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Everything posted by StarsMmd
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I'll have a go at adapting the AR codes for the japanese version this weekend. It should be a simple case of finding the right offsets.
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I don't have access to my windows laptop right now so I won't be able to convert them with PkmGCSaveEditor for a while.
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With the codes, when you start the game you have them in your party instead of eevee.
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Alright, already got them loaded in ram so will dump and extract them shortly Edit- Here you go: pokespot geodude.xdpkm XD demo jolteon.xdpkm XD demo vaporeon.xdpkm
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Can you explain exactly how you dump them?
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Demo starters are easy. There are AR/gameshark codes to unlock them in those forums and I've even got code to modify the iso itself to get them which I adapted from those codes. How would you like to go about it? Speaking of pokespots, something else that could be of interest to you actually. So in XD, the pokemon at a pokespot is selected randomly when the spot monitor vibrates but only generated properly when you reach the pokespot. There is some code which double checks which pokemon should be generated but just in case something went wrong and no pokemon had been selected (this isn't possible through regular play) then the game generates a default pokemon instead. In the rock and oasis spots they were sandshrew and hoppip which are native to those spots anyway. However, the cave pokespot's default pokemon is geodude which isn't normally obtainable at all in XD. It was probably going to be a pokespot pokemon at some point in development but got replaced. There isn't anything special about the geodude as it would be generated with a default FR/LG moveset as a regular wild pokemon but if you still want it I could force the game to load it. At the very least I thought it was worth documenting.
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I must apologise to everyone. I've encountered a bug in XG and I haven't been able to figure out what's causing it yet. It is quite a rare bug but it does cause the game to randomly crash from time to time. I had a japanese exam today so I haven't had much time to look into it but I will try and get it sorted asap.
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How many ereader cards are there in total? There are 21 files in game for the ereader data. Does this match up?
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So I had a look and there is no sign of any secret shadow pokemon. I loaded up all the trainers in my GUI and inspected by eye and there wasn't anything unexpected. I also wrote some code to parse all the pokemon data (in case some pokemon weren't assigned to a trainer) and there were no hidden shadow pokemon. My code found exactly 48 shadow ids. All I can say is that the shadow ids go from 1 - 44, 55-57 and 67. So it's likely there were other shadow ids at some point in time but they no longer exist. At this point in time I'm 99.9% certain the data doesn't not exist. However, the data for the e-reader pokemon is not part of the main game files so there is a remote chance of something being hidden elsewhere. However, since those pokemon have story text, they were clearly meant to be encountered in game and for that to happen they would have had to be with the other story data. If there was data hidden in a different file chances are it would more like a cut e-reader pokemon rather than the shadow pokemon mentioned in the unused text. As for the game text, don't know if you've seen it but I thought you might be interested in a dump of all the game text by @Tiddlywinks including the japanese version. pokemon colosseum/xd text dump Anyways, I'll dig a little deeper into the game scripts and stuff at a later date but for now I'm concluding that the pokemon do not exist
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I'm in the process of fixing a bug I found. It shouldn't take too long and if there are no other major issues then it should still be on schedule for today. Will still be a little longer though
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The text is meaningless unless the actual data is there for the trainers. It'll be really obvious if it's there or not because all the trainer data is in the same place. Without the data it's not possible for the event to be there. If the data is there, then the event may still be there too and accessible. However, even if the event isn't accessible it's very simple to just swap the trainer data around so you can still fight the trainer without the event.
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All the trainers in the game and their pokemon are stored in a big list. All I have to do is load up the files in my tools and it'll show me all the trainers. Like I mentioned in my PM, I have looked through colosseum before and didn't see any such trainer but that was the US version. So I'll try on the Japanese version this time and see what I can find. If the trainers aren't in there then it's pretty much impossible for those pokemon to exist. Once I've confirmed whether the data is there or not, then we'll see about actually loading the content
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No worries, it's actually helpful. There's a lot of stuff to keep track of so it's easy to miss things. You got me a little paranoid so I ended up making it so that even if you use a broken move it will just have splash's effect so it should all be fine It is possible to get multiple of a TM but you can just sell the spare or keep it or whatever pleases you.
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Don't worry, I already have the necessary tools. Will take a look shortly. If they're there, It'll take me minutes to find them.
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Metronome can cause issues if taught using cheat codes but it shouldn't be obtainable normally for that reason.
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Cheat codes are mostly of the same format. Just some moves and stuff may have been replaced. E.G. a cheat code to teach your pokemon the move mist would now teach it trick room. A list of all these kinds of values will be released so it will be easy to look up which values to use. Just be warned that some things in the game are broken or aren't implemented yet. If you cheat to give yourself an item you can't actually get in XG like the expert belt then it won't do anything. If you cheat and try to use the move transform the game will probably crash. It should probably be fine in most cases though.
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I've only looked at the US version so far so maybe there are some hidden secrets in the japanese version. I'll see if anything shows up
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Hello there I wrote some code which extracts and edits all the trainer data directly from the game files and unfortunately no such trainers exist. There was no sign of the elusive "Shadow Grass King" either. Interestingly enough, even though I'd played colosseum many times, I'd never heard of mirakle b until I saw him in the data. He was the very last trainer in the files. I had to google him!
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I had to make jumpluff a lot rarer because of you. Didn't realise how broken it would be! I wrote some code which will automatically dump all of the info into the game into some text files so I'll be able to easily get that information for you when everything is finalised this weekend. All the TMs have been completely redone so I hope there aren't too many mistakes. I edit them en masse to save time so there may be a tiny mistake here or there. The Orre colosseum text has indeed been updated.
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I can't wait Yeah the regular trainer pokemon mostly won't be shiny but I did throw a few in. The shiny ones will always be shiny and the non-shiny ones will never be shiny. The shadow and wild pokemon will still be random as usual. I've put some proper release notes in the original post if you want to take a look at everything that's coming. v1.0 is technically finished now but I just need to test a few more things to make sure it doesn't crash. I have 2 exams this week though so I think it'll be released on either saturday or sunday.
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Make sure the ISO is the US version (ntsc). Make sure it hasn't been scrubbed and make sure you've unzipped it if it's in a .zip or .rar file etc. Hope that helps
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Pokemon XG : NeXt Gen (Pokemon XD : Gale of Darkness hack)
StarsMmd replied to StarsMmd's topic in ROM - Other ROM Hacks
I added a few new moves to fill up some of the gaps in move variety. For example, there is only one physical fairy move (play rough) so I added play fair which is just a weaker version for early game mons. Wild flare was needed because there were very few physical fire moves (fire punch, flame wheel, sacred fire). I was already added a bunch of fake shadow moves into the game so I felt I might as well throw in a few regular ones too. As for why phanpy has it, in XD, shadow pokemon typically gained a special move after they were purified which they could not normally learn. In the original they're mostly useless moves like charm, baton pass and refresh so I wanted to take that mechanic a step further with fun and useful moves. I have changed most of the shadow pokemon and moves quite drastically in the next version though so it won't actually have it in future. As for shiny beldum, that's how it looks in vanilla XD. In general, a lot of the shiny textures look really bad in colo/xd. I don't why but that's how they made the game. -
The next version will be completely incompatible with previous save files
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Here's a list of some of the things to expect: New Items eviolite, choice scarf, choice specs, wise glasses, muscle band, pixie plate, focus sash, assault vest, etc. New abilities no guard, magic bounce, adaptability, multiscale, regenerator, snow warning, tough claws, sand force, Bulletproof, fur coat, motor drive, sap sipper, skill link, etc. abilities properly programmed and fully functional New moves psyshock, foul play, acrobatics, freeze dry, tailwind, trick room, etc. many new shadow moves (now around 40 in total) Obtainable pokemon 25 pokemon per pokespot instead of 3 new shadow pokemon New and updated mechanics TMs can now be used infinitely! hurricane 100% accurate in rain rock types 50% spdef boost in sand rough skin residual to 1/8 paralysis halves speed instead of quarter weather abilities no longer infinite the next pokemon is sent out at the end of the turn instead of as soon as the previous one faints lightning rod is now immune to electric and gives a sp.atk boost sturdy updated to gen v effect New features battle bingo is back
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I'm really, very, nearly, almost done. Just have a bit of coursework left and some exams to prepare for so haven't had much time. I'd say around a week?