slygyarados Posted July 8, 2013 Share Posted July 8, 2013 Hello ProjectPokemon, this is my first post I believe, I am wondering what the current progress on figuring out the Pokemon Black & White type effectiveness table is. Does anyone know the location? the narc(if it's located in one), or the overlay? (could someone please also explain overlays to me? I can't manage to find a proper definition and how to use/find them). I've looked at other posts, and they all either end up in dead-ends or it's a different generation. Help is very much appreciated as I would love to edit some of the effectiveness/resistances on the table, comment a post or personal message me, thankyou very much, cheers! Link to comment Share on other sites More sharing options...
cpan1 Posted July 8, 2013 Share Posted July 8, 2013 http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info&p=160511&viewfull=1#post160511 32nd post down Link to comment Share on other sites More sharing options...
slygyarados Posted July 8, 2013 Author Share Posted July 8, 2013 Thankyou kindly, cpan1! But how does one go about extracting or "subtracting" an overlay as I see being talked about in that thread you posted? Link to comment Share on other sites More sharing options...
cpan1 Posted July 9, 2013 Share Posted July 9, 2013 (edited) Just noticed, you're on the original B1W1, not B2W2 right? If so, FYI ** the type chart in white 1 is @ 21F049C. 3A37C in overlay 93 in white 1. Anyways, you need to uncompress the overlays with Blz (see here for more info: http://projectpokemon.org/forums/showthread.php?27143-How-do-you-edit-TM-moves&highlight=overlay), open up the correct overlay, and go to the offset. The subtraction was based off of this: In the grand scheme of things, file A starts at offset X and file B starts at offset Y, with Y>X (so B is located in A); You need to find where B is relative to A, so you do Y - X = Z which is the location of B within A. Edited July 9, 2013 by cpan1 Link to comment Share on other sites More sharing options...
slygyarados Posted July 9, 2013 Author Share Posted July 9, 2013 (edited) I now have BLZ. I can't figure out how to locate overlays, (I'm using CrystalTile2, is that a problem?) and I'm not sure how to open them. I understood your subtraction explanation well though, thankyou very much cpan1, only the other bits are hard for me to understand . And yes, I'm on the original B1W1. Thankyou muchly for your help so far though<3 EDIT**** After a lot a lot of researching, I found out how to locate them. So... Bond697 said "the type chart in white 1 is @ 24f049c. 3a37c in overlay 93 in white 1." What I don't understand is... what does 24f049c have to do with anything? I opened CrystalTile2, pressed the DS button called "NDS[][]" and extracted overlay9_0093.bin, as Bond said. I then went to offset 3a37c in overlay 93, and the only thing I am seeing in the next roughly 20 lines is 04's, 02's, and 08's. I thought it was supposed to be like 02 (Type 1) 14 (Effectiveness((In this case 2x)) 04 (Type 2). I'm pretty sure the whole type table can't be based off of 02 04 and 08. What have I done wrong? YET ANOTHER QUESTION, does one have to extract AND decompress a file? Edited July 10, 2013 by slygyarados Link to comment Share on other sites More sharing options...
Andibad Posted July 10, 2013 Share Posted July 10, 2013 YET ANOTHER QUESTION, does one have to extract AND decompress a file? yes, for more easy to manage and edit. Link to comment Share on other sites More sharing options...
cpan1 Posted July 10, 2013 Share Posted July 10, 2013 (edited) Yes, extract and decompress. Otherwise, there will be no offset 0x3A37C. The entire table is based off of 0x0, 0x2, 0x4, and 0x8. I'm not really sure where that 14 came from... typedef enum { TYPE_NORMAL = 0x0, TYPE_FIGHT = 0x1, TYPE_FLY = 0x2, TYPE_POIS = 0x3, TYPE_GROUND = 0x4, TYPE_ROCK = 0x5, TYPE_BUG = 0x6, TYPE_GHOST = 0x7, TYPE_STEEL = 0x8, TYPE_FIRE = 0x9, TYPE_WATER = 0xA, TYPE_GRASS = 0xB, TYPE_ELEC = 0xC, TYPE_PSY = 0xD, TYPE_ICE = 0xE, TYPE_DRAGON = 0xF, TYPE_DARK = 0x10, } PokeType; The Table: 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x10 <- Defending Type 0x00: 0x04 0x04 0x04 0x04 0x04 0x02 0x04 0x00 0x02 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x01: 0x08 0x04 0x02 0x02 0x04 0x08 0x02 0x00 0x08 0x04 0x04 0x04 0x04 0x02 0x08 0x04 0x08 0x02: 0x04 0x08 0x04 0x04 0x04 0x02 0x08 0x04 0x02 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x03: 0x04 0x04 0x04 0x02 0x02 0x02 0x04 0x02 0x00 0x04 0x04 0x08 0x04 0x04 0x04 0x04 0x04 0x04: 0x04 0x04 0x00 0x08 0x04 0x08 0x02 0x04 0x08 0x08 0x04 0x02 0x08 0x04 0x04 0x04 0x04 0x05: 0x04 0x02 0x08 0x04 0x02 0x04 0x08 0x04 0x02 0x08 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x06: 0x04 0x02 0x02 0x02 0x04 0x04 0x04 0x02 0x02 0x02 0x04 0x08 0x04 0x08 0x04 0x04 0x08 0x07: 0x00 0x04 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 0x08: 0x04 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 0x02 0x02 0x04 0x02 0x04 0x08 0x04 0x04 0x09: 0x04 0x04 0x04 0x04 0x04 0x02 0x08 0x04 0x08 0x02 0x02 0x08 0x04 0x04 0x08 0x02 0x04 0x0A: 0x04 0x04 0x04 0x04 0x08 0x08 0x04 0x04 0x04 0x08 0x02 0x02 0x04 0x04 0x04 0x02 0x04 0x0B: 0x04 0x04 0x02 0x02 0x08 0x08 0x02 0x04 0x02 0x02 0x08 0x02 0x04 0x04 0x04 0x02 0x04 0x0C: 0x04 0x04 0x08 0x04 0x00 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x02 0x04 0x04 0x02 0x04 0x0D: 0x04 0x08 0x04 0x08 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x00 0x0E: 0x04 0x04 0x08 0x04 0x08 0x04 0x04 0x04 0x02 0x02 0x02 0x08 0x04 0x04 0x02 0x08 0x04 0x0F: 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x04 0x04 0x04 0x04 0x08 0x04 0x10: 0x04 0x02 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 ^Attacking Type With 0x00 = No Damage, 0x02 = 1/2 Damage, 0x04 = Normal Damage, and 0x8 = 2x Damage Makes Perfect Sense: Attacking Type: 0x08 (Steel), Defending Type 0xA (Water): You get 0x02 - > 1/2 Damage (Steel isn't very effective against water) Edited July 10, 2013 by cpan1 Link to comment Share on other sites More sharing options...
slygyarados Posted July 11, 2013 Author Share Posted July 11, 2013 04 04 04 04 04 02 04 00 02 04 04 04 04 04 04 04 04 08 04 02 02 04 08 02 00 08 04 04 04 04 02 08 04 08 04 08 04 04 04 02 08 04 02 04 04 08 02 04 04 04 04 04 04 04 02 02 02 04 02 00 04 04 08 04 04 04 04 04 04 04 00 08 04 08 02 04 08 08 04 02 08 04 04 04 04 04 02 08 04 02 04 08 04 02 08 04 04 04 04 08 04 04 04 02 02 02 04 04 04 02 02 02 04 08 04 08 04 04 08 00 04 04 04 04 04 04 08 02 04 04 04 04 08 04 04 02 04 04 04 04 04 08 04 04 02 02 02 04 02 04 08 04 04 04 04 04 04 04 02 08 04 08 02 02 08 04 04 08 02 04 04 04 04 04 08 08 04 04 04 08 02 02 04 04 04 02 04 04 04 02 02 08 08 02 04 02 02 08 02 04 04 04 02 04 04 04 08 04 00 04 04 04 04 04 08 02 02 04 04 02 04 04 08 04 08 04 04 04 04 02 04 04 04 04 02 04 04 00 04 04 08 04 08 04 04 04 02 02 02 08 04 04 02 08 04 04 04 04 04 04 04 04 04 02 04 04 04 04 04 04 08 04 04 02 04 04 04 04 04 08 02 04 04 04 04 08 04 04 02 00 00 00 0f 00 00 00 This is what I'm finding at 0x3A37C after extract and decompress, what's wrong? Thankyou. Link to comment Share on other sites More sharing options...
cpan1 Posted July 11, 2013 Share Posted July 11, 2013 Nothing is wrong. You don't need the extra 00 00 00 0F 00 00 00 though. 0x00, 0x02, etc. is 00, 02, etc. all you have to do is edit the table now. Edit: Also, I would make the table 17x17 format. Link to comment Share on other sites More sharing options...
slygyarados Posted July 11, 2013 Author Share Posted July 11, 2013 YOU'VE DONE IT! IT WORKS! AHHHH! THANKYOU SO MUCH CPAN1 AND ANDIBAD! On to my next related question, which hopefully is easier, would you happen to have any ideas on how to change the icon for a type? Example, in game, you always see like in the summary, on moves, whatever, the icon of the type. (The little box that says Water etc. [WATER]). Any ideas on how to change that icon to a new icon I would create? Link to comment Share on other sites More sharing options...
cpan1 Posted July 11, 2013 Share Posted July 11, 2013 Hmm... On B2W2, it's on (/a/0/8/2 ********* UI tiles, PC box tiles, type sprites) I believe. I'm not so sure on normal BW. I'll search around and update this post if I find anything interesting. Link to comment Share on other sites More sharing options...
slygyarados Posted July 11, 2013 Author Share Posted July 11, 2013 Thankyou<3 I don't know how to replace a picture contained within a .narc though even if it is located in a/0/8/2 in BW1 Link to comment Share on other sites More sharing options...
cpan1 Posted July 11, 2013 Share Posted July 11, 2013 http://projectpokemon.org/forums/showthread.php?29651-BW-B2W2-General-FAQ&p=165197&viewfull=1#post165197 This link can help get started (for sprite/image replacement) when the images are found. It lacks images, but I'll add images eventually. Link to comment Share on other sites More sharing options...
slygyarados Posted July 11, 2013 Author Share Posted July 11, 2013 (edited) Looks incredibly straightforward, wonderful work cpan1, I can't thank you enough. If anyone ever finds the exact location of the image, I would be awestruck, feel free to message me if this thread dies. Edited July 13, 2013 by slygyarados Link to comment Share on other sites More sharing options...
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