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Posted

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.

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Posted
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 (??)

Posted
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.

Posted
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.

Posted

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.

Posted

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.

Posted
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

Posted

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.

Posted (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 xD (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 xD

Is working!!!!!!! for another alternate form!!!

pokemonblacku2011131811.png

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 bytes

land 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.

snag00130000.jpg

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 :D

if i have a free time, i will test it one by one. also i create a map for the maze.

Edited by Andibad
Posted

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 :(

Posted (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 by Kaphotics

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