. This is the page where you can get lots of useful ar codes. These are the unencrypted ones which are better because you can easily tweak them. http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2149 Search for the code called "Enable Beta Starter Pokemon"
  2. it's based on ntsc the us one. I'm not sure if they're shiny locked because I haven't tested it. There's probably a value for their gender but I haven't looked for it. I'll look for the original AR code and see if it has anything about the gender. Edit: They do indeed have a value for the gender. in the pal version its at 0x153FCC for vaporeon and 0x1540F4 for jolteon. These are in RAM btw. I'd recommend doing a ram dump and then looking for the data around those values in start.dol. Replace the 4 bytes at those offsets with 0x3880xxxx, where xxxx is 0000 for male only, 0001 for female only and FFFF for random.
  3. I found an old AR code that uses the starters from the pokemon demo. They're still programmed into the game so you just change a few bytes in Start.dol and you can use them and you can change a few more bytes to change the actual pokemon themselves. The demo had a jolteon and vaporeon as starters btw. It's really cool that you've figured out the scripts. I figured out how to start testing them but never actually had time to sit down and so the research. Thanks a lot for the work. Can't wait to see the results. Edit: refer to this file -Code/blob/master/Objects/XGDolPatcher.swift'>https://github.com/PekanMmd/Pokemon--Code/blob/master/Objects/XGDolPatcher.swift it's in swift but should be easy enough to fogure out. There's a function called enableBetaStarters
  4. There isn't a playable version yet. I have a few more changes to make so will need a little more time. I just started uni again a few weeks ago so progress has slowed a little bit but I will try and finish it as soon as possible.
  5. I see you got it working maybe you might want to add spoiler tags in case people wanted to be surprised edit: thanks
  6. Okay it sounds like you missed a step out. Once you extract Common.fsys and Start.Dol you need to use a patching program like "NUPS" to apply the patches to common.fsys and start.dol. Once they have been patched you import common.fsys and start.dol back into the iso. You don't import the patch files themselves.
  7. I've already replaced almost every single shadow Pokemon. I've replaced pokespot Pokemon too but adding more than 3 to a pokespot is currently beyond me.
  8. I know how to add more shadow Pokemon but I'm not sure how the game will handle it and it will take some time to test so I'm not adding more for now. There is already a large number of obtainable Pokemon and snagging shadow pokemon can get very tedious anyway. So the possibility is there for the future but it could end up being problematic.
  9. That's great! I'll see if I can find where the current map is saved. I've seen a list of all the in-game locations in a table in common_rel so I can see if that's helpful.
  10. Thanks a lot. I'm gonna have a lot of fun with this
  11. I know it's always the case that different people want different things. I'll explain the logic behind most of the changes. My aim with the changes was to make the pokemon more similar in play style to their gen 6 counterparts. A pokemon like sableye, for example, wasn't very useful until prankster came along. I just wanted as many pokemon as possible to be viable. All the stat changes are changes that occured between canon gens 3-6. The type changes mainly increased the number of dragon and fairy type pokemon which were very few in gen 3. From a creative point of view, I'd like the other trainers to have varied teams while still being strong. In the original lovrina uses pokemon like delcatty and farfetch'd and snattle uses pokemon like solrock and castform. Having more viable pokemon means I can make more exciting battles. I will be socumenting all the changes and they are for the most part relatively intuitive and I've put s lot of consideration into them. I'm sure if you played it, you wouldn't mind it at all. All that being said, I do understand that it can all get a bit confusing so once I release the hack I'll work on a quick modification where the stats are left unchanged.
  12. Glad you liked it XG will be bigger and better so I'll endeavour to release it as soon as I can
  13. Nice work. I actually really needed something like this to help with my research. Do you think you'd be able to add a way to change your current in-game location? If you have trouble figuring out where it is in the save file, you can try moving around and saving in different locations without changing anything else. The only things that would change would be things like the play time, purification counters, pokespot status, day care status and the current location. If you empty the day care, keep all shadow pokemon in boxes and leave no pokesnacks out, then you should be able to compare the save files pretty easily I'd presume. Also does it allow you to save the decrypted save file as a binary file? I would love to poke around the data as well and see what I can find.
  14. It's a shame that you couldn't get into it but I do hope you still get to enjoy the hacks. Let me know what you think!
  15. The world's first Pokemon : Gale of Darkness hack! Main Features - Physical/Special Split - Gen VI type matchup chart including fairy type - New set of shadow pokemon and other obtainable pokemon - Moves and abilities from later generations - More challenging opponents - Bonsly is finally playable! Future Features Discussion Download Page The thread where the download links and updates will be. Release Thread (with download links)
  16. Well I'm working on a pretty big project which I think will be really fun for fans like myself and although I can use the exactly same randomiser code that I used on colosseum for , I want to wait until I release the modded version first. Basically, yes I will but not quite yet. It will just be a little longer. Thank you for the kind words btw
  17. That makes me very happy to hear. Once you understand how hex works then everything else will be really easy. Trust me, gamecube hacking is many times easier than hacking gen V. If you have any questions feel free to pm me. I check the forums everyday. Good luck !
  18. As requested by @Keirii I have created a few patches which randomise only the pokemon in pokemon colosseum. I programmed it so that each pokemon's moves will be determined by the last 4 moves it would have learned by levelling up to it's current level. Here is the link: https://www.mediafire.com/?25c5nxlokqa21x8
  19. I've been dreaming of the day that will be possible but I have no knowledge of models and animations. I know that some people have tried in the past but ended up giving up without much success. we'll just have to wait for someone to figure it out eventually. Considering that the model formats from battle revolution to X/Y/OR/AS have been reverse engineered I'm sure the necessary knowledge is out there . This time last year there was no information on hacking these games at all. it's still a young field for now so let's wait and see what comes up in the future.
  20. i made it so that the same trainer will have the same shadow pokemon with the same moves like in the original however I didn't make sure the rest of their teams stayed the same. In colosseum most shadow pokemon appear more than once so I thought it was at least important to keep then the same. As you probably know the game stores separate versions of the team with and without the shadow pokemon giving the illusion of just one pokemon being switched or removed. I'll have to see if there is an easy way to identify when a tram is a shadowless version of another. I could also try and make it so that trainer teams with the same trainer name use similar Pokemon. If anybody else has any other ideas/improvements let me know and I'll make some new patches.
  21. I've just posted some patches for the game files which will allow the game to be played randomised. http://projectpokemon.org/forums/showthread.php?46875-First-Pokemon-Colosseum-Randomised-Hack-!!&p=206986#post206986
  22. Pre-randomised patches *************************** Randomised Trainers and Moves *************************** These randomise all the trainer pokemon, as well as all obtainable pokemon and the movesets/learnsets of all pokemon. All pokemon with trade requirements for evolution now evolve at level 40 instead. Enjoy. Randomised Trainers and Moves Patches *************************** Randomised Trainers Only *************************** These patches don't randomise the moves, just the pokemon. Randomised Pokemon ****************** Extreme Randomiser ****************** Randomised trainer pokemon, moves, abilities, types and evolutions Colosseum Extreme Randomiser ******************************** Video Tutorial on how to patch your ISO ******************************** Randomiser Tool (Max OSX only) Colosseum Randomiser Thread Pokemon Colosseum Hack Also, I was previously working on a Hack version of Pokemon Colosseum. I started it long ago before I knew much about hacking so it's not drastically different but it does contain a few new moves, all new trainer and shadow pokemon and new TMs. I don't have plans to work on colosseum for a while but I thought I'd release what I'd done for anyone who may be interested. I've played through most of it a few times myself and it should be pretty stable. It's called Pokemon Mausoleum. Pokemon Mausoleum UPS patch Use a UPS patcher to apply this patch to a clean US version of Pokemon Colosseum. P.S. I deleted all the battle mode trainers to save space so you can only play these on Story Mode. Credits --------------------------------------- @Tiddlywinks @psy_commando These two helped a lot in terms of researching various elements of colosseum so it feels appropriate to at least give some credit. Pokemon Mausoleum Patch.zip
  23. I ran my first major texts yesterday and something I found was that when the game loads a trainer from a deck it reads until the first empty slot. In other words if you had [ralts][empty][pikachu][empty][empty][empty], the game would only load ralts. If the first entry is empty the trainer will have no pokemon and you'll win the battle as soon as you finish selecting your moves.
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