Oxnite Posted March 21, 2011 Posted March 21, 2011 Thanks for the toolhowever I wish to ask on the aspect of recurring trainers like Bianca and Cheren. How do I tell if they are the Cheren or Bianca at certain point in the game? You might want to use another reference, for example this site for Cheren and / or Bianca. You then only have to check their teams at that certain point in the game.
geoalpha Posted March 21, 2011 Posted March 21, 2011 (edited) Love the editor ^.^ I was needing an extensive list, so I decided to make one to help myself and anyone who needs such a list. Here is a spreadsheet with all the trainers with their names and locations matched up to their id's. EDIT: Oh yeah, I couldn't pinpoint the exact id for the grunts in the Dreamyard, so if anyone wants to clear that up, please do. I don't think there are any other problems with the list, but if there is, tell me EDIT2: Fixed the Dreamyard grunt. Again, tell me if anything's wrong in the list. List ID.rar Edited March 21, 2011 by geoalpha
blazer Posted March 21, 2011 Posted March 21, 2011 I can't even open up the program to edit any trainers, and where it says to open up the data you can only choose folders not the rom itself.
geoalpha Posted March 22, 2011 Posted March 22, 2011 I can't even open up the program to edit any trainers, and where it says to open up the data you can only choose folders not the rom itself. That's not how the editor works. You need to extract 2 narc files from the rom (a/0/9/2 and a/0/9/3). Then you must extract the files within those narc files into 2 folders i.e. one folder for the 2 narc and one folder for the 3 narc. The 2 narc is the trdata and the 3 narc is the trpoke. At this point, you can start editing. Once you've finished, do the steps in reverse; compress the folders into their respective narc files, and reinsert the narcs into the rom. Also, there is clearly a link in the very first post to a video that can guide you through this.
Andibad Posted March 22, 2011 Posted March 22, 2011 Thank you kazorWar, i was late but i used this program since version 1, and is friendly, just 4 miin i was can change trainer like elitefour also chynthia , yeah without you video, but i was found this source code and i complied my self, is really good but something missid but is not to important. anyway is just change trainer pokemon, money and ect only, yeah someone asked is can change mode battle like iris + someone, i think is too complex than this and my last word : THANK YOU VERY MUCH, but you can added sprite of every trainer? gender value? EV, IV?
Abacus Posted March 24, 2011 Posted March 24, 2011 Awesome job, Kazo! So, I was tinkering around with the "unknown" value on the individual pokemon tab and found out some fairly simple things relating to gender/abilities. While the vast majority of trainers have all of their pokemons' unknown value set to 0, many of the harder trainers have it at either 16 or 32. I didn't get a chance to actually test this out by modding a random trainer's pokemon then checking with Synchronize, but I did cross-reference the values of every single Rival, Villain, Gym Leader and E4 member's pokemon with their pages on Serebii. With only two exceptions, all pokemon with an unknown value of 16 use their first ability, and those with 32 use their second one. As for the exceptions, Elesa's Emolga/Emolga/Zebstrika were male/female/male and had values of 1/2/1. This one I actually tested out - pokemon will be male with an unknown value of 1 and female with a value of 2. The other exception was Shauntal's Jellicent, with an unknown value of 34. It's a female with Cursed Body (Jellicent's second ability). This most likely has something to do with Jellicent's differing male/female forms. One final thing I noticed was that Grimsley's two Scrafty both have Moxie and the same unknown value, though one's a dude and the other's a chick.
Drayano Posted March 24, 2011 Posted March 24, 2011 With only two exceptions, all pokemon with an unknown value of 16 use their first ability, and those with 32 use their second one. I was literally just about to say this myself after doing a bit of testing for the last half an hour~! I can confirm that's true. In addition, 87 (a random value I tried) seems to make the Pokemon female with ability one, but no trainers use that by default. For the record, I have no clue about the Scrafty case.
ryoko_ueda Posted March 24, 2011 Posted March 24, 2011 Is there a way to know what each trainer class is when you change it without guessing, because PKMN Trainer 001, PKMN Trainer 065, ect doesn't really help me figure it out.
geoalpha Posted March 24, 2011 Posted March 24, 2011 I was literally just about to say this myself after doing a bit of testing for the last half an hour~! I can confirm that's true. In addition, 87 (a random value I tried) seems to make the Pokemon female with ability one, but no trainers use that by default. To top it off, 48 is the magic number for Dream World abilities. ^.^
winzev Posted March 25, 2011 Posted March 25, 2011 To top it off, 48 is the magic number for Dream World abilities. ^.^ really ?? so the 48 is the Dream World Ability huh ?? Then how about 64 ?? Anyone tried ?? Btw can we make some trainer rebattleable everyday just like Cheren ??
geoalpha Posted March 25, 2011 Posted March 25, 2011 really ?? so the 48 is the Dream World Ability huh ?? Then how about 64 ?? Anyone tried ?? I tried 64 once, and didn't notice any significant change. I was testing them by catching the trainer's pokemon (ar ftw), and all the values said so far work, sans 64.
RobbieNewton Posted March 27, 2011 Posted March 27, 2011 (edited) Edit: Got it working now, I forgot to delete the original NARC files, tahts what it was. Great program man. So far, used it to replace Marshal with Blue's team (assuming Charizard, but swapping Charizard with Ho-Oh) from Fire Led/Leaf Green. Can't wait to really experiment And I can do the gym leaders too, since with AR, we can rematch people. Edited March 28, 2011 by RobbieNewton
whatever Posted March 28, 2011 Posted March 28, 2011 Are you sure this 250 value sets the difficulty? (2nd pic)
RobbieNewton Posted March 28, 2011 Posted March 28, 2011 Seems like I can't actually rematch Leaders, ah well. Gonna put Pseudo-Leaders in Black City in that case, already replaced youngster Robbie (>_>)'s team with Misty's team. Also, anyone worked out what the Unknown value for Shiny will be? I have Lance in the E4 >_>
Kaphotics Posted March 28, 2011 Posted March 28, 2011 Looking at these unknowns, it screams bit flags. How so? 5th and 6th bits - Ability 16 - Ability 1 -- 010000 32 - Ability 2 -- 100000 48 - Ability 3 -- 110000 (Dream World) Both being 0 would result in an unset (random???) ability. Untested! 1st and 2nd bits - Gender 1 - Male - 01 2 - Female - 10 Both being 0/1 would result in an unset (random???) gender. 87 (11) is female. Is 00 male? Combining these... 34 - 100010 -- Ability 2 and Female Cursed body female Jellicent as reported by Abacus 87 - 1010111 -- Ability 1, Female. It has a 7th bit, no clue what that does! 1,2,5,6 bits explained. I haven't fiddled with this thing at all (just observing from afar) -- So I ask you all this: Would IVs and EVs be set by these different bits? Max or Zero, or Max, 20, 0 or random??
geoalpha Posted March 28, 2011 Posted March 28, 2011 1,2,5,6 bits explained. I haven't fiddled with this thing at all (just observing from afar) -- So I ask you all this: Would IVs and EVs be set by these different bits? Max or Zero, or Max, 20, 0 or random?? Not sure about EV's, but IV's are definitely set by the "Difficulty" value IIRC. Also, I'm pretty sure that if the ability bit is set to 00, it will always be ability 1. I can't say the same for the gender though.
Kaphotics Posted March 28, 2011 Posted March 28, 2011 Not sure about EV's, but IV's are definitely set by the "Difficulty" value IIRC. 250 is really close to 255 (FF, screaming bitflags again!), if someone can catch the trainer's mons and report the IVs (if they stick). 250 = 11111010 For a slow Cofagrigus, it'd have a max everything except speed. Uppermost bits might be the IV max/min toggle, HP/A/D/SA/SD/Sp. Sp being untoggled, zero! No clue what those lowest 2 are for (smarts?) Just theorizing. Seeing a Chandelure with the same 250, it might not be in that exact order after all.
geoalpha Posted March 28, 2011 Posted March 28, 2011 250 is really close to 255 (FF, screaming bitflags again!), if someone can catch the trainer's mons and report the IVs (if they stick).250 = 11111010 Uppermost bits might be the IV max/min toggle, HP/A/D/SA/SD/Sp. Sp being untoggled, zero! No clue what those lowest 2 are for (smarts?) Just theorizing. Just tested. Set a Whirlipede to 250 difficulty and has 30 in all IV's.
Kaphotics Posted March 28, 2011 Posted March 28, 2011 Just tested. Set a Whirlipede to 250 difficulty and has 30 in all IV's. Yeah, it definitely controls IVs. Looks like it can't define each one individually. (You'd need 5 bits per IV lol, which is 30 and we have 8!) 255 = 31/31/31/31/31/31 -- 1[u]11111[/u]11 250 = 30/30/30/30/30/30 -- 1[u]11110[/u]10 0 = 0/ 0/ 0/ 0/ 0/ 0 -- 0[u]00000[/u]00 -- Assuming this is the case. 5 bits for IVs (76543) 31 -- 11111 30 -- 11110 0 -- 00000 Just trying to do some pattern recognition!
geoalpha Posted March 28, 2011 Posted March 28, 2011 Yeah, it definitely controls IVs. Looks like it can't define each one individually. (You'd need 5 bits per IV lol, which is 30 and we have 8!) 255 = 31/31/31/31/31/31 -- 1[u]11111[/u]11 250 = 30/30/30/30/30/30 -- 1[u]11110[/u]10 0 = 0/ 0/ 0/ 0/ 0/ 0 -- 0[u]00000[/u]00 -- Assuming this is the case. 5 bits for IVs (76543) 31 -- 11111 30 -- 11110 0 -- 00000 Just trying to do some pattern recognition! Also, setting it to 255 makes all IV's 31. (Just tested) On the middle values, you might have it misplaced. I did difficulty value 151, which gave me 18 IV's. So, 151 is 1001011. 18 is 10010. It would appear that the IV number is only the first five. OH YEAH!!! Also changed the unknown value to 62, which is 111110. It correctly gave me the dream world ability, and also changed the gender to female (originally male). AND it changed the nature to Docile when it was originally Timid.
Kaphotics Posted March 28, 2011 Posted March 28, 2011 Also, setting it to 255 makes all IV's 31. (Just tested)On the middle values, you might have it misplaced. I did difficulty value 151, which gave me 18 IV's. So, 151 is 1001011. 18 is 10010. It would appear that the IV number is only the first five. 151's implication contradicts 250's result. 250 would then yield the same as 255, so it's a wee bit more complex than I initially thought 255 = 31/31/31/31/31/31 -- [u]11111[/u]111 or 1[u]11111[/u]11 250 = 30/30/30/30/30/30 -- 1[u]11110[/u]10 151 = 18/18/18/18/18/18 -- [u]10010[/u]111 0 = 0/ 0/ 0/ 0/ 0/ 0 -- 0[u]00000[/u]00 -- Assuming this is the case. 5 bits for IVs 31 -- 11111 30 -- 11110 18 -- 10010 0 -- 00000 The first bit could be a pad? If 0 use 76543, if 1 use 87654. Idk lol it's the only explanation I currently have. == So bits 3 and 4 help define nature... but there's only 4 possible combos with just them! Must be more to it, gonna try to make this work... 7 and 8 probably help as well. 0 = Hardy 1 = Lonely 2 = Brave 3 = Adamant 4 = Naughty 5 = Bold 6 = Docile -- 00110 7 = Relaxed 8 = Impish 9 = Lax 10 = Timid -- 01010 11 = Hasty 12 = Serious 13 = Jolly 14 = Naive 15 = Modest 16 = Mild 17 = Quiet 18 = Bashful 19 = Rash 20 = Calm 21 = Gentle 22 = Sassy 23 = Careful 24 = Quirky What I'm thinking: 62*25 = 1550 = [0011000001110] 0011000001110 >> (8 bits) = 00110 = 6 (Docile). This is a calc used in this gen's RNG for a wild Pokemon's nature. It returns a 0-24 value (nature!) Might be the calc?
geoalpha Posted March 29, 2011 Posted March 29, 2011 So bits 3 and 4 help define nature... but there's only 4 possible combos with just them! Must be more to it, gonna try to make this work... 7 and 8 probably help as well. 0 = Hardy 1 = Lonely 2 = Brave 3 = Adamant 4 = Naughty 5 = Bold 6 = Docile -- 00110 7 = Relaxed 8 = Impish 9 = Lax 10 = Timid -- 01010 11 = Hasty 12 = Serious 13 = Jolly 14 = Naive 15 = Modest 16 = Mild 17 = Quiet 18 = Bashful 19 = Rash 20 = Calm 21 = Gentle 22 = Sassy 23 = Careful 24 = Quirky What I'm thinking: 62*25 = 1550 = [0011000001110] 0011000001110 >> (8 bits) = 00110 = 6 (Docile). This is a calc used in this gen's RNG for a wild Pokemon's nature. It returns a 0-24 value (nature!) Might be the calc? Yes, you're totally right. But the real question is, how do we control that? Or rather, how do we manipulate it to get what we want?
Kaphotics Posted March 29, 2011 Posted March 29, 2011 Alter the Bits 8 7 x x 4 3 x x The x's determine something else, so you can't really tamper with them. The way the calc works is that the values are somewhat linearly scaling. 0-10 -- 0 11-20 -- 1 21-30 -- 2 31-40 -- 3 41-51 -- 4 52-61 -- 5 62-71 -- 6 72-81 -- 7 82-92 -- 8 93-102 -- 9 103-112 -- 10 113-122 -- 11 123-133 -- 12 134-143 -- 13 144-153 -- 14 154-163 -- 15 164-174 -- 16 175-184 -- 17 185-194 -- 18 195-204 -- 19 205-214 -- 20 216-225 -- 21 226-235 -- 22 236-245 -- 23 246-255 -- 24 2^4 is 16, but you also have the doublet (11) female (and male 00?) gender, so there should be enough variance to get every combo possible for each nature.
geoalpha Posted March 29, 2011 Posted March 29, 2011 (edited) If only the editor could do all that work for me lol. But I'm very happy with the work Kazo has done so far. Edited March 29, 2011 by geoalpha I misunderstood O.o
RobbieNewton Posted March 29, 2011 Posted March 29, 2011 Anyone worked out how to set a shiny? I could be wrong, but I assume there must be some option, considering there was a Shiny Espeon in the Battle Tower in FR/LG. Anyways, this is pretty good, thanks for the spreadsheet, allowed me to find the Black City people much easier. Now to increase Black City. I heard it can have 45 people max. So if I do that, and get all 45, then I can have 8x4= 32 Leaders, and 13 Elite Four Members. Course, I can shift that up, if I remove/merge some leaders (like Roxanne with Brock, Misty with Wake). Lots of potential. Again, thanks for the progarm mate.
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