aninymouse Posted July 11, 2010 Share Posted July 11, 2010 (edited) Once more I'm coming to this forum for a topic of discussion that just doesn't seem to exist in the public eye, namely, editing the type chart in Gen 4 - HG/SS, specifically. Searching forums and loads of googling have, of course, turned up no leads, and so I turn to the experts in the hope of a few pointers, to get me started. The only information I've been able to find was in regards to Gen 3 or below, and I'm not sure if the information has changed much since then, e.g. is it stored in the main body of the rom data with other things like scripts, pokemon, items, etc., what might be the starting point of this string of data, what bytes can or should be changed, are offensive and defensive effectiveness/resistances stored in the same area of the rom or are they stored separately, etc. I'm not sure if anyone who is well versed in advanced rom manipulation has ever bothered to mess with the type chart in Gen 4 or not, but since this is kind of a "New Frontier," so to speak, I certainly don't mind doing the leg work! But I am going to need some help to get started. Edited January 24, 2012 by aninymouse Link to comment Share on other sites More sharing options...
aninymouse Posted September 11, 2010 Author Share Posted September 11, 2010 Okay, FINALLY I was able to find some information for D/P, but I still can't find the type chart in HG/SS, even in an untrimmed file! I searched for 00 05 05 00 08 05 0A 0A 05 0A 0B 05, ETC., with no luck. Finding this data in D/P is a cinch, but in HGSS... I just can't seem to find it. Why is this? Anyone know? Did they change the order of the type chart? I tried just searching for a one "cell" of the chart (00 05 05), but with such a general search term, I came up with so many results... and if they indeed changed the order, then I'm not sure I even know what I'm looking for. I don't even know what approximate sector of the untrimmed file to look in! Link to comment Share on other sites More sharing options...
aninymouse Posted December 24, 2010 Author Share Posted December 24, 2010 After learning a little bit more about rom editing in general, I tried again to find the "type chart" data in HGSS, but still no results. I'd assume it's in one of the overlay .bin files like DPP, but I searched the entire rom... do I have to unpack all the .bin files? It wasn't necessary in DPP... Anyone else found this data in HGSS? Link to comment Share on other sites More sharing options...
Poryhack Posted December 25, 2010 Share Posted December 25, 2010 After learning a little bit more about rom editing in general, I tried again to find the "type chart" data in HGSS, but still no results.I'd assume it's in one of the overlay .bin files like DPP, but I searched the entire rom... do I have to unpack all the .bin files? It wasn't necessary in DPP... Anyone else found this data in HGSS? I'd be willing to to take a crack at this. I've never done it on DP or any other version(s) though so I'm gonna request that you provide some detailed information on how to do it in in DP. I'll then try my best to extrapolate to HGSS. Link to comment Share on other sites More sharing options...
aninymouse Posted December 25, 2010 Author Share Posted December 25, 2010 In DPP, it's a cinch! Open the (unedited) rom up in any hex editor - no need to decompress anything - and simply do a search for "00 05 05 00 08 05 0A 0A 05 0A 0B 05 0A 0C 14", @ pointer 0x1DE1B8, which, if i'm not mistaken, is located in one of the .bin overlay files (but i might be wrong, there. nevertheless, a simple search WILL turn up the correct result). it works like this: 00 (Normal) attacks 05 (Rock) and does 05 (50%) damage, 0A (Fire) attacks 0C (Grass) and does 14 (200%) damage, etc. Neutral hits (Ghost vs. Fire, for example) aren't shown, but are simply "default," blank, no entry. 00 - Normal 01 - Fighting 02 - Flying 03 - Poison 04 - Ground 05 - Rock 06 - Bug 07 - Ghost 08 - Steel 09 - ???-type 0A - Fire 0B - Water 0C - Grass 0D - Electric 0E - Psychic 0F - Ice 10 - Dragon 11 - Dark I've already deduced, like I posted long ago, that the type chart isn't present (uncompressed, at least) in this form in HGSS. I even checked for other orders, by searching for "0A 0A 05," one-by-one, without any luck. Link to comment Share on other sites More sharing options...
Poryhack Posted December 25, 2010 Share Posted December 25, 2010 Almost all the overlay files in HG/SS (and Platinum IIRC) are compressed. I found your string "00 05 05 00 08 05 0A 0A 05 0A 0B 05 0A 0C 14" in overlay 12 after decompressing it, and from the looks of it everything else is there too, ready to edit. I assume you know how to decompress files in CrystalTile2 now; it's the same process as with starter editing just with a different file. Link to comment Share on other sites More sharing options...
aninymouse Posted December 25, 2010 Author Share Posted December 25, 2010 Thanks so much for finding which one it was! That's a great Christmas present in itself! Now I'm all set to take on HGSS... finally. Link to comment Share on other sites More sharing options...
Amon-ra Posted September 22, 2011 Share Posted September 22, 2011 this is really cool, I would like to edit the white version, you know where this file? would be the same as the HG / SS? Link to comment Share on other sites More sharing options...
elementking Posted September 23, 2011 Share Posted September 23, 2011 this is really cool, I would like to edit the white version, you know where this file? would be the same as the HG / SS? Sadly, it's not. The structure has changed and no one has found it yet. D= Link to comment Share on other sites More sharing options...
Andibad Posted September 23, 2011 Share Posted September 23, 2011 000505 000805 0A0A05 0A0B05 0A0C14 0A0F14 0A0614 0A0505 0A1005 0A0814 0B0A14 0B0B05 0B0C05 0B0414 0B0514 0B1005 0D0B14 0D0D05 0D0C05 0D0400 0D0214 0D1005 0C0A05 0C0B14 0C0C05 0C0305 0C0414 0C0205 0C0605 0C0514 0C1005 0C0805 0F0B05 0F0C14 0F0F05 0F0414 0F0214 0F1014 0F0805 0F0A05 010014 010F14 010305 010205 010E05 010605 010514 011114 010814 030C14 030305 030405 030505 030705 030800 040A14 040D14 040C05 040314 040200 040605 040514 040814 020D05 020C14 020114 020614 020505 020805 0E0114 0E0314 0E0E05 0E1100 0E0805 060A05 060C14 060105 060305 060205 060E14 060705 061114 060805 050A14 050F14 050105 050405 050214 050614 050805 070000 -> immunity 00 = 0 % * power base of move = 0 so is immunity 070E14 071105 070805 070714 101014 100805 110105 110E14 110714 111105 110805 080A05 080B05 080D05 080F14 080514 080805 FEFE 00000700010700 FFFF anyway is have a some mark like "FEFE" and is have 108 kind of type weakness. maybe on BW is still same or using another method that combining on 1 line. 00 05 05 00 08 05 maybe on BW is "00 05 08 05" or "00 05 05 08 05" until now i don't know o.oa and also some effect, TM/HM and ect maybe stored on overlay .. Link to comment Share on other sites More sharing options...
elementking Posted September 23, 2011 Share Posted September 23, 2011 000505 000805 0A0A05 0A0B05 0A0C14 0A0F14 0A0614 0A0505 0A1005 0A0814 0B0A14 0B0B05 0B0C05 0B0414 0B0514 0B1005 0D0B14 0D0D05 0D0C05 0D0400 0D0214 0D1005 0C0A05 0C0B14 0C0C05 0C0305 0C0414 0C0205 0C0605 0C0514 0C1005 0C0805 0F0B05 0F0C14 0F0F05 0F0414 0F0214 0F1014 0F0805 0F0A05 010014 010F14 010305 010205 010E05 010605 010514 011114 010814 030C14 030305 030405 030505 030705 030800 040A14 040D14 040C05 040314 040200 040605 040514 040814 020D05 020C14 020114 020614 020505 020805 0E0114 0E0314 0E0E05 0E1100 0E0805 060A05 060C14 060105 060305 060205 060E14 060705 061114 060805 050A14 050F14 050105 050405 050214 050614 050805 070000 -> immunity 00 = 0 % * power base of move = 0 so is immunity 070E14 071105 070805 070714 101014 100805 110105 110E14 110714 111105 110805 080A05 080B05 080D05 080F14 080514 080805 FEFE 00000700010700 FFFF anyway is have a some mark like "FEFE" and is have 108 kind of type weakness. maybe on BW is still same or using another method that combining on 1 line. 00 05 05 00 08 05 maybe on BW is "00 05 08 05" or "00 05 05 08 05" until now i don't know o.oa and also some effect, TM/HM and ect maybe stored on overlay .. Even if it is stored in the overlay, you should still be able to find it if you search with a hex editor. The HG/SS type weakness is stored in overlay9_0012 and it can be extracted via CrystalTile2. Link to comment Share on other sites More sharing options...
aninymouse Posted January 24, 2012 Author Share Posted January 24, 2012 Did anybody ever find out any information on editing type resistances/weaknesses in Pokemon BW? I haven't done any Pokemon hacking in a... long... time.... But today, I kinda remembered my half-done BW project, and also I remembered why I stopped: I couldn't find the type info; it bothered me enough that I never finished. If no one's found the information, I suppose I could try decompressing the binary files and searching them.... I'll add to this thread that the hex numbers for the types have slightly changed in Gen V: they got rid of the ???-type. So now, it goes: 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 Dragon 10 Dark How do I know this? The attack (or "move," or "waza") data reveals this. Also, as we all know, Curse is a Ghost-type move by default, now... but the data supports the removal of the ???-type for all areas, even mid-battle Pokemon status, i.e. Tornadus using Roost turns into the Normal-type (weak to Fighting, immune to Ghost, etc.). Link to comment Share on other sites More sharing options...
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