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I've been removing protect from most of the NPC trainers as the AI is often really annoying with it. Not sure which version you're on but most of them should be gone in the more recent versions. If any NPCs are still spamming protect on the latest version please do let me know which ones so I can sort them out. :-) I didn't think anyone would notice ? I hadn't seen any playthroughs make much use of mantine and with so many water pokemon available I figured I'd just cut it. I'll put it back in just for you though ? The reason the options are slightly limited in that way is simply because it takes time and effort and make all these changes. I need to set level up moves, learnable TMs and tutor moves for each obtainable pokemon as well as overworld models, animations, etc. for each pokespot pokemon. One doesn't take too long on its own but they quickly add up when considering the hundreds of pokemon in the game. I'm wary of adding too many unique pokemon to the pokespots though as it makes it harder to find specific pokemon for your team. For example, Golduck only has a spawn rate of 1%. If I were to simply replace it with mantine then that means mantine would have a 1% chance of being encountered and it takes a while to spawn pokespot pokemon. Furthermore, a player wanting a golduck on their team would have a 4% chance of finding psyduck as opposed to the 5% of psyduck + golduck. Increasing mantine's chance to something reasonable would require further cuts from other species. It's all a balancing act. Also, I don't consider shadow pokemon found after Citadark Isle to be truly obtainable. Based on observations on the way people play the game, very few players make changes to their teams by that point in the game. At the same time, Citadark needs lots of shadow pokemon to feel like Cipher's secret base so I filled it with shadow pokemon but made sure those pokemon were still available earlier in case someone really wanted to play through the game with one of those pokemon. TLDR; I'll add Mantine back in but the process isn't that simple so probably won't add too many others. I haven't seen it happen myself but I'll be on the lookout. ? I wasn't able to reproduce the issue myself but it sounds like a programming error on my part putting the game in an infinite loop. I'll try and figure out where it's coming from. It would be helpful if you could send me your save file though so I could see the issue directly. ? I believe disabling panic handlers should fix the issue. Go to Config > Interface and untick "Use Panic Handlers". I hope that helps ?
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colosseum First Pokemon Colosseum Randomised/Hack !!
StarsMmd replied to StarsMmd's topic in ROM - Other ROM Hacks
I wasn't aware of this issue. I don't think it's possible to skip so I'd recommend trying a different one. I'll look into replacing the patch with something more feasible in future. Yup, the heart gauge value determines how quickly a pokemon's heart gauge falls. I'll get around to making a proper explanation for everything one day ? Save reference data simply creates text files documenting details about the game such as pokemon stats and NPC trainer teams. It doesn't affect the game files or ISO in anyway. When exporting files from the ISO, any files that already exist are not replaced. This is to make sure you don't accidentally lose all your changes if you accidentally click export or press cmd + E. If you want to see the file that is actually in the ISO then you must delete, move or rename the file before exporting. The memory card stores data on shadow pokemon such as whether or not they've been caught and how much their heart gauge has dropped but doesn't save anything else. To clarify, when you make changes in one of the tools and click save in the tool, that should save the changes to the game files (but not the ISO yet). If you close the tool and come back and the changes persist then you're good. When you want to actually put those files back in the ISO you use the "quick build" or "rebuild ISO" options. From what I gather you were doing this just fine and potentially ran into a bug. I've uploaded a new version of colosseum tool so let me know how that goes. ? -
colosseum First Pokemon Colosseum Randomised/Hack !!
StarsMmd replied to StarsMmd's topic in ROM - Other ROM Hacks
Ah yes, I understand your issue now. After you change the values in a text box you have to press enter for it to register the change. I'll look into making that less complicated in future ? -
colosseum First Pokemon Colosseum Randomised/Hack !!
StarsMmd replied to StarsMmd's topic in ROM - Other ROM Hacks
I must apologise. It seems I missed some notifications! I'm happy to hear you managed to get it all set up. I didn't notice any issues with data being saved personally but I'll keep a look out. There have been new versions uploaded with more features and bug fixes though. I also just released Colosseum Tool a couple of days ago. Doesn't quite have as many options as GoD Tool but has all the big stuff (including physical/special split) ? Thanks, I appreciate it! Not sure if you figured it out in the end but iirc those pokemon are caught holding their respective evolution stones. Unfortunately, Colosseum's game engine is a lot less polished than XD's game engine and this makes Colosseum a bit more complicated to mod. I'd originally started with Colo but when I noticed how much easier XD was I jumped ship. XD's engine is built upon Colo though so a lot of the knowledge is transferrable. I have recently released my Colosseum hack tools so even though I won't be making a proper mod yet at least the potential is there for others. My Colosseum hack was pretty much made by hand when I was just starting out with hacking so it's not very well made but my XD hack is a lot deeper in terms of game mechanics and redesigning trainer teams, shadow pokemon, wild pokemon, etc. The story progression is unchanged though. I have almost finished work on my new scripting tool for XD so story hacks will become feasible in the near future. However, Colosseum's script engine is completely different and the file format for Colosseum's scripts isn't as friendly so no there has been no progress on that. There is work being done on reverse engineering the model format so we will see things like new pokemon and custom maps in the future but it is being done by powers above mine so I can't give a time frame on that one. ? -
Do you think you'd be able to send me your memory card file so I can test it directly? Versions v1.1.0 and above are not compatible with save files started before v1.1.0. I'd recommend going back to your previous save file otherwise you'll cause more problems than you'll fix. If you started the save file before v1.0.7-3 then update to 1.0.7-3 which is the other available download link. This version is designed to fix the bugs from older versions while still being compatible. If the error still occurs on v1.0.7-3 then it means you'll have to try and knock out rayquaza or capture it before it has the opportunity to use shadow ascent.
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Thanks for the kind words ? As for the berries. It is on my list of things to add for the next update. Haven't quite figured out where I want to put them yet though. The issue is exactly as the error message says. The memory card must be the same one used to start the save file. I'm not sure if you changed your memory card settings in dolphin at any point in time. Dolphin uses memory card files on your computer so make sure it's set up to use the same one you started with. Which ability and which moves does it have?
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Ah I was going to ask for the save file so I could debug it but I'll see if I can figure out the problem anyway. Thanks for letting me know. I'm glad you made it through in the end though. ? P.S. to the people out there who have made colosseum based requests recently, just wanted to let you know I'm working on them. I'm currently updating GoD Tool to handle the differences between the two while trying to preserve as much of the similar code as possible.
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Can you give me more details? Did you catch the shadow ludicolo before this fight? Which pokemon was his last or does it crash regardless? Which pokemon do you have in your team? Thanks, its all been noted. I'm going to play around with the AI a bit as well so hopefully that will fix some of the odd behaviour at times.
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I know I've been gone for a while. I've been in kitchen and I cooked up something big! I'm working on a scripting engine for XD (similar to xse for the gba games) and it's going to dramatically increase the possibilities for hacking the game. I've started a thread for it >> here << and anyone can help out. For now I've dumped all the scripts in the game with all the functions that are known for now. If you would like to contribute it would be helpful if you read through the scripts and see if you can figure out what any of the undocumented functions do. It's often quite obvious from context. The type boosting items are indeed a 20% boost. Rage mode boosts all moves. You can see this by the rage mode aura appearing on any move. Yes. The aura booster is only shadow moves. Thank you! It's been a lot of fun and I've learned so many things. There's plenty more to come! Adding the rest of the deoxys forms has been on my list for a while actually. It's just low priority right now. I would like to wire it up so that the deoxys form is automatically determined by it's nature. e.g. plus atk or sp.atk natures give attack form while neutral natures give normal form. It's definitely possible, but it's a lot more work than it's worth. Hacking any game is pretty much the same process. I'd like to make some videos going more in depth on how I went about finding everything at some point so I'll let you know when I get around to that. For now, I can point you to the videos that really helped me out. It's actually a series by Dan Salvato (Internet Explorer) on hacking super smash bros. melee. https://www.youtube.com/playlist?list=PL6GfYYW69Pa2L8ZuT5lGrJoC8wOWvbIQv Is this still going on? When's the next stream? This was fixed in the previous upload. Thanks ?
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XD XDScript : A scripting language for Pokemon XD:GoD
StarsMmd posted a topic in General Development
I have created a new scripting language for Pokemon XD: Gale of Darkness. This will make editing scripts much easier and far more intuitive than before. So far only the decompiler is done which converts the raw binary data into human readable .xds scripts. It's quite a big project on it's own so I felt it needed a thread to collect input and document its progress. For now I have dumped every script in the game and uploaded them here: Pokemon XD .xds files A syntax highlighting scheme and a colour scheme for the Sublime Text 3 text editor developed just for .xds files are also included. There are still a lot of undocumented classes and functions in XD's script engine which have just been given default names for now. If you notice any patterns and think you've figured out what a function does then please let me know. Major thanks to @Tux for originally disassembling the scripts in XD. The decompiler is based on his tool. XD Script -
That's good to hear ? Sorry about the bugs. Hope you can enjoy the game again now!
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Whoops, there was a typo in the previous fix. I've reuploaded v1.1.5 with the proper fix. Simply redownload it from the same link and apply to a clean iso.
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Thanks for letting me know. This has now been fixed and a new patch is being uploaded.
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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.
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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 ?
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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. ?
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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.
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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. ?
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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!
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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 ?
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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 ?
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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.
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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 ?
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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 ?
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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.