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StarsMmd

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Posts posted by StarsMmd

  1. 21 hours ago, SirL4ncelot said:

    Prankster.

    Foul Play

    WillO-Wisp

    Shadow Rush

    Recover

    The error occurred regardless of the move I used.

    Do you think you'd be able to send me your memory card file so I can test it directly?

    20 hours ago, SenpaiSalt said:

    Hi Stars,

     

    Like a majority here, I really love with what you've done with XD here, shame XD isn't as well known as the other pokemon games.  I'm currently in a bad spot and could use some assistance if possible.  I'm at the point of the game where I have to battle Greevil and the game crashes/freezes whenever Shadow Rayquaza uses Shadow Ascent.  I've tried re-patching a clean ISO file and using my save states through that more or less breaks the game albeit I've noticed some changes with my current Metagross going from Tough claws to Clear body, Salamance going from Aerilate to Moxie and the levels and the team for Greevil being changed such as Lugia going down to Lv 60 and Mewtwo and Deoxys being replaced with Milotic and Scizor for example.  I'm kinda in a deadlock here as this also changes up his previous shadow pokemon line up like Latios, Latias being changed into things like snorlax and other things that have been captured prior.  Another small issue I've noticed is that the Shadow Groudon I've had has his shadow gauge seeming stretched out and his moves completely changed from Shadow burn, shake, smash, terrain changed to only shadow switch and shadow snooze. 

    I really appreciate the effort put into the hack and is definitely one of my favorites but I could really use assistance towards this as I currently can't complete the game and trying to deal with a full team of shadow pokemon with shadow rayquaza crashing it everytime is a bit frustrating.  

    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.

  2. On 6/10/2018 at 12:57 PM, SirL4ncelot said:

    Hey Stars,

    Firstly I want to say that I immensely enjoy your game. XD has always held a special place in my heart and you managed to relight that fire.

    Secondly I think the game could really improve from adding friendship berries. Whilst I want to incorporate shadow pokemon into my team I find myself not doing so out of fear that I might end up with a gardevoir with high attack ev's or a gengar with loads of special defense ev's. Having friendship berries could eliminate that restriction. Perhaps you could have the vendor in the outskirt stand sell them rather than his usual Pokemart load of potions, revives and balls.

    Your's Sincerely,

    Me

    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.

    16 hours ago, Largeprune said:

    I am having this issue whenever I try to save my game. How do I get around this? I know it is something to do with save states, but I don't know how to get around this issue.

    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.

    1 hour ago, SirL4ncelot said:

    On a side note I have been getting crashes while EV training Sableye. At least I think I have distilled the problem to only occur when Sableye was active in the battle. The game froze up the moment I had selected the target of my 2nd pokemon's move.

    Sableye has been detained in PKMN prison for the time being.

    Which ability and which moves does it have?

  3. 36 minutes ago, purebutter said:

    The shadow Lucicolo was already caught in a previous battle with him and he now has a Shadow Politoed + several regular Ludicolo. I attempted the battle about three separate times taking different actions but each time once I had him down to one Pokemon and was about to finish off the battle, the game would freeze when I would select my moves. I don't think it's tied to one particular pokemon of his, because at least one time his final pokemon was the Politoed, while the other two times it was one of the Ludicolos but I can't remember which level(s) they were.

    My team is Umbreon, Swampert, Sceptile, Clefable, Shelgon (all purified), and Shadow Alolan Marowak. I had a different combination of pokemon left on my own team for each crash, and also experimented with selecting different moves to see if there was one particular move that was causing it, but no matter what moves were picked, even if I chose an item or "Call", the game would freeze as soon as my choices were selected.

    It may be related to a bug a user posted about a few posts back relating to status conditions, because I think in at least 2/3 of the scenarios or possibly all three his last pokemon had a status condition. I can try to attempt the battle again but make sure that his final Pokemon does not have a status condition.

    EDIT: I just tried again and made sure not to inflict a status condition on his last Pokemon and was able to complete the battle without a crash! So I think that may have been the cause. I just want to thank you again for not only making this hack but being so dedicated to updating it and trying to fix these bugs. :)

    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. 

  4. On 6/1/2018 at 3:44 PM, purebutter said:

    Thanks so much for making this hack! I've been really enjoying it so far. The new mechanics are wonderful and the difficulty is at a great level of being challenging without requiring excessive grinding.

    However I've recently run into a bug that has gotten me stuck. In the battle against Mirror B. at Outskirt Stand (when you first visit the area) whenever I get him down to his last pokemon, the game freezes when I try to select my next move, no matter what I select. I've tried the battle multiple times and it's happened each time when I get him down to one pokemon and then select my moves.

     

    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?

    On 6/2/2018 at 5:47 PM, PinkOnion said:

    Orre Singles is done.

    I did notice a couple of things during play today.

    A few text things from Orre:

    Gonzap's opening dialogue misspells Snagem as Sangem

    whew isn't capitalized in Willie's loss dialogue

    aaaargh isn't capitalized in Set 7's semi-final dialogue.

    Also noticed a couple of interesting moments where Choice locked Pokemon Struggled to death despite having other moves.

    Examples of that are Purple's Kingdra running out of Draco Meteor(Still having PP for Dragon Puilse/Ice Beam) and Red's Typhlosion running out of Eruption.(Didn't try to use any other move.)

    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.

  5. 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.

    On 5/26/2018 at 11:58 PM, tjallan53149 said:

    Hadn't noticed it in the documentation or change log, so I figured I'd go ahead and ask just in case-

    1. In Gen III, type-boosting hold items (Miracle Seed, Charcoal, Mystic Water, Spell Tag, etc.) only boost their respective moves by 10%- this boost was increased to 20% in Generation IV-onward. 

    2. And just for clarification on some move/ability descriptions, does Rage Mode boost the power of all of the users moves by 30% or just its Shadow Moves? (I'm assuming the latter)
    3. I also imagine the Aura Booster boosts the power of Shadow Moves, not all of a Shadow Pokemon's moves like the description implies, correct?

    Also, this-

    4. This absolutely blows my mind. o_0
    As someone who only really has experience working on GBA ROM hacks (with over a decade's worth of development tools making the it easier than ever) , I can't even imagine how much time and effort went into learning how to hack and re-program this game; you have my utmost respect @StarsMmd.

    5. PS. Since you've already programmed Deoxys-A in the game before, have you considered replacing a Pokemon like Sentret for Deoxys-Attack so that we don't lose it forever?  That's easily one of my favorite forms, though Deoxys-Defense (AKA Deoxys-Uxie form) isn't necessarily bad (especially after you buffed its HP from 50 to 70, putting its defenses just under Registeel range rather than being literally almost identical to those of Uxie).
    Since you don't have Hypno either, maybe you can consider replacing Drowzee w/Deoxys-Speed form as well, since I'm pretty sure the 3D models of all 4 forms are in the game thanks to its compatibility with all 5 Gen III GBA games.  Just some food for thought. : )

    Also just noticed, RIP Mantine as an obtainable Pokemon. >_<

    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.

    On 5/27/2018 at 3:02 AM, Nuxl said:

    Maybe this is unnecessary, but is it possible to add a setting for singles/doubles with Orre Colosseum for the other colosseums?
     

    It's definitely possible, but it's a lot more work than it's worth.

    On 5/27/2018 at 4:05 AM, Hecto said:

    Wow, good work on adding the prompt for Orre Colosseum! Good work as always. It's amazing that you put three years of work into the library to trace out the game's assembly. I wish I had the patience to do something like that with a game that I want to mod like Paper Mario TTYD. If I wanted to do something like that, would you have any recommendations on where I could begin?

    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

    On 5/27/2018 at 6:17 AM, Nuxl said:

    Will be streaming a permadeath run at twitch.tv/nuxl over the next week or somes. The VOD is up for the first two hours.
     

    Is this still going on? When's the next stream?

    On 5/27/2018 at 8:30 PM, wakeandblake said:

    i purified shadow blastoise and i'm not sure if this was a one off thing but he learned shell smash twice? just wanted to let you know incase you weren't aware of it yet

    This was fixed in the previous upload. Thanks ?

  6. 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.

    1484284692_ScreenShot2018-06-01at14_34_24.thumb.png.932d2d233afc4291bd5b3625655e5f1a.png

    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

  7. 1 minute ago, SkywardHelio said:

    Thank you so much, everything is working again. Amazing work man, I've been loving playing through this. Thanks for all your hard work! :)

    That's good to hear ?

    Sorry about the bugs. Hope you can enjoy the game again now!

  8. 1 hour ago, SkywardHelio said:

    Thanks for the fast fix Stars. It seems status effects are still broken though, tried to use sing/thunder wave and got another crash. Catching pokemon was fixed though.

    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.

  9. 3 hours ago, SkywardHelio said:

    I just patched to v1.1.4 and booted up the game and got a pokéspot alert and when I went there and used sing/sleep powder/will-o-wisp my game crashed, tried it 3 times to make sure it wasn't a coincidence. Tried thunder wave as well but it doesn't cause a crash. 

    Edit- Had another wild pokemon, thunder wave did cause a crash this time. I got a para from discharge and that caused a crashed as well. So I'm guessing just all status conditions are broke atm. I also just tried chucking a ball at it and that caused a crash too.

    2 hours ago, spiri7omb said:

    Can also confirm this, just tested myself and the game crashes when I use status moves and when I switch out.

     

    Thanks for letting me know. This has now been fixed and a new patch is being uploaded.

  10. 3 minutes ago, ShinyHunterTyson said:

    Hey Stars,

    As a fellow programmer, I was wondering what language most of the code for XD is in, as well as what IDE you use to edit the code within the game. I'd love to learn how to edit the game and (maybe?) help out in the future in any way possible. I love programming but find that theres not enough applicable scenarios to do it in everyday life. In the short time I've known about this ROM Hack, I've fallen in love with it, as well as the community you've created.

    Thanks for all you do. 

    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.

  11. On 5/23/2018 at 7:50 AM, Hecto said:

    Thanks for updating the Colosseum matches to go back to doubles! Though I notice that there isn't a prompt to ask for a preference, it's just back to doubles altogether. I doubt that would be maintainable across updates to have single and double branches. Is that a future plan and this was just a quick, temporary fix, or...? It seemed like you wanted to give Singles a shot, so I wouldn't want you to scrap the idea entirely just because I asked for doubles to return.

    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 ?

    6 hours ago, PinkOnion said:

    In Mt. Battle Area 8, there was a Dragonite that used Outrage, but it wasn't locked into it, as it went for Aerial Ace immediately after.

    Managed to find and fix the outrage issue in v1.1.4 ?

  12. 14 minutes ago, PinkOnion said:

    Just chiming in with a few other things I've noticed and remembered during my off-stream training.

    In Mt. Battle Area 8, there was a Dragonite that used Outrage, but it wasn't locked into it, as it went for Aerial Ace immediately after.

    Also, Snattle's Porygon2 still has Trickster when it's technically impossible now, in both fights that it's in.

    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. ?

  13.  

    17 hours ago, tjallan53149 said:

    Cool, thank you for your answers!

    Anything to note regarding Gen III Vs. Gen IV+ spread damage?

    I hadn't realised the spread damage had changed between generations. I'll see what I can do ?

    16 hours ago, Slayerspear said:

    Where can I find the updated patch?

    It's not done yet but should be done tonight.

  14. 1 hour ago, tjallan53149 said:

    I have searched high and low, on every single page of this forum, through all of the documentation, and via Google, and for the life of me, I cannot find the evolution guide for this game.

    I saw that Scyther evolved into Scizor via level-up when Stars mentioned it in a reply several months ago, but I have no idea how to evolve Poliwhirl into Politoed (or if I even can evolve Poliwhirl into Politoed), how to evolve Slowpoke into Slowking, if/how Clampearl evolves in this game (assuming there's ever a means of randomizing this game), or what level Haunter, Kadabra, Graveler, Machoke, Onix, Seadra, or Porygon evolve into their respective "Trade Evolution" forms.

    Did I simply miss a document/post that outlined these things?  I'm compiling a table of renewable Pokemon in this game and at the very least, I need to know if Pokemon like Politoed and Slowking can be obtained via PokeSpot evolution or if those branch evolutions simply aren't possible, in which case the Shadow Politoed and Shadow Slowking become far more valuable (and in turn, their Natures and IVs become far more important).

    On a side note, I find it quite interesting that Jynx, the only Ice/Psychic type in the game, was changed to Ice/Fairy despite Alolan Ninetails being in the game.  Granted, it does have some niches in the form of Lovely Kiss, higher overall Speed and Special Attack, and the ability to not summon a hailstorm upon entry and thus generally allow better team-building synergy among a wider pool of potential teammates.  And design-wise, I could definitely buy it being a Fairy type if I didn't know any better.  I don't necessarily dislike the change, but I do admittedly miss its unique Psychic/Ice typing, along with its STAB Psychic moves and lack of x4 weaknesses.  That being said, I can't deny that its new Fairy typing does some pretty cool things for it as well.

    @StarsMmd If you're ever up for it, I'd love to hear your thought process behind the typing-change, as I'm sure it would allow me to both better understand and appreciate it.
    (and thank you for your patience with me, because I know I've kind of been sending you a barrage of trivial questions as of late)

    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. ?

  15. On 5/20/2018 at 8:09 PM, spiri7omb said:

    Hey @StarsMmd, I'm playing on 1.1.3 and my shadow Poochyena was caught with Fur Coat, but when I purified it, the ability changed to Rattled.  Also, the description for Rattled says "Prevents item theft" instead of what it actually does. I'll post again if I find more bugs.

     

    screenshot

     

    Edit: Moxie says "Powers shadow moves"

    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.

    On 5/20/2018 at 9:18 PM, PinkOnion said:

    There was one thing I noticed, during the battle with Matt for the System Lever, his Primeape was getting double Moxie boosts after KOing something with Close Combat.

    Thanks for letting me know. I've now fixed this issue for the next update.

    On 5/21/2018 at 3:24 PM, Karametrachat said:

    Just finished the game, patch fixed the Greevis battle. Out of curiosity, would it be possible to add the ability to remove the snag machine after all shadow pokemon are captured and purified like in the alt ending?

    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! ?

    On 5/21/2018 at 4:10 PM, PinkOnion said:

    Whilst doing some grinding in preparation for today's stream, I've noticed a couple of things.

    Close Combat's stat change animation is different, showing a raise instead of what the text says, which is a drop.

    Tail Glow is also inverted in this way.

    And Storm Drain apparently blocks the user's own Rain Dance, which isn't right.

    Also, I forget if you mentioned this before in another post, but Moxie, Storm Drain and Lightningrod all use the blue increase stat indicator for Speed instead of the actual stat.

     

    On another note, the stream will be live shortly.

    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.

    On 5/22/2018 at 2:52 AM, tjallan53149 said:

    Tyranitar can't learn Flamethrower.
    This made me beyond sad since I'd designed my team specifically with that in mind and was the whole reason I was running a Naughty Nature over Adamant.
    Small nitpick I know, but it's just so incredibly sad.
    Could you perhaps find it in your heart to allow Tyranitar to breath fire once again at some point in the future?
    My T-Rex just isn't the same without being able to reliably nail things like Skarmory, Scizor and Foretress on the Special Side like it could since Crystal Version.
    If not, that's okay, I still greatly appreciate the hack.
    (melodramatic post aside, you really should consider adding it to its movepool at some point in the future. ;) )

    You should also consider replacing Feint with something like Follow Me since it sounds like you've removed Protect from virtually all NPC Pokemon, effectively making the move an inferior Quick Attack and virtually useless.
     

    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.

    20 hours ago, Matiri said:

    Not sure if it's been fixed but in 1.0.7, herb items would just not work at all. It would always say that "it is meaningless" to use it.

    I'll look into it. Thanks for letting me know.

    12 hours ago, FlareBeast said:

    So I'm in ONBS tower right now fighting the commander and Granbull's Rattled ability is just shutting out all of my moves completely - Tried using Hyper Voice, Dazzling Gleam, Extrasensory, Mud Shot, Water Pulse and Yawn on it and every time Rattled is activated and its completely blocked. Had this problem with Shadow Poochyena in Gateon Port too but Shadow Stealth worked there and I was able to catch it. No such luck with Granbull - it isn't shadow and I don't have any shadow pokemon in my party. How do I hit something with Rattled? 

    EDIT: Okay so apparently Crunch works so I'm guessing that you can only hit that pokemon with not very effective moves (like a reverse Wonder Guard)? a) That's a little bit OP b) but why though? The in-game description says "prevents item theft" and the general description of Rattled is "Speed is raised by one stage when a pokemon is hit by a ghost, bug or dark move" so why does it just shut out everything bar not very effective moves?

    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.

    8 hours ago, Hecto said:

    Thanks for updating the Colosseum matches to go back to doubles! Though I notice that there isn't a prompt to ask for a preference, it's just back to doubles altogether. I doubt that would be maintainable across updates to have single and double branches. Is that a future plan and this was just a quick, temporary fix, or...? It seemed like you wanted to give Singles a shot, so I wouldn't want you to scrap the idea entirely just because I asked for doubles to return.

    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!

  16. 20 hours ago, tjallan53149 said:

    @StarsMmd Were this game not specifically designed to team build exclusively for double-battles, I'd say making the Colosseums single battles is pretty cool, but a lot of my Pokemon are kind of garbage in single-battle format; Orre Colosseum in particular being the "Competitive Pokemon"/Battle Tower-esk Colosseum doesn't make much sense as a Single Battle Colosseum since you're spending the entire game refining a team specifically designed for Doubles.

    Finally, I meant to ask this question quite a while ago but forgot to do so- is there any way to lower EVs in this game?  Such as EV-lowering berries or an EV-resetting NPC?

    Let me know if you'd like me to compile a log of potential errors I find when playing through the most recent patch and I can send you a word document outlining them if you'd like

    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 ?

    13 hours ago, Hecto said:

    Wow, you're really on the ball this weekend for patching the game with all these hotfixes! This is just that reminder that you asked me to make about adding a quick option or prompt to set Colosseum battles to either the Single or Double format.

    Keep up the amazing work -- Even after all this time it still makes me so happy to see an old favorite of mine get these kinds of mods.

    Ah yes, thanks for the reminder. Will get that uploaded shortly.

    Edit: v1.1.3b (colosseum double battles) <-- apply to a clean ISO

    1 hour ago, PinkOnion said:

    Early in the stream today playing 1.1.2, none of the type resistances or weaknesses seem to be working.

    @StarsMmd

    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 ?

  17. On 5/18/2018 at 12:45 PM, PokemonMaster899 said:

    I typed  a random Pokemon game on google because i was bored and i found this game before i signed up to this website and i played it for a while and it was really good very fun game to play this @StarsMmd for putting so much effort into making this game and others that helped him i recommend it to other people to play the game as well.

    thanks again @StarsMmd for the Game

    Much appreciated 

    I really appreciate that. Thank you!

    1 hour ago, Karametrachat said:

    @StarsMmd I am also having a glitch where Stone Edge is being deflected by the magic bounce ability.

    Thank you for letting me know. This has been fixed in v1.1.2 which is now available for download ?

    • Like 1
  18. 31 minutes ago, Karametrachat said:

    Im actually on 1.1.1. Downloaded it the day it was posted and started new game from that.

    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.

  19. On 5/16/2018 at 12:26 AM, Nuxl said:

    EDIT: Had another question; you mentioned Follow Me was removed for Wide Guard because of technical limitations. I always thought Follow Me was really cool for boosting moves. Now, a few months later, do you think it's possible to include both in the game or is it still one or the other?

    I theorised a strategy to reimplement follow me months ago but it's low priority right now unfortunately. 

    On 5/16/2018 at 12:31 AM, LoyalLedger said:

    Hi there. I made an account here just because of this mod. I think it is really awesome that you took one of the few 3d Pokemon games and managed to mod it so thoroughly. I am super impressed, and I think this adds a lot to the game in terms of making it more replayable and enjoyable.

    I totally acknowledge and respect that this game seems to require players to build teams and battle in a way much closer to competitive Pokemon battles online, but the extremely overpowered attacks coming from every enemy while even my super effective attacks fail to OHKO is upsetting.

    Also, something weird I noticed going from 1.07 to 1.1.1 is that my movement stick on an Xbox One controller now has a weird glitch. Holding too far on down actually sends my character in the opposite direction. This never happened before I updated, and my controls have not changed. Not sue if that has anything to do with the rom hack though.

    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. 

    On 5/16/2018 at 5:57 AM, Hecto said:

    Is it a similar method to using GCRebuilder to extract and rebuild, and the other peripheral tools associated with changing around the assembly? Because if so, I'm familiar with the process.

    But either way, thank you for looking into adding in that functionality~ I think it'll add some replayability, too, being able to switch from singles to doubles for Colosseums, particularly endgame.

    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.

    14 hours ago, BeefyBidoof said:

    Loving this game so far. I do have an issue, however, running a good number of areas at 100% speed for some reason. My computer is more than capable of handing games like these and I have all of the recommended settings, but somehow there are few areas where I don't lag.

    The worst and most notable area would be the Agate Village shrine. While most other "laggy" areas (Agate Villiage, the first Cipher Hideout south of Mt Battle, docks of Gateon Port) typically drop to 75-80% speed, the shrine falls to about 50%. What's more, the purification scene plummets to a whole 15 frames and runs at 20% speed, making it an absolute disaster to purify anything. If not an issue of the game, could there be anything in the settings to resolve this?

    - Playing 1.1.1 on Dolphin 5.0

    Try checking your graphics settings. There are a lot of options there which affect performance significantly.

    13 hours ago, windwakemeupinside said:

    Oh shit, an update? Thanks man! Will have to give this a fresh look now [I'm probably going to restart my save and stuff.] Thanks in advance, this is an awesome hack.

    Thanks! ?

    15 minutes ago, Karametrachat said:

    I'm kinda stuck at end game. Failed to catch Salamence and Snorlax in battle. Went back to rematch to try and catch them. Only salamence was there. After catching that if I go back to rematch again he will have no team and after i try to attack the battle will end. Snorlax is last shadow pokemon I need to catch before battle on the light house.

    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 ?

  20. 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

    6 hours ago, Hecto said:

    Hmm... I'm not really sure how I feel about the single battles for Colosseums. I decided to give it a test shot (my postgame save file was compatible enough to function) and I went to Orre Colosseum, and you made those single battle, too. It's interesting, but... I don't know. I always felt like Colosseum shined the most for its focus on Doubles, and to have the hardest challenge of the game become a Singles format doesn't sit right. I'm totally biased--Double Battles are my favorite, and it's a big reason why I like the Orre series so much to begin with.

     

    Would there be any way to make this sort of thing configurable? Like an additional prompt, "What battle format would you like to fight in?" or something like that. Alternatively, what bit do I have to flip to patch it back to Doubles myself? I'm hoping changing a format for a particular set of battles is as simple as changing a few flags...

     

    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 ?

  21. 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.

    15 hours ago, wakeandblake said:

    I popped in for memory sake, played this a while back and I wanted to maybe replay it. So funny that the day I choose to is the day the update drops. Thanks for all your hard work. Really excited to check out this update and relive a childhood game again. :)

    edit: With the second starter being changed and the first shadow pokemon being changed, the old ones (Beldum & Ralts) are named specifically, so that's a small thing that needs to be updated. There could be more situations of this but I noticed it from Aidan and the Battle Sim guy at the beginning. I'll keep an eye out.

     

    Thanks I'll get those fixed right away!

    14 hours ago, PinkOnion said:

    @StarsMmd

    Edit: Just managed to get the game running, I'll take a looksee at what I can find.

    Good to hear. Will you be streaming again?

    12 hours ago, Aurorans said:

    Hello, can I possibly make my own hack, or does that require a lot of programming (Which, I know none of... and am too lazy to think of working my brain... I work with user interfaces, not programming languages)

    Also, when can I expect a hack tool to drop for Windows? Or is that also out of the question? I can't afford a mac, really.

    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. 

    6 hours ago, charliemew2 said:

    @StarsMmd

    Hey man, game crashes when I try to go to the Oasis Pokespot right after Duking gives me the Pokesnacks at the first one. Just thought I'd drop it in, since I'm enjoying the hack so far and would like to continue. I'm playing version 1.1.0

    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. ?

    5 hours ago, Nuxl said:

    Cool to see this hack release a new update! Can't wait to play this game again!

    Few questions though:

    Ampharos is no longer electric/dragon, it seems? I think this change made more thematic sense because of the mega compared to the fairies(even though I personally liked ghost fairy misdreavus and such). For what it's worth, Sceptile is also part dragon so I was unsure if this was intentional.

    Could you separate the documentation from the patch file into it's own individual download? 

    Have you received contact from Tux about the save editor?

    give zigzagoon extremespeed, yeah? haha

    Thanks for all your hard work on this great game.

    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.

    5 hours ago, ShinyHunterTyson said:

    I love what you're doing with the game. Just a question though:

    You said that you're making strides in displaying the proper overworld models for wild Pokémon, which is awesome, but it raises suspicions on what you could accomplish with it.

    Is it beyond the system capabilities to load the model as a stationary NPC that when interacted with, triggers a battle akin to a wild Pokémon battle? (ie. Putting a Pokémon at the heart of Pyrite Cave like Mewtwo in Cerulean cave)

    I feel like it would add a reason to explore every corner of the game and be rewarded for doing so.

    Cheers!

    I like the way you think.

    I already have a few of those in the game ?

    2 hours ago, Hecto said:

    According to the change log, Colosseum battles were set to singles except for Mirror B. Does that include Orre Colosseum, too? Why the change, in general?

    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. 

  22. 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.

    On 5/3/2018 at 7:09 AM, Hecto said:

    Wow, thanks for all the replies--it's really cool that you're trying to reintroduce Pyrite Cave! Do you plan on making it a postgame dungeon or something optional in the midgame? It's too bad that The Under might be beyond the scope of this mod since unlike the Caves, Under was totally purged from the data.

    That reminds me, you mentioned removing models to make room for new ones. How "full" is Gale of Darkness? In terms of the bytes that can be written to a GC disk, is this game basically filled to the brim?

    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.

    On 5/9/2018 at 7:35 PM, Tzuzu said:

    Alolan Sandslash would be cool to have alongside ninetails, and maybe have marowak moved to another battle?

    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!

    On 5/11/2018 at 11:48 PM, AlexY0113 said:

    Hi there new to patching Gamecube games, I'm having a problem with NUPS every time I hit patch my computer freezes completely and I have to do a hard shutdown. The Hack looks amazing and I would really love to play it but I cant find any othe UPS patchers and I cant get NUPS to work for me any advice would be helpful thank you!

    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.

  23. On 04/05/2018 at 3:55 PM, ThePokeChamp2002 said:

    Hey I am glad to see you back again XD. I wanted to ask if you could make some pokemon xd gale of darkness randomized patches for me since I dont have a mac osx to randomize myself. I only want trainers randomized and the shadow pokemon randomized and if its possible, I would also like it if the pokespots are randomized. Thanks in advance!:D

    here you go :-)

  24. 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 :-) 

    On 18/12/2017 at 2:09 PM, Amaranthis said:

    Will be starting from scratch again so its easier to find any bugs and etc.

    Could you give small speak peak on what you are planning for XG? (somehow bringing back colosseum area's like the under and the cave?)

    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!

    On 20/12/2017 at 12:34 AM, Firedude9001 said:

    Not sure if this has been talked about, but I may have found a bug with Mirror B. I'm currently at Cipher Key Lair, and Ludicolo is the only shadow I've missed, but he has yet to reappear. Every other time I miss a shadow, he appears pretty quickly. So, I don't know if I'm just unlucky or if it bugged out on me. Is there a way to fix this without starting over?

    Did you ever manage to get it in the end?

    On 27/12/2017 at 1:25 AM, TheYushu said:

    Hey Stars, looks like there may still be an issue with Duking's trades. I tried trading a Chansey (Lvl 18, Party Slot 6) for a Quilava, and while Duking doesn't refuse the trade and immediately crash after, he now completes the trade and crashes once the textboxes clear. Shown below is the last successful message from Duking before the game soft-locks, followed by an admittedly useless screenshot of everything being frozen (Different attempts, ignore the different positioning of the models).

    I play on Dolphin 5.0-5774 with Dual Core disabled to prevent other crashes. No error messages (Panic Handlers are enabled) appear during the softlock. 

    Happy Holidays, and Happy New Year!

    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.

     

    On 28/12/2017 at 4:58 PM, Amaranthis said:

    Something here isn't all that right

    .903c2948bf.jpg

    Most definitly something is definitly not right here.

    1db66a9e65.jpg

     

    Just a question but do you need items for Seadra, Scyther and etc to evovle or the items? If you need the items where can you get them? And if its levels at what level do they evolve

    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 :-)

    On 10/01/2018 at 3:51 PM, Grip55 said:

    Just wondering... do Pokémon with Mega Evolutions in Gen 6+ have their Base Stats set to their Mega Stats? (So starter Metagross has Mega Metagross' Stats) Also, what about Charizard and Mewtwo?

     

    BTW, will the final version with fixed NPC mon movesets be compatable with the current version, or will we need to start a new game again?

    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.

    On 17/01/2018 at 10:15 PM, Shadolo said:

    I'm not sure if this has been mentioned or is intentional, but in the PC box men, when you select a Pokemon, one of the options for manipulating it is "Naps". It's that marking tool I never use. Thought I'd put that out there.

    Treecko has the ability iLightnngrod. I'm not sure if that's intentional. The other ability changes have made sense thus far, but I'm having trouble seeing this one.

    Also ,TM03 , U-turn, has the following description: "Radiates a beam of light that may confuse."

    Enjoying the game, btw. I loved XD, and I appreciate the cleanup you've put in here. Thanks for doing this!

    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 :-)

     

    On 23/01/2018 at 6:36 AM, Hecto said:

    Why does the AI spam Protect... like... crazy?

    I'm not sure if there are different sets of AI for different trainer levels / skills, but I'm currently in the middle of freeing Phenac City, and the protect spam started there, as well as Pyrite Colosseum.

    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.

    On 30/01/2018 at 11:30 PM, Xeno1023 said:

    so due to some circumstances i have a mac now...so im trying to patch the XD.iso with 1.07.2 and its says patch file cannot be opened. i am using multipatcher. do you know what i am doing wrong of if their is another patcher for OS x?

    I used multipatch to create the patches so it's the best option in theory. Are you sure you unzipped the right patch file?

    On 03/02/2018 at 6:40 PM, Grip55 said:

    Recommended settings:

    High End Computers:
    Run as admin
    Config -> General -> Untick Dual Core and Cheats (Optional, but less likely to cause crashes)
    Config -> Interface -> Untick Use Panic Handlers
    Config -> Audio -> DSP LLE Recompiler
    Graphics -> Direct3D 11 or OpenGL
    Graphics -> Hacks -> Texture Cache Safe
    Pokémon GX (XD) Properties -> GameConfig -> Tick Synchronize GPU Thread (Only use if you keep Dual Core enabled)

    Low End Computers:
    Run as admin
    Config -> General -> Untick Cheats (Optional, but less likely to cause crashes)
    Config -> Interface -> Untick Use Panic Handlers
    Config -> Audio -> DSP LLE Recompiler
    Graphics -> OpenGL
    Graphics -> Hacks -> Texture Cache Safe
    Pokémon GX (XD) Properties -> GameConfig -> Tick Synchronize GPU Thread

    Thanks again for this!

    On 08/02/2018 at 5:38 PM, Pokenar said:

    I was looking at my party and..

    Is... is this intentional?

    znksmOl.png

    NnTRzdF.png

    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?

    On 18/02/2018 at 8:51 PM, Rowigrath said:

    Ahh darn. Oh well. Thanks for the info! Oh, do you know if it's possible to evolve Bonsly? I know that normally it evolves upon learning Mimic, but I went to the Move Relearner and Mimic isn't available, despite Bonsly knowing it at lv 15 and it being lv 40 when you receive it.

    Bonsly evolves at max happiness in XG :-)

    On 19/02/2018 at 7:45 PM, Shiou said:

    I'm playing this hack through Dolphin 5.0. Whenever I save my game through the menu I get an error telling me there is no XG save file/ Save failed. Is there anyway I can fix this or am I stuck using save state/lead state.

    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.

    On 20/02/2018 at 8:48 AM, Hecto said:

    So... Sceptile is Grass-Dragon to account for its mega. Ampharos is Electric-Dragon to account for its mega.

    Charizard has a mega that's Dragon-Fire. Eh? Eh...? Charizard finally gets to be a dragon?

    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.

    On 26/02/2018 at 6:41 AM, Hecto said:

    I found a consistent game crash that takes place in the postgame against Rider Phil of Pyrite when he has Shadow Solrock. It seems that any time Aggron is allowed to choose a move, the game does a hard crash. This happens in both the stable Dolphin 5 and the unstable build 5.0-5944. Difference is stable 5.0 causes a crash that breaks the music as well, while 5.0-5944 has the music loop the most recently played few seconds of the track. I captured the error logs specifically. If I have any theories, based on the documentation, it might have something to do with the fact that Aggron knows Gear Shift? Seems only Robo Groudon knows it otherwise, and trainers in the battle CDs, which aren't yet active, if I remember right. Could that be it?

    FOR THOSE WITH THE SAME ISSUE, THIS IS THE WORKAROUND:

    In order to complete the battle, you need to defeat Aggron before it can even DECIDE which move to use. This glitch happens when A, Aggron is on the field, and B, you finish selecting your moves. The moment you make the final button press, in which the pokemon start attacking afterward, the game hard-freezes. SO TO AVOID THIS... you need to make the trainer switch out a pokemon and send in Aggron, and then have your pokemon preemptively attack the pokemon that had been switched, which would therefore attack Aggron instead, and defeat Aggron before the turn ends.

     

    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.

    On 09/03/2018 at 10:41 PM, Slayerspear said:

    So the cave spot seems to be broke. Anyone else have this issue?

    Could you give more details on the issue?

    On 18/03/2018 at 11:28 PM, Hecto said:

    I beat the game, including Mt. Battle and Orre Colosseum! The postgame additions were great! A few things to note, that I think would be a great addition as well:

    The (story) final boss glitches out if you fight him again but you captured all his Pokemon. He sends out nothing (as in, it literally shows the animation of him throwing a pokeball, but then goes right to the player summoning his, and it says "Greevil sends out !" And after assigning your first attacks, the battle victory plays and you gain 0 pokedollars.

    I remember in the original, he had a team of replacement non-Shadow pokemon on his team when you capture his Shadow Pokemon. Seems like a good opportunity to make him a postgame superboss or something?

    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.

    On 24/03/2018 at 3:57 AM, Sunbeam said:

    Hi all, just got the patch working, and I really like the changes that I'm seeing so far! Quick question, is the Beldum at the start of the game automatically shiny?

    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.

    On 07/04/2018 at 10:11 PM, tjallan53149 said:

    Absolutely loving this game so far!
    I'm not seeing anywhere else to post programming errors, and this forum is quite large, so I'm sorry if these things have already been said, but I do have some things to note in case they haven't:

    1.) Shadow Gift is outright broken; it's supposed to give +1 defenses to the Pokemon it swaps to, but instead, after swapping, it gives the error "But (insert Pokemon here) doesn't have any PP left to use this move!"  This is the case for both normal and shadow Pokemon that swap in after using Shadow Gift, and I have yet to find a way to get the move to do what it's supposed to do.

    2.) Whirlpool only does 1/16 damage at the end of every turn despite many moves (such as Shadow Sky) being buffed to the Gen VI+ 1/8 damage at the end of each turn.  I haven't tested things like Wrap and Fire Spin yet, so I'm not sure if these moves are still at 1/16 as well or if they've been buffed to 1/8

    3.) Granted, this one is less of an error and more of a potential oversight, but Combusken is unable to learn Thunderpunch via Move Tutor despite it being able to learn it from move tutors since Emerald Version.  Was this simply done for balancing or was it just not programmed into its move-tutor compatibility?  Is Blazeken at least able to learn it via move tutor?

    Another thing I haven't been able to find yet when researching this game online- does this game use Generation III base stats (example: Macargo 50 HP 50 ATK 120 DEF 80 SPA 80 SpDEF 30 SPE) or have all Pokemon been buffed to their Generation VII base stats (example: Macargo 60 HP 50 ATK 120 DEF 90 SPA 80 SpDEF 30 SPE)? Or have they perhaps just been buffed to their Generation VI base stats?  This would be great to know for team-building purposes.

    Regardless of whether or not you get around to answering these questions, thank you so much for creating such an amazing hack of one of my favorite games!

    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.

    On 08/04/2018 at 7:42 PM, jmcm1997 said:

    Where can I buy shade balls?

    The ones Prof. Krane gives you are all you get :-)

    On 10/04/2018 at 10:14 PM, tjallan53149 said:

    Thank you so much!
    I compiled all of the base stats of the fully-evolved Pokemon and some significant NFEs and noticed that both Hypno and Furret don't have any base stats or move tables- are they not programmed into the game?

    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. :-)

    On 13/04/2018 at 11:53 PM, acetrainerapril said:

    Are evolutionary stones more readily available now? I just caught Shadow Pikachu (yay!) and I love Raichu, so obviously I want a Thunderstone, but XD was notorious for not having extra stones. I see Raichu is on the list of available Pokemon along with Eevee in the wild, so I assume there's extra stones somewhere?

    They are on slae in the pyrite pokemart.

    On 16/04/2018 at 4:05 AM, ShinyHunterTyson said:

    Why did you make Deoxys in his attack form in this game? The reason he was normal form in the first place was because he has enough defence to live more hits than attack form and he's not as physically weak as defence form. It was quite the disappointment. 

    Aside from the fact that shadow Deoxys would be much better as normal form, it's a good hack. Great work.

    Edit: Animations for some of the shadow moves are a bit choppy. Not only that but some of the trainers on Mt. Battle use protect A LOT. 

    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.

    On 19/04/2018 at 9:32 PM, a_galvantula said:

    Hey, is there a way in the future to just delete Protect from the opponents? Or at the very least, disable it in the Colosseums/Mount Battle? I an sick and tired of the AI choosing to use Protect with all there pokemon for 5 turns. Hell, they use Protect so much that THEY RAN OUT of protect in battle before I could kill one of them.

    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.

    On 23/04/2018 at 4:58 AM, CallMeHutch said:

    I just want to thank you for reimagining one of my favorite games from my childhood. I had just finished playing the original when my curiosity led me to search online for a possible mod, and, boy, did I stumble down the rabbit hole. I'm addicted. I can't stop myself from playing, and I feel like I'm a kid again, exploring a whole new game. I've only finished up to Phenac City, and I love just about everything you've done with XG.

    My only complaint is that a lot of Pokemon know the move protect (especially on Mt. Battle), but rather than making the game more "difficult" per se, the unnecessary Protects make the game less enjoyable as you wait and wait and wait for the move to fail before you have the chance to knock out their Pokemon. There was a time on Mt. Battle where a Bellossom used protect 4 times in a row. I didn't even know you could use it that many times lol.

    That's my only issue with the game. Please keep up the amazing work. I haven't had this much fun playing Pokemon since the first time I ever played.

    Oh and maybe releasing some kind of guide? If possible, I'd love to make a wiki detailing every trainer with their Pokemon, their moves, abilities, and such, kind of like how Bulbapedia does it.

    Thanks for the fun :)

    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.

    On 28/04/2018 at 3:56 AM, Javelin said:

    Hey, loving the hack! Just one question though, in the first bit of the changelog you say that you removed the 50% speed boost but I just had an instance of a Piloswine outspeeding a grovyle and manectric but I never saw you say that you re added the speed boost to the pokemon.

    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.

  25. On 17/04/2018 at 8:59 PM, azmodaus16 said:

    I have a problem, I still have not found the shadow Carvanha the major problem is i never saw it to begin with so the monitor just says "Downloaded from Shadow Output List" and aside from that i have 2 shadows to get from Greevil and the Ho-oh which I imagine is what in the original game would be the Dragonite however I have no clue if the radar will go off for Ho-oh if I don't have all the other shadow pokemon from Greevil and if the radar breaks afterwards then Carvanha will no longer be obtainable at all.

    I doubt there is an easily solution to this and I would rather not restart the game at all.

    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.

    On 18/04/2018 at 3:54 AM, Sachin chatur said:

    I have problem with Pokemon xg. The game auto close after I try to use second turn in Pokemon battle. I use unipatcher on Android and patched Pokemon xd usa iso file with Pokemon xg 1.0.7- 2 patch file. Is there any way to fix this problem on Android.?

    Apparently, disabling panic handlers in the dolphin options solves that problem.

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