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Editing the effectiveness and resistances of types in HGSS & BW


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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 by aninymouse
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  • 1 month later...

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!

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  • 3 months later...

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?

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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.

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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.

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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.

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  • 8 months later...

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 ..

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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.

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  • 4 months later...

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.).

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