Numbuh 214 Posted June 2, 2011 Share Posted June 2, 2011 (edited) Yeah, didn't see a topic for this, so I figured, "Why not start one?" :B EDIT: Narc is a/0/2/1. [u]Fire Punch[/u] [color="#cc0000"]09[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]4b[/color] [color="#a5d800"]64[/color] [color="#00CC00"]0f[/color] [color="#00CCCC"]00 00[/color] [color="#00CCFF"]04[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]04 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] c9 00 00 00 [u]Blaze Kick[/u] [color="#cc0000"]09[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]55[/color] [color="#a5d800"]5a[/color] [color="#00CC00"]0a[/color] [color="#00CCCC"]00 00[/color] [color="#00CCFF"]04[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]01[/color] [color="#FF707B"]00[/color] [color="#999999"]c8 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] 49 00 00 00 [u]Ice Punch[/u] [color="#cc0000"]0e[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]4b[/color] [color="#a5d800"]64[/color] [color="#00CC00"]0f[/color] [color="#00cccc"]00 00[/color] [color="#00CCFF"]03[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]05 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] c9 00 00 00 [u]ThunderPunch[/u] [color="#cc0000"]0c[/color] [color="#FF4500"]04[/color] [color="#FFA500"]01[/color] [color="#CCCC00"]4b[/color] [color="#a5d800"]64[/color] [color="#00CC00"]0f[/color] [color="#00cccc"]00 00[/color] [color="#00CCFF"]01[/color] [color="blue"]00[/color] [color="#6600FF"]0a 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]06 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] c9 00 00 00 [u]Glare[/u] [color="#cc0000"]00[/color] [color="#FF4500"]01[/color] [color="#FFA500"]00[/color] [color="#CCCC00"]00[/color] [color="#a5d800"]5a[/color] [color="#00CC00"]1e[/color] [color="#00cccc"]01 00[/color] [color="#00CCFF"]01[/color] [color="blue"]00[/color] [color="#6600FF"]00 01[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00[/color] [color="#999999"]43 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53[/color] 58 00 00 00 Byte 00 (09): Type The type of the move. 00 - Normal 01 - Fight 02 - Flying 03 - Poison 04 - Ground 05 - Rock 06 - Bug 07 - Ghost 08 - Steel 09 - Fire 0A - Water 0B - Grass 0C - Electric 0D - Psychic 0E - Ice 0F - Dragon 10 - Dark Byte 01 (04): Mechanics flags? I don't really know... (involves attacks making contact and affected by Protect/Detect/Quick Guard/Wide Guard and status moves being reflected by Magic Coat/Bounce) Byte 02 (01): Damage Category What kind of damage this move deals. 00 - status 01 - physical 02 - special Byte 03 (4b): Base Power (should be obvious) Byte 04 (64): Base Accuracy (again, obvious; although setting it to 65/101 will make the move never miss, like Swift) Byte 05 (0f): Base PP Bytes 06 & 07 (00 00): Unknown. Byte 08 (04): Secondary Effect 1 - Status 01 - paralysis 02 - poison 03 - freeze 04 - burn 05 - toxic poison 12 - flinch Byte 09 (00): Unknown; maybe linked to 08? Bytes 0a & 0b(0a 01): Secondary Effect 1 - Percentage (should be obvious) Bytes 0c & 0d(00 00) Unknown Byte 0e (00): Chance for critical hits 00 - normal 01 - increased one stage 02-05 - presumably increased 2-5 stages, but I have yet to test this 06 - constant (always crits like Mountain Storm or Frost Breath) Byte 0e (00) Unknown. Bytes 0f-1e (04 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53): No clue; though Byte 20 seems to be c9 for every move boosted by Iron Fist, and 49 and 58 for other moves. Bytes 20 & 21 (c9 00): More mechanics flags. Byte 20: 01 - Causes Contact 02 - Requires Charge 04 - Requires Recharge 08 - Blocked by Protect (and Detect) 10 - Can be reflected by Magic Coat 20 - Can be Snatched 40 - Can be reflected by Mirror Move 80 - Punch move Byte 21: 01 - Sound move 02 - Fails when Gravity is in effect 04 - Melts frozen targets 08 - Hits far opponent in triple battles 10 - Healing move 20 - Hits through Substitute Bytes 22 & 23 (00 00): Unknown, possibly padding. So yeah, let's experiment with move modification, shall we? Edited June 3, 2011 by Numbuh 214 Link to comment Share on other sites More sharing options...
IAL32 Posted June 2, 2011 Share Posted June 2, 2011 Certainly, but how avout giving us the narc? Link to comment Share on other sites More sharing options...
Andibad Posted June 2, 2011 Share Posted June 2, 2011 you data is not complete , so i not give you my research data since is not complete, i just research another data is more important than this. sorry... i remember old thread was discover that narc file, but i not remember for link~ and why someone not create new thread for move data.... Certainly, but how avout giving us the narc? is on a/0/2/1..... Link to comment Share on other sites More sharing options...
Kaphotics Posted June 2, 2011 Share Posted June 2, 2011 There is also Stat reducing moves (Crunch), and stat increasing moves (Charge Beam) Also consider Flinching moves (Bite). I took a quick look at the process of the battle RNG (RAM related) to see what calcs happened when, it's probably calculated for each byte of data from the narc. Link to comment Share on other sites More sharing options...
IAL32 Posted June 2, 2011 Share Posted June 2, 2011 (edited) Byte 01-->Yes, is Mechanic Flags 00-->No secondary effect 01-->Secondary effect(inflict status, poison, paralysis, freeze, ecc...)/No damage 02-->Secondary effect(affect stats)/No damage 03-->Secondary effect(heal status)/No damage 04-->Secondary effect(inflict status)/Damage 05-->Secondary effect(confuses opponent, raises stat)/??? 06-->Secondary effect(lower's opponent's stats)/Damage 07-->Secondary effect(lower's user's stats)/Damage 08-->Secondary effect(heal from partition)/Damage 09-->Secondary effect(One Hit Knock Out) 0A-->In-Battle(affect the entire field) 0B-->In-Battle(affects one party) 0C-->In-Battle(forces switch) 0D-->Miscellaneous "Gimmick Moves"; no direct damage [u]Sheer Cold Data[/u] [color="#cc0000"]0E[/color] [color="#FF4500"]09[/color] [color="#FFA500"]02[/color] [color="#CCCC00"]01[/color] [color="#a5d800"]1E[/color] [color="#00CC00"]05[/color] [color="#00cccc"]00 00[/color] [color="#00CCFF"]00[/color] [color="blue"]00[/color] [color="#6600FF"]00 00[/color] [color="#9933FF"]00 00[/color] [color="#FF00FF"]00[/color] [color="#FF707B"]00 [/color]00[color="#999999"] 26 00 00 00 00 00 00 00 00 00 00 00 00 00 53 53 48 00 00 00[/color] Byte 00(0E)-->Ice type Byte 01(09)-->OHKO Byte 02(02)-->Special Move Byte 03(01)-->Base Power(i think is 01 cause inflict damage to the opponent) Byte 04(1E)-->30% Accuracy Byte 05(05)-->5 Base PP Byte 08(00)-->No secondary effect Hope it helped Edited June 3, 2011 by IAL32 Link to comment Share on other sites More sharing options...
Kairi Posted June 3, 2011 Share Posted June 3, 2011 type1 = reader.ReadByte() effectcategory = reader.ReadByte() category = reader.ReadByte() power = reader.ReadByte() acc = reader.ReadByte() pp = reader.ReadByte() priority = reader.ReadInt8() hits = reader.ReadByte() minhits = hits & 0xf maxhits = hits >> 4 resulteffect = reader.ReadInt16() effectchance = reader.ReadByte() status = reader.ReadByte() minturns = reader.ReadByte() maxturns = reader.ReadByte() crit = reader.ReadByte() flinch = reader.ReadByte() effect = reader.ReadUInt16() targethp = reader.ReadInt8() userhp = reader.ReadByte() target = reader.ReadByte() stats = []#Stats affected magn = []#How much stat gets affected schance = []#Likeliness of effect for i in range(3): stats.append(reader.ReadByte()) for i in range(3): magn.append(reader.ReadInt8()) for i in range(3): schance.append(reader.ReadByte()) reader.Accel(2) flags = reader.ReadUInt16() Flags 0x1 Causes Contact 0x2 Requires Charge 0x4 Requires Recharge 0x8 Blocked by Protect (and Detect) 0x10 Can be reflected by Magic Coat 0x20 Can be snatched 0x40 Can be reflected by Mirror Move 0x80 Punch move 0x100 Sound move 0x200 Affected by Gravity 0x400 Melts frozen targets 0x800 Hits far opponent in triple battles 0x1000 Healing move 0x2000 Hits through Substitute Link to comment Share on other sites More sharing options...
Numbuh 214 Posted June 3, 2011 Author Share Posted June 3, 2011 Certainly, but how avout giving us the narc? *facepalm* It's ALWAYS something I forget. Sorry, it was like 1 in the morning and I had started on that a few hours ago, forgotten about it, and quickly finished it before going to bed. I'll edit that in, along with the mechanic flags. Link to comment Share on other sites More sharing options...
IAL32 Posted June 3, 2011 Share Posted June 3, 2011 Added some mechanic flags Byte 09-->Caused Effect 00-->No effect 01-->Paralazyng move 02-->Sleeping move 03-->Freeze move 04-->Burn move 05-->Poisoning moves(including Toxic) 06-->Confusing move 07-->Infatuating moves 08-->Trapping Moves 09-->Nightmare 0A-->??? 0B-->??? 0C-->Torment 0D-->Disable 0E-->Yawn 0F-->Heal Block 10-->Removes opponent's type immunity 11-->Leech Seed 12-->Embargo 13-->Perish Song 14-->Ingrain Link to comment Share on other sites More sharing options...
Delta Blast Burn Posted June 9, 2011 Share Posted June 9, 2011 (edited) The OP should probably be updated to include the following formation; the move data location is (Move hex ID * 0x24) & 0x11D8 or (Move ID * 36) + 4,568 Edited June 9, 2011 by Delta Blast Burn for got a "0x" Link to comment Share on other sites More sharing options...
pkmntrainerBW Posted August 11, 2011 Share Posted August 11, 2011 (edited) Ok, I have one question. I thought I had found Cut, at 0C 21 I wanted to change it to a Grass type (so I changed the 00 on Byte 0 to a 0B) and then I went to go change the power to 70, but When I looked that the byte for the base power, I translated it to Decimal just to be safe, and it was 33, which is not Cut's base power. And the hex for byte 2 (Damage category) said 0C? I'm confrazzled.... =/ Edit, I did see another 0C 21, but the byte for the base power still converted to 33 in decimal. Edit2: Nevermind, I calculated it wrong. Edit3: Nevermind again, I think I actually did calculate it correctly. Edited August 11, 2011 by pkmntrainerBW Link to comment Share on other sites More sharing options...
megamonk4 Posted September 22, 2011 Share Posted September 22, 2011 Hello, I have a question. I wanted to know if anyone know the hex/byte data I need to edit to change Giga Impact from being a charge move, to become a recoil move similar to that of head smash(basically normal type version of head smash). I realize this is moreso an undeserved favor, I would do it myself, but I am uncomfortable with changing(I usually edit one or two things within the hex of a narc, not the most of the hex itself.) i would really appreciate this. thanks in advance. Link to comment Share on other sites More sharing options...
doredialove Posted August 4, 2012 Share Posted August 4, 2012 The address of giga impact is 06FBE234 in BW. By the way, do anyone know about how to get the move Petal Dance to have no special effect(so that the user can select another move after this move is used)? I tried both modifying the hex numbers, and using the bw move editor created by OxNITE, but neither worked. Link to comment Share on other sites More sharing options...
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