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StarsMmd

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Everything posted by StarsMmd

  1. Hello and thank you for the kind words. ? "I love programming but find that theres not enough applicable scenarios to do it in everyday life." ^ I find this very relatable and this has been a great project for me in terms of using programming to do things I actually like and not just for work. There is no source code available for the game in a high level language like C or java. All we have is the compiled code which consists of the Assembly Code and accompanying binary data. I essentially look through the game data in a hex editor or using dolphin emulator's debug mode and figure out what the different values mean. For example, there is a specific byte, in a specific file which specifies bulbasaur's base hp right? So once I figure out where that byte is, I can write code that knows that anytime I ask to change bulbasaur's hp, that's the byte to change. Over the past 3 or so years I've built up a library of very elaborate code which abstracts the whole process so that I can make modifications using programming almost as if I had the source code but this means it's only limited to things that I've figured out and specifically coded shortcuts for. I specialise in the swift programming language so that's what all my code is in at least for now. I'm planning to make some tutorial videos at some point so I'll keep you posted on that front.
  2. It turned out it wasn't too difficult to add the option to switch between single and double battles in orre colosseum. It's now an option is v1.1.4 ? Managed to find and fix the outrage issue in v1.1.4 ?
  3. Yeah outrage has been broken for a while but I have no idea when or why it changed. I'll try and see again though. Snattle's porygon 2 is an exception and is specifically programmed to have trickster. ?
  4. I hadn't realised the spread damage had changed between generations. I'll see what I can do ? It's not done yet but should be done tonight.
  5. All trade evolutions are simply changed to evolving at level 40. I have no idea what happens with slowpoke in this scenario as it has 2 level up evolutions. I should probably just change that but for now slowpoke isn't obtainable through ordinary means. The XD randomiser already exists. The only reason for changing Jynx to fairy type was that there weren't a lot of fairy type pokemon in the game and I needed a good number since there are 5 zones in mt. battle which specialise in fairy types as well as lovrina using mono fairy teams. I chose Jynx simply because like you said, it visually looks like it could be a fairy type. I actually reverted Jynx to ice/psychic in the previous update though. I changed Jynx's typing years ago before alolan ninetales even existed but now that alolan ninetales is in XG and nobody has had any real problems with its inclusion I felt there was no need for Jynx to be fairy type anymore. I've undone most of the type changes I made in order to make the hack less confusing for those that don't want to read a bunch of documentation just to play. P.S. No worries. I like questions. ?
  6. I literally wrote up the code to change the descriptions but I must have forgot to run it. This has been fixed for the next update. Thanks for letting me know. I've now fixed this issue for the next update. Is that not already the case in vanilla XD? If not then while I could probably do it, it would be a low priority right now. Sorry! ? A lot of the new moves I had to program from scratch in the last big move update just use the white stat raise animation because I got lazy. I just used the same code for both increasing and decreasing, whereas technically they're supposed to also have different colours based on the specific stats that were raised or lowered too. I'll get around to doing the stat change animations properly eventually. The one where intimidate sometimes turns into the blue stat raise animation is a bug though and I have no idea why that one happens. Similarly for the animations on moxie, etc. I literally just copied the code from speed boost activating and there are no other similar abilities to pool code from. Would be a bit of work to do a custom job for different stats being raised by abilities but will get around to it one day also. As for the issue with storm drain, I noticed this was possible a while back with nasty plot on justified but simply opted to remove the possibility rather than checking for it as I'd have to redo the code. It'll be a quick fix though so I'll have it ready for the next update. Don't worry, I assure you it wasn't intentional and it's already been fixed for the next update. It gets hard to keep track of everything sometimes. Follow me had to be removed in order to program wide guard which I decided was more important as it meant I didn't have to nerf shadow shake and shadow wave which are otherwise very broken. I do plan to reimplement follow me from scratch though. I'll look into it. Thanks for letting me know. Yup, my bad. Any move that doesn't activate rattled accidentally treated as an immunity meaning it can only be affected by bug, dark, ghost and shadow moves. I've fixed this for the next update. It was just a small oversight on my end ? The ability description will also be fixed in the next update. It's possible in theory but will take a little bit of effort. It's on my list so I'll get to it eventually!
  7. I would agree but I put a lot of effort into designing a good selection of TMs, tutor moves and relearn moves and making all those options reusable and easily accessible. This makes it very feasible to switch your strategies for single/double battles quite easily. Honestly, without reason to switch up the team a lot of these features go unused and as the developer it makes me sad XD. I've been asked about EV reducing berries recently actually so it's on my todo list. I'll get around to it soon! Yeah it's tough for me to find all the bugs myself so it would be very helpful to get a list of anything you find. Thanks ? Ah yes, thanks for the reminder. Will get that uploaded shortly. Edit: v1.1.3b (colosseum double battles) <-- apply to a clean ISO Yep, sorry about that. I noticed it myself just before you mentioned it so I've got a new patch ready now and it'll be uploaded in a few minutes. Thanks ?
  8. I really appreciate that. Thank you! Thank you for letting me know. This has been fixed in v1.1.2 which is now available for download ?
  9. Yeah my bad. I made some new code to handle shadow pokemon generation but forgot to take out the old code. I'll upload a new update tomorrow. Thanks for letting me know.
  10. I theorised a strategy to reimplement follow me months ago but it's low priority right now unfortunately. There are a lot of strategies that can make the game surprisingly easy. There are items like the assault vest, eviolite and aura filter which can boost your defenses. Moves like fake out and wide guard can prevent attacks. You have access to intimidate, snarl, burning moves, etc. to decrease the opponents atk/sp.atk. you can put opponents to sleep or protect on their attack and then use disable. If you're hoping for less strategy there's always the option to train at mt.battle or through colosseum battles. Especially with pokemon like kirlia and bagon which have low defenses until they evolve. I've had the gamepad issue before and I read somewhere it's a problem with Pokémon XD specifically. After extracting the files, you need to get the archives out with GCRebuilder and then extract and decompress the files in the archives using quickBMS. It's definitely doable by hand. There's one file that contains most of the interesting data and once you've extracted it once you can just modify it and whenever you want to put it back in you run a BMS script to import it into the archive and the reimport the archive to the iso using GCRebuilder. Try checking your graphics settings. There are a lot of options there which affect performance significantly. Thanks! ? I'm assuming you're playing on version 1.0.7-2 or lower. I believe this issue is fixed in v1.0.7-3 which is compatible with the same save file ?
  11. Pokemon XG v1.1.1 is available for download. This fixes some smaller bugs in v1.1.0 and is compatible with save files started on v1.1.0 Remind me on the weekend and I'll cook up a patch for that. Unfortunately most of the game files are compressed so it's not as simple as just changing bytes in a hex editor. You have to take the file out, decompress it, then change the bytes and then recompress the file and put it back in ?
  12. There was a bug in v1.1.0 which caused the game to crash when you reached the oasis pokespot and makes it impossible to progress in the game. This has now been fixed and the download link for v1.1.0 is now for the fixed version. If you downloaded the old version then simply redownload the patch from the same link and apply it to a clean iso. Thanks I'll get those fixed right away! Good to hear. Will you be streaming again? No programming required with the hack tools. Just clicking buttons mainly. The main reason I haven't got a windows version out yet is that I haven't had the time. I finish exams in like a week so I'll devote some time to it. Thanks, I've found the issue and I'm fixing it now. EDIT: It's been fixed now. Simply redownload the v1.1.0 patch using the same link and apply to a clean iso. ? I didn't feel ampharos gained much from the typing and I want to limit the type changes as much as possible. They're usually fine when people read up on the documentation and know to expect them but if not the changes can be quite confusing. It's easier to have both downloads in one. Also, when they were separate a lot of people were asking if documentation was available. Like this, you don't have to go looking for it if you didn't know. No word from Tux. I'll work on something myself when I have a bit more free time though. I like the way you think. I already have a few of those in the game ? It was a very recent decision actually and I didn't give it too much thought. I just figured it would be a nice way to mix up the game play a little. I also found that it's a lot easier to design strategies that the AI can use well in single battles. In doubles, even if you give the AI synergy between the pokemon, there's no guarantee they'll use the right moves on the same turn. In singles you only have to worry about what one pokemon is doing at any point in time.
  13. Pokemon XG v1.1.0 and GoD Tool v0.6 are now available for download. I have also uploaded v1.0.7-3 which fixes the game breaking bugs from v1.0.7-2 and is compatible with v1.0.7-2 save files. v1.1.0 requires a brand new save file. I haven't entirely decided what to do with the caves. Been more focused on figuring out if it's possible in the first place. I'd like to flesh out the post game a bit so probably post ? I believe the disk comes completely filled, however, I deleted a bunch of vestigial files from colosseum and the game runs perfectly without them. It was enough to get me far more space than I need. There are also some less important files that could be removed with minor tweaks to the game such as removing models for pokemon that aren't in use. I originally did an alolan sandslash texture swap along with ninetails and marowak but it looked terrible T-T. We'll probably have the ability to add in completely new models by this time next year so hope isn't lost! I think the patching process requires a fair bit of RAM so it's possible that your computer doesn't have enough juice. Try using another one if you access to someone else's.
  14. Sorry it's been so long everyone. I'm graduating in a few weeks so I've been grinding IRL recently. This will be a huge post responding to most of what I missed the last few months :-) I'm close to getting pyrite cave back. The models and files are all still there (although the scripts and stuff are all empty). The main issue is that it doesn't contain any connection data between the rooms but I was last researching the warps so it's mostly figured out. It will take some work though so will probably focus on hack tools first. I also think I'm at a point where I can add overworld models for all 75 pokespot pokemon. It's bugged me for years so I'll be really glad when they're back! Did you ever manage to get it in the end? Hehe, a bit late but happy new year to you too I guess! Sorry that script was rather fiddly so I managed to mess it up twice in a row I was under time pressure at the time so never got around to testing it but I'll sort it out and make sure to test it properly this time. Oh that's very interesting. I moved some stuff around in Phenac to add the wild encounter with suicune there before citadark isle. I must have goofed up somewhere along the line. I'll look into it :-) Mega evolution stats are too high for gen 3. Some of them where edited to have the same kinds of specialisations but to a lesser extent. E.G. I exaggerated the difference between beedrill's attack and speed and it's defense stats so it's more like mega beedrill's spread but the stats are nowhere near as broken. A lot of pokemon also gained the abilities of their mega evolutions. E.G. drought charizard and tough claws metagross. Thanks for the kind words :-) The treecko family have lightning rod based on mega sceptile's ability. I've noted tm03's incorrect description and will get that fixed for the next update. The Naps issue was already in my notes to be fixed, thanks :-) Yeah... I gave everything protect since it's ubiquitous in the VGC format but didn't realise the AI would handle it so poorly. I started removing it from pokemon which is why there weren't any at the start of the game but hadn't got very far at that time. I've removed it completely in the upcoming update though. I used multipatch to create the patches so it's the best option in theory. Are you sure you unzipped the right patch file? Thanks again for this! Not sure why the attack stats are so high. Haven't seen this issue elsewhere but will keep an eye out. Did you have any action replay codes on at any point maybe? Bonsly evolves at max happiness in XG :-) This is most likely a problem with your memory card settings. Check your dolphin settings and make sure there's a memory card in use. Charizard also has a fire/flying mega so it was one or the other and I chose to keep it the same so the game wouldn't be too confusing. Flying type is also very advantageous with all the earthquakes in double battles. I admire your dedication to finding a workaround! I've taken shift gear out for the upcoming version as it wasn't that necessary anyway. My bad. Could you give more details on the issue? Glad you liked it! This is only an issue in the most recent update. I messed around with the shadow pokemon code so that once a shadow pokemon was caught it wouldn't show up again. In the original game they just never give a shadow pokemon to a trainer you can fight more than once. Even the hexagon brothers just have a special script which very inefficiently checks if you've caught their shadow pokemon or not and loads up a different battle based on the result. With my code any trainer can have a shadow pokemon since it will be ignored if it's been caught already. However, I didn't think it would affect greevil. I never actually figured out which code handles the replacement so I really don't know the exact mechanics of it. I think I should be able to change my code to make a special exception for greevil's pokemon though so I'll fix that. Yes, it was based on the shiny beldum you received as part of a promotion for omega ruby and alpha sapphire which shows how long ago I started working on this hahaha. Thank you! 1. I'll look into it. I hadn't encountered that issue in my tests. 2. I hadn't realised that mechanic had changed. I'll sort it out in an update. 3. It would have taken far too long to copy all the canon movepools, plus I was making a few of my own changes anyway, so I just made them up as I went along. I have added it for the next update though. 4. I did add all the stat buffs up to gen VII and also changed around some stats as well. The ones Prof. Krane gives you are all you get :-) 4 pokemon were taken out in order to add models for robo groudon, robo kyogre, alolan ninetales and alolan marowak. The other two that are missing are hoppip and venonat I believe. :-) They are on slae in the pyrite pokemart. Honestly the only reason was that deoxys attack looks the coolest imo. You made me think about it though and I ended up changing it to defense for future updates. Later down the line I'll try and add in all the formes as separate pokemon. I've removed all instances of protect in the next version. Until then try moves like feint and I believe there are a few other moves that can't be protected against. I'm really happy to hear you liked it. Also, same response as above :-) I wrote some code that dumps all the details into text files when I update. They are packaged with the patch files in the last few uploads. I'll make a proper guide one day when the game settles down a bit but right now it's still changing a lot. Shadow pokemon have a secret level which is typically a few levels higher than the level you see on screen. That's why their level shows something like 25+. Once you catch them they become the level that you see and lose the +. So it's possible that it was just faster because it's level was secretly a lot higher. Plus piloswine is closer to mamoswine's speed in XG so it's not that slow.
  15. I believe that was an issue a few versions back. Unfortunately there isn't any solution in-game. One option is to edit the game so that another trainer has shadow carvanha, giving you another chance to catch it. If you're on mac you could easily do this with my XD hack tools. If not I can help whip up a patch for you that updates your version. Apparently, disabling panic handlers in the dolphin options solves that problem.
  16. In case you missed it, this is what I wrote above the download link: Mausoleum was just a test and was never intended to be a proper hack. I didn't even have proper hack tools when I started so most of it was done by hand using a hex editor. So yeah don't worry, I agree with you. :-) A few people have shown interest in helping port the hack tools to windows so I hope you'll be able to make something better soon!
  17. Currently edits pokémon stats, moves, trainers, pokespots and can apply some patches like the physical special split. I'll make a proper tutorial eventually but you can use the trainer editor to change the species of any of the shadow pokemon. An item editor will be added soon That probably has nothing to do with the hack tools. Maybe you haven't visited Eagun yet? One day Increasing the number of shadow pokemon requires a few steps that are quite fiddly. I'll add a patch to GoD tool soon which handles all of that automagically. Give me a couple of weeks ;-)
  18. Sorry life happened. I'll get everything sorted out soon. Unfortunately that is beyond my current ability. I'll look into over the summer holidays but it'll be a lot of work so won't be any time soon I'm not sure what you mean I was planning to release it a while back but I just needed to clean up a few things first. Ended up being swamped with other commitments however I'll get back to it soon. I hope your people are still interested :-)
  19. It should be up in around 15 minutes. :-) I have a lot planned for the future of XG so there's plenty more to look forward to. Thanks G! Yeah the work was good. Had to rush out the previous version to focus on work so didn't catch the previous bugs but I'm glad they're at least sorted now. v1.0.7-2 is now available for download. This fixes the major bugs reported in v1.0.7 and is fully compatible with v1.0.7 save files. Let me know if any other issues come up. :-)
  20. I should have a fix for the main bugs being mentioned here out today. I had to remove follow me for wide guard due to technical limitations. I opted for wide guard because it meant I could be more liberal with moves like shadow shake which are OP. It also gives more options for protecting allies against moves like bulldoze and discharge which now hit your allies as well. Pokemon that aren't obtainable in-game have weird movesets because it takes a lot of time to change all the movesets in the game. If, for example, I replaced the move focus energy with quiver dance then any pokemon that used to learn FE will now have have QD in that slot. I am working on changing them all eventually but since they don't matter unless thos pokemon are hacked in, it's a low priority. That primeape has close combat, not super power and close combat is bugged as we know. I'm not sure why it seems to show as superpower for you but superpower itself is not affected by the bug. I accidentally overwrote some of my code which caused a few of the new moves to be bugged and is also the reason robo groudon froze in the second battle as others mentioned. This is fixed in the upcoming update. The cave pokespot and duking trade bugs were due to a small errors on my part but have been fixed as well. The new update will be compatible with 1.0.7 save files. Nope :-) I reached out to the creator of the save editor to make it more flexible but he never replied. All of the stats and other data is hard coded so I thought it would be useful to be able to load that data from a text file instead. However, his source code is online so I can modify it. I'd have to release a new version every time I update any of that data in XG but at this point it's unlikely to change too much so it should be okay.
  21. The patch can be applied on any OS as long as you have a patching program like NUPS. Yeah wish I could have got it out sooner. Still playing through USun myself!
  22. I’ll look into but it won’t be any time soon unfortunately. ?
  23. My error. It's just meant to be the 25% one :-)
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