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Thread: PPRE: Project Pokemon's ROM Editor

  1. #526
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    Re: PPRE: Project Pokemon's ROM Editor

    I also have a question.
    What are the current functional capabilities of PPRE?

    I had done a lot of digging previously, but I can only vaguely remember some stuff.
    Am I correct in that Pokemon and move modifying (Power, Accuracy, PP, etc.) are not implemented?
    It's either 1 of the 2 doesn't work, or both don't.

    Oh, and if either don't work, can anyone suggest alternative tools? I'm hacking HGSS, if that helps.

  2. #527

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by megamonk4 View Post
    Can I just replace the swarm pokemon with a pokemon I want in the day? Or do I have to edit a script to remove the swarm event so I can use up the tabs for day pokemon?
    You have a certain number of day slots and that is it. The swarms apply to swarm Pokemon in that area. If you modify those, then only the swarms will change. There isn't really a script, but rather hardcoded gamecode that defines the swarm events.

    Quote Originally Posted by megamonk4 View Post
    Oh! Also, how can I determine/change abilities for trainer pokemon?
    There was slight thought about that in this hack, and there was a conclusion that some of the "unknowns" in the PPRE trainer editor specified the AI and the abilities. Further documentation is lacking.

    Quote Originally Posted by Fishaman P View Post
    What are the current functional capabilities of PPRE?
    PPRE can edit scripts (with some glitchiness). It can modify anything shown on the map tab. The trainer editor works fully (except for phrases). The Pokemon Editor works. Everything else is Read-Only.

  3. #528
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    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Kairi View Post
    PPRE can edit scripts (with some glitchiness). It can modify anything shown on the map tab. The trainer editor works fully (except for phrases). The Pokemon Editor works. Everything else is Read-Only.
    So, do you know of any HGSS-compatible move editors? And by that I mean the power, accuracy, etc.

  4. #529

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Kairi View Post
    You have a certain number of day slots and that is it. The swarms apply to swarm Pokemon in that area. If you modify those, then only the swarms will change. There isn't really a script, but rather hardcoded gamecode that defines the swarm events.


    There was slight thought about that in this hack, and there was a conclusion that some of the "unknowns" in the PPRE trainer editor specified the AI and the abilities. Further documentation is lacking.


    PPRE can edit scripts (with some glitchiness). It can modify anything shown on the map tab. The trainer editor works fully (except for phrases). The Pokemon Editor works. Everything else is Read-Only.
    I see...Thank you for answering my questions.

    Quote Originally Posted by Fishaman P View Post
    So, do you know of any HGSS-compatible move editors? And by that I mean the power, accuracy, etc.
    There is one way how to edit HG/SS moves, but it requires you editing moves from D/P and then replacing the narc for D/P moves to the HG/SS

  5. #530
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    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by megamonk4 View Post
    There is one way how to edit HG/SS moves, but it requires you editing moves from D/P and then replacing the narc for D/P moves to the HG/SS
    No thanks. I'd even be willing to hex edit, if that's possible!

  6. #531

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Fishaman P View Post
    No thanks. I'd even be willing to hex edit, if that's possible!
    This part of PPRE may be relevant to you then.
    Code:
    		self.effect.setCurrentIndex(ord(file[0])|(ord(file[1])<<8))
    		self.category.setCurrentIndex(ord(file[2]))
    		self.basePower.setValue(ord(file[3]))
    		self.accuracy.setValue(ord(file[5]))
    		self.type.setCurrentIndex(ord(file[4]))
    		self.ctype.setCurrentIndex(ord(file[13]))#contest type
    		self.pp.setValue(ord(file[6]))
    		self.effectChance.setValue(ord(file[7]))
    		self.priority.setValue(ord(file[10]))
    ord(file[0])|(ord(file[1])<<8) is a uint16 that occupies bytes 0 and 1.

  7. #532
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    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Kairi View Post
    This part of PPRE may be relevant to you then.
    Code:
            self.effect.setCurrentIndex(ord(file[0])|(ord(file[1])<<8))
            self.category.setCurrentIndex(ord(file[2]))
            self.basePower.setValue(ord(file[3]))
            self.accuracy.setValue(ord(file[5]))
            self.type.setCurrentIndex(ord(file[4]))
            self.ctype.setCurrentIndex(ord(file[13]))#contest type
            self.pp.setValue(ord(file[6]))
            self.effectChance.setValue(ord(file[7]))
            self.priority.setValue(ord(file[10]))
    ord(file[0])|(ord(file[1])<<8) is a uint16 that occupies bytes 0 and 1.
    I'm afraid you lost me there. Is that the source code or something?

  8. #533

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Fishaman P View Post
    I'm afraid you lost me there. Is that the source code or something?
    yes, PPRE's source. The effect is made up of bytes 0 and 1 (Not too important). Category is byte 2 of each move file. Base power is byte 3... and so on.

  9. #534
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    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Kairi View Post
    yes, PPRE's source. The effect is made up of bytes 0 and 1 (Not too important). Category is byte 2 of each move file. Base power is byte 3... and so on.
    So, you're just saying that I should find the move in the ROM, modify the bytes following the identifier, and that'll do it?

    That works, although a tool would still be much easier.

  10. #535

    Re: PPRE: Project Pokemon's ROM Editor

    Quote Originally Posted by Fishaman P View Post
    So, you're just saying that I should find the move in the ROM, modify the bytes following the identifier, and that'll do it?

    That works, although a tool would still be much easier.
    Duh. Of course it would. That's why if all you're going to do is edit the power, pp, acc, type or effect (but not the damage class and the effects of certain complicated attacks like Volt Tackle), then use the move editor that works on diamond & pearl on one of those roms, extract the narc, and then reinsert it into hgss.

    However, hex editing attacks is actually really easy once you know what you're doing. SEARCH THIS FORUM. There are a lot of posts on this subject by me already. I'd advise extracting the narc first. For me, that makes it easier.
    What are you going to do with Jesus?

  11. #536

    Re: PPRE: Project Pokemon's ROM Editor

    Hex editing is fairly easy. You would have to do it a bit sometimes even if you're using DP move editor because it does some things incompletely, like if you set a move's effect to "always goes first" like Quick Attack, it will set that as the effect ID, but it will not change the priority. DP move editor also does not change move categories (Special/Physical/Status)..

    You can PM me if you want any advice on editing moves.

  12. #537

    Re: PPRE: Project Pokemon's ROM Editor

    Hey, I'm back with another question.

    I've ran into a problem. I just finished editing my pokemon plat. game, only editing pokemon, pokemon locations, trainer pokemon, and rod pokemon. I've ignored the warning about some error I have received on ppre. When I tested it through an emulator and flash card, the game freezes once the main character and barry enter lake verity. The thing is that it not like a complete freeze, the music is still going, its just that the characters no longer move once they enter.

    I opened up a clean rom in ppre to see if perhaps I accidentally changed a number at the top of the map section of ppre. But it matched the same as the edited rom.

    Any ideas on how I could fix this problem?

    EDIT: Could it be because of me editing information on rod pokemon? I noticed on ppre, that there was absolutely no pokemon on the old rod, nothing but magikarp on the good rod, and then a few different pokemon and magikarp on the super rod. As if rod pokemon were shifted over. There was also no value for the encounter rate on old rod pokemon; only good rod and super rod. I edited both the encounter rate for the old rod and old rod pokemon. Could this be the reason why the game freezes at this point?

    EDIT2: No...that didn't change anything either. I'm still receiving the same thing.

    EDIT3: this is what error is when I go to the log that ppre directs me towards. It just constantly repeats this same block of text:
    Traceback (most recent call last):
    File "ppre.pyw", line 3332, in saveTrainer
    File "ppre.pyw", line 3336, in saveText
    File "texttopoke.pyc", line 93, in Makefile
    File "texttopoke.pyc", line 54, in ToCode
    UnboundLocalError: local variable 'errorReport' referenced before assignment

    I occassionally received this one:
    Traceback (most recent call last):
    File "ppre.pyw", line 3245, in changedTrainer
    File "<string>", line 1, in <module>
    File "bytereader.pyc", line 6, in ReadByte
    IndexError: list index out of range

    And this was found at the end:
    Traceback (most recent call last):
    File "ppre.pyw", line 3052, in updateScript
    AttributeError: 'module' object has no attribute 'scriptFile'

    What does it mean? and how do I fix it?
    Last edited by megamonk4; Jun 17th, 2011 at 10:16 PM.

  13. #538

    Re: PPRE: Project Pokemon's ROM Editor

    Sometimes PPRE messes up scripts that you didn't even edit. Replace the script files with ones from a clean version of platinum.

  14. #539

    Re: PPRE: Project Pokemon's ROM Editor

    The PPRE attack editor, doesn't work, it doesn't save the change

  15. #540

    Re: PPRE: Project Pokemon's ROM Editor

    I'm having a small issue with the latest PPRE. I've edited my rom and built it to test it on my choice of hardware. But now, I want to take it and edit it again. So, I open it in PPRE, and set the rom. But, even after it creates my tmp folder, it tells me that a rom is not loaded. What is up with that?

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