in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
This is what my team looks like after I finished every Main and Extra stage. THE GRIND IS REAL.
...and I haven't even tackled the brutal Event boss stage where everything is Level 100...
7 - 0
I just learned today that Monster Racers for the DS was actually a sequel to a PS1 and GameBoy title that was never released overseas called Monster Race. They're even by the same developers too!
There's more primitive systems in place compared to Monster Racers, but most of the foundations are there. From certain terrains, parties, and monster designs to some extent, I can easily see the systems in place for the far better sequel. There's actually a nice feature that was taken out of the sequel where you can swap between monsters mid race too!
Too bad I don't know Japanese and fan translations for the games don't exist because I would really like to try these games out!
13 - 1
I can confidently say that I've obtained the rarest of all shinies.
So I've just finished the main storyline of Shadows of Almia and connected to Wiimmfi to unlock the special DLC missions which included the Ranger staple Manaphy egg mission. Because I had a spare Diamond cart with no save on it, in a burst of inspiration I realized I had a setup to actually go for the crown jewel of shinies. Thanks to online guides about the subject, I delved into RNG manipulation for a Trainer and Secret ID combo that would yield the Manaphy as shiny when traded and hatched. Even though it was my very first time trying it out, I miraculously got the RNG manipulation on the first try and once I traded and hatched the egg in Diamond...
Well, you can see from the screenshot what I got. I can't believe it's real.
As a final note, the Manaphy itself wasn't RNGed. It just so happened to be Timid when I initially got it from the deliveryman. It's IVs aren't great, but I don't care. You can't have anything better as your most prized shiny Pokemon.
18 - 2
Remember when I said that I found the internal values for each of the areas in Stretch Panic? On surface level they don’t seem like much, but compared to how the game is laid out they actually follow a different order than one might think. In fact, these values might just be the order in which they were first implemented into the game! I know it might sound like a stretch, no pun intended, but if certain prerelease materials are taken into account it could possibly shed some light on certain placings.
Without further ado, here’s the internal list:
0- Cinder
1- Miss Mecca
2- Siren
3- Demonica
4- Samantha
5- Anne Droid
6- Spinner
7- Faye Soff
8- Jelly Chan
9- Mirage
10- Spirit
11- Cyan
12- EX-Island
13- EX-Factory
14- EX-Ice
15- EX-Rooftops
16- Title Screen
17- Intro Story
18- Ending and credits
19- Museum of Agony
20- Gallery of Shame
While there’s some similarities in the final game’s progression, there’s a couple of stand outs I want to further elaborate on.
Cinder being the first in the internal list makes a lot of sense. She’s one of the first sisters you battle so naturally it seems fitting for her to have the first ID. Actually, out of all of the others she deserves the spot more than you think. Early prerelease screenshots show that her arena was once used for the Miss Mecca and Siren battles, who take up the next two IDs in the list. Because they were taken in early development it can be safe to assume they weren’t meant to be there and Cinder’s room was used as a placeholder. Furthermore, if the final game’s progression were in effect then Spinner should be next in the internal list, which would help further credit that the first few slots were meant for the early game battles, but we instead have Demonica who is a latter half battle. Because of those screenshots, her internal listing, and Spinner’s absence in the first few IDs it’s very likely that Cinder was the very first boss fight made for the game, possibly when they were still testing out game mechanics. You got to love the fact that they potentially had someone of her head size as their initial boss implementation.
Here's links to the specific prerelease images talked out:
spong.com/game/screens/11028193/Freak-Out-PS2/4514…
spong.com/game/screens/11028193/Freak-Out-PS2/4514…
With that said, Demonica being the fourth internal ID is pretty ironic considering she’s probably the most memorable battle in the entire game. If she’s listed there after Miss Mecca and Siren who appeared in some prerelease screenshots in the placeholder room of Cinder’s, the devs likely had her fight more thoroughly planned out around the same time compared to some of the later entries. It’s also possible that as they continued development they moved her back for difficulty reasons, because Spinner is a lot easier to wrap your head around compared to what Demonica ended up with.
The last oddity I want to point out are the final two internal IDs for the sisters. Contrary to her status as the final boss, Spirit is listed as the second to last entry. In reality, the final referenced sister is actually Cyan! On first glance it might seem like a similar situation to Demonica where the devs had Spirit’s battle planned out first or they had Cyan planned as the actual final boss, but out of all the possible theories one stuck out over the others. I’m not saying this is one hundred percent fact, but the circumstances are just too coincidental to ignore.
I think they were originally one boss with two separate phases.
It sounds a bit too far fetched at first glance, but both fights have striking similarities to each other that help explain their internal IDs. Both are immune to damage in some way, have circular arenas, long arms, and other entities involved in their battles. While they may have different appearances, it’s entirely possible that wasn’t the case earlier in development. If I had to make a guess, whatever you encountered initially would be completely immune to damage at first except for the hands which you take out. Afterward, something happens which makes them too powerful until lots of helpful allies come in to assist. With their help they make the boss vulnerable which allows you to finally defeat them. It would help explain the oddities surrounding their IDs.
However, for whatever reason only known by the devs, they scrapped the idea and split both phases into two separate fights. The first phase became Spirit and the second became Cyan, which was probably around the time when they heavily redesigned them into their own separate appearances.
Of course, I may be completely wrong about this as there may be a more simple reason for their internal listing, but the evidence sure does add up for such a theory.
With all of the bosses now implemented, the EX stages became next. Considering how seemingly tacked on they were compared to the boss fights I’m not surprised to see their IDs after them. EX-Island being first makes sense since the Japanese demo had it as the only EX stage available alongside Cinder, who as stated earlier was likely the first implemented boss. Around that time they possibly had the game’s name and storyline set in stone since they are the next internal IDs. The central hub came next followed by the Gallery of Shame to finish everything off. Maybe you fought all of the sisters sequentially at one point before the idea of a hub was introduced? I still have my guess as to why the Museum of Agony is near the bottom. The Gallery of Shame could have been something to make the hub less empty considering it’s the very last ID listed, although it could be something else entirely.
For a short tech demo of a game, the internal IDs alone may provide some insight about Stretch Panic’s fragmented internal development.
9 - 0
I wish someone would find a way to stop these Ultra Sun debugs from resetting after every single battle. I've tried numerous methods myself and no matter what I can't seem to figure it out. :(
11 - 0
I have tried SO hard to find a way to extract from fs.1, since that's where most of Frontier's assets are stored, because there's test maps in there and I can possibly file swap to play on them in game. Unfortunately, I have no idea what encryption it uses to open it up. I know it's possible to open because there's model rips of the game out there, and I can SEE the filenames in a hex editor, but I have no idea HOW to access them. This stupid roadblock is holding me back from looking into this game more.
7 - 0
Someone finally cracked the weird encryption of the first Fossil Fighters game and found some never seen unused content! I feel like the community REALLY needs to see these!
Part of me feels sad that we never got Frigi's and Igno's unused team skills. :(
(I can't have multiple videos in a single post so I have to post the URLs instead)
https://youtu.be/yriosCFrw-A?si=BjLkv...
https://youtu.be/45fRL81oB6U?si=jHNqF...
4 - 0
So I heard moves reset upon transfers to Pokemon Scarlet and Violet? Well, that completely kills one of the reasons to transfer to a future generation. I know this happened between transferring to all Gen 8 games, but those had the excuse that they all existed within the same generation. This sort of occurrence should NOT happen when transferring up a generation. I can see a game like PLA as an exception due to how it deviates from the norm, but not SwSh and BDSP, especially since they have movesets and TMs shared between games.
"Oh, but it's because you can send Pokemon back a generation for the first time since Gen 2! They NEED to reset movesets for previous gen compatibility!"
You automatically outright called Gen 2's transfer system better. Those game were perfectly fine with moves you can only learn through Gen 1 and didn't delete anything. Heck, there's moves in Gen 2 you can teach to Gen 1 mons and trade them back with no problems whatsoever! They could have gone with a COMPLETELY FINE system from decades ago, but no. Let's kill moves exclusive to previous games. RIP new Tradebacks metagames.
"But if so we'll open up Fissure No Guard Machamp! The Ability Patch now reverts hidden abilities to regular ones, so this is now possible!"
Then just implement a measure that prevents such a combo from happening. Bar a Machamp caught from Gens 1 and 2 from using an Ability Patch. That doesn't mean it should forget something special it can only learn through a single generation and nowhere else.
Probably the biggest casualties though are mons that weren't in any Switch game until Scarlet and Violet. Let's say I managed to obtain a Hoopa through a Gen 6 event, transferred into Gen 7, and taught it Throat Chop. One migration to Home later and it can't go anywhere except Gen 9 where the moves reset. Throat Chop EXISTS in the game's data and is usable by multiple mons already, but it's still wiped anyway. There goes my effort to get the exclusive move in the first place.
Go ahead TPC. Keep giving me more reasons to not get Pokemon Home/Prison.
TLDR; Pokemon Home is still a massive scam.
2 - 1
I RNGed my mishap back into existence. No cheats were used, only online guides about manipulation, finding the right frames, and an entire hour to get this done. Granted it was originally level 59, but I don't care. As long as this fixes my mistake, I'm content.
8 - 1
The channel where Goombas are the smartest hackers in the world. Make sure to stop by once us Goombas find something interesting!