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Posted (edited)

NARC file order (CLICK THIS FOR HUGE LIST OF NARC LOCATIONS):

Notable files for ROM Hacks:
/a/0/0/3 - Story Text
/a/0/0/8 - Maps
/a/0/1/1 - battle backgrounds
/a/0/1/2 - ZoneData
/a/0/1/6 - personal.narc (pokemon editing)
/a/0/1/8 - level up moves
/a/0/1/9 - evolutions
/a/0/2/1 - Move data (type, bp, etc)
/a/0/2/6 - title screen
/a/0/3/0 - Start Menu Sprite
/a/0/5/6 - Ingame Scripts 
/a/0/6/5 - Move Animations
/a/0/7/1 - Animated Trainer Sprites (front, vs)
/a/0/7/2 - Animated Trainer Sprites (back, send out)
/a/0/9/1 - Trainer Data
/a/0/9/2 - Trainer Pokemon
/a/1/2/4 - Egg Moves
/a/1/2/6 - Overworlds
/a/1/2/7 - Encounter Tables
/a/1/6/3 - In Game Trades
/a/2/6/7 - Trainer Mugshots
/a/2/7/3 - Hidden Hollow Encounter Table
/a/2/8/2 - PokeMart Data
/a/2/9/1 - PWT Board Trainer Sprites
/a/2/9/6 - Pokedex Ingame Locations

/a/0/1/6 indices and structure (personal.narc):

  Reveal hidden contents

Encounter Table:

Now has 135 locations. Here's their entry->ingame location:

  Reveal hidden contents

Poké Mart Locations:

  Reveal hidden contents

Credits & Thanks To:

personal.narc identification and structure: Codr and magical
Location Map of encounter slots: xfr
File identification: Kaphotics, magical, Bond697, Codr, veekun, Sanky, Jerry, Andibad

Edited by Kaphotics
  • Like 1
  • 4 weeks later...
Posted (edited)
Mew's data, for reference:

[spoiler][img=http://i.imgur.com/g4gJU.png][/spoiler]


[b]OFFSET 0x0000:[/b]

[b]00[/b] - HP
[b]01[/b] - Attack
[b]02[/b] - Defense
[b]03[/b] - Speed
[b]04[/b] - Sp. Atk
[b]05[/b] - Sp. Def

[b]06[/b] - Type1
[b]07[/b] - Type2

[spoiler]--- 00: Normal
--- 01: Fighting
--- 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: Psychic
--- 10: Dark[/spoiler]

[b]08[/b] - Catch Rate

[b]09-0B[/b] - EVs [i](didn't understand a single bit of this)[/i]

[b]0C-0D[/b] - Item1
[b]0E-0F[/b] - Item2


[b]OFFSET 0x0010:[/b]

[b]00-01[/b] - Item3 (Dream World)

[spoiler]http://bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_V)[/spoiler]


[b]02[/b] - Gender Rate

[spoiler]--- 00: 100% male
--- 1F: 87.5% male
--- 3F: 75% male
--- 7F: 50-50
--- BF: 75% female
--- FE: 100% female
--- FF: Genderless[/spoiler]
[i](sense: this makes none)[/i]

[b]03[/b] - Hatch Counter
[i](How does it work? Bulbapedia says it's 121 for Landorus, which should be 79 hex, but it's 78...)[/i]

[b]04[/b] - Happiness

[b]05[/b] - Exp. Rate

[spoiler]--- 00: Medium-Fast
--- 01: Erratic
--- 02: Fluctuating
--- 03: Medium-Slow
--- 04: Fast
--- 05: Slow[/spoiler]

[b]06[/b] - Egg1
[b]07[/b] - Egg2

[spoiler]--- 01: Monster
--- 02: Water 1
--- 03: Bug
--- 04: Flying
--- 05: Field
--- 06: Fairy
--- 07: Grass
--- 08: Human-Like
--- 09: Water 3
--- 0A: Mineral
--- 0B: Amorphous
--- 0C: Water 2
--- 0D: Ditto
--- 0E: Dragon
--- 0F: Undiscovered[/spoiler]

[b]08[/b] - Ability1
[b]09[/b] - Ability2
[b]0A[/b] - Ability3 (Dream World)

[spoiler]--- 01: Stench
--- 02: Drizzle
--- 03: Speed Boost
--- 04: Battle Armor
--- 05: Sturdy
--- 06: Damp
--- 07: Limber
--- 08: Sand Veil
--- 09: Static
--- 0A: Volt Absorb
--- 0B: Water Absorb
--- 0C: Oblivious
--- 0D: Cloud Nine
--- 0E: Compoundeyes
--- 0F: Insomnia
--- 10: Color Change
--- 11: Immunity
--- 12: Flash Fire
--- 13: Shield Dust
--- 14: Own Tempo
--- 15: Suction Cups
--- 16: Intimidate
--- 17: Shadow Tag
--- 18: Rough Skin
--- 19: Wonder Guard
--- 1A: Levitate
--- 1B: Effect Spore
--- 1C: Synchronize
--- 1D: Clear Body
--- 1E: Natural Cure
--- 1F: Lightningrod
--- 20: Serene Grace
--- 21: Swift Swim
--- 22: Chlorophyll
--- 23: Illuminate
--- 24: Trace
--- 25: Huge Power
--- 26: Poison Point
--- 27: Inner Focus
--- 28: Magma Armor
--- 29: Water Veil
--- 2A: Magnet Pull
--- 2B: Soundproof
--- 2C: Rain Dish
--- 2D: Sand Stream
--- 2E: Pressure
--- 2F: Thick Fat
--- 30: Early Bird
--- 31: Flame Body
--- 32: Run Away
--- 33: Keen Eye
--- 34: Hyper Cutter
--- 35: Pickup
--- 36: Truant
--- 37: Hustle
--- 38: Cute Charm
--- 39: Plus
--- 3A: Minus
--- 3B: Forecast
--- 3C: Sticky Hold
--- 3D: Shed Skin
--- 3E: Guts
--- 3F: Marvel Scale
--- 40: Liquid Ooze
--- 41: Overgrow
--- 42: Blaze
--- 43: Torrent
--- 44: Swarm
--- 45: Rock Head
--- 46: Drought
--- 47: Arena Trap
--- 48: Vital Spirit
--- 49: White Smoke
--- 4A: Pure Power
--- 4B: Shell Armor
--- 4C: Air Lock
--- 4D: Tangled Feet
--- 4E: Motor Drive
--- 4F: Rivalry
--- 50: Steadfast
--- 51: Snow Cloak
--- 52: Gluttony
--- 53: Anger Point
--- 54: Unburden
--- 55: Heatproof
--- 56: Simple
--- 57: Dry Skin
--- 58: Download
--- 59: Iron Fist
--- 5A: Poison Heal
--- 5B: Adaptability
--- 5C: Skill Link
--- 5D: Hydration
--- 5E: Solar Power
--- 5F: Quick Feet
--- 60: Normalize
--- 61: Sniper
--- 62: Magic Guard
--- 63: No Guard
--- 64: Stall
--- 65: Technician
--- 66: Leaf Guard
--- 67: Klutz
--- 68: Mold Breaker
--- 69: Super Luck
--- 6A: Aftermath
--- 6B: Anticipation
--- 6C: Forewarn
--- 6D: Unaware
--- 6E: Tinted Lens
--- 6F: Filter
--- 70: Slow Start
--- 71: Scrappy
--- 72: Storm Drain
--- 73: Ice Body
--- 74: Solid Rock
--- 75: Snow Warning
--- 76: Honey Gather
--- 77: Frisk
--- 78: Reckless
--- 79: Multitype
--- 7A: Flower Gift
--- 7B: Bad Dreams
--- 7C: Pickpocket
--- 7D: Sheer Force
--- 7E: Contrary
--- 7F: Unnerve
--- 80: Defiant
--- 81: Defeatist
--- 82: Cursed Body
--- 83: Healer
--- 84: Friend Guard
--- 85: Weak Armor
--- 86: Heavy Metal
--- 87: Light Metal
--- 88: Multiscale
--- 89: Toxic Boost
--- 8A: Flare Boost
--- 8B: Harvest
--- 8C: Telepathy
--- 8D: Moody
--- 8E: Overcoat
--- 8F: Poison Touch
--- 90: Regenerator
--- 91: Big Pecks
--- 92: Sand Rush
--- 93: Wonder Skin
--- 94: Analytic
--- 95: Illusion
--- 96: Imposter
--- 97: Infiltrator
--- 98: Mummy
--- 99: Moxie
--- 9A: Justified
--- 9B: Rattled
--- 9C: Magic Bounce
--- 9D: Sap Sipper
--- 9E: Prankster
--- 9F: Sand Force
--- A0: Iron Barbs
--- A1: Zen Mode
--- A2: Victory Star
--- A3: Turboblaze
--- A4: Teravolt[/spoiler]

[b]0B[/b] - Flee Rate? [i](the hell is this)[/i]

[b]0C-0D[/b] - form_stats_start [i](yeah not touching this)[/i]

[b]0E-0F[/b] - form_sprites_start [i](nope)[/i]


[b]OFFSET 0x0020:[/b]

[b]00[/b] - Form Count

[b]01[/b] - Color

[spoiler]--- 00: Red
--- 01: Blue
--- 02: Yellow
--- 03: Green
--- 04: Black
--- 05: Brown
--- 06: Purple
--- 07: Gray
--- 08: White
--- 09: Pink[/spoiler]

[b]02-03[/b] - Base Exp.

[b]04-05[/b] - Height [i](Landorus is 1.5m tall, his data has '0D 00' [13]...?)[/i]

[b]06-07[/b] - Weight [i](Landorus weights 680kg, his data has 'A8 02' [68])[/i]

[b]08-0B[/b] - TMs 01-32

[b]0C-0F[/b] - TMs 33-64


[b]OFFSET 0x0030:[/b]

[b]00-03[/b] - TMs 65-92, HMs 01-04

[b]04-07[/b] - HMs 05-06, TMs 93-95

[b]08-0B[/b] - Special Tutors [i](first bit = farthest to the right, obviously)[/i]

[spoiler]08-1: Grass Pledge (08 02)
08-2: Fire Pledge (07 02)
08-3: Water Pledge (06 02)
08-4: Frenzy Plant (52 01)
08-5: Blast Burn (33 01)
08-6: Hydro Cannon (34 01)
08-7: Draco Meteor (B2 01)
08-8: ---

09-1: ---
09-2: ---
09-3: ---
09-4: ---
09-5: ---
09-6: ---
09-7: ---
09-8: ---

0A-1: ---
0A-2: ---
0A-3: ---
0A-4: ---
0A-5: ---
0A-6: ---
0A-7: ---
0A-8: ---

0B-1: ---
0B-2: ---
0B-3: ---
0B-4: ---
0B-5: ---
0B-6: ---
0B-7: ---
0B-8: ---[/spoiler]

[b]0C-0F[/b] - Tutors #1 [i](Driftveil Tutor)[/i]

[spoiler]0C-1: Bug Bite (C2 01)
0C-2: Covet (57 01)
0C-3: Super Fang (A2 00)
0C-4: Dual Chop (12 02)
0C-5: Signal Beam (44 01)
0C-6: Iron Head (BA 01)
0C-7: Seed Bomb (92 01)
0C-8: Drill Run (11 02)

0D-1: Bounce (54 01)
0D-2: Low Kick (43 00)
0D-3: Gunk Shot (B9 01)
0D-4: Uproar (FD 00)
0D-5: ThunderPunch (09 00)
0D-6: Fire Punch (07 00)
0D-7: Ice Punch (08 00)
0D-8: ---

0E-1: ---
0E-2: ---
0E-3: ---
0E-4: ---
0E-5: ---
0E-6: ---
0E-7: ---
0E-8: ---

0F-1: ---
0F-2: ---
0F-3: ---
0F-4: ---
0F-5: ---
0F-6: ---
0F-7: ---
0F-8: ---[/spoiler]


[b]OFFSET 0x0040:[/b]

[b]00-03[/b] - Tutors #2 [i](Lentimas Tutor)[/i]

[spoiler]00-1: Magic Coat (15 01)
00-2: Block (4F 01)
00-3: Earth Power (9E 01)
00-4: Foul Play (EC 01)
00-5: Gravity (64 01)
00-6: Magnet Rise (89 01)
00-7: Iron Defense (4E 01)
00-8: Last Resort (83 01)

01-1: Superpower (14 01)
01-2: Electroweb (0F 02)
01-3: Icy Wind (C4 00)
01-4: Aqua Tail (91 01)
01-5: Dark Pulse (8F 01)
01-6: Zen Headbutt (AC 01)
01-7: Dragon Pulse (96 01)
01-8: Hyper Voice (30 01)

02-1: Iron Tail (E7 00)
02-2: ---
02-3: ---
02-4: ---
02-5: ---
02-6: ---
02-7: ---
02-8: ---

03-1: ---
03-2: ---
03-3: ---
03-4: ---
03-5: ---
03-6: ---
03-7: ---
03-8: ---[/spoiler]

[b]04-07[/b] - Tutors #3 [i](Humilau Tutor)[/i]

[spoiler]04-1: Bind (14 00)
04-2: Snore (AD 00)
04-3: Knock Off (1A 01)
04-4: Synthesis (EB 00)
04-5: Heat Wave (01 01)
04-6: Role Play (10 01)
04-7: Heal Bell (D7 00)
04-8: Tailwind (6E 01)

05-1: Sky Attack (8F 00)
05-2: Pain Split (DC 00)
05-3: Giga Drain (CA 00)
05-4: Drain Punch (99 01)
05-5: Roost (63 01)
05-6: ---
05-7: ---
05-8: ---

06-1: ---
06-2: ---
06-3: ---
06-4: ---
06-5: ---
06-6: ---
06-7: ---
06-8: ---

07-1: ---
07-2: ---
07-3: ---
07-4: ---
07-5: ---
07-6: ---
07-7: ---
07-8: ---[/spoiler]

[b]08-0B[/b] - Tutors #4 [i](Nacrene Tutor)[/i]

[spoiler]08-1: Gastro Acid (7C 01)
08-2: Worry Seed (84 01)
08-3: Spite (B4 00)
08-4: After You (EF 01)
08-5: Helping Hand (0E 01)
08-6: Trick (0F 01)
08-7: Magic Room (DE 01)
08-8: Wonder Room (D8 01)

09-1: Endeavor (1B 01)
09-2: Outrage (C8 00)
09-3: Recycle (16 01)
09-4: Snatch (21 01)
09-5: Stealth Rock (BE 01)
09-6: Sleep Talk (D6 00)
09-7: Skill Swap (1D 01)
09-8: ---

0A-1: ---
0A-2: ---
0A-3: ---
0A-4: ---
0A-5: ---
0A-6: ---
0A-7: ---
0A-8: ---

0B-1: ---
0B-2: ---
0B-3: ---
0B-4: ---
0B-5: ---
0B-6: ---
0B-7: ---
0B-8: ---[/spoiler]
 

Move Tutor data location: http://projectpokemon.org/forums/showthread.php?27587-Move-Tutor-Data-on-the-DS [dead link]

Edited by evandixon
  • 2 weeks later...
Posted

Thanks to all of you who posted research, it's helped a lot!

I'd also add that the data for the marts is surprisingly in a .narc this time; it's located in a/2/8/2. Structure is fairly simple, just the item hexes in strings.

Posted

Here's a more complete list of translations for the Encounter Table. It has most localized names, but a few are using romanized names.

  Reveal hidden contents

I'm only missing 7 locations, but I can't seem to figure them out.

  • 3 weeks later...
Posted

PokeMart file# -> ingame location

  Reveal hidden contents

Wasn't completely sure on Aspertia/Floccesy town, so I went with the general naming order in the ROM. They both sell the same things... Additionally there's a double for Victory Road's ball selling, wasn't sure on that one either (pre/post e4?)

html page with it parsed for data with each location

I think you can have a mart sell more than they allot; but it might be best for an editor to do up to 20 (the location currently with the most items sold in the ROM is the default 8 badges @ 19).

  • 2 weeks later...
Posted

Hylianzero requested a "guide" on how to hex edit what the marts sell. Here's a quick one.

  1. Using Tinke or editor.exe (kiwids), open the ROM and unpack the a/2/8/2 narc so that you get the individual files.
  2. Go to wherever you exported the folder to, and you'll have 80 files. The only ones we care about are 0-31, as the rest are empty (zero byte size).
  3. Using the table of File -> Ingame Location posted in the reply above this post, choose which vendor you will edit.
    • Note that location 1 might be named file 0.
    • The generic vendors at the marts sell items based on how many badges you have.
    • Specialty vendors have unique tables and don't appear in multiple locations.

[*]Open the location in HxD or other hex editor of choice; the way the file is structured is just a list of items (by hex) that will be sold by the vendor.

[*]Replace or add/delete items.

[*]Save the location file.

[*]Repack the narc, replace the old narc with the new. Save the ROM and you're done.

  • 4 weeks later...
  • 2 months later...
Posted (edited)

Overworld Structure (unfinished) ~ Might look at PPRE source later to see if there's any similarity.

Basically there's 8 bytes for a header, followed by any Furniture entries, then followed by NPCs, then Warps, then Triggers. At the end, every OW has 00000000 to signify the end of the file.

[u]Header (0x08 long)[/u]
0x00-0x03:	Overworld Data Read Length
0x04-0x07:	Header Data (Count)
    0x04:	Furniture
    0x05:	NPCs/Interactables
    0x06:	Warps
    0x07:	Triggers (Floor)

[u]Furniture (0x14 long)
[/u]    0x00-0x01 - Script Used (???)
   0x02-0x03 - ???
   0x04-0x05 - ???
   0x06-0x0B - X Coordinate
   0x0C-0x0F - Y Coordinate
   0x10-0x13 - Z Coordinate (lowest 4 bits for something else), signed!

[u]NPC/Interactable (0x24 long)
[/u]    0x00-0x01 - Overworld ID
   0x02-0x03 - Overworld Sprite
   0x04-0x05 - Movement Permissions
   0x06-0x07 - Unused / Permission 2
   0x08-0x09 - Overworld Flag ~ Items (checkflag related. Default 0)
   0x0A-0x0B - Script Called (Special for Overworld Items)
   0x0C-0x0D - Face Direction Default
00 00 = Up
01 00 = Down 
02 00 = Left
03 00 = Right
   0x0E-0x0F - Sight Range (Eyecatch Leash)
   0x10-0x11 - ????
   0x12-0x13 - ????
   0x14-0x15 - Left/Righ Leash (Deviation)
   0x16-0x17 - Up/Down Leash (Deviation)
   0x18-0x19 - ????
   0x1A-0x1B - ????
   0x1C-0x1D - X Coordinate (Left/Right)
   0x1E-0x1F - Y Coordinate (Up  / Down)
   0x20-0x21 - ????
   0x22-0x23 - Z Coordinate (Levitation)

[u]Warp (0x14 long)
[/u]    0x00-0x01 - Map
   0x02-0x03 - UseWarpCoordinates (From Above Map)
		essentially chooses which Building/Side
   0x04 - ??? (1/2/4)
   0x05 - ??? (1/3/4)
   0x06-0x09 - Exit X (lowest 4 bits act as directional flags?)
   0x0A-0x0D - Exit Y (^)
   0x0E-0x0F - X Extention (how far the warp extends RIGHT)
   0x10-0x11 - Y Extention (how far the warp extends up/down, unsure)
   0x12-0x13 - ??? (00)

[u]Trigger (0x16 long)
[/u]    0x00-0x01 - Entity Number?
   0x02-0x03 - Constant Value
   0x04-0x05 - Constant Reference - Apparently, if Ref=Val, trigger.
   0x06-0x07 - ????
   0x08-0x09 - ????
   0x0A-0x0B - X Coordinate (16bit)
   0x0C-0x0D - Y Coordinate (16bit)
   0x0E-0x0F - Z Coordinate (16 Bit)
   0x10-0x11 - ????
   0x12-0x13 - ????
   0x14-0x15 - ????

 Extra Stuff (Trigger Related?)
 0x06 long
 0x00-0x01 - Selects One of something
 0x02-0x05 - Does something to it

[u]00 00 00 00 = end of overworld (at the end of every OW file), sometimes 00 00
[/u]

for parsing:

Furniture Start (if readbyte(0x04)>0): 		0x08
NPC Start 	(if readbyte(0x05)>0): 		0x08+readbyte(0x04)*0x14
Warp Start 	(if readbyte(0x06)>0): 		0x08+readbyte(0x04)*0x14+readbyte(0x05)*0x24
Trigger Start 	(if readbyte(0x07)>0):		0x08+readbyte(0x04)*0x14+readbyte(0x05)*0x24+readbyte(0x06)*0x14
Extra/End:					0x08+readbyte(0x04)*0x14+readbyte(0x05)*0x24+readbyte(0x06)*0x14+readbyte(0x07)*0x16

BW Movement Permissions ~ via Oxnite

	02 00	Looking AROUND (randomly)
03 00	Walking AROUND randomly till max
04 00	Looking UP and DOWN
05 00	Looking LEFT and RIGHT
06 00	Looking UP and LEFT
07 00	Looking UP and RIGHT
08 00	Looking LEFT and DOWN
09 00	Looking RIGHT and DOWN
0A 00	Looking UP, DOWN and LEFT (randomly)
0B 00	Looking UP, DOWN and RIGHT (randomly)
0C 00	Looking UP, LEFT and RIGHT (randomly)
0D 00	Looking DOWN, LEFT and RIGHT (randomly)
0E 00	Looking UP
0F 00	Looking DOWN
10 00	Looking LEFT
11 00	Looking RIGHT
12 00	Looking UP, LEFT, DOWN, RIGHT (counter-clockwise)
13 00	Looking UP, RIGHT, DOWN, LEFT (clockwise)
20 00	Running DOWN till max, RIGHT till max; then returns + repeats
21 00	Running RIGHT till max, UP till max; then returns + repeats

ezmeh

g4ACU.pngaScpM.png

tutorial video

Edited by Kaphotics
  • 2 weeks later...
Posted

Crossposting from my post at Smogon to here: Pickup Table

Overlay 166, at 7E2 there are 2 tables of items. Same % chance per slot compared to BW.

For the rare table (the 2 1% items you might get at a given level), it starts off with the first two. For every 10 levels, shift down one row. Similar deal for the common table.

Example: Level 1 pickup might get row (0 or 1). Level 11 pickup might get row (1 or 2). Level 21 pickup might get row (2 or 3)...

For the common table it's the same deal, except there's 8 possibilities per level. Level 1 gets row (012345678), Level 11 -> row (123456789.....)

Reportedly the chances are:

 C0    C1    C2    C3    C4    C5    C6    C7    C8  | R1  R2
0-29 30-39 40-49 50-59 60-69 70-79 80-89 90-93 94-97 | 98  99
30%   10%   10%   10%   10%   10%   10%    4%    4% | 1%  1%

Posted

I haven't been over at Smogon for a long time... I did a little catching up last night, however. I took a look at the RNG research thread and came upon several posts on the seed that is set for BW2 egg generation. Do I understand correctly that the first egg you receive after boot up each time always has the same IVs, gender, and nature, etc.? And that subsequent eggs will begin to differentiate correctly due to randomly advancing the RNG through normal game play? If I understood correctly... wow, that's awful. Why does Game Freak always screw up the RNG so horribly, ha ha....

I've also noticed that whenever I go on a catching spree (say, collecting Pokemon with Synchronize to use later, like Natu or Munna), I always seem to get certain natures way more often. I've yet to get one with Adamant, for instance, but I constantly get Lax, Bold, Calm, Sassy, Relaxed, Naive... This could purely coincidental, though, but it is frustrating. I notice the same problem when hunting non-Synchronize Pokemon (like Vulpix in Abundant Shrine), where I'll constantly get Lax, Sassy, Naive... using a Modest Synchronize Xatu doesn't help much, either. So much for 50% activation of Synchronize... though of course, there are times when you hit yourself in confusion a gajillion times in a row, so.

Posted (edited)

trainer and pokemon list battle subway pokemon BW2/BW (this stucture are same as on pwt)

For a/2/1/1 (Pokemon list) that why pokemon list is on first list ....

Example :

pokemon id : 736 (Ace Trainer Dylan (ツルマツ ) - Blastoise)

  Quote
0900
1901 7F00 0801 9D00
03
03
D200
0000

so far i know :

Pokemon id

Move id

EV Spread

Nature

Item id

You will get :

Blastoise

Moves:

  • Yawn

  • Waterfall

  • Focus Punch

  • Rock Slide

more detail in :
http://www.psypokes.com/bw/subway_teams.php?id=228

For a/2/1/2 (Trainer list) :

Example :

307 – 314 are Masters Ingo (58) & Emmet (66)

Structure :

  • Single battle 21 win streak Ingo

  • Single battle 21 win streak Emmet

  • Single battle 48 win streak Ingo

  • Single battle 48 win streak Emmet

  • Double battle 21 win streak Ingo

  • Double battle 21 win streak Emmet

  • Double battle 48 win streak Ingo

  • Double battle 48 win streak Emmet

Double battle 48 win streak Emmet :

  Quote
6600
0200
6C01 8503

Trainer classes

How many pokemon on this trainer

Pokemon list id
(from a/2/1/1)

You can see on
http://serebii.net/blackwhite/battlesubway.shtml

fact pokemon list id is can handle 65535 pokemon since used 16 bit.

maybe is help someone wonder how to edit trainer + pokemon on battle subway ... hehehe

Edited by Andibad
Renam Trainer id to trainer classes
Posted

Trainers

PKMs

note: trainer names are romanized

For PWT, from a while ago:

http://dl.dropbox.com/u/12206225/pwt-main-opponents.htm

http://dl.dropbox.com/u/12206225/pwt-bonus-sets.htm

http://dl.dropbox.com/u/12206225/pwt-singles.htm

http://dl.dropbox.com/u/12206225/pwt-bonus-single.htm

note: trainer names were never accurately assigned for these

Just if you'd want something to check against.

Posted

yeah yesterday i was open my old BW data about subway, after a bit re-remember about subway data, i open subway and pwt data on bw2.

i was got :

a201301021319001.jpg

for more accurate i will create a small app for more easy to read xD.

Posted (edited)

Ok, when I went to check on that Blastoise Via Hex for that narc file... I didn't understand this but I went to "Find" and pasted the Hex values for the program to find it , it leads me to the picture in the thumbnail below. I'm new to hex editing so what did I do wrong?

Edit: I checked the last piece of data and thanks to Kaphotics giving me the list of subway Pokemon, it turns out that this is the Hex Values for Regigigas #4:

E601 D501 6800 6D00 5C00 0517 EA00 0000

PKMN ID: 988 Regigigas

Moveset: Wide Guard, Double Team, Confuse Ray, Toxic

EVs: 255 HP & Def

Nature: Careful

Item: Leftovers

So is there a chance that you can add more PKMN into the Battle Subway? Because if that's possible, that'll be awesome!

hex..jpeg

hex..jpeg.ff86dbe00efbc115476ab9c07476a0

Edited by PKMNTrainerNick144
Posted (edited)
  PKMNTrainerNick144 said:

So is there a chance that you can add more PKMN into the Battle Subway? Because if that's possible, that'll be awesome!

Just add pokemon list id on trainer. for safe is 1000 pokemons, i don't know if is added more than 1000 pokemon. But i not tested this, since is randomly xD so need time to get that appear.

  PKMNTrainerNick144 said:

E601 D501 6800 6D00 5C00 0517 EA00 0000

PKMN ID: 988 Regigigas

Moveset: Wide Guard, Double Team, Confuse Ray, Toxic

EVs: 255 HP & Def

Nature: Careful

Item: Leftovers

EV Spread : 05 (0000 0101) --> hp / def (2, so floor(512 /2) = 256)

EDIT3: well is just view only ... i hope you can see trainer list and pokemon list on PWT or subway

link : http://dl.dropbox.com/u/3122097/Release/subway_pwt_viewer.7z

a201301022021003.jpg

i hope is help you xD

Edited by Andibad
Posted

BW2 : a/1/2/0

BW : a/1/1/9

  Quote
US ROM : (from pokemon BW US, is likely same as on BW2 US)

0 : UPPER us char set

1 : lower us char set

2 : other us char set

3 : qwerty us char set

4 : qwerty (shift) – UPPER us char set

5 – 8 : unused on US ROM

is keyboard layout character. is simply using 2 byte start offset is on 0x05.

this modified keyboard layout :

P_black2_U_10_31523.png

Posted

i wish i had known what some of you were looking for. i could've saved you guys a lot of time. i started dumping some of my stuff here:

http://projectpokemon.org/wiki/Notable_Breakpoints#Pok.C3.A9mon_B2W2_.28U.29

i'll start adding stuff in here and there as i go through it. i've got like 3200 functions named and (mostly)given arguments in my database, so i've got a lot of lookup tables and arrays and such labelled, aside from other general important info.

Posted
  Bond697 said:
i wish i had known what some of you were looking for. i could've saved you a lot of time. i started dumping some of my stuff here:

http://projectpokemon.org/wiki/Notable_Breakpoints#Pok.C3.A9mon_B2W2_.28U.29

i'll start adding stuff in here and there as i go through it. i've got like 3200 functions named and (mostly)given arguments in my database, so i've got a lot of lookup tables and arrays and such labelled, aside from other general important info.

wow thanks :) , i will implication to my tools just read only ...

Posted

pokemon fields:

  Reveal hidden contents

personal fields:

  Reveal hidden contents
Posted

egg data:

  Reveal hidden contents

e: also, i've been adding more info to this too:

http://projectpokemon.org/wiki/Pok%C3%A9mon_B2W2_Save_File_Structure

  • 2 weeks later...
Posted

I was reviewing Mario With Lazer's post on personal.narc (/a/0/1/6), and I noticed that he wasn't certain on the height and weight values. Here's an explanation:

For ease of explanation and argument, let's assume you extract 6.narc into the 710 individual files. File 208 is Steelix. At offset 0x0024, the height and weight begin. For Steelix, this looks like:

5C 00 A0 0F (which is actually 0FA0)

This translates to, in decimal: 92 4000

Steelix is 9.2 m long, and is 400.0 kg. So you see, the decimal place determines the actual value. In other words, remove the decimal point on any metric height or weight and calculate into hex for the value you want. This is helpful for altering the power of Heavy Slam, Heat Crash, Low Kick and Grass Knot.

It should be noted that the maximum height and weight for a pokemon is 6,553.5 m and 6,553.5 kg (14,447.9 ft and 14,447.9 lbs), which is FF FF, the maximum value.

Also, these measurements will NOT carry over to the Pokedex, so you may want to edit those with PPTXT. The file is /a/0/0/2; file 451 for height, 471 for weight (USA games).

This is mildly off topic, but I did some calculations, and really that weight limit is pretty fair. The only Pokemon that would weigh more than that, most likely, in real life, would be Wailord. I estimated that Wailord in real life would weight about 38,000 lbs (about the weight of a Sei Whale, which averages about 47 ft), which is more than double the maximum. Steelix and a few of the other more massive legendaries would probably weight close to the weight limit of 14,000 lbs.

It goes without saying that Game Freak's weights are pretty wildly inaccurate at times, mostly for Rock or Steel types, or Pokemon like Hippowdon or Rapidash that are based off of megafauna. Most of the other weights are close enough, really. Even Garchomp's piddly weight of 200-some pounds is pretty close to a shark his size, if a bit on the skinny side. The heaviest Pokemon, according to the official weights, is Groudon, at 950.0 kg (4E 25).

As a general rule, all the Rock-types are about 1,000 lbs underweight, with some Steel-types even moreso; mostly the ones that look like solid metal. The Pokemon that are barely Steel at all, like Empoleon, are close enough to the given weight, though. Yes, I did get bored enough to estimate their mass.

Posted (edited)

i started dumping more stuff today. refer here for new stuff:

http://projectpokemon.org/wiki/Pok%C3%A9mon_B2W2_Save_File_Structure

http://projectpokemon.org/wiki/Notable_Breakpoints

also, editing awarded medals:

say you wanted to edit the light walker medal to be 50000 steps. go to a235 and open file #7(255 medal counted 0-254). the first 2(possibly 4) bytes are for the value, no matter the medal category. note that it's 88 13 or 0x1388(5000d). change it to what you want. this works for all medals that are looking for a total count aside from the caught em all of a certain type medals. also, each specific type of medal has a different arrangement of the last 4 bytes. adjust them to make different kinds of medals. use other medals as templates. adjust that and then the medal text from the text narc and you have brand new medals.

i'll know what the exact values are for once i find the medal data parser. i've already found the data parser for pkm data, personal data, item data, item sprites, trainer data, zone info, and a fair amount of others, so i'm sure t won't be very difficult to find. they all look/work like this:

http://projectpokemon.org/wiki/PKM_File_Fields

Edited by Bond697
Posted

That data has always been in the arm9, I believe, but the format changed for some unknowable reason in Gen 5, so we have no easy way to determine where that data is or what it looks like. I think analyzing the RAM is probably the only way to find it, which is something not many people have experience doing. Be patient. The type effectiveness info will come out before too long, so long as there are people like us who strive to know.

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