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Found 1 result

  1. **The first part of my tutorials is here if you're looking for it - -hacking-tutorial-part-1-File-decompression-recompression'>http://projectpokemon.org/forums/showthread.php?46250-Stars-Pokemon-colosseum-and--hacking-tutorial-part-1-File-decompression-recompression** images: There are still a lot of things I haven't been able to figure out on my own so far. It is to be hoped, that with my knowledge of pokemon colosseum and hacking now available to more people we will see some progress. Some things on the list are things I've started to piece together but got stuck. Some things I just couldn't find at all. I. physical/special split Done II. Editing map scripts Done III. Editing textures Done IV. Editing models - Things I haven't been able to figure out at all - I. Where is the weakness/resistance table ?! Done It's been in the same format in all the other games but I can't seem to figure it out for colosseum or . II. I know where the sound files are but I don't know how to edit them. Their file names and magic bytes might give the formats away though. I just don't know much about music formats and its a low priority for me. III. ASM hacking Done The majority of it will be in start.dol. The gamecube runs on the powerPC architecture which is very well documented and in fact I have a hex editor on my mac that was able to disassemble the code for me without me needing to specify any details. My assemly programming isn't great though as I kind of missed those lectures in uni ... (damn!) Understanding the game's programming could allow all sorts of hacks like making new move effects (e.g. trick room or quiver dance), make new abilities (e.g. adaptability or mega launcher) increasing the walking speed or adding new battle mechanics from later generations like drizzle expiring or not switching in your next pokemon when one dies until the end of the turn (For those who don't know, back in gen III, in double battles if one pokemon fainted you had to replace it straight away meaning if you doubled up on a slot then you could knock out that pokemon and then hit the next pokemon switched in on the same turn). We could also change things like the chances of finding shiny pokemon (which is set to 0 in ) or the critical hit chances and damage multiplier like in gen VI. Research images 1.zip Research images 2.zip
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