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Pokemon White 2 : Route 10 re-introduced!


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Hello All!

Route 10 has been re-introduced, together with working warps at Opelucid Gate!

Patch Link v1.2 (only for white 2): http://www.mediafire.com/download/2o0o9u833qaeem9/White_2_Route_10_Patch_v1.2.zip

Use at your own risk!

This is a follow up to my previous video, with working warps.

Who knows, I might proceed to fix Badge Gate as well!

Video Link:

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Methodology:

1. Enable route 10 to appear using the map matrix, as well as allowing the texture to load, wild encounter etc. (SDSME)

2. Re-enable Opelucid Gate (most of the data was removed, so I copied Undella Gate as a template and proceeded forward from there)

3. Linking the Warps, (It was a nightmare. Info on warps can be found here: http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info&p=158564&viewfull=1#post158564)

4. Imported the Corner of Opelucid from From White 1 (to remove the annoying barricades; they're actually part of the map)

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Known Bugs:

1. Monitor in the New Gate does not run, standing on the (!) will hang the game

(my workaround was to place a NPC there)

2. Any Pokemon caught at Route 10 will considered not legal (after all, there shouldn't be Route 10 at the first place)

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Credits:

Spiky Pichu's SDSME,

The original user of this article: http://tcrf.net/Pok%C3%A9mon_Black_2_and_White_2#Route_10 and

Kaphotics for pointing me in the correct direction,

and the users of PP.org, especially those who contributes to http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info

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Original Post:

Good day all!

I've managed to reintroduce route 10 into Pokemon White 2,

Including Route 10 music as BGM, Wild encounters (borrowed from another map), and Badge Gate building! (I've placed a rock at the entrance to simulate it being blocked; the entrance presently has no warp anyway..)

The only issue I have, is that from North of Opelucid, we cannot enter (warp) into a opelucid gate to exit into route 10.

Right now, you can simply walk in and reach route 10,

but the "Gates" are important, cause textures don't load correctly on Matrix 0 crossings.

(as seen at the end)

I've attached the Video and the xdelta patch for references:

[video=youtube;Z_0-hwWN33o]

http://www.mediafire.com/download/tekl6n9tmptvg99/route_10_patch.zip

If anyone knows how to "script for warping into gate", kindly do advise/assist.

Thanks!

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Credits:

Spiky Pichu's SDSME,

The original user of this article: http://tcrf.net/Pok%C3%A9mon_Black_2_and_White_2#Route_10 and

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EDIT: Things to point out:

1. Map Name, Showing of Map Name upon Entry, Wild Encounter Table Reference, Map BGM etc can be changed on "Header Info" on SDSME.

2. Opelucid North gate was removed in White 2. I imported that portion of the map from Pokemon White (1), as it removes the "barriers", which are actually part of the map.

3. The Pokemon Badge Check Gate building still exists in Pokemon B2W2 coding, just that for simplicity sake, I also imported the buildings from White's maps,

so that I don't have to type in it's coordinates.

Edited by theSLAYER
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building warps are part of the overworld file; they're just a single tile with a "stretch" to cover the entire enter-able area.

Hmm..

May I ask what is this "overworld file" (I'm assuming its a .narc) and is there any editor that edits it?

Also, do you know if the North Gate for Opelucid still exists in B2W2?

As far I assumed, The games use the same "gate map" templates, and add the different npcs for different gates,

so I can't warp to the same map per se.

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overworld files contain NPC's placement etc; read the B2W2 General ROM Info thread for more info of where/what it is.

The map matrix probably still does, you just have to figure out what index it was in BW1. It's probably just like route 10 where it was just blanked or if they just deleted all the warps to it.

Thanks!

With the General Rom Thread, I've managed to somewhat understand the warps and already put them in place (I've updated my first post).

Thanks again!

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  • 8 years later...
3 hours ago, Pokemonfan6498 said:

ok but i wanted patches for both versions so i donloaded anothe rpatches and they seem to trigger AP mesure

Maybe it’s the system you’re playing on, I think it was fine when I tested it in Desmume. Like I said, I don’t have any advise to give.

I don’t know what you expect me to say or do.

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TwilightMenu is applying AP patches based on the game code (IREO or IREK for B2W2) and the game header CRC16 (offset 0x15E in the ROM).

The Route 10 patch modifies the header and the CRC16, so TwilightMenu is unable to find and apply the correct AP patch. You would need to AP-patch the game manually after applying the Route 10 patch.

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