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  1. Images above are from XY, ORAS, SM and USUM, respectively. Disclaimer This guide requires a hacked 3DS, and will use Luma3DS LayeredFS to achieve the desired result. For non-shiny locked entries, this shiny patch will shinify wild encounters, static encounters, gifts, fishing, eggs when received from breeder, and wonder card redemptions. Note: this ROM patch may affect some event redemptions that were not meant to be shiny. Wonder cards that have preset/fixed PID may get their PID overwritten and end up being shiny. Those specific cases will be illegal. (I experienced this with Ash-Greninja) Unlike shiny patches of previous generation games, these Pokémon retain their shininess even when transferred to games that do not have the shiny patch. While PK3DS does have a shiny rate editor, this guide is for people who somehow can't get it to work (maybe computer compatibility issues, unable to extract all the necessary files from the games, etc), or simply doesn't like to use it. We will not be providing any exefs.bin or code.bin, as linking to or providing data files extracted from ROMs are against our forum's rules. However do not fear, as the steps regarding how to extract them from your own purchases, are included in this guide. Additional Misc. Info While it is possible to compile the edited code.bin into a .3DS/.cia, that is not the focus of this tutorial. Do note that if you're running a version of the game that is updated (i.e you have the update patch installed), you'll have to dump the exefs.bin of the update patch instead. Instructions for this step is included below as well. If you have the update patch installed, and you use the exefs.bin/code.bin from the main game (instead of the one in the update patch), it will definitely result in a crash when the game is being loaded. Additionally, this patch will not work on any entries that's shiny locked, and it also won't work on entries that use a different method of generating their PIDs, such as non-legends/non-UB wild Wormhole encounters, Partner Cap Pikachu, Poké Pelago etc. The 4 easy steps: 1. Extracting the exefs.bin 2. Decompressing exefs.bin to obtain the decompressed code.bin 3. Performing the edit 4. Pasting the code.bin into Luma Extracting the exefs.bin Decompressing exefs.bin to obtain the decompressed code.bin Performing the edit Pasting the code.bin into Luma Congratulations, shinies await you! Original source of this method is from our one and only, @SciresM. This method was adopted from his tweet back during Pokémon Sun & Moon's release. It took me a while, but I've come to realize the leading bytes were exactly the same across the 3DS Pokémon games, making this method work for Gen 6 and 7 3DS games. POST TUTORIAL EDIT: It appears extracting the .code.bin directly from the exefs folder in GodMode9 works, bypassing the entire requirement of ctrtools View full tutorial
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  2. Maybe the person had a Japanese 3ds with the japanese game but they wanted to play the game in english so when they redeemed the code the pokemon will have the english name.
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  3. This reply to you literally tells you how:
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  4. DOWNLOAD NDS MAP MAKER 1.2.0 This toolchain allows us to create maps for NDS games (Diamond, Pearl, Platinum, HG, SS...) without knowing any aspect of 3D modeling. There's a Excel template for creating the maps by composing images (included with the tools). IMDbuilder is a tool that creates directly the .imd model from it, while OBJbuilder creates the .obj (and .mtl) model if you want it to be imported in 3DS Max or Maya (if you know to use these programs and you want, for instance, apply vertex colors or something like that). Please, try to read the document. It is in English and will help a lot to understand how to use the tool. There's a screenshot of the Excel template, along with the in-game 3D model: If used, credits are required
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  5. DISCLAIMER: As of now, this is only a beta (revision 4 since the Pokémon summary freeze fix), but at the very least the type chart works. NEW: Download link at the bottom of this post! You read it right, we're going to make the game take into account the Fairy-type! Also, STAB works too. But keep in mind this is still primitive and the Hall of Fame freeze on a NDS need to be addressed ASAP. While it may seem it is a one-man project, it is not; anyone who knows how to ameliorate the code or knows something useful is a welcome guest (credits will be given where they are due obviously). Part 1: Extraction Step 1: First and foremost open your Pokémon Black 2 or White 2 ROM with CrystalTile2. Step 2: Click the NDS icon (or alternatively click Ctrl+N). Step 3: Right-click on each of the following files and click Extract. arm9.bin overlay9_0167.bin overlay9_0168.bin overlay9_0207.bin overlay9_0265.bin Likewise, right-click on each of the following files and click Export. a/0/1/1 a/0/8/2 a/1/2/5 a/2/1/3 Note 1: File Reinsertion will be done on the last Part. Note 2: As a rule of thumb, overlays, arm9 and fat are NOT interchangeable between versions, but narcs are safe. Part 2: Updated type chart Step 1: Open overlay 167 with an Hex editor. Step 2: Add this at the beginning of overlay 167, yes by that I mean to add (not replace) this at offset 0×0: 04 04 04 04 04 02 04 00 02 04 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 02 04 08 04 04 04 02 08 04 02 04 04 08 02 04 04 04 04 04 04 04 04 02 02 02 04 02 00 04 04 08 04 04 04 04 04 08 04 04 00 08 04 08 02 04 08 08 04 02 08 04 04 04 04 04 04 02 08 04 02 04 08 04 02 08 04 04 04 04 08 04 04 04 04 02 02 02 04 04 04 02 02 02 04 08 04 08 04 04 08 02 00 04 04 04 04 04 04 08 04 04 04 04 04 08 04 04 02 04 04 04 04 04 04 08 04 04 02 02 02 04 02 04 08 04 04 08 04 04 04 04 04 02 08 04 08 02 02 08 04 04 08 02 04 04 04 04 04 04 08 08 04 04 04 08 02 02 04 04 04 02 04 04 04 04 02 02 08 08 02 04 02 02 08 02 04 04 04 02 04 04 04 04 08 04 00 04 04 04 04 04 08 02 02 04 04 02 04 04 04 08 04 08 04 04 04 04 02 04 04 04 04 02 04 04 00 04 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 04 02 04 04 04 04 04 04 08 04 00 04 02 04 04 04 04 04 08 04 04 04 04 04 08 04 04 02 02 04 08 04 02 04 04 04 04 02 02 04 04 04 04 04 08 08 04 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF Step 3: After inserting the new type-chart, change the following: 0×0C312 : 112A 08D0 => 122A 08DA 0×11226 : 1128 02D1 => 1228 02DB 0×21884 : 11 => 12 0×21896 : 11 => 12 0×218A2 : 1129 06D1 => 1229 06DB 0×218A6 : 1128 01D1 => 1228 01DB 0×218B4 : 1128 00D1 => 1228 00DB 0×218DA : 112C 0ED0 => 122C 0EDA 0×23A20 : 1128 01D0 => 1228 01DA 0×23A24 : 1129 01D1 => 1229 01DB 0×23A2C : 0201 8218 => 1222 4243 0×23B98 : 11 => 12 0×260E2 : 112E 1ED0 => 122E 1EDA 0×306F0 : 112C 3CD0 => 122C 3CDA 0×306F6 : 11 => 12 0×23A6C (B2) : 00751D02 => 40971902 (W2) : 40751D02 => 80971902 0×23BA4 (B2) : 00751D02 => 40971902 (W2) : 40751D02 => 80971902 Step 4: Save the changes done on overlay 167. The file size should go from 268,096 bytes to 268,480 bytes. Part 3: Fairy-type icon Step 1: Open a/0/8/2 with an Hex editor. Step 2: Go to offset 0×6A84 and change 1F7C1F7C into 9CF20EB9. What you did here is a change to the type-icons' palette so that it takes into account the colors for the Fairy-type. Step 3: Go to offset 0×8094 and change this: 00 00 00 00 10 11 11 11 21 22 22 22 22 22 22 22 22 22 22 FF 22 22 F2 EE 22 22 F2 2E 22 22 F2 2E 00 00 00 00 11 11 11 11 22 22 22 22 22 22 22 22 2E 22 FF 2E EF F2 EE EF EE F2 2E EF 22 F2 2E EF 00 00 00 00 11 11 11 11 22 22 22 22 22 22 22 22 22 FF 2E F2 F2 EE EF F2 F2 2E EF F2 F2 2E EF F2 00 00 00 00 11 11 11 01 22 22 22 12 22 22 22 22 2E 22 22 22 2E 22 22 22 2E 22 22 22 2E 22 22 22 22 22 F2 2E 22 22 F2 2E 22 22 E2 FF 22 22 22 EE 22 22 22 22 23 22 22 22 30 33 33 33 00 00 00 00 22 F2 2E EF EF F2 2E EF EE E2 FF EE 2E 22 EE 2E 22 22 22 22 22 22 22 22 33 33 33 33 00 00 00 00 F2 2E EF F2 F2 2E EF F2 E2 FF EE F2 22 EE 2E E2 22 22 22 22 22 22 22 22 33 33 33 33 00 00 00 00 2E 22 22 22 2E 22 22 22 FF EF 22 22 EE EE 22 22 22 22 22 22 22 22 22 32 33 33 33 03 00 00 00 00 into this: 00 00 00 00 00 00 00 00 99 99 99 99 89 88 88 88 89 88 FF FF 89 88 EF EE 89 88 EF 88 89 88 FF EF 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 8E FF 8E FF FE EE EF FE F8 8E EF F8 F8 8E EF F8 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 EF FF EF F8 EE EF FE FE 8E EF F8 EE 8E FF EF 88 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 98 8E F8 8E 98 8E F8 8E 98 EF EF 88 98 FE 8E 88 98 89 88 EF EE 89 88 EF 88 89 88 EF 88 89 88 EE 88 89 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 FF EF F8 F8 EE EF F8 F8 8E EF FF E8 8E EE EE 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 8E EF EF 88 8E EF FE 8E EF EF F8 8E EE EE E8 8E 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 8E 88 98 F8 8E 88 98 F8 8E 88 98 E8 8E 88 98 88 88 88 98 99 99 99 99 00 00 00 00 00 00 00 00 in other words (or rather images), into . Step 4: Save the changes done on a/0/8/2. Step 5: Open a/1/2/5 with an Hex editor. Step 6: Go to offset 0×BCB8 and change 1F7C1F7C into 9CF20EB9. Step 7: Go to offset 0×CF98 and change this: 00 00 00 00 00 00 00 00 33 33 33 33 43 44 44 44 43 44 44 44 43 44 44 F4 43 44 44 F4 43 44 44 44 00 00 00 00 00 00 00 00 33 33 33 33 44 44 44 44 FF 4E 44 F4 EE EF 44 EF 4E EF 44 EF F4 4E 44 44 00 00 00 00 00 00 00 00 33 33 33 33 44 44 44 44 EF 44 44 FF FE 4E F4 EE F4 4E F4 4E EF 44 44 F4 00 00 00 00 00 00 00 00 33 33 33 33 44 44 44 34 4E 44 44 34 EF 44 44 34 EF 44 44 34 4E 44 44 34 43 44 44 44 43 44 44 44 43 44 44 44 43 44 44 44 43 44 44 44 33 33 33 33 00 00 00 00 00 00 00 00 F4 4E 44 44 E4 4E 44 44 F4 4E 44 44 E4 4E 44 44 44 44 44 44 33 33 33 33 00 00 00 00 00 00 00 00 EF 44 44 F4 EE 44 44 E4 EF 44 44 F4 EE 44 44 E4 44 44 44 44 33 33 33 33 00 00 00 00 00 00 00 00 4E 44 44 34 4E 44 44 34 4E 44 44 34 4E 44 44 34 44 44 44 34 33 33 33 33 00 00 00 00 00 00 00 00 into this: 00 00 00 00 00 00 00 00 99 99 99 99 89 88 88 88 89 88 FF FF 89 88 EF EE 89 88 EF 88 89 88 FF EF 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 8E FF 8E FF FE EE EF FE F8 8E EF F8 F8 8E EF F8 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 EF FF EF F8 EE EF FE FE 8E EF F8 EE 8E FF EF 88 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 98 8E F8 8E 98 8E F8 8E 98 EF EF 88 98 FE 8E 88 98 89 88 EF EE 89 88 EF 88 89 88 EF 88 89 88 EE 88 89 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 FF EF F8 F8 EE EF F8 F8 8E EF FF E8 8E EE EE 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 8E EF EF 88 8E EF FE 8E EF EF F8 8E EE EE E8 8E 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 8E 88 98 F8 8E 88 98 F8 8E 88 98 E8 8E 88 98 88 88 88 98 99 99 99 99 00 00 00 00 00 00 00 00 Which will transform into . Step 8: Save the changes done on a/1/2/5. Step 9: Open arm9.bin with an Hex editor. Step 10: Go to offset 0×8E09D (B2) / 0×8E0C9 (W2) and change 00 into 02. Step 11: Save the changes done on arm9.bin. Part 4: Fairy-type template Step 1: Open a/0/1/1 with NDSeditor. Step 2: Double-click the file to open this window. Step 3: Tick the box and click on the leftmost icon (Extract selected) NDSeditor will extract all the files in the same folder a/0/1/1 is located at. Step 4: Move a/0/1/1 out of the folder so that only the extracted files stays. Step 5: Copy file a/0/1/1-570 (or any file ending with .rlcn) and rename it a/0/1/1-572. This will be our palette for the Fairy-type template. Step 6: Open file 572 in a Hex editor. Step 7: Wipe out the contents and paste this: 52 4C 43 4E FF FE 00 01 28 02 00 00 10 00 01 00 54 54 4C 50 18 02 00 00 03 00 00 00 00 00 00 00 00 02 00 00 10 00 00 00 CD 75 29 25 08 21 E7 1C C6 18 A5 14 84 10 63 0C 7D EE 5B 66 39 5E F6 D5 D4 C9 B1 41 1F 7C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Step 8: Save and close your Hex editor. Step 9: On NDSeditor, click Tools and 'Make Narc file' Step 10: Select the folder where your extracted files are located and click OK. Step 11: Close NDSeditor. Step 12: Open overlay 168 with your Hex editor. Step 13: Go to offset 0×15E48 and change 0000 into 3C02. Step 14: (optional) Go to offset 0×13F0A and change 0127 into 0000. This will disable the 'Low HP' music, which I personally don't like for killing the 'tension' of fights. Step 15: Save the changes done on overlay 168. End-results: => Part 5: Hall of Fame Explanation: Step 1: Open overlay 265 with your Hex editor. Step 2: Go to offset 0×06B4 and change: CC(B81902) into C8(B81902) if B2; 0C(B91902) into 08(B91902) if W2; Step 3: Go to offset 0×2008 and change this: 00 00 00 00 2D 00 00 00 26 00 00 00 28 00 00 00 2E 00 00 00 2B 00 00 00 30 00 00 00 22 00 00 00 29 00 00 00 31 00 00 00 27 00 00 00 32 00 00 00 2A 00 00 00 25 00 00 00 2F 00 00 00 2C 00 00 00 24 00 00 00 23 00 00 00 into this: 2D 00 00 00 26 00 00 00 28 00 00 00 2E 00 00 00 2B 00 00 00 30 00 00 00 22 00 00 00 29 00 00 00 31 00 00 00 27 00 00 00 32 00 00 00 2A 00 00 00 25 00 00 00 2F 00 00 00 2C 00 00 00 24 00 00 00 23 00 00 00 [u]XX[/u] 00 00 00 What you did there really is a circular shift by 32 bits to the left, no more no less. XX can be any value between 0×22 and 0×32. Step 4: Go to offset 0×21DC and change 09 into 04. Go to offset 0×221C and change 00 into 09. Step 5: Save the changes done on overlay 265. Step 6: Open a/2/1/3 in a Hex editor. Step 7: Go to offset 0×513C and paste this: 52 4C 43 4E FF FE 00 01 28 02 00 00 10 00 01 00 54 54 4C 50 18 02 00 00 03 00 00 00 00 00 00 00 00 02 00 00 10 00 00 00 87 1A 9C 72 F5 55 B2 49 6F 3D 2D 35 EA A8 A7 9C 65 94 22 88 00 00 1F 7C 1F 7C 1F 7C 1F 7C 1F 7C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Step 8: Save the changes done on a/2/1/3. The end result will look like this: This is a temporary fix as of now, the ideal fix would be to create a particle (.spa) specifically for the Fairy-type. The template is there to stay though. Part 6: Pokémon summary emergency freeze fix This is not a perfect fix, since what it does is that if it detects a Fairy-type icon that should be loaded, it will instead load the Normal-type icon. But at least when it comes to preventing a freeze when trying to view a Pokémon summary, it gets the job done. Step 1: Open overlay 207 with your Hex editor. Step 2: Change the following: 0×3C20 : 0698 AF21 0022 AF24 => 0049 0847 F13B0902 0×3C30 : 3118 AF20 8130 0858 => 0049 0847 033C0902 0×5EA8 : 051C 201C AF21 0022 => 0049 0847 273C0902 0×5EB8 : A800 3118 AF20 8130 => 0049 0847 393C0902 0×7888 : B000 2918 1320 0001 => 0049 0847 153C0902 Step 3: Save the changes done on overlay 207. Step 4: Open arm9.bin with an Hex editor. Step 5: Go to offset 0×8FBF0 and paste this for B2: 11 2D 00 DB 00 25 06 98 AF 21 00 22 AF 24 13 4F 38 47 11 2F 00 DB 00 27 31 18 AF 20 81 30 08 58 0F 49 08 47 11 2E 00 DB 00 26 B0 00 29 18 13 20 00 01 0C 4D 28 47 05 1C 11 2D 00 DB 00 25 20 1C AF 21 00 22 08 4C 20 47 11 2F 00 DB 00 27 A8 00 31 18 AF 20 81 30 08 58 04 49 08 47 A9 6B 1B 02 B9 6B 1B 02 11 A8 1B 02 31 8E 1B 02 43 8E 1B 02 or this for W2: 11 2D 00 DB 00 25 06 98 AF 21 00 22 AF 24 13 4F 38 47 11 2F 00 DB 00 27 31 18 AF 20 81 30 08 58 0F 49 08 47 11 2E 00 DB 00 26 B0 00 29 18 13 20 00 01 0C 4D 28 47 05 1C 11 2D 00 DB 00 25 20 1C AF 21 00 22 08 4C 20 47 11 2F 00 DB 00 27 A8 00 31 18 AF 20 81 30 08 58 04 49 08 47 E9 6B 1B 02 F9 6B 1B 02 51 A8 1B 02 71 8E 1B 02 83 8E 1B 02 Step 6: Save the changes done on arm9.bin. Part 7: Reinsertion Reinserting files will require you to first right-click and then: use Compression if you're reinserting overlays or arm9; use Import if you're reinserting anything else. Step 1: Open your Pokémon Black 2 or White 2 ROM with CrystalTile2. Step 2: Click the NDS icon (or alternatively click Ctrl+N). Step 3: Reinsert overlay 168 with the Compression option. Step 4: Extract overlay 168 but this time exceptionally with Export, you'll see why later. Step 5: Go to offset 0×363F40 and change 00 3C 1B 00 into 00 3D 1B 00, this will change the ROM (not RAM) address of overlay 168. Go to offset 0×364530 and change 00 9A E5 08 into 00 99 E5 08, this will change the ROM address of narc a/0/1/1. Step 6: Right-click on overlay9_167.bin and click 'distribution Overlay file location and space'. Step 7: Change 021998C0 into 02199740 (B2) / 02199780 (W2) and click OK. Step 8: Right-click on each of the following files and click Compression. arm9.bin overlay9_0167.bin overlay9_0207.bin overlay9_0265.bin Likewise, right-click on each of the following files and click Import. overlay9_0168.bin (this time only) a/0/1/1 a/0/8/2 a/1/2/5 a/2/1/3 Note: If you omit Steps 3 and 4 and try to reinsert overlay 168 using Compression AFTER the fat.bin has been changed, then CrystalTile2 will crash for some reason. Otherwise using Compression on overlay 168 is fine. Urgent to do: Try to load Hall of Fame Fairy-particle with a custom file, and try to get the Hall of Fame working on a real NDS. To do: Try to load the Fairy-type icon in the Pokémon summary (While I did build a workaround so that it doesn't freeze anymore on a NDS, the Fairy-type icon still cannot be loaded without throwing an error). Load the Fairy-type icon in the PC, while deactivating it if the Pokémon is not Fairy-type. Try to load the Fairy-type icon in the Pokédex. Make Struggle type 0×12, as it stands right now Struggle is considered Fairy-type. Hope you enjoyed reading. A little video to see the Fairy-type in action: [video=youtube;QE-HvGAAJnA]
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