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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):

thanks to Codr and magical:

1-649: normal forms
650-652: ??? (Kyogre's stats, but steel/flying)
653-684: Pokéwood stuff (all-100 stats, varying types etc)
685: Deoxys attack
686: Deoxys defense
687: Deoxys speed
688: Wormadam sandy
689: Wormadam trash
690: Shaymin sky
691: Giratina origin
692: Rotom heat
693: Rotom wash
694: Rotom frost
695: Rotom fan
696: Rotom mow
697: Castform sunny
698: Castform rain
699: Castform snow
700: Basculin
701: Darmanitan
702: Meloetta
703: White Kyurem
704: Black Kyurem
705: Keldeo Resolution
706: Tornadus Therian
707: Thundurus Therian
708: Landorus Therian
709: REGIONAL Pokedex indices (999 indicates the Pokemon isn't in the regional Pokedex.)

personal.narc
struct {
   u8 stat_hp
   u8 stat_atk
   u8 stat_def
   u8 stat_speed
   u8 stat_spatk
   u8 stat_spdef
   u8 type1
   u8 type2
   u8 catch_rate
   u8 stage //not really
   struct {
       u16 effort_hp:2  //lsb
       u16 effort_atk:2
       u16 effort_def:2
       u16 effort_spd:2
       u16 effort_spatk:2
       u16 effort_spdef:2  //msb
   }
   u16 item1
   u16 item2
   u16 item3 //dark grass
   u8 gender_rate
   u8 hatch_counter
   u8 happiness
   u8 growth
   u8 egg1
   u8 egg2
   u8 ability1
   u8 ability2
   u8 ability3 //dream world
   u8 escape_rate
   u16 form_stats_start
   u16 form_sprites_start
   u8 form_count
   u8 color
   u16 base_exp
   u16 height
   u16 weight
   u32 tms[4]
   u32 tutors_starters
   u32 tutors_shards[4]
}

Encounter Table:

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

Exact locations not known (for dungeons), but this is where they generally are:

Location 0	Striaton City 
Location 1	Castelia City 
Location 2	Icirrus City
Location 3	Aspertia City
Location 4	Virbank City
Location 5	Humilau City
Location 6	Dreamyard  
Location 7	Dreamyard  
Location 8	Pinwheel Forest 
Location 9	Pinwheel Forest 
Location 10	Desert Resort 
Location 11	Desert Resort 
Location 12	Relic Castle 
Location 13	Relic Castle 
Location 14	Relic Castle 
Location 15	Relic Castle 
Location 16	Relic Castle 
Location 17	Relic Castle 
Location 18	Relic Castle 
Location 19	Relic Castle 
Location 20	Chargestone Cave 
Location 21	Chargestone Cave 
Location 22	Chargestone Cave 
Location 23	Twist Mountain
Location 24	Twist Mountain
Location 25	Twist Mountain
Location 26	Twist Mountain
Location 27	Dragonspiral Tower
Location 28	Dragonspiral Tower
Location 29	Dragonspiral Tower 
Location 30	Dragonspiral Tower 
Location 31	Victory Road 
Location 32	Giant Chasm 
Location 33	Giant Chasm 
Location 34	Giant Chasm 
Location 35	Giant Chasm 
Location 36	Giant Chasm 
Location 37	Castelia Sewers
Location 38	Castelia Sewers
Location 39	Castelia Sewers
Location 40	Castelia Sewers
Location 41	Castelia Sewers
Location 42	P2 Laboratory 
Location 43	Undella Bay
Location 44	Floccesy Ranch
Location 45	Floccesy Ranch
Location 46	Virbank Complex
Location 47	Virbank Complex
Location 48	Reversal Mountain
Location 49	Reversal Mountain
Location 50	Reversal Mountain
Location 51	Reversal Mountain
Location 52	Reversal Mountain
Location 53	Reversal Mountain
Location 54	Reversal Mountain
Location 55	Reversal Mountain
Location 56	Reversal Mountain
Location 57	Reversal Mountain
Location 58	Reversal Mountain
Location 59	Reversal Mountain
Location 60	Reversal Mountain
Location 61	Strange House
Location 62	Strange House
Location 63	Strange House
Location 64	Strange House
Location 65	Strange House
Location 66	Strange House
Location 67	Strange House
Location 68	Strange House
Location 69	Strange House
Location 70	Strange House
Location 71	Victory Road
Location 72	Victory Road
Location 73	Victory Road
Location 74	Victory Road
Location 75	Victory Road
Location 76	Victory Road
Location 77	Victory Road
Location 78	Victory Road
Location 79	Victory Road
Location 80	Victory Road
Location 81	Relic Passage
Location 82	Relic Passage
Location 83	Relic Passage
Location 84	Clay Tunnel
Location 85	Clay Tunnel
Location 86	Clay Tunnel
Location 87	Underground Ruins
Location 88	Underground Ruins
Location 89	Underground Ruins
Location 90	Rock Peak Chamber
Location 91	Iceberg Chamber  
Location 92	Underground Ruins
Location 93	Seaside Cave
Location 94	Seaside Cave
Location 95	Nature Preserve
Location 96	Driftveil Drawbridge 
Location 97	Village Bridge 
Location 98	Marvelous Bridge 
Location 99	Route 1 
Location 100	Route 2 
Location 101	Route 3 
Location 102	Wellspring Cave 
Location 103	Wellspring Cave 
Location 104	Route 4 
Location 105	Route 4 
Location 106	Route 5 
Location 107	Route 6 
Location 108	Mistralton Cave 
Location 109	Mistralton Cave 
Location 110	Guidance Chamber 
Location 111	Route 7
Location 112	Celestial Tower 
Location 113	Celestial Tower 
Location 114	Celestial Tower 
Location 115	Celestial Tower 
Location 116	Route 8
Location 117	Moor of Icirrus
Location 118	Route 9 
Location 119	Route 11 
Location 120	Route 12 
Location 121	Route 13 
Location 122	Route 14 
Location 123	Abundant Shrine 
Location 124	Route 15 
Location 125	Route 16 
Location 126	Lostlorn Forest 
Location 127	Route 18 
Location 128	Route 19
Location 129	Route 20
Location 130	Route 22
Location 131	Route 23
Location 132	Undella Town 
Location 133	Route 17 
Location 134	Route 21

thanks to xfr for the process to determine location names (zonedata submap)

Poké Mart Locations:

1	Stock No Badges
2	Stock 1+Badges
3	Stock 3+Badges
4	Stock 5+Badges
5	Stock 7+Badges
6	Stock 8+Badges
7	Accumula Town Upper Cashier
8	Striaton City Upper Cashier
9	Nacrene City Upper Cashier
10	Castelia City Upper Cashier
11	Nimbasa TM Department
12	Driftveil City Upper Cashier
13	Mistralton City TM Dept.
14	Icirrus City Upper Cashier
15	Opelucid City Upper Cashier
16	Victory Road Upper
17	Victory Road Upper?
18	Lacunosa Town
19	Undella Town
20	Black City
21	SM9 Top Right Cashier
22	Driftveil City Herb Shop
23	Driftveil City Inscense Shop
24	SM9 Bottom Section
25	SM9 Middle Right Cashier
26	SM9 Middle Left Cashier
27	SM9 Top Left Cashier
28	Aspertia City?
29	Virbank City Lower Cashier
30	Seigaiha City Upper Cashier
31	Floccesy Town?
32	Yamaji Town Upper Cashier

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

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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

Edited by Mario With Lasers

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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.

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

Exact locations not known (for dungeons), but this is where they generally are:

Location 0      Striaton City
Location 1      Castelia City
Location 2      Icirrus City
Location 3      Aspertia City
Location 4      Virbank City
Location 5      Seigaiha City
Location 6      Dreamyard
Location 7      Dreamyard
Location 8      Pinwheel Forest
Location 9      Pinwheel Forest
Location 10     Desert Resort
Location 11     Desert Resort
Location 12     Relic Castle
Location 13     Relic Castle
Location 14     Relic Castle
Location 15     Relic Castle
Location 16     Relic Castle
Location 17     Relic Castle
Location 18     Relic Castle
Location 19     Relic Castle
Location 20     Chargestone Cave
Location 21     Chargestone Cave
Location 22     Chargestone Cave
Location 23     Twist Mountain
Location 24     Twist Mountain
Location 25     Twist Mountain
Location 26     Twist Mountain
Location 27     Dragonspiral Tower
Location 28     Dragonspiral Tower
Location 29     Dragonspiral Tower
Location 30     Dragonspiral Tower
Location 31     Victory Road
Location 32     Giant Chasm
Location 33     Giant Chasm
Location 34     Giant Chasm
Location 35     Giant Chasm
Location 36     Giant Chasm
Location 37     Castelia Sewer
Location 38     Castelia Sewer
Location 39     Castelia Sewer
Location 40     Castelia Sewer
Location 41     Castelia Sewer
Location 42     P2 Laboratory
Location 43     Undella Bay
Location 44     Sangi Ranch
Location 45     Sangi Ranch
Location 46     Virbank Complex
Location 47     Virbank Complex
Location 48     Rebirth Mountain
Location 49     Rebirth Mountain
Location 50     Rebirth Mountain
Location 51     Rebirth Mountain
Location 52     Rebirth Mountain
Location 53     Rebirth Mountain
Location 54     Rebirth Mountain
Location 55     Rebirth Mountain
Location 56     Rebirth Mountain
Location 57     Rebirth Mountain
Location 58     Rebirth Mountain
Location 59     Rebirth Mountain
Location 60     Rebirth Mountain
Location 61     Strange House
Location 62     Strange House
Location 63     Strange House
Location 64     Strange House
Location 65     Strange House
Location 66     Strange House
Location 67     Strange House
Location 68     Strange House
Location 69     Strange House
Location 70     Strange House
Location 71     Champion Road
Location 72     Champion Road
Location 73     Champion Road
Location 74     Champion Road
Location 75     Champion Road
Location 76     Champion Road
Location 77     Champion Road
Location 78     Champion Road
Location 79     Champion Road
Location 80     Champion Road
Location 81     こだいのぬけみち
Location 82     こだいのぬけみち
Location 83     こだいのぬけみち
Location 84     Clay Road
Location 85     Clay Road
Location 86     Clay Road
Location 87     ちていいせき
Location 88     ちていいせき
Location 89     ちていいせき
Location 90     いわやまのま
Location 91     ひょうざんのま
Location 92     くろがねのま
Location 93     うみべのどうけつ
Location 94     うみべのどうけつ
Location 95     しぜんほごく
Location 96     Driftveil Drawbridge
Location 97     Village Bridge
Location 98     Marvelous Bridge
Location 99     Route 1
Location 100    Route 2
Location 101    Route 3
Location 102    Wellspring Cave
Location 103    Wellspring Cave
Location 104    Route 4
Location 105    Route 4
Location 106    Route 5
Location 107    Route 6
Location 108    Mistralton Cave
Location 109    Mistralton Cave
Location 110    Guidance Chamber
Location 111    Route 7
Location 112    Celestial Tower
Location 113    Celestial Tower
Location 114    Celestial Tower
Location 115    Celestial Tower
Location 116    Route 8
Location 117    Moor of Icirrus
Location 118    Route 9
Location 119    Route 11
Location 120    Route 12
Location 121    Route 13
Location 122    Route 14
Location 123    Abundant Shrine
Location 124    Route 15
Location 125    Route 16
Location 126    Lostlorn Forest
Location 127    Route 18
Location 128    Route 19
Location 129    Route 20
Location 130    Route 22
Location 131    Route 23
Location 132    Undella Town
Location 133    Route 17
Location 134    Route 21

thanks to xfr

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

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PokeMart file# -> ingame location

1	Stock No Badges
2	Stock 1+Badges
3	Stock 3+Badges
4	Stock 5+Badges
5	Stock 7+Badges
6	Stock 8+Badges
7	Accumula Town Upper Cashier
8	Striaton City Upper Cashier
9	Nacrene City Upper Cashier
10	Castelia City Upper Cashier
11	Nimbasa TM Department
12	Driftveil City Upper Cashier
13	Mistralton City TM Dept.
14	Icirrus City Upper Cashier
15	Opelucid City Upper Cashier
16	Victory Road Upper
17	Victory Road Upper?
18	Lacunosa Town
19	Undella Town
20	Black City
21	SM9 Top Right Cashier
22	Driftveil City Herb Shop
23	Driftveil City Inscense Shop
24	SM9 Bottom Section
25	SM9 Middle Right Cashier
26	SM9 Middle Left Cashier
27	SM9 Top Left Cashier
28	Aspertia City?
29	Virbank City Lower Cashier
30	Seigaiha City Upper Cashier
31	Floccesy Town?
32	Yamaji Town Upper Cashier

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).

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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.

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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

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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%

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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.

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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)

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 :

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

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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.

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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.

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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

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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.

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

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BW2 : a/1/2/0

BW : a/1/1/9

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

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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.

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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 ...

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pokemon fields:

fetchPKMDataIfValid fields

0- pid

1- (sanity)unused short

2- (sanity)unused short

3- (sanity)is species egg

4- checksum

5- species

6- item

7- tidsid

8- exp

9- happiness

a- abil

b- markings

c- region

---------------------------------

d- hp ev

e- atk ev

f- def ev

10- spe ev

11- spa ev

12- spd ev

---------------------------------

13- cool contest

14- beauty contest

15- cute contest

16- smart contest

17- tough contest

18- sheen contest

------------------------------------sinnoh ribbons

19- Sinnoh Champ Ribbon

1A- Ability Ribbon

1B- Great Ability Ribbon

1C- Double Ability Ribbon

1D- Multi Ability Ribbon

1E- Pair Ability Ribbon

1F- World Ability Ribbon

20- Alert Ribbon

21- Shock Ribbon

22- Downcast Ribbon

23- Careless Ribbon

24- Relax Ribbon

25- Snooze Ribbon

26- Smile Ribbon

27- Gorgeous Ribbon

28- Royal Ribbon

29- Gorgeous Royal Ribbon

2a- Footprint Ribbon

2b- Record Ribbon

2c- History Ribbon

2d- Legend Ribbon

2e- Red Ribbon

2f- Green Ribbon

30- Blue Ribbon

31- Festival Ribbon

32- Carnival Ribbon

33- Classic Ribbon

34- Premier Ribbon

----------------------------------------

35-

36- move1

37- move2

38- move3

39- move4

3a- move1 current pp

3b- move2 current pp

3c- move3 current pp

3d- move4 current pp

3e- move1 pp up

3f- move2 pp up

40- move3 pp up

41- move4 pp up

42- move 1 pp

43- move 2 pp

44- move 3 pp

45- move 4 pp

46- hp iv

47- atk iv

48- def iv

49- spe iv

4a- spa iv

4b- spd iv

4c- is_egg

4d-

--------------------------------------hoenn ribbons

4e- Cool Ribbon

4f- Cool Ribbon Super

50- Cool Ribbon Hyper

51- Cool Ribbon Master

52- Beauty Ribbon

53- Beauty Ribbon Super

54- Beauty Ribbon Hyper

55- Beauty Ribbon Master

56- Cute Ribbon

57- Cute Ribbon Super

58- Cute Ribbon Hyper

59- Cute Ribbon Master

5a- Smart Ribbon

5b- Smart Ribbon Super

5c- Smart Ribbon Hyper

5d- Smart Ribbon Master

5e- Tough Ribbon

5f- Tough Ribbon Super

60- Tough Ribbon Hyper

61- Tough Ribbon Master

62- Champion Ribbon

63- Winning Ribbon

64- Victory Ribbon

65- Artist Ribbon

66- Effort Ribbon

67- Marine Ribbon

68- Land Ribbon

69- Sky Ribbon

6a- Country Ribbon

6b- National Ribbon

6c- Earth Ribbon

6d- World Ribbon

-----------------------------------------

6e- gender(0 male, 1 female)

6f- form

70- nature

71- has dw abil

72- N's pokemon(?)

73- name

74-

75- is_nicknamed

8d- OT name

8e-

8f- year met(0-99)

90- month(1-12)

91- day(1-end of month)

92- egg year met(0-99)

93- egg month(1-12)

94- egg day(1-end of month)

95- location

96- egg met location

97- pokerus

98- poke ball

99- met at level

9a- set if OT gender is female

9d-

9e- level

9f- capsule seal index

-----------------------------------------

a0- current hp

a1- max hp

a2- attack

a3- def

a4- speed

a5- spa

a6- spd

a7- mail?

a9- is slot filled

ad- is species NOT nido F/M

ae- get arceus type from plate

af- get arceus type from plate

b2- n's pokemon(?)

personal fields:

0 - base hp

1 - base atk

2 - base def

3 - base speed

4 - base special atk

5 - base special def

6 - type 1

7 - type 2

8 - catch rate

9 - stage?

a - hp ev

b - atk ev

c - def ev

d - spd ev

e - spa ev

f - spd ev

10 - item 1

11 - item 2

12 - item 3(for dark grass)

13 -

14 - gender rate

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egg data:

2fe35c8 is the local array that holds all the egg data. (u32 eggData[34])

2fe35c8 - species

2fe35cc - form

2fe35d0 -

2fe35d4 -

2fe35d8 - happiness

2fe35dc - iv1

2fe35e0 - iv2

2fe35e4 - iv3

2fe35e8 - iv4

2fe35ec - iv5

2fe35f0 - iv6

2fe35f4 - id set

2fe35f8 - pid

2fe3600 - move1

2fe3604 - move2

2fe3608 - move3

2fe360c - move4

2fe3610 - ability number

2fe3614 -

2fe3618 -

2fe361c - inherit_iv1_parent1

2fe3620 - inherit_iv2_parent1

2fe3624 - inherit_iv3_parent1

2fe3628 - inherit_iv4_parent1

2fe362c - inherit_iv5_parent1

2fe3630 - inherit_iv6_parent1

2fe3634 - inherit_iv1_parent2

2fe3638 - inherit_iv2_parent2

2fe363c - inherit_iv3_parent2

2fe3640 - inherit_iv4_parent2

2fe3644 - inherit_iv5_parent2

2fe3648 - inherit_iv6_parent2

2fe364c -

2fe3650

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

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

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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.

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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

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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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