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StarsMmd

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Posts posted by StarsMmd

  1. On 15/04/2018 at 12:20 PM, JagGentlemann said:

    I'm very thankful that someone made hacks for Colosseum and XD, they are my favourite games. But I hate the text changes in both of them. I just started Mausoleum and the meme text changes aren't even done well. The TV lady calls Team Snagem, Team Swagem, but Team Snagem members call themselves with the right name. I hate that name, but if anything, wouldn't the Team Snagem members the ones that should call themselves Team Swagem, to try to be cooler?

    Edit: Just finished Mausoleum... to be fair, I'm sad that you are the only one making mods for these games, because I hate your game design. The beauty of Colosseum is that you have limited options, but still plenty, to make different strategies, and the bosses have specific strategies as well. You just up numbers with stronger attacks and higher stat pokemon. I would say that you are my biggest monkey paw wish. Not only you made hacks I disliked of these games, but you also release tools to edit the games for fucking Mac.

     

    In case you missed it, this is what I wrote above the download link:

    Quote

    Also, I was previously working on a Hack version of Pokemon Colosseum. I started it long ago before I knew much about hacking so it's not drastically different but it does contain a few new moves, all new trainer and shadow pokemon and new TMs. I don't have plans to work on colosseum for a while but I thought I'd release what I'd done for anyone who may be interested.

    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!

  2. On 01/01/2018 at 4:17 PM, Admiral Curtiss said:

    It's been a while; did you run into any issues?

    Sorry life happened. I'll get everything sorted out soon.

    On 10/01/2018 at 4:25 PM, Grip55 said:

    Just wondering... can you make the tool for windows, instead of making the randomized .UPS yourself? Since I find using the randomizer tool just as fun as playing randomized games.

    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 :)

    On 15/04/2018 at 4:32 PM, FerozElMejor said:

    Can you compile the randomizer please (and the XD one too), I don't know how to do it, and I really want to use it.

    I would really apreciate it!

    I'm not sure what you mean :)

    On 22/04/2018 at 10:27 PM, aaaaaa123456789 said:

    Hey, someone linked me to this topic.

    Would you be able to release the source code (perhaps in a github repository or something like that)? I understand that you don't have the time to port the tool to other OSes yourself, but I know a few people who might be willing to.

    Thanks!

    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 :-)

  3. On 12/9/2017 at 12:20 AM, Admiral Curtiss said:

    Hello!

    I was wondering if you could release the source code of your randomization tool. I'd like to make a somewhat specific custom version of Colosseum for a friend, and having code that handles Colosseum's internal file formats for Pokémon and Trainers would be very helpful.

    Thanks in advance!

    I will aim to get that uploaded tomorrow :-)

  4. 6 hours ago, FlaresZ said:

    Do you got an estimate for this update? =O
    Also loving this game so far, I am doing end game grinding, but I mean that's fine.
    ALSO, I was happy to report how I find a random shiny Pokemon I trained up for my team.
    I hope you continue more on this hack, and I'm going to use your Colosseum and XD Randomizer after =P

    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.

    3 hours ago, Hecto said:

    Man, so hard working. Keep up the good work, Stars! Hope coursework treated you well.

    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. :-)

  5. On 11/23/2017 at 8:05 PM, Hecto said:

    Awesome, it's out!

     

    Hey Stars, I plan to stream this new version, but I don't want to do it if possible bugs haven't yet been patched out and a new version is right around the corner. When do you think you will be making the new patch if there are any bugs? Not for a few months, just fix them all at once when you have time? Or will they be "hot fixes" in the coming weeks? If the latter, I'll hold off on streaming.

    I should have a fix for the main bugs being mentioned here out today.

    On 11/28/2017 at 3:32 PM, PinkOnion said:

    Just having a brief look through most of the Pokemon and moves in the new documentation and I see you've removed Follow Me, is there a particular reason for that?

    Also seeing a lot of semi-random things with Quiver Dance, like Machop and Spearow. Nidoran Male and Spearow also get Draco Meteor for some reason.

    In general Nidoran Male's levelup moves seem to be a mix and match.

    I'm seeing that Nidoran Male and Female get a Shadow move in it's level up set like Omanyte used to, at level 38 (Shadow Breeze).

    Though I suppose none of this matters if we can't access these first forms, heh.

    I'll continue looking and make a notepad file noting all of the things that are missing from the movesets and get back to you.

    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.

    On 12/4/2017 at 9:37 AM, Amaranthis said:

    Version 1.07

    When training in Mt battle I encountered in area 6 a trainer using primape using superpower. After the damage is inflicted the game gets stuck as the attack and defense won't drop (some kind of effect gets activated likely the drawback) everything keeps moving but since they effect never activates you can't do anything.

    Another bug in 1.07: cant face the wild encounters in the cave pokespot. You get to know which pokemon is supposed to be encountered, but in the actual fight itself there is no opponent. You cant use attacks and cant use balls due to no opponent. By using call you can exit the battle however. 

    Seems that when I try trading with Duncan he says I already traded with him and then the game gets stuck. I wonder if my issues are dolphin or Iso related. I hope someone can shed some light on it.

    I know the AI can make some mistakes, but this protect spamming is pissing me off.

    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.

    On 12/5/2017 at 2:44 AM, LiveWire-093 said:

    Question, when loading through nintendont, do cheats need to be on?

    Nope :-)

    On 12/10/2017 at 6:35 PM, Michael Morningstar said:

    Also, are you going to create a save editor for XG? I'm using PkmnGC tools for mine but every time I use it, some Pokemon like Electabuzz and Sableye, their special ability always change to Static and Prankster. Even I only just change the nature, it still changes their ability which frustrates me.

    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.

  6. 12 hours ago, cbilby145 said:

    Hi Stars, so i have a question now with the newest update (1.0.7) is it only for Mac?

     

    The patch can be applied on any OS as long as you have a patching program like NUPS. 

    3 hours ago, PinkOnion said:

    So many new nice things, going to have to find some time outside of Ultra Sun/Ultra Moon to play the new version.

    Yeah wish I could have got it out sooner. Still playing through USun myself!

  7. 4 minutes ago, Matiri said:

    The change log for the new version says "sitrus berry heals 50% HP" and then near the end says "sitrus berry restores 25% HP". What's the difference? Or is one of the berries wrongly named there?

    My error. It's just meant to be the 25% one :-)

  8. The download link for v1.0.7 has been adding to the original post. It's not 100% tested so do let me know if there are any bugs. I've also updated the change log with the rest of the new changes. As per usual, v1.0.7 requires a completely new save file.

     

    I won't be working on new features for XG for a little while to focus on my studies but my next goals will be more post game content, getting overworld models for all pokespot pokemon and battle cds :-)

  9. On 11/9/2017 at 7:52 AM, Nuxl said:

    Yo! Permadeathing my way through Mausoleum right now, having a blast. Out of curiosity though, I'm in the Under, and I wanted to ask

      Hide contents

    how to evolve Staryu. Mine's level 40 and I do not know how to evolve it- and it's starting to drag haha.  Same with Vulpix once my team gets freed a spot(hopefully not!)

    E: I know it's Evo stones, just dunno where to find them in the hack.

     

    Thanks in advance!

    Sorry it's super late but I'm pretty sure the evolution stones were given to some of the shadow pokemon as held items.

  10. On 10/24/2017 at 6:19 PM, Moojay said:

    Hellooo

    I just wanted to aks something... I know that there arent any overwolrd sprites for the new wild pokemon at the pokemon spots.

    But i cant do anything when the battle starts. I can change my active pokemon or use "call" but all that does is ending the battle..

    Thanks in advance !

    That's not supposed to happen. Which version is that on and do you have any AR codes on?

    On 10/24/2017 at 10:20 PM, MCG_Raven said:

    where would i get the Lucky Egg before Citadark Island?

    Wild Chansey's at pokespots hold them. :-)

    On 10/28/2017 at 4:38 PM, Xeno1023 said:

    so i patched my game my old file was on version .96 and im on 1.04 now. i checked my mons and my metangs exp bar was beyond the limitimage.thumb.png.c20c611b167e4af55eeeaa447ff226c1.png is there a way to fix this?.

     

    Somewhere along the line I changed the exp rate for the beldum evolution line to make them easier to level up. That means the exact exp requirements for each level are different. There will be a lot of inconsistencies when using old saves on new versions.

    On 10/31/2017 at 9:12 PM, GamingAori said:

    I look every day if you finally released 1.0.7, yeah I'm really hyped for it. Why did you add v-create? which pokemon will learn it? I mean it's a victini only move or will you adding pokemon with costum models in the future? 

    There is an event rayquaza that also learns v-create. ;-)

    12 hours ago, eskimo111 said:

    Does anyone know where I can find the macho brace? Caught a Raiku want to Ev train it.

    Best hack can't wait for the next update.

    I think I took it out but will look into putting it back in somewhere

    9 hours ago, dontkillSif said:

    Yeah man I been checking every day too!  Can't wait for the update <3

    I've been spreading my time between testing the new version and working on the hack tools. I think 1.0.7 should be mostly okay and I've fixed the bad kinds of bugs which crash the game. It's not 100% tested but I'll attempt to upload it soon and hopefully not too many bugs crop up.

    On the bright side, I've put in the foundational work so I can do some cool stuff in the future. I'm looking into adding more post game content and quests so I've been making sure my tools are powerful enough to facilitate this. 

    • Like 2
  11. On 10/29/2017 at 8:38 AM, ThePokeChamp2002 said:

    Hey I am back with another request xD. I know it has nothing to do with XD GoD or Colosseum, but since you can make randomizer tools, is it maybe also possible to make a Pokemon Super Mystery Dungeon Randomizer tool. Someone made one for explorers of sky, so I thought if it is maybe possible for PSMD too. If it is possible and you have the time, I would love it if you could make a PSMD Randomizer tool. I always loved that game and I wanna try it randomized this time. 

    Unfortunately I don't know anything about hacking those games but maybe @psy_commando can help with that?

  12. On 10/1/2017 at 7:22 PM, sepe310 said:

    Hi so is Version 1.0.7 released yet? I am just curious and also is there a way to update my game save from 1.0.4 to 1.0.7?

    Sorry, it will still be a little longer. I have a few more things I'd like to add to flesh out the game a bit more. I resumed university a couple of weeks ago as well so haven't had as much time as I'd like.

    On 10/6/2017 at 1:51 AM, dontkillSif said:

    You didn't up the catch rate of that shadow lugia, did you? 0_-  And wow, 1.0.4 to 1.0.7 :o  Why the 3 version jump, if you don't mind answering?

    Glad to see that you're still working on this mod after like a year or more since you started it.<3

    Shadow Lugia was kept low. It's a bigger jump because there are going to be quite a few changes. It was originally just bug fixes but now there's also new content. 

    Each time I look at the code, I find something new and I just think to myself "hmm, how can I use this to make the game better?" and then end up spending a week on a new feature. I can't help it.

    On 10/16/2017 at 12:00 AM, SirLoin4 said:

    Hey, if I wanted to play this on Nintendo Wii, would I need to use Nintendon't or something?

    Yes, I'd definitely recommend playing on nintendon't. There aren't too many other options and there's no way to play it without homebrew software like nintendon't.

    On 10/16/2017 at 3:13 AM, ThorianGaming said:

    Hey guys, Quick question. When playing the game i have no problems really with the game other then the emulation slows down majorly in the cipher lab and in agate village. Is anyone else experiencing this or do i need better graphics?

    You can try playing around with the graphics settings in Dolphin to see what works best. You can also try Dolphin 5 if you aren't already on it.

    16 hours ago, ThorianGaming said:

    So continuing on to what I brought up. The lag will disappear, but the text jumble up and glitch out, which isnt game breaking for me. I just wanted to bring it up and show you

     

    GXXE01-5.png

     

     

    This is a bug when emulating XD on Dolphin. All you need to do is change one of the settings.

    Go to: Options > Graphics Settings > Hacks and slide the "Texture Cache" slider to "Safe".

    On 10/16/2017 at 9:08 PM, Solomon07 said:

    I think I got both, using the (U) that was right besides the Game File stands for (US).

    If it says the files don't match then it means you may have a slightly different version of the ISO to the one I used. They have to match exactly. Make sure it's the US version and hasn't been trimmed or anything like that.

  13. On 10/2/2017 at 11:42 AM, MonoChromePsycho said:

     

    so, i found this great site for how to set up ur virtual machine and how to get the actual machine, i followed the instructions step-by-step and mine seems to work, so... here ya go!

    http://www.makeuseof.com/tag/macos-windows-10-virtual-machine/ --how to set up the machine

    https://techsviewer.com/fix-download-limit/ --how to fix issues with reaching download limit on the virtual machine links

     

     

    also, guess because im super impatient and rash i wont be needing the patches- but i think it would be a good idea to put some up for those less fortunate, lol

    I'm glad you managed to get it working :-)

    On 10/7/2017 at 5:52 PM, MonoChromePsycho said:

    oh, also: quick question for stars.

     

    does the randomizer, in removing trade evolutions, remove those like onix/scyther? and if so would you still need a metal coat or no?

    also, how would this work for a mon like slowpoke, whose evolution will go to bro at 37 and king with trade+king's rock (which, if this trade becomes a lvl 40 evo, would give slowpoke 2 possible evos at the same time at 40+)

    just wondering, since i know with gba/ds/3ds roms i can edit evo paths directly through certain rom-hack programs, so idk what the parameters are here since i cant physically check it.

     

    thnx!

    Yes it does remove the likes of syther/onix evolutions and just makes them regular level 40 evolutions.

    I actually have no clue what would happen with slowpoke at level 40. I didn't consider it. Maybe max happiness would be a better alternative for trade evolutions. 

    On 10/10/2017 at 1:30 AM, DevilishMew said:

    I'll echo MonoChrome's request to create a few 'seed' patches like you did with Colosseum. That would be awesome since I'm on Windows.

    I tried installing a Mac VM and it....didn't go well. LOL

    Thanks a ton in advance.

    Alright, I'll work on that ;-)

    On 10/10/2017 at 8:29 PM, ThePokeChamp2002 said:

    Hey, I used the VirtualBox for the mac os sierra but when I load it, it keeps rebooting the mac over and over. Its like looping itself. Do you or anyone here know how to turn mac apps into windows exe cause I am really sad that I cant use these programs. If also, can someome help me with my problem? Any help is appreciated.

    I don't think they can be converted. I will be making some pre-randomised patches though so feel free to use one of them.

  14. 6 hours ago, Hecto said:

    Wow, that's kinda cool that the caves are there, but The Under isn't. It's nice that you were looking into all that, though! I wish I had the know-how to help, but the lowest form of programming I ever worked in was assembly, and it sounds like you're a step deeper, into the hex. I wonder if it would be worth it to put that tidbit of info about the models for Pyrite Caves still being in the game on tcrf, since I don't see any mention of that on the site. 

    What other things are still in the game, but never referenced or used/ dummied out? Are there models for the protagonists of Colosseum still in there, or even the antagonists, like the former mayor, etc.?

     

    I'll probably tinker around a bit more and take some footage and screenshots and publish them properly. Just wrapping up some stuff for XG and the XD hack tools.

    Off the top of my head:

    • An old, unused screenshot of gateon port which shows the main character in a different outfit and slight differences to the area itself.
    • A bunch of old screenshots of various maps showing subtle differences from their final versions.
    • An unused room which is almost identical to one of the rooms in the S.S. Libra except the textures are very different and it has a wooden pattern all over.
    • The battle intro to the deep colosseum still exists but I wasn't able to load it meaningfully.
    • A reference to the under in the world map "The Under. An abandoned underground town." but there is no real data for it.

    There are still a lot of test files and files copied over from colosseum so I'm sure I'll find more stuff.

  15. 28 minutes ago, Hecto said:

    Regarding what you could put as a reward for basically "beating the game" aside from Orre Colosseum, maybe Robo groudon, Robo Kyogre, and a Mew that knows Shadow moves? Y'know, like that one battle in the 95+ area. I did NOT expect to see something like that up there! But it makes perfect sense.

    It just felt a bit weird having a level 5 robot and being able to train and level it up. It just didn't really fit in with the lore of the game.

    Also, on a scale of 1 to 10, with 1 being copy-paste easy, and 10 being completely impossible, what are the chances of a mod (not necessarily yours, but mods to this game in general) importing the excluded areas back into the game, like the caves of Pyrite, The Under, and The Deep as postgame/optional content? Seeing as you broke Versus mode, I was wondering if there was more 'free data' to use now, or if that's simply too hard to do with the current tools available. I'm not sure about the mechanics of editing a file like this, only that it seems like you can't "add" more space to the 'disk,' either because that messes with memory calls, or because the original XD already filled the disk to the brim.

    All the maps for pyrite cave are still in the game. It's super easy to access them by simply using a hex editor to change some file names and you can walk around and everything like normal. The stairs and entrances/exits aren't hooked up to each other and there are no npcs, items, objects, etc. though. I haven't quite figured out how to do anything interesting with them yet but it's something I'll be looking into going further. The under and the deep colosseum do not exist in any way in XD and the file formats are ever so slightly different between Colosseum and XD. It may be possible to copy and past the models with a little finagling but I haven't taken the time to test that yet. I'll run some experiments at some point.

    Edit: Oh, also, just a minor question: Did you ever consider making the 100th battle theme instead be the song that plays in a Vs. Battle? Since it's kinda appropriate, considering the model used, etc. and it's not used anywhere else. Or was that scrubbed along with the rest of the Vs. Mode data?

    I've made other optimisations in places so battle mode is actually working again although I can't remember which particular version that starts in. It might just be from 1.0.7. 

    I don't think I've quite figured out how to edit the theme music for a battle yet. It's been a low priority though so I haven't put that much effort into it at this point in time.

     

  16. On 9/28/2017 at 2:00 PM, Hecto said:

    Also, I'll throw my hat in for really liking the Mt. Battle changes. I don't remember... anything noteworthy at all regarding the original version aside from being a slog through easy, and then progressively tougher, trainers. Changing the theme every five trainers kept things fresh, especially when you battle it progressively rather than all at once at the end (Helpful to handle the difficulty curves. Did you have Mt. Battle in mind when increasing levels for later areas? The jump from the lap to Pyrite was the first real spike I noticed, and that's right when Mt. Battle became available.)

    I aimed to make the game remain challenging even if you spend a little bit of time on mt. battle or in colosseums. They provide TMs and cash/coupons so it makes sense to do at least a little at some point. Hopefully, those who choose not to grind would still be able to proceed, just with a little more difficulty. The first spike is indeed placed once mt. battle is available. There are few pokemon choices up until lovrina and not much of an opportunity to grind so I kept it fairly easy up to that point.

    The only problem I have with Mt. Battle is that the trainer dialogue hasn't changed, and sometimes refers to their old team. Same for the Colosseum fights. But that's small potatoes compared to the gameplay, but that's my bias toward prioritizing gameplay over story, especially for an engine/difficulty mod like this.

    Yeah I modify the text as I see it and will complete it eventually.

    And also, despite the

      Reveal hidden contents

    trainer model changing in-battle for the final one, the overworld model is still the same.

    Something tells me this is because of something internal, again, like there being no easy or 'worth it' way to replace the model in the overworld.

    There wasn't an overworld model for the gba trainers plus in terms of the story itself the character is still meant to be the same as in the original. Just in the battle itself the game kind of breaks the fourth wall and is aware that it is a hack so doesn't require consistency.

    Oh, right! A bug I forgot to mention! I don't know if the rewards for beating Mt. Battle is working.

      Hide contents

    Robogroudo works, but the other two don't seem to correspond to what they are supposed to be. I just get a Mewtwo and a Deoxys (iirc), when at the very least, one of those should have been RoboKyogre, right?

    I changed the rewards. They'll change again in the upcoming version as well. They're so late in the game and so hard to get, especially when most people don't even play mt. battle, that it's been hard deciding what to put there. XD

     

  17. On 9/26/2017 at 5:27 PM, ThePokeChamp2002 said:

    Is there no way to open this and the colosseum randomizer tool via windows? I dont have a mac but I wanna play these games randomized so badly. I also dont want to use a pre patched rom cause I want to randomize it bymyself. I have more fun with self randomizing. Sorry if it sounds weird xD

     

    It is possible to get a mac virtual machine on windows but other than that you'd need access to a mac unfortunately. One day though :-)

  18. 7 minutes ago, Hecto said:

     

    Oh, oh! I can answer this one!

    It was mentioned earlier that this is a limitation of XD's internal engine. You might also notice that Discharge also only hits opposing pokemon, compared to how it normally works in the games. I don't know about the inner mechanics of XD, but I do notice a pattern: moves that do not cause status effects (Surf, Earthquake, Magnitude, Shadow Swim, etc.) hit allies and enemies, but moves that have a secondary effect (Muddy Water lowers accuracy, Bulldose lowers speed, Discharge causes paralysis) only hits opponents. I think the flag for "hits ally" is possibly mutually exclusive to the flag "secondary effect" or something, and you can't have both. Maybe they share the same variable and it can only be one or the other.

     

    Maybe. Just a guess.

    Yup, you nailed it!

    4 hours ago, jbanger said:

    Made this account just to give feedback. Obviously great work and I love it. Played through once, though I encountered a bug where Mirror B stopped appearing and I couldn´t actually finish the game. In that playthrough, I forgot to heal after training and lost in the first battle with him. He kept appearing with the shadow pokemon I missed but I never saw the shadow Ludicolo again. He just stopped appearing I even used cheats to multiply steps but still a no show. I know the cheat worked since the pokeradar would go off and pokemon would be purified but Mirror B was gone. I then talked to the man in the lab who tells me about the shadow pokemon i caught and he responded by giving me congratulations on catching Ho-oh and that I had caught all shadow pokemon. Obviously I didn´t catch all of them so I was confused. Best thing I could come up with is that even though it says Ho-oh, completion of catching all shadow pokemon is still linked to Dragonite. And since Dragonite is linked to Mirror B he stopped showing up after I caught it. The game was treating it as if I had all the Shadow Pokemon already. I checked at the bar in Gateon Port where Mirror B. is found after the last battle with him but he wasn´t there either. The version i´m using is 1.0.4 but I downloaded it in May so if there were changes to that version but not an actual update, I probably missed it. Needless to say I started over and made sure to catch Ludicolo this time just in case.

    Did you happen to look at the shadow monitor in the pda? It would show you exactly which pokemon were caught and which ones weren't.

    The miror b events aren't linked to any particular shadow pokemon. The scripts simply count how many shadow pokemon you've caught and check that it's one fewer than the total. So it doesn't matter which particular pokemon were (or weren't) caught, once it hits the required number of shadow pokemon those events are triggered. One possible explanation is that the total number of shadow pokemon changed during the save file. This is possible if you started the save file on a different version of XD/XG and then continued using the same save file for v1.0.4. 

    Another bug I found was that double kick did not break sturdy I don´t know about other multi-hit moves. Not a huge deal it just meant I had to take another turn to overkill a Geodude. (Dropped a +2 Iron Head on it´s face)

    I've noticed this as well. This is because the focus sash and sturdy are implemented using the code for the focus band and that is how the focus band worked until gen V. Coincidentally, I did think up a potential fix yesterday. I just need to check if the move is a multi-hitting move and if so, ignore sturdy/sash. 

    Noticed inconsistencies where Surf now hits all three pokemon but Bulldoze doesn´t even though Earthquake and Magnitude already did from the start. Probably something you´ve heard before though.

    As Hecto deduced, in XD the ability for a move to hit all three is considered to be the move's effect. This means that it can't be used alongside other effects like paralysis or speed lowering. I put a lot of effort into combining them but never found a solution that worked. Earthquake has a very specific routine and it isn't very flexible.

    Psybeam uses Confusion´s animation. Also a suggestion to change Aqua Jets animation to look more like Waterfall. Maybe a combination of the start of quick attack and the end of waterfall? Water Spout just doesn´t seem right for it.

    I have changed psybeam's animation in the upcoming version. I don't feel waterfall really fits aqua jet and there weren't too many other options either. I also wanted to try and avoid repeating animations as much as possible.

    Just general feedback here. I skimmed over the thread and know you´ve heard this several times so I won´t stay on it long. Repeats. Not a bad idea at all. But what I would have done differently is make all the repeats pokespot encounters so the shadow pokemon (Bagon, looking at you) could be something different. I read and understand you´re reasoning but I´m not going to use a Larvitar or Bagon when I know by the time they fully evolve that there´s a Salamence and Tyranitar right around the corner. But I know you´re working on hack tools so people can change those kinds of things to their liking which is awesome.

    Most of the repeats are indeed pokespot encounters. I believe bagon is the only exception. There are a lot of shadow pokemon and just about anything you could ever want is represented so I didn't feel like bagon was taking up a slot that was deserved by another pokemon. Also, the shadow salamence is literally in the very last battle of the main game which is where I've found most people stop playing or don't play very much past. Salamence is one of the most popular pokemon in XG so I wanted bagon to be available asap. I designed Greevil's team under the assumption that those pokemon would almost never be used so no point putting in new and exciting pokemon. They just had to be menacing so it feels like a final battle.

    I loved the name changes which is something I saw people complain about a few times. Let´s face it the Orre region (which in itself is a pun on gen 3 games being named after ores) was not good at naming their people. I always hated ¨Sylvia¨ so making her dialogue even more annoying was great since it gave me yet another reason to hate her. 

    Indeed, most people really disliked the name changes so I have changed the important NPC names back in the upcoming version. As bad as most of them are, there's a lot of nostalgia there :-)

    Also love the Duel Square Ev trainers. It took me a couple of wrong battles to figure out which was which. I just assumed the bodybuilder would be attack but he ended up being sp.def.

    Yeah... I just kind of randomly assigned them and I forget every time as well. XD

    All in all I´m satisfied with the hack. I´ve played Colosseum and Xd dozens of times and they never get old too me. This hack has the same if not better replay value to me. As the first Xd hack I would say that it definitely made a good first impression. The only thing I genuinely dislike about it is that Mt.Battle seems to be type-oriented with every area focusing on one type. I always save Mt.Battle for the post game since going during the story makes you severely OP if you aren´t careful, and since I haven´t had a proper post game yet I haven´t gone past what they showed me in the story so I´m not sure if it is like that all the way through. And if it is, its not a huge problem. I just feel as though it kind of limits the pokemon you can use in each area and would probably get boring with having to use super-effective teams and moves and OHKOing your way to the end. With that aside though I love the hack and think its amazing. And I´m glad to see a version 1.0.7 update coming soon. Honestly thank you for the amazing work.

    To my memory, you're the first person to dislike the changes to mt. battle. The general consensus is that mt. battle can feel like a bit of a chore and so having themes for every 5 zones kept things fresh and exciting. Factors such as dual typings, abilities like lightning rod, and team archetypes like rain or trick room add a layer of unpredictability still so you probably wouldn't be spamming the same moves that much. I'd say give it a try and I'll be interested to know what you think. Maybe you still find it boring (it is grinding through 100 battles after all) but at the very least it should be a little less boring than it usually is. :-D

    I'm glad you enjoyed XG though. I still have a lot planned for the hack and your feedback will be helpful in making future decisions so I really appreciate it. I'm looking forward to seeing what other kinds of hacks people come up with in the future :-)

     

  19. On 9/27/2017 at 9:09 AM, ThePokeChamp2002 said:

    Are you maybe still working on it to port it to windows? I am wondering cause I really want to use it ?

     

    I work with the swift programming language which is currently mac only and I've been working on the code for years so there's quite a lot and it will take a while to port it to another language that I'm not as familiar with. My plan is to at least get tools out for mac first so there is at least an option and then once that's out I can work on making something multiplatform. I return to university next week though and won't have much free time so it potentially be at least year.

  20. On 9/13/2017 at 12:33 AM, Hecto said:

    Nice to see you back! I'll admit that while it's a little unfortunate that Shadow Boom will remain, I'm glad that the pokemon that use it seem to have a higher catch rate (at least from my experience.) and it's pretty easy for a savvy player to guess which ones know it.

     

    Also, regarding the Exp. Share issue: After having played through all of the game and all of Mt. Battle, I don't think it's necessary to change it around. The Double Battle system makes it less cumbersome to switch pokemon around when some are getting too weak or too strong, so I wouldn't put changing that as a priority, or even something on the list of things to do in the first place.

     

    Also! Here's another glitch that I forgot to mention! It's a weird one, and it might be emulator specific. I fired up OBS and recorded it, but forgot to record sound. But the sound wasn't that important, since it was just the music and stuff playing. I broke Citadark Isle, in the elevator rooms! 

     

    It happened immediately after the battle against the ambush trainer when you open the chest in the spiral. The first few seconds of a still frame is just me checking OBS and going back to the game. The fadeout at 3:10 is me resetting the game without turning it off, etc.

    Wow that is a pretty crazy glitch! I've never seen anything like it before. I'm hoping it's just some random glitch to do with Dolphin's settings or some rogue AR code or something. I'll double check to make sure I didn't accidentally overwrite some of the collision data for that map or something but for now I'll be on the look out to see if it happens again.

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