Siam Posted April 10, 2011 Posted April 10, 2011 Just a note to Wild Pokemon hackers, Red Basculin Form is 26 02 Blue Basculin Form is 26 0A Deerling Spring 49 02 Deerling Summer 49 0A Deerling Fall 49 12 Deerling Winter 49 1A We need to post up a list of Pokemon with different forms according to Seasons.
Andibad Posted April 10, 2011 Posted April 10, 2011 Just a note to Wild Pokemon hackers,Red Basculin Form is 26 02 Blue Basculin Form is 26 0A Deerling Spring 49 02 Deerling Summer 49 0A Deerling Fall 49 12 Deerling Winter 49 1A We need to post up a list of Pokemon with different forms according to Seasons. I was know that but i added something: - for spiky ears pichu is not work in pokemon black (AC 0A), it will give error message (so carefully change HEX value for pokemon have many form) - for Sawsbuck: (02 4A --> 4A 02) - Sawsbuck summer 4A 0A - Sawbuck fall 4A 12 - Sawbuck winter 4A 1A But i see all form HEX value is have some structure: XX YY --> YY is alternate form.......... 0A --> 2nd, 12 --> 3rd, 1A --->4th form (??)
Kaphotics Posted April 10, 2011 Posted April 10, 2011 02 -- 00010 -- First 0A -- 01010 -- Second 12 -- 10010 -- Third 1A -- 11010 -- Fourth Look at the 2 uppermost bits, they are 0-3 in binary. Instead of the usual 0x0, 0x8, 0x10 for formes, the lowest 2 binary for these is always 10.
Andibad Posted April 11, 2011 Posted April 11, 2011 Someone can tell me to edit item for wild pokemon? and also list of item (hex) in BW?
jasterj Posted April 11, 2011 Posted April 11, 2011 Someone can tell me to edit item for wild pokemon? and also list of item (hex) in BW? you can give this a try. Ive yet to test it out. http://gbatemp.net/t287764-pokemon-black-and-white-pokemon-editor?&st=0
Andibad Posted April 11, 2011 Posted April 11, 2011 you can give this a try. Ive yet to test it out. http://gbatemp.net/t287764-pokemon-black-and-white-pokemon-editor?&st=0 Oh yes i forgot, but is need a clean ROM, but you can tell me narc file for that?
Siam Posted April 12, 2011 Posted April 12, 2011 Oh yes! is Nidoran male and Nidoran Female have similar codes like that of Deerling forms?
Oxnite Posted April 12, 2011 Posted April 12, 2011 Oh yes! is Nidoran male and Nidoran Female have similar codes like that of Deerling forms? I guess not. Because genders didn't exist during the first Generation, GameFreak created Nidoran as two different Pokémon with two different numbers. Nidoran male and Nidoran female will therefore (likely!) have their respective numbers.
Abacus Posted April 13, 2011 Posted April 13, 2011 you can give this a try. Ive yet to test it out. http://gbatemp.net/t287764-pokemon-black-and-white-pokemon-editor?&st=0 Has anybody who's tested this found out the % probability of any wild pokemon carrying its held item?
Kaphotics Posted April 13, 2011 Posted April 13, 2011 Has anybody who's tested this found out the % probability of any wild pokemon carrying its held item? 50% and 5% Might just be 45 and 5, but yeah.
aninymouse Posted April 13, 2011 Posted April 13, 2011 In gen 4, if a pokemon has both a 50% chance and a 5% chance of holding the same item, it counts it as 100%. Just fyi. Probably the same this gen.
Andibad Posted April 13, 2011 Posted April 13, 2011 For gender ratio? Is 50 : 50 = 100 % in Serebii some pokemon have 4 ability. But in editor is just 3 ability. So in BW just 3 slot for ability in every pokemon (2 standart ability, and DW ability). But for zekrom i have trouble with this tools. The program crash.
Siam Posted April 13, 2011 Posted April 13, 2011 Hey by the way does the Pokemon Burmy also have the same thing with Deerling/Sawbuck or Basculin? I would like to make specifically wild Trash coat Burmy in my hack. Route 5 is full of trash and trubbish.
Andibad Posted April 13, 2011 Posted April 13, 2011 Hey by the way does the Pokemon Burmy also have the same thing with Deerling/Sawbuck or Basculin?I would like to make specifically wild Trash coat Burmy in my hack. Route 5 is full of trash and trubbish. Hm........ maybe is work but for spiky ears pichu is not working so i don't know is working too 02 -- 00010 -- First 0A -- 01010 -- Second 12 -- 10010 -- Third 1A -- 11010 -- Fourth Look at the 2 uppermost bits, they are 0-3 in binary. Instead of the usual 0x0, 0x8, 0x10 for formes, the lowest 2 binary for these is always 10. But i think is not working after checking kaphotics for looking 2 bits....... Shellos Gastrodon too, but now i at home, and experiment for alternate formes ....... yay
Kaphotics Posted April 13, 2011 Posted April 13, 2011 It doesn't look like held items are stored in this narc at all. I know the data is for any of the water encounters... [color="red"]Dex Dex aa bb Dex Dex cc dd -- Surfing Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb[/color] [color="teal"]Dex Dex cc dd -- Surfing on Water Spots Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb Dex Dex cc dd[/color] [color="lime"]Dex Dex aa bb Dex Dex cc dd -- Fishing Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb[/color][color="orange"] Dex Dex cc dd -- Fishing out of Water Spots Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb Dex Dex cc dd[/color] The 2nd hex after the dex is form for the land mons, but what is it otherwise? In addition to this, what do both of them mean? http://pokemon.maruamyu.net/data/bw/enc_b.html http://pokemon.maruamyu.net/data/bw/enc_w.html Has all of the locations (000 is their Location 1, so 111 will be Location 112.) They are translated and here, if you want a general location relation to ingame. http://dl.dropbox.com/u/12206225/RNG/Black%20Slots.html http://dl.dropbox.com/u/12206225/RNG/White%20Slots.html There's also the first 8 bytes for each file... what do those signify? xx xx xx 01 32 01 xx This is present in the majority of the fishing routes. Undella Town and Location 74 (seasons) are the only ones that are different in the intro hexes. The locations without fishing do not appear to have these 0x3-0x6 bytes, at least as far as the ones I randomly checked showed. 03 00 01 00 00 00 00 01 -- Cave Wild and Swirling Sand (41) 08 08 01 00 00 00 00 00 -- Outside Wild, Shaking Grass 08 00 01 00 00 00 00 00 -- Outside Wild Grass, Seasonal changes (48) 03 00 00 00 00 00 00 00 -- Inside Dragon Spiral Tower, no sand 08 00 00 00 00 00 00 00 -- Victory Road Exterior, just crag. 06 00 01 03 01 32 01 01 -- Victory Road Interior, fishable cave with sand swirls and fishing spots. 03 00 01 00 00 00 00 00 -- Cave and Swirling Sand (54) 03 00 01 03 01 32 01 01 -- (71) 00 00 00 03 01 32 01 00 -- (0) Straitron City, only water. Looks like the 3rd hex is swirling sand/shaking grass toggle, while the 5th and 7th hex are for water spots.
Andibad Posted April 13, 2011 Posted April 13, 2011 (edited) Is my research : (i don't know is important to you but is important for me) But i thinking is have some structure Hex value per slot :: XX YY AA BB XX --> 1st byte for pokemon hex value (flipped) YY --> 2nd byte for pokemon hex value, in some reason is can be for alternate Form hex value, just change with YY+2^i. AA --> Minimal level BB --> Maximal level For XX 02 02 -- 00010 -- First 0A -- 01010 -- Second 12 -- 10010 -- Third 1A -- 11010 -- Fourth 2 --> 02 10 --> 0A (02 +8) 18 --> 12 (10 + 8) 26 --> 1A (18 + 8) maybe for XX 01 like this ? 01 -- > 01 09 (01 + 8) --> 09 17 (09 + 8) --> 11 25 (17 + 8) --> 19 So, for alternate form just look YY (XX YY) (second byte), YY + 8 or YY + 2^i is for change alternate form (working!) i = 1 + n --> n= form number How to work? 1. for burmy for first formes is grass, right? 2. so HEX value is 19C --> 01 9C --flip--> 9C 01 3. check 9C 01, for change forms for burmy just YY + 8, for forms 2nd for burmy Hex value is 9C 09 (2nd), 9C 11 (3rd) +: for 2nd form --> YY+8 ; for 3rd --> YY+16; for 4th form --> YY+24 4. Done, you get alternate form for wild pokemon, and complete is have a formula Is working!!!!!!! for another alternate form!!! Done i solve the problem! is my list of data (is old screenshot, i have new list but is still same, just i added some data): I execrated narc file and i got 112 file, yeah is not easy to indexing these file. 1 slot = 4 bytesland slot = 48 byte + 48 byte + 48 byte = 144 bytes water slot = 40 bytes normal route (with land+water slot) = 184 byte + 8 byte header = 192 bytes every normal route seasonal route = 192 x 4 = 768 bytes every seasonal For header hex value, you can see kaphotics. Hm i will check white ROM for sure ..... Legend: a,b,c = L = Left R = Right ? = i don't know is right place I = Internal O = outside Anyway thankyou Kaphotic, is very important for me!!! yeah thank you very much Anyway but for relic castle, in this place have many room with same pokemon set like maze, for maze is need 14 file, all are same wild pokemon set if i have a free time, i will test it one by one. also i create a map for the maze. Edited April 15, 2011 by Andibad
Kaphotics Posted April 13, 2011 Posted April 13, 2011 Nice stuff Andi! Each duplicate file corresponds to a different corridor for the maze, and then there's a few alternate passages as well. It also happens for the Victory Road rooms, where only a few rooms actually have Deino. Your post indicates you know this, but I'm just putting it here for anyone else who is lurking. http://pokemon.maruamyu.net/data/bw/enc_b.html http://pokemon.maruamyu.net/data/bw/enc_w.html Find the locations they appear in, and -1 from the location listed there. That is the file you need to edit. I had a list of all of the Locations -> Ingame Locations, but I misplaced it
Andibad Posted April 13, 2011 Posted April 13, 2011 hey AndibadWhat are those numbers in red? Offsets? Is no hex offset......, is my list in my text editor (notepad2), i active XML chart set, so i quickly use grouping....... is just line number
Kaphotics Posted April 13, 2011 Posted April 13, 2011 Awesome Andi, thanks for clearing that up with the levels... totally derp on my part. Gonna look at the headers, even though they aren't useful now because we can't map edit (for the future).
Kaphotics Posted April 13, 2011 Posted April 13, 2011 (edited) Header data for the encounter slots... # -- Meaning (Hexes) [b][u]0x0 -- Regular Encounter Tile Type[/u][/b] 00 = 00000000 -- Disabled 03 = 00000011 -- Sand/Cave/Building 06 = 00000110 -- Cave == Force all shaking spots to be on land only. 08 = 00001000 -- Short Grass 0F = 00001111 -- Tall Grass [b][u]0x1 -- Double Battle Tile Type[/u][/b] 00 = 00000000 -- Disabled 08 = 00001000 -- Short Grass 0F = 00001111 -- Tall Grass [b][u]0x2 -- Shaking Spot Enabler[/u][/b] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled (If 0x0 is 06, force all to be land) [b][u]0x3 -- Surfing Tile Type[/u][/b] 00 = 00000000 -- Disabled 03 = 00000011 -- Regular Surfing Waters 05 = 00000101 -- Regular + Deep/Current Surfing Water [u][b]0x4 -- Water Slots Present[/b][/u] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled [b][u]0x5 -- Fishing Tile Type(s)[/u][/b] 00 = 00000000 -- Disabled 32 = 00110010 -- Regular Fishing Waters 50 = 01010000 -- Regular + Deep/Current Fishing Water [b][u]0x6 -- Fishing Slots Present[/u][/b] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled [u][b]0x7 -- Toggle Flag (Items and Pokemon)[/b][/u] 00 = 00000000 -- Disabled 01 = 00000001 -- Cave Items and Pokemon (Spots, in Cave Only) 02 = 00000010 -- Bridge Items and Pokemon (Spots, on Bridge Only) Raw header data: 0 [u]00 00 00[/u] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Striaton City 1 [u]00 00 00[/u] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Driftveil City 2 [color="brown"][b]08[/b][/color] 00 00 [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Icirrus City 3 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Dreamyard Outside 4 00 08 00 [u]00 00 00 00[/u] 00 Dreamyard Basement 5 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Pinwheel Forest (Outside) 6 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Pinwheel Forest (Inside 7 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Desert Resort (Entrance) 8 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Desert Resort (Desert) 9 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 10 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 11 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 12 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 13 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 14 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 15 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 16 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 17 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 18 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 19 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 20 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 21 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 22 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 23 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 24 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 25 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 26 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 27 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 28 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 29 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 30 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 31 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 32 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 33 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 34 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 35 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 36 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 37 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 38 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 39 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Relic Castle 40 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Cold Storage (Outside) 41 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Chargestone Cave (1F) 42 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Chargestone Cave (B1F) 43 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Chargestone Cave (B2F) 44 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] s Twist Mountain 45 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] s Twist Mountain 46 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] s Twist Mountain 47 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] s Twist Mountain 48 [color="brown"][b]08[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 s Dragon Spiral Tower Entrance 49 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 s Dragon Spiral Tower Outside 50 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Dragon Spiral 1F 51 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Dragon Spiral 2F 52 [color="brown"][b]08[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Victory Road Outside 53 [color="teal"][b]06 00[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Victory Road 1F 54 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 2F-a 55 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 2F-b 56 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 2F-c 57 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 2F-d 58 [color="teal"][b]06 00[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Victory Road 3F 59 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 4F-a 60 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 4F-b 61 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 4F-c 62 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 5F-a 63 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 5F-b 64 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 5F-c 65 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 6F 66 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road 7F 67 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Victory Road Trial Chamber 68 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00[/u] 00 00 Giant Chasm Outside 69 [color="green"][b]03[/b][/color] 00 [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Giat Chasm Cave 70 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00[/u] 00 00 Giant Chasm Plains 71 [color="green"][b]03[/b][/color] 00 [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Giant Chasm Inner Cave 72 [color="brown"][b]08[/b][/color] 00 [b]01[/b] [color="yellow"]05 [b]01[/b] 50 [b]01[/b][/color] 00 P2 Laboratory 73 [u]00 00 00[/u] [color="yellow"]05 [b]01[/b] 50 [b]01[/b][/color] 00 Undella Bay 74 00 00 [b]01[/b] [u]00 00 00 00[/u] [color="navy"][b]02[/b][/color] Driftveil Drawbridge 75 [color="orange"][b]08 08[/b][/color] [b]01[/b][color="blue"] 03 [b]01[/b] 32 [b]01[/b][/color] 00 Village Bridge 76 00 00 [b]01[/b] [u]00 00 00 00[/u] [color="navy"][b]02[/b][/color] Marvelous Bridge 77 [color="orange"][b]08 08[/b][/color] [b]01[/b][color="blue"] 03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 1 78 [color="brown"][b]08[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] 00 Route 2 79 [color="orange"][b]08 08[/b][/color] [b]01[/b][color="blue"] 03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 3 80 [color="green"][b]03[/b][/color] 00 [b]01[/b][color="blue"] 03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Wellspring Cave 1F 81 [color="green"][b]03[/b][/color] 00 [b]01[/b][color="blue"] 03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Wellspring Cave B1F 82 [color="green"][b]03[/b][/color] 00 [b]01[/b][color="blue"] 03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 4 83 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Route 5 84 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 s Route 6 85 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Mistralton Cave 1F 86 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Mistralton Cave 2F 87 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Mistralton Cave 3F 88 [color="purple"][b]0F 0F[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 s Route 7 89 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Celestial Tower 2F 90 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Celestial Tower 3F 91 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Celestial Tower 4F 92 [color="green"][b]03[/b][/color] 00 00 [u]00 00 00 00[/u] 00 Celestial Tower 5F 93 [color="brown"][b]08[/b][/color] 00 00 [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 s Route 8 94 [color="brown"][b]08[/b][/color] 00 00 [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 s Moor of Iciruss 95 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00[/u] 00 00 Route 9 96 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Challenger Cave 1F 97 [color="green"][b]03[/b][/color] 00 [b]01[/b] [u]00 00 00 00[/u] [color="red"][b]01[/b][/color] Challenger Cave B1F 98 [color="green"][b]03[/b][/color] 00 [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] [color="red"][b]01[/b][/color] Challenger Cave B2F 99 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Route 10-a 100 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Route 10-b 101 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 11 102 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Route 12 103 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 13 104 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 14 105 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Abundant Shrine 106 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Route 15 107 [color="orange"][b]08 08[/b][/color] [b]01[/b] [u]00 00 00 00[/u] 00 Route 16 108 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Lostlorn Forest 109 [color="orange"][b]08 08[/b][/color] [b]01[/b] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Route 18 110 [u]00 00 00[/u] [color="blue"]03 [b]01[/b] 32 [b]01[/b][/color] 00 Undella City 111 [u]00 00 00[/u] [color="yellow"]05 [b]01[/b] 50 [b]01[/b][/color] 00 Route 17 Thanks to xElite for ironing out the final meanings with me on IRC. Edited April 13, 2011 by Kaphotics
Drayano Posted April 13, 2011 Author Posted April 13, 2011 Held items are found in a/0/1/6 with the rest of the Pokémon info, just for the record. B/W have 50%, 5% and 1% chances I believe.
Kaphotics Posted April 13, 2011 Posted April 13, 2011 Updated my post with the header data structure.
Andibad Posted April 14, 2011 Posted April 14, 2011 Maybe for wild pokemon is done. And pedro and twistedfatal will create tools for wild pokemon. I hope that tools can edit narc file too
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