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Posted

This is more like a proof of concept than a ROM hack, the pokemon are added, but are currently not obtainable yet, use enc.lua to force an encounter with them.

ROM base is clean Pokemon: Black Version 2. If you are having patching problems, verify ROM base with DS-Scene Rom Tool.

Battle Animations OFF! Attemping to use a 6th gen move with battle animations on might freeze the game.

6th gen moves that boost stats, inflict a status, or do damage should work, mostly... but moves with specific effects like Sticky Web or Misty Terrain, will just fail.

6th gen Abilities do nothing at all.

This AR code is required to play the hack. It modifies some of the game's code so the game can function properly with these changes.

52020478 000002C5

02020478 0000033A

D2000000 00000000

5201E3A4 0000028B

0201E3A4 000002D3

D2000000 00000000

52033CE0 0000028B

02033CE0 000002D3

D2000000 00000000

52033CDC 00003584

02033CDC 00003890

D2000000 00000000

5201DDF8 80A84308

0201DDF8 46C04308

D2000000 00000000

Things to do

Add Fairy graphic.

Update typing table to include Fairy.

Fix Subsitute bug.

Add proper icons.

Give 6th gen moves a dummy animation.

other stuff I can't remember now.

Sprites for the Kalos Pokemon and Megas are from http://pokemonshowdown.com/

721_beta1.zip

721_beta1.zipFetching info...

  • Like 1
  • 1 month later...
Posted

Yep, this looks amazing! Just one thing though, do you think it's possible to enhance the game's code so it is playable without the AR code?

Posted

evandixon, thank you very much for sharing this!!

I'm going to try this one out very soon.

Also, does this then mean that the Fairy type is actually included as a type, but only just its type graphic and the actual type chart is not programmed yet?

Posted

Yes. the AR codes was a quick fix to edit some of the game's opcodes on the fly. Eventually I will find them in the arm9/overlays and edit those. Fairy type is tecknicly not in the game yet. no graphics, not in the type effectiveness chart... but some moves/pokemon are set to the type ID fairy would be. I haven't touched this project much since I posted this thread, oras came out and been playing that alot.

Scorpio asked me on twitter how I did this so here is a basic break down...

  Reveal hidden contents
  • 1 month later...
Posted

I dont know if the xdelta is used to patch, all i did was dragged the clean rom to where it said drag your clean rom here and then a black box said for me to wait and then it said sucessfully patched, i applied the AR code but I still dont know how the lua file works to make a 6th gen pokemon appear in the wild.

  • 5 months later...
  • 1 month later...
Posted

I have a question about this one. I opened the moveset file from Project 721 which should correspond with the ORAS level-up movesets. However, when I open up the hex file for the movesets, I notice the following for the level-up movesets of Treecko, Grovyle and Sceptile:

  Quote
FF FF FF FF 01 00 01 00 2B 00 01 00 47 00 05 00 62 00 09 00 48 00 0D 00 E4 00 11 00 CA 00 15 00 61 00 19 00 15 00 1D 00 C5 00 21 00 9C 01 25 00 F5 01 29 00 1B 01 2D 00 67 00 31 00 FF FF FF FF 5C 01 01 00 4C 01 01 00 15 00 01 00 61 00 01 00 FF FF FF FF 5C 01 01 00 4C 01 01 00 15 00 01 00 61 00 01 00 FF FF FF FF

Blue = Treecko, Red = Grovyle, Green = Sceptile. As you can see, the movesets for Grovyle and Sceptile are all messed up. Most movesets are just fine, though. But what could be causing the above problem?

Posted
  Oxnite said:
Thank you so much for your help! It's much appreciated! Thanks!!

Also, do you perhaps have an answer for my question here: http://projectpokemon.org/forums/showthread.php?43752-Project-721

If not, that's OK, I still appreciate all the help. Lol

Responding in the appropriated thread.

The movesets are alright, KazoWAR simply used the level-up list from the demo version of ORAS, which had limited movesets for some Pokémon to prevent finding the moves by grinding.

You can check the list there: http://pastebin.com/16baa7Yk

Posted

Amazing, thank you so much. I indeed see that Glalie and Steelix have their movesets trimmed, too, just like in the demo version. Why didn't I come up with this. Thanks alot!

  • 2 weeks later...
  • 3 months later...
  • 3 months later...
Posted

To make this project really work, I can add the in-game party icons, Pokémon footprints, Pokédex information and even the animated sprites. However, there is one specific technical difficulty, which is adding the Pokémon cries. Does anybody know a way to do this? Now, all the 6th Generation Pokémon have Bulbasaur's cry.

  Blob55 said:
How do you get the 6th gen Pokémon to show up?

You can hack them in as wild encounters by hex editing the wild Pokémon encounter file, narc a/1/2/7.

  • 7 years later...
Posted

Hi ! 
sorry for posting years after but the idea is amazing :)

Could you tell me how did you increase size of narcs ?

did you use tinke or manually added hex to the end of file ?

will there be problems with checksum or something else ?

 

when i try to add entries to txt narc a/0/0/2 and 3 using pptxt, I get an error saying the file length is modified and can't save the changes

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