Kaphotics Posted October 7, 2012 Author Share Posted October 7, 2012 Black2 ROM has been out, didn't work for B2 so I fixed it. Fixed a few more things I overlooked too. Link to comment Share on other sites More sharing options...
HawkGonzo Posted October 11, 2012 Share Posted October 11, 2012 Can you adapt it to the Spanish (European) Black 2 rom? Link to comment Share on other sites More sharing options...
Kaphotics Posted October 11, 2012 Author Share Posted October 11, 2012 Can you adapt it to the Spanish (European) Black 2 rom? I've provided the source for the translated program; if you compare the two ROMs to find where it should read off of instead, you can replace that in the source and have a working one. public static int EVOLVE_B2 = 0xa78525c; public static int EVOLVE_W2 = 0xa78525c; public static int FAMILY_B2 = 0xa769664; public static int FAMILY_W2 = 0xa769664; public static int PLACE_B2 = 0xc876a6c; public static int PLACE_W2 = 0xc87686c; public static int SKILL_B2 = 0xa7901b4; public static int SKILL_W2 = 0xa7901b4; That's what it reads from in the English translation. Find the offsets needed for any other language and then replace & re-compile. Link to comment Share on other sites More sharing options...
andrewmyles Posted October 16, 2012 Share Posted October 16, 2012 Can anyone tell me what are actual percentage rates for "Grass 0", "grass 1", etc.? Would be cool if they were included in the translation. Link to comment Share on other sites More sharing options...
Drayano Posted October 17, 2012 Share Posted October 17, 2012 From top to bottom: 20% 20% 10% 10% 10% 10% 5% 5% 4% 4% 1% 1% Link to comment Share on other sites More sharing options...
andrewmyles Posted October 17, 2012 Share Posted October 17, 2012 Thanks! I kinda figured it out myself, assuming they didn't change it from the last version, but thanks anyway. Link to comment Share on other sites More sharing options...
Hickem Posted October 23, 2012 Share Posted October 23, 2012 I don't know how to make this compatible with the italian version.. anyone can explain to me? Link to comment Share on other sites More sharing options...
wyndamn Posted October 24, 2012 Share Posted October 24, 2012 Thanks for the update ! ^^ it has been REALLY helpful (caps were necessary !) by the way, has anyone been succesful at editing hidden grotto pokémon? i would like to know how to do this, since i dont see any options for this at the moment with the PRC. Link to comment Share on other sites More sharing options...
Kaphotics Posted October 24, 2012 Author Share Posted October 24, 2012 I don't know how to make this compatible with the italian version.. anyone can explain to me? This was already asked, and I explained how to do it. Take the source code and find where the narc offsets start in the different language, then re-compile with a C# editor. I've provided the source for the translated program; if you compare the two ROMs to find where it should read off of instead, you can replace that in the source and have a working one. public static int EVOLVE_B2 = 0xa78525c; public static int EVOLVE_W2 = 0xa78525c; public static int FAMILY_B2 = 0xa769664; public static int FAMILY_W2 = 0xa769664; public static int PLACE_B2 = 0xc876a6c; public static int PLACE_W2 = 0xc87686c; public static int SKILL_B2 = 0xa7901b4; public static int SKILL_W2 = 0xa7901b4; That's what it reads from in the English translation. Find the offsets needed for any other language and then replace & re-compile. Thanks for the update ! ^^ it has been REALLY helpful (caps were necessary !) by the way, has anyone been succesful at editing hidden grotto pokémon? i would like to know how to do this, since i dont see any options for this at the moment with the PRC. That's exclusively hex-editing by hand at the moment; which narc it is is in the General ROM Info thread. Drayano has done it for his BB2VW2 hack. Structure is pretty easy to see, and I've had a ripped table for a while Link to comment Share on other sites More sharing options...
Andibad Posted October 24, 2012 Share Posted October 24, 2012 I don't know how to make this compatible with the italian version.. anyone can explain to me? kaphotics was already explain how change it, just find offset a specific narc file. using crystaltile 2 or tinke to find these offset (offset is not form beggining, is not include header offset, just go data offset actually is easy to see) =.= Link to comment Share on other sites More sharing options...
wyndamn Posted October 25, 2012 Share Posted October 25, 2012 (edited) That's exclusively hex-editing by hand at the moment; which narc it is is in the General ROM Info thread. Drayano has done it for his BB2VW2 hack. Structure is pretty easy to see, and I've had a ripped table for a while EXCELLENT ! Thanks for the info *-* Now there are a few hex that i dont understand, following your table it starts in the order of the game from floccesy ranch and onwards, im editing the file 3_000 on CrystalTile2 (from narc a/2/7/3 hidden grottos) it starts normally with CE00 (dunsparce) and also contains Marril (B700) and herdier (FB01) which are correct... but what im confused about is the 0A & 1E, are these fillers? Also is there any hex editor that can show me the tables in the same order as the ones you posted? because in CT2 they are in order but they dont show all the values on the same line like your tables. Here´s a Screenie just in case. Edited October 25, 2012 by wyndamn Link to comment Share on other sites More sharing options...
MaxiLuca96 Posted October 27, 2012 Share Posted October 27, 2012 open with narc? Link to comment Share on other sites More sharing options...
Kaphotics Posted October 28, 2012 Author Share Posted October 28, 2012 EXCELLENT ! Thanks for the info *-* Now there are a few hex that i dont understand, following your table it starts in the order of the game from floccesy ranch and onwards, im editing the file 3_000 on CrystalTile2 (from narc a/2/7/3 hidden grottos) it starts normally with CE00 (dunsparce) and also contains Marril (B700) and herdier (FB01) which are correct... but what im confused about is the 0A & 1E, are these fillers? Also is there any hex editor that can show me the tables in the same order as the ones you posted? because in CT2 they are in order but they dont show all the values on the same line like your tables. Here´s a Screenie just in case. [ATTACH]10220[/ATTACH] pretty sure those are levels (it's been awhile) there's ground items and dowsing items Link to comment Share on other sites More sharing options...
wyndamn Posted October 28, 2012 Share Posted October 28, 2012 pretty sure those are levels (it's been awhile)there's ground items and dowsing items Thanks a lot again ! Kaphotics youre very helpful. Link to comment Share on other sites More sharing options...
Sarkynin Posted November 2, 2012 Share Posted November 2, 2012 Hi! I tried to open Drayano's Volt White 2 to correct some bugs for myself (Scyther not evolving, Porygon in Virbank Complex, Budew's SpDef of 140, Nincada instead of Litwick in relic patch, Eevee's first ability, Darmanitan-Z's moves...) but when I open my rom and select a pokémon, here's what's written: ]Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.Object reference not set to an instance of an object. Details: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at POKEMON_BW2.Form1.WriteData(Int32 index) at POKEMON_BW2.Form1.listBox1_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e) at System.Windows.Forms.ListBox.WmReflectCommand(Message& m) at System.Windows.Forms.ListBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- prc_bw2 Assembly Version: 0.0.0.0 Win32 Version: 0.0.1.0 CodeBase: file:///C:/Users/user/Desktop/bbvw2/desmumejit/Roms/Pokemon%205░%20Gen%20Evolution%20Editor/prc_bw2.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. When I click on "continue", nothing happens. Link to comment Share on other sites More sharing options...
Drayano Posted November 2, 2012 Share Posted November 2, 2012 My hack pushes the offsets forward so the program won't work in its original state, I'm afraid. Link to comment Share on other sites More sharing options...
Kaphotics Posted November 3, 2012 Author Share Posted November 3, 2012 Here's PRC for the versions of BBVW2 (version 1.0) PRC for BBVW2 Complete 1.00 PRC for BBVW2 Vanilla 1.00 Link to comment Share on other sites More sharing options...
Jayc Posted November 3, 2012 Share Posted November 3, 2012 Thanks, Kaphotics, this is exactly what I was looking for. Link to comment Share on other sites More sharing options...
boogie Posted November 3, 2012 Share Posted November 3, 2012 how can i change two turn moves like freeze shock and ice burn to one turn moves with no animation bug? Link to comment Share on other sites More sharing options...
Muppen Posted November 3, 2012 Share Posted November 3, 2012 Awsome tool buddy. Link to comment Share on other sites More sharing options...
Thunder Posted November 3, 2012 Share Posted November 3, 2012 (edited) I never knew anything like this existed! I would have fun with this. Thanks. Edit:Tried to add Glitch Unowns to the list. Highly unstable (Can't set reference to object error thing) when switching through the list of them, but it reads the data. Edited November 4, 2012 by Thunder_Remix Link to comment Share on other sites More sharing options...
Abacus Posted November 10, 2012 Share Posted November 10, 2012 I don't suppose that the B2W2 English editor would happen to work for B/W, would it? It's a long shot, but if all the relevant data for both games was stored in the same place and order... Link to comment Share on other sites More sharing options...
Kaphotics Posted November 10, 2012 Author Share Posted November 10, 2012 I don't suppose that the B2W2 English editor would happen to work for B/W, would it? It's a long shot, but if all the relevant data for both games was stored in the same place and order... Nah; the OP has the BW translation. The way the program works is by offsets in the ROM, and different games/versions/languages will have different offsets. I suppose B2W2->BW would just require re-pointing as is done for different languages, so you can give that a shot with the provided source code Link to comment Share on other sites More sharing options...
boogie Posted November 10, 2012 Share Posted November 10, 2012 i just tried hex editing pokemon stats and found out some kind of back up data. what is this exactly? it seems like rom changer does not change this overlapping data. Link to comment Share on other sites More sharing options...
Yagiyagi Posted November 12, 2012 Share Posted November 12, 2012 Hi everyone, I have been using the original Japanese version on a Japanese BW2 ROM, but when I try to save changes, it fails and displays this error instead: System.IO.IOException: The process cannot access the file 'C:\Program Files\DeSmuME\Roms\pokemon_black_2.nds' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access) at POKEMON_BW2.Form1.OutputData(String filename) at POKEMON_BW2.Form1.saveToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) The weird thing is that I didn't find any other process that was accessing the ROM. If I ignore the error and retry several times it eventually saves. This started happening around yesterday, until then I didn't have any issues. I tried saving on a clean ROM, redownloading PRC, and fixing / updating my .NET Framework Installation, but the error still persists. Anyone have a clue to what is happening? Edit: I'm on Windows XP SP3 and have .NET Framework 3.5 installed, if that helps. Link to comment Share on other sites More sharing options...
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