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Exaskryz

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About Exaskryz

  • Birthday 01/01/1990
  1. I noticed that the attacks are listed one after the other. For Black and White, it goes TM01-92, but then HM01-06, then TM93-95 back to back starting at offset 0x0009AAB8. I've got this handy table for people to download, as I couldn't find a similar resource: https://docs.google.com/spreadsheet/ccc?key=0AnIIigcwlIaNdDBaTm9lX200eVFsdTVlbGpCcWUtWXc&usp=sharing It lists the current TMs with number and index number in reversed hex. It lists all moves with their reversed index number. This makes for very quick and dirty editing.
  2. Thanks, I got it figured out with another thread on here (which I actually posted in before, I just realized.) http://projectpokemon.org/forums/showthread.php?17674-Pok%E9mon-Black-and-White-Changing-TMs-and-HMs/page2 I noticed that the attacks are listed one after the other. For Black and White, it goes TM01-92, but then HM01-06, then TM93-95 back to back starting at offset 0x0009AAB8. I've got this handy table for people to download, as I couldn't find a similar resource: https://docs.google.com/spreadsheet/ccc?key=0AnIIigcwlIaNdDBaTm9lX200eVFsdTVlbGpCcWUtWXc&usp=sharing It lists the current TMs with number and index number in reversed hex. It lists all moves with their reversed index number. This makes for very quick and dirty editing.
  3. I'm curious if anyone has made any progress on this? It'd be a really cool thing to have. I'll even modify in hex if anyone has a clue as to where to go for that.
  4. How are you supposed to use the Moveset editor? When I click on "File" to select "Open Narc" it's grayed out. Then it talks about PPNFR, and I don't know what that is? Without trying to load a file, selecting any Pokemon from the list results in an unhandled exception error. So I'd imagine you're supposed to load the Narc in there somehow. I thankfully can use the old moveset editor (and since I wanted to modify White 1, that leaves me with no incompatibility.) from http://projectpokemon.org/forums/showthread.php?14825-TwistedFatal-Black-and-White-Toolbox&p=163871&viewfull=1#post163871 Twisted, your instructions in the new editor and readme downloads don't include instructions to get the mininarcs, but it seems they should from what I read. --- I enhanced the performance of the first editor for speed editing with an AutoHotKey script found here: http://pastebin.com/aMNX4rgE. I have yet to test the results on an actual ROM to make sure I'm not breaking anything, but it seems like it'll work. Struggled through plenty of errors from manual inputs before I figured out that you have to hit the down arrow key. So I solved that, and set it so that with this script running you can hit Enter instead of the Down arrow. Furthermore, moving from item to item is inconsistent in the program. I'd normally accomplish it with TAB, but that jumped me seemingly randomly. So I set it up so that you can enter the levels all in one or two goes, and moves, by clicking one box and hitting Enter to move to the next one. I also added a couple commands for clearing out the existing movesets. Pressing \ with your mouse over a level box will clear it and the adjacent move box. It can be pressed in quick succession, as your mouse moves to the row beneath. Pressing ] will do the same thing as \, but 11x in a row, so you can clear one column of level and attack quickly. Hope this might come in handy for some people. ---- I came up with a second script for automation after seeing the PPNFR tool. I modified the original 151 Pokemon's moves for my hack, and was not about to sit through patching 151 files. So I automated it. http://pastebin.com/nUMDQ9rT Press Ctrl+] to run the script while PPNFR is active. It is currently set up to take ~2 hours to run through all 667 files. A small amount of time compared to anyone who actually did customize all 667 files. You can modify the script to make it run through only a certain number of Pokemon and change where it will start running at. You can change the very last number if you want, it's in milliseconds. I set 10000 ms or 10 seconds because PPNFR freezes up for ~6 seconds, but sometimes up to 8 seconds for me, as I apply my changed movesets. If your computer runs faster, you can tone the time down, but if it's not enough, just increase it.
  5. What are your intentions? Did B/W mapping tools recently come out? Or do you intend to just throw Kanto/Jhoto Pokemon in place of Unova Pokemon?
  6. It's probably an IPS patch, so google LIPS. Otherwise, google. It's easy.
  7. I did not have this issue. The only related issue is being able to rapidly edit them in succession with a macro function, but that is something you have. It's true that the list doesn't scroll down correctly and jumps back up to the first trainer with the same name in a block when you open the drop down, but you just have to pick the 3rd from the top, then the 4th, then the 5th, and so on through the whole group of same-names.
  8. Protip for finding things... Export a full .txt file, open it in wordpad (or notepad++. Not notepad, that doesn't seem to scan the full text) and use ctrl+f for the phrases you want to change.
  9. Maybe their dialogue is too long or something. Look into shortening the message they should say to be something that's a single word and see what happens. I'm wondering if the game is attempting to render all of the words, and it goes off screen, so it gets buggy and you see a blank line...
  10. I'm not quite sure what you mean here. The way I would go about it is finding the hex for the TM in regards to items (http://bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_V) and finding hex code next to it that relates to the sprite it uses, and changing that hex to the sprite you need. From what I have gathered from your post, the layout of the hex is something like one move after another move after another move, and the game manages to count how many moves there are to determine what TM it is actually referring to. However, the catch is that there are these random bytes that you mentioned that are inbetween moves. Someone should go about writing a program for this. I don't think a tool would be that complex. The value of the TM (in regards to moves) is already found. Finding the sprite that is displayed for it shouldn't be too hard either (if I didn't have exams I would focus on finding this). Next would be visually display the correct information, as you had mentioned that move descriptions given by the TMs were incorrect - again, something I don't think would be too hard (find the code that dictates which part of the script to read, and find the part of the code that displays thing such as damage and accuracy). I have never written a program before, and I don't intend to, but to me it sounds like something as simple as loading 2-3 narcs and going to town on editing. The user would input but one move value, and the program would change each narc as they should be: TM value, sprite, and description. Oxnite, don't you have a tool that edits moves? You should be able to do something like this fairly easily, and I'm sure it would be much appreciated! I know that a tool like this would be very very useful for me as I develop my white hack over the summer. I would help more in locating offsets within narcs that are subject to modification, but I have exams. Within a week I should be able to contribute more.
  11. Can you be more specific? Such as what other hex values were around the CF 00, which TM was changed (TM06 or TM42 or what?), what is the CF00 (the attack value in the TM?) and all of that interesting stuff. And by changing the TM's sprite, do you mean to make it align with the color of the type of attack it is?
  12. a002 and a003 hold storyline scripts such as NPC dialogue. This is also the most complete list I have found in regards to B/W NARC structure. http://gbatemp.net/topic/255124-pokemon-blackwhite-hacking-documentation/
  13. I remember reading something along the lines that there is a palette file that can be changed, like you have the actual mugshot sprite and a file that tells it what colors can be used, but this may have just been an idea that was tossed around while people tried to figure this out. I highly recommend reading the thread where you got this tool, it may hold some answers.
  14. Surely there are tools for this. Research narcs and nitro explorer, which are files and a tool used to extract and insert things into the game.
  15. I haven't toyed with it myself, but there may be a color palette limit to be worried about since you're saying it messes up in color. If you use colors that aren't part of the palette or use too many, that could easily explain why they don't turn out right.
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