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Everything posted by StarsMmd

  1. The randomiser functionality has been incorporated into Gale of Darkness Tool. This makes it easier to make small tweaks after randomising (e.g. making sure the starters are viable) and to apply patches such as the physical/special split. Available here -> Gale of Darkness Tool
  2. 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.
  3. I have a few things on my plate right now but if you're still interested then please remind me in a week's time :-)
  4. I'll start off with my usual apology for taking so long for a lot of these responses. :-) I am back to working on XG with some neat changes coming. I've also got my XD randomiser mostly done and as I've been promising for the longest time I have started work on hack tools for pokemon XD. I'll be updating it as I work on it and so far have the pokemon stat editor mostly complete. These will be for mac OSX as per usual so windows users may want to start preparing a virtual machine. As per your advice I decided to get a fresh new ISO that should hopefully be easier to obtain now. I'll also look into making a patching program specifically for XD which takes different ISO configurations into account :-) Most gen 1-3 evolution lines are available but not all. Bonsly is the only playable gen 4 as munchlax was never actually coded into XD. It just has a name and an overworld model but no battle animations as far as I can tell. Most pokemon you'd be interested in should be there but if there were some you were hoping to see that didn't make the cut, hack tools are on the way. I'm cool with names being strange or fancy but the XD names just felt like random syllables strung together with little thought behind them. For a game with so much detail and inspiration behind it, they really seemed so out of place and if I were building the game from scratch it's a design choice I would eschew. As a game that many people haven't played recently and many haven't ever played I wanted to design it as if it were a first play through. That being said, I finally caved and decided to keep at least the names of the main story NPCs as they were in the original. XD is a beloved game and it is a lot more popular than I'd originally believed so there are a lot of people who still feel nostalgic about the old names. Even I still refer to the characters by their original names so I decided that maybe I'd been too stringent. :-) This issue happened to me exactly one time and I was never able to reproduce it. I'm not sure what causes it but since it never happened again I was never able to narrow down the cause. Very few others have complained about it as well so I gave up on it. All I can suggest is maybe trying a different version of dolphin. Versus mode was purposely broken to give space for story mode data :-) I know exactly what you mean. The lack of the physical/special split in older games makes them harder to pick up sometimes. It was precisely because of how easy it was to implement in XD that I started working on XD instead of colosseum. I haven't changed the experience mechanics. I did figure out where the code that handles all that is so I could tweak things in theory but I couldn't figure out any particular changes I wanted to make. Plus as you mentioned even a small change would require the game to be rebalanced. It certainly is possible if someone was looking to do it for a different hack :-) At this point in time the most we can do is change the textures. It would in theory be possible to retexture the main character's face to look more subjectively feminine. I was looking into changing the textures a bit but there are multiple copies across multiple files due to different models for different parts of the game like battles or cutscenes so it's a fair bit of work to even make a small change. It seems doable though. 1. I'm aware of that visual glitch but not sure what causes it. It could be something in XD itself. There are a lot of weird little errors that you'd never have noticed because the pokemon available in game were so limited. 2. It's way too much effort to cross check with their canon move sets and to check that all NPCs have legit moves. There were also some moves that I wanted pokemon to learn that they couldn't normally or there were some moves that were key to some pokemon that aren't in XD at so had to be replaced with similar moves (e.g. some pokemon having super power since close combat isn't available). I just went with my gut. 3. They're actually implemented as separate pokemon because it's a lot easier than reprogramming the game to allow NPC nicknames. 4. As mentioned above I finalled gave in and decided to change the NPC names back. I still stand by lovrina's speech though. She was always pretty annoying in the original. Her charm was always the juxtaposition of a genius scientist with a bratty teen attitude. If she wasn't annoying I wouldn't be doing my job properly :-) 5. I tried to keep the selection quite general and give a wide range of typings. There are only so many TMs available so there's no point wasting one on a move that can only be learned by a handful of pokemon. I found it quite hard to find a good balance of moves and have changed the selections around many, many times. Were there any moves in particular you felt were missing? I'm open to suggestion :-) 6. The shadow pokemon are distributed such that at any point in the game, the player is given a fair selection of different pokemon types and play styles. The list was refined a few times over and ultimately, golem didn't make the final cut. However, when I extended the number of pokespot pokemon I was able to add it in but at a lower level since pokespots are unlocked quite early. I'm glad you enjoyed it :-) In response to the repeated pokemon and repeated TMs, I've watched a lot of play throughs of XD and XG to gather data and I wanted to cater to as many different play styles as possible. For example, a lot of TMs are obtained from the colosseum challenges or mt. battle but most people don't even do them. Some TMs are obtained really late in the game but a lot of people don't play much of the post game so those TMs end up going unused. Depending on how much of the side content you play and how much you explore you may get a lot of repeats but people playing through more casually tend to miss a lot of the TMs. Similarly for the repeated pokemon, a lot of people don't bother with the pokespots. Also, as I mentioned, most people don't play much of the post game so and usually finalise their team well before that. This means that most pokemon obtained late, especially those on citadark isle, rarely get used. I needed a good balance of threatening, powerful shadow pokemon for the final dungeon of the game but at the same time couldn't leave all the good pokemon exclusively to the end because then people wouldn't be able to play the game with their favourite pokemon. Also for the few people that play the post game, they would appreciate being able to obtain a fully evolved salamence right at the end of the game instead of having to grind a bagon from the start. Either way, it surprises me that people find having multiple pokemon so weird. Most pokemon games give you multiple opportunities to get the same pokemon. It gives you more chances to roll for the ivs, nature and ability you want or have more than one on your team if you like the pokemon that much. It's only really a problem if there's a particular pokemon you wanted that isn't obtainable that could have been in that location. At this point just about any pokemon you could want should be in though :-) I'm slowly working on removing a lot of the TMs from their old locations but it's not easy to edit scripts right now as I still do them in a hex editor and it can take a while to do each one. Moving on, a problem I had when playing earlier versions of XG was it still felt quite easy. I went into every single battle 100% certain I would catch the shadow pokemon. It's not much of a game when everything is going to be that easy. Especially in a game that gives you the ability to save before any encounter and let's you retry at will (plus a lot of people use state saves, save editors, action replay codes,etc.) why does it need to be that easy? It's nice to have a bit of a challenge and it's also healthy for the game if it frustrates you a little as it makes it all the more satisfying when you do finally secure the snag. Plus the game gives you a lot of options to counter those kinds of gimmicks. You have easy access to moves like fake out and sleep/paralysis moves so there are ways around them if you play smart. I also secretly gave particularly troublesome pokemon really high catch rates but don't tell anyone ;). In the upcoming version, shadow shake doesn't hit pokemon off the ground anymore and NPC teams with shadow shake are built around this for the most part. There is a lot of text in the game so it's hard to keep track of but I fix them as they come up so thank you. Aurora veil was fixed months ago but I never got around to pushing out the update. The issue with miror b. not always showing up is something which I believe is in vanilla XD as well. As far as I can tell, the developers purposely programmed it that way. It seems to just be a troll like munchlax showing up for the spot monitor. I have a lot of trouble with the AI. I haven't found a way to reprogram it yet so some pokemon will have to be broken for a little while. The move names change a lot too but the obligatory word "shadow" in shadow moves decreases the options as there is indeed a character limit. Sorry for the long response but I hope I explained my thought processes effectively. I really do appreciate feedback and will bear it in mind in future decisions. This is the first ever pokemon XD hack so there's still a lot to figure out :-) I think it's because your iso doesn't match mine. I've been told my iso was quite old and hard to find now so I'll be using a more recent one for future versions. There hasn't really been much research on the topic as far as I know. All I can tell is that the play time of the next save has to be greater than the play time of the previous save (Maybe it also checks things like number of shadow pokemon caught and other things that can never decrease through normal gameplay). Also, it seems that the game keeps multiple save files at once and just loads the most recent one. It keeps the previous ones just to check for consistency. I think that by reducing the number of times saved, it caused the game to think the previous save file was the most recent one and completely ignore the corrupted save. This is really useful knowledge though. It seems like it could be a very reliable work around to the corruption issue as long as the previous save wasn't too far back. I'm glad you found it! I'm planning to use a new ROM for newer releases so hopefully it shouldn't be a problem for others in the future. :-D
  5. I guess that's just how hypnosis worked in Gen 3. Not sure how it's supposed to work in newer gens. The TM list is outdated. Sorry about that. I think it should be there somewhere but can't remember where. I have changed Regi Bomb's effect. Thank you :-) Trick room has it's proper mechanics which means every second one reverts it to normal. However, trickster doesn't reverse trick room. If trick room is already active then trickster doesn't change anything. It essentially exists to guarantee that certain NPCs always get up trick room without accidentally reversing it. I think that's the way trick room is supposed to work, right? The turn it is activated counts as a turn even though it goes last so that turn is irrelevant. Correct me if I'm mistaken. I think curse should work just fine. Thank you for the kind words. I really like XD as well and I'm glad I get to share my hack with other fans. I have actually improved the AI ever so slightly. Most trainers are now using the AI from orre colosseum which is meant to be better. The old AI seemed to pick moves pretty randomly whereas the orre colosseum one chooses mostly super effective but occasionally mixes it up in case you switch. It's still not very good though unfortunately. The shininess is normally determined the first time you encounter the pokemon. However, there is a bug with Zook's Zangoose where it is completely rerolled for the first 3 appearances. It is only the first time the player actually faces Zook that it's stats are saved. Whoops. Will be fixed in the next update The early pokemon deplete quickly but the ones later on will take a while. .gcm is the same as .iso. You can just rename it. However, if it isn't working that means you have a different iso to the one I used and you need to try another one. Hurricane should alway hit in rain. It is possible that there was a pokemon in play with the cloud nine ability which cancels the effects of weather. It is possible that it really was that slow. I'm assuming the flygon belonged to the NPC and most NPC pokemon don't have EVs, IVs or boosting natures. The final fight is scripted to activate when you visit Gateon Port for the first time after meeting the conditions. It isn't random like the other instances. Dusclops was probably going for trick room which has -9 priority. The AI really loves spamming trick room for some reason. If both pokemon have magic bounce then the move works. Otherwise there would be an infinite loop of the move bouncing back and forth :-) I really enjoyed your play through! Can't wait to see what kind of hack you make once tools are available. I do plan to work on colosseum eventually but the code and scripts just aren't as nicely structured as XD unfortunately I had to specifically program it not to work on shedinja because the focus sash is infinite in XG which would make shedinja a pain to K.O. Shadow moves have infinite pp. They are all stored as 5 in the data but the code never subtracts any pp. If there are no changes then you are playing a version that hasn't been patched or wasn't patched properly. In gen 3, when you knock out a pokemon in a double battle the next one is sent out immediately instead of at the end of the term. I fixed this but a side effect of that turns play out when they shouldn't. I found the code routine where the check should happen but it's fairly complex so I probably won't be able to figure that out just yet. I decided I didn't want to make too many random changes as it makes the hack harder to pick up. Hack tools will be released eventually and then anyone will be able to make their own little tweaks like that Every evolution line I wanted to add has been added. There is a reason for the repetition too. A flaw that XD has is that the pokemon you obtain at the end of the game come too late to be useful. So for example, if salamence were only available at the end then it would mean that a very popular pokemon cannot be used. At the same time, a lot of popular pokemon are powerful. So if popular pokemon are placed early in the game so they can be used, then it means all the final bosses will only have weak pokemon. By having the repeats, players can use the pokemon they want and still have a challenge at the end of the game. Also, a lot of repeats are in pokespots. I've found a lot of players don't spend much time with pokespots and so will often get to the repeats and not even notice they were repeats. Finally, some players don't like grinding to get powerful pokemon like salamence by evolving bagon but would like salamence available for post game challenges like mt. battle and orre colosseum. Having a few powerful repeats allows those trainers who don't care too much about using popular pokemon in game but still want a competitive edge for post game to easily obtain those pokemon. Just Thunder. Yeah, the AI just isn't very good. I think it's supposed to usually choose SE but occasionally mix it up to be less predictable. Depending on the RNG it sometimes mixes it up too much though. For the longest time I though colognes increased happiness and they have been documented online to do so. I only discovered a few weeks ago when looking through the data that they actually do not have any effect on the happiness of a pokemon. XD
  6. Version 1.1.5


    The world's first ever Pokemon XD:GoD hack! Original Topic:
  7. I'm looking forward to it I'm working on it for the next update That's a weird bug. I guess there was no target so it just skipped the turn entirely. You find some pp ups around the region in item boxes from time to time. You can try a pokemon XD guide or FAQ or something. Poison and bug aren't supposed to be super effective against lugia. Poison is neutral against both flying and psychic. Bug is super effective against psychic but resisted by flying so they cancel out to neutral damage.
  8. Just an update for anyone following the project. I am still actively working on the next update. First there will be a small update with mostly bug fixes and balances. The changes which I have completed so far include: heal before battle with rider willie and heal before snagem boss sucker punch programmed properly taunt lasts 4 turns tailwind lasts 4 turns aura filter grants immunity to shadow sky sand force/rush grant immunity to sandstorm fixed magic bounce switching the move you selected fixed the ability skill link not activating shadow shake doesn’t hit foes in the air fixed farfetch’d in wrong battle bingo card corrected various TM descriptions fixed battle bingo rewards items give greater happiness boosts rage mode damage boost to 30% shadow hunter/slayer get a further 50% boost against shadow pokemon sitrus berry heals 50% HP added the move hex reduced use of fake moves I have also officially begun working on Battle CDs. They will take a little bit longer since I am planning to redesign most of them from scratch. I have done 10% so far though so progress is being made.
  9. Yes it is. Once you beat a round, you unlock the next one and you can challenge any round you've already beat any time you like.
  10. I change things around a lot so this might not be 100% accurate in your version but my code says: Aura Sphere, Dark Pulse, Dragon Pulse, Light Pulse, Fire Blast, Zap Cannon, Water Gatling, Octazooka, Rock Blast, Water Pulse, Shadow Pulse I believe in the documentation the mega launcher moves should be detailed.
  11. I'll try and get all of that done eventually but the code for colosseum isn't as well structured as XD. I'll basically be starting fro scratch and i'm still working actively on XD so it won't be any time soon.
  12. The life orb error is something I'm working on. There are quite a few cases to consider and I always seem to find more but I'll get them all sorted out. I have no idea why outrage doesn't work as intended. It might just be a weird pokemon colo/xd thing. Like thief and knock off are broken in those games. Or it could just be how it works in gen III double battles. I'm glad you enjoyed it. Orre colosseum is all fully competitive teams so it can be fairly challenging depending on your preparation. Most trainers have a certain theme or archetype to their teams and some rounds have repeating themes, e.g. team snagem use a lot of dark types. You'll want to prepare differently for different rounds. It isn't balanced around legendaries though so they probably make things quite easy but other than that you will need to play smartly. The unique moves on shadow pokemon are a nice little bonus for purifying them and in terms of lore have been forced onto the pokemon as part of the process to filling their hearts with hatred. It makes them more special if you can't teach them normally. Finally, just based on how the game was programmed I wouldn't have the ability to make that possible anyway I did actually make a few more moves compatible with mega launcher. I considered hydro pump but it would make blastoise a little too broken. Kyogre's catch rate was actually increased a little I think so you're just getting unlucky there
  13. I believe this issue occurs if the XD iso doesn't match completely but you click "ignore". Try a different download link I guess? Yeah, I forgot a line of code to actually save the changes but it will be fixed in the next update. They actually switch out from time to time Also, there wasn't really anything else I wanted to give to gengar. Hmm, I haven't seen this myself but I'll keep an eye out for it. Unfortunately there is no way to revert it right now. I have reached out to the creator of the save editor to help make it more compatible with XG but he's quite hard to reach. Swellow has gale wings as one of its abilities. I'm glad you liked it. Did you manage to beat orre colosseum too? That's the best I can do right now since there's no existing animation that fits better but will aim to improve it in the future Does your patching program produce any error messages?
  14. Everything you could ever want to know is included in the download link. Enjoy! ?
  15. Download version 1.0.1-2 and continue playing with that version. There are newer versions than that but they won't work 100% with your save file. However, v1.0.1-2 was designed to fix the major bugs in v1.0.1 (like the one you described) while still being compatible with 1.0.1 save files.
  16. Personally, I haven't found this to be a problem. NPC teams don't fully make use of things like natures, IVs and EVs so you don't always need to have perfect pokemon to win. If you want to level a bit, Mt. Battle is useful. Also, in the duel square in pyrite town, each trainer specialises in one type of EV and can be rebattled as much as you like so you can use them for easy EV training of certain stats. You'll be the first to know
  17. Ah well in the case of the shelgon. Abilities aren't random upon evolution. If shelgon has ability 1, then it will still have salamence's ability 1 upon evolution. If it has ability 2 it will evolve into a salamence with it's second ability. You would have needed intimidate on the bagon when you caught it in order to get intimidate on the salamence. The venusaur really sounds like it must have been bad luck though.
  18. Oh you wouldn't happen to be snagging these from Mirror B. would you? Do note that the ability is set the first time you encounter the pokemon.
  19. Thank you also. You are too kind I have an iPad app with a full GUI for most things like trainers, moves and stats. However, it's not easy to distribute and configure so I'm working on something more suited for public use and something multiplatform. I also have a command line library on my laptop with many thousands of lines of code which allow me to programmatically make more complex edits using things like loops and conditionals and all that. When I started out I just wanted to make a simple pokemon colosseum mod to play with my brother. At first I just changed the shadow pokemon around using a hex editor. It was the drive to make a hack that required REing. I'd think, "hmm it would nice if I could add new moves", then go and look for the moves. Then I'd think, "hmm it would nice if I could add more shadow pokemon", then go figure out to do it. So they kind of came hand in hand. Especially when I posted on these forums and found there were so many other people who were still interested in colo/xd which I'd previously thought were quite unpopular. It really made me want to stretch the limits of what was possible. A few years ago they had the reputation of being virtually unhackable games so I'm really looking forward to releasing hack tools so that anyone can do it. I mostly did all the easy REing though. I had the help of some seriously talented individuals for things like REing the scripting engine and replacing textures. Now there's even someone working on reverse engineering the 3d model formats. It should be 50:50. Just really unlucky I guess
  20. The documentation is essentially just the TM locations from the original game. I have changed the ones in realgam tower and the mt. battle coupon exchange and also added a lot of duplicate TMs to shadow pokemon so you're right it's probably a little outdated. Most of them should be correct though.
  21. I was actually planning on doing some android stuff this summer so Kotlin was something I'm interested in. It's definitely something I'll look into. I really hate any IDE that isn't Xcode though. I'll see how things go with Kotlin and if it looks like it will take too long to adjust to then I'll stick to OSX for now Thanks for the advice! Not all pokemon but a lot of them do. There were already a few gen 3 pokemon with more than 1 possible ability but it was quite rare. A critical hit deals x1.5 damage. The probabilities are the same as in the original game. The link @PinkOnion sent is accurate. Alolan forms from sun and moon. Yeah, I've noticed he does that but I'm not entirely sure why. I know that the AI will use will-o-wisp to burn an ally with guts and zangoose has guts so for some reason it treats wild flare like it would will-o-wisp. I just checked, and I replaced the move poison powder with wild flare. It seems with the way the AI was built, it keeps track of the move id instead of the actual effect of the move. So he thinks he's using poison powder to poison the zangoose and activate guts. Now that I know why it's happening I can change things up so this doesn't happen. I was under the impression that earthquake had reduced damage as well. I haven't changed it though so it works in the way it does in the original, whatever that may be. I believe it was that any move which can hit multiple targets has it's damage reduced by 25% unless there is only one target. I accidentally gave aurora veil 0 pp but it will be fixed in a coming update. The AI doesn't take into account which abilities your pokemon might have and even if a move doesn't work it doesn't learn from past mistakes. The AI is actually pretty lazy in pokemon games. Most of the trash trainers just choose randomly. Better ones will choose which ever move can get a KO. Some specific ones are just given a simple strategy, e.g. one pokemon uses earthquake while the other protects, then alternate. Especially with the new moves and abilities I've added, the AI isn't always perfect but I haven't quite figured out how to improve the AI yet.
  22. I was a big fan of the delta species pokemon back since they first appeared in the TCG and I have considered it but I've found that a lot of players prefer the game without too many gimmicks. Once XG is a bit more complete I'll probably look into making different variants and I know many people are eager to make their own modifications so hack tools are on the way. I replied in the other thread. I hope it helps! I'm glad you like it! I'm working on creating some hack tools so that it'll be easy for any to make their own modifications but I'm a bit of a n00b at this kind of stuff so it'll take require a little patience
  23. No problem I was actually thinking of trying to port everything over to something more cross platform like java or python but it'll be quite a hefty task. I'm glad you like the changes. To address your points: - Multi target moves with secondary effects can only target 2 pokemon without some major hacking. I had a go but it will take a lot of finagling. - I've fixed the description and it will be correct in the next version. - In general I don't try to stick to 100% legal movesets in XG. Illegal movesets are actually fairly common on NPC pokemon in various games. Thanks for informing me! Thanks for filling in for me I've been following your let's play. It's been really interesting getting the perspective of a fellow ROM hacker, especially one with your impressive catalogue. Thanks for also filling in for me as always Yes, those are indeed the gen 3 mechanics. I updated it in XG to be more in line with the newer mechanics from later generations. I have no clue. This has now been fixed and will be correct in the next update. Thank you This error means your ROM doesn't match the one I used. They have to match exactly. I can't tell you how to get it but make sure the file size is around 1.35 gb. Haven't seen that before. Maybe a misclick? Haven't been able to catch you live but I've been catching up with the replays Sorry about that. As I mentioned above you need to have the same file as mine so if it says the files don't match it's probably the wrong one. Make sure it's the US version and that you've unzipped both the rom and the patch. The file size for the rom should be around 1.35 gb. If you're certain you're doing everything properly then try a different rom Try looking at the colour of the ninetales a little more closely. It probably wasn't the one you thought it was
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