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Andibad

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Everything posted by Andibad

  1. a/2/5/5 and a/2/5/6 ... please read this. I already tell basic about PWT in here, i sure is easy to understand.
  2. no. just using hex editor for finding and testing, if is ok i made my own tools for depth researching and saving my time.
  3. First time i found tinke is from google code, is still spanish, half are english. After few month i found that, author of tinke post his tool on gbatemp. You can found on : https://code.google.com/p/tinke/
  4. You can edit pokemon data on a/2/5/3 (swap/replace/add/edit) or edit pokemon trainer team set on a/2/5/2 (change id into blue id). Using my viewer to make them easy to look around.
  5. well maybe is almost 6 month i not release anything new final tools. but here some small progress : I hope new update it will be more smaller and fast than before since i already reduce any redundant code, like repeating write long method. But now was changes, maybe it will bit difficult and need time to researching, develop, and make them stable. And also i was think , think think to make my tools is 100 % open source with gpl license model but i decide to make them open source. yay is hard choice for me... For who using linux os, i say sorry, i not willing support that platform. because is too much for me to handle that alone. My plan was already altered, so maybe i will update Hidden Grotto editor first (since is only on BW2 XP). like this (only model and some code enabled): Is look more compact than before? yes, i try make them easy and easy to use (is like pokegen pokemon selection right?), to make them i need a lot event handle and some method on method ). Removing a redundant data, added nice feature on it. Because i still on vacation so not full time i develop this one. but don't worry my old code and experiment code is still available. so it will save my time to continue. oh yes some resource i used on my tools is share-able with another my tools. <.< is hard to handle java and c# together <.< and with c++ , other language <.< is make me sick. well Visual Studio 2013 will coming ... maybe i will stick on 2012. Bye Here for my old tools include their sourcecode. HAPPY HACKING
  6. 1. every on new console, gamefreak always start with new generation 2. remake from old game, is run out of ideas too. 3. why gamefreak not remake 3rd gen, because is too close with new generation of consoles and end of nds family. they are confused to decide it. if they release remake (replacing bw2), fans will happy but it will be mad because is not compatible with next generation (is mean can't trade between them with traditional method). if gamefreak decide to release on beginning of new consoles generation, it will bad idea too. some fans it will complaining why they can;t trade new pokemon into their own copy of remake gen 3. and if you notice on what console for remake gen 1 and gen 2, they are on different consoles generation. so gen 3 remake it will after gen 6.
  7. about rumor 2nd eevee is only eevee with megastone. but i just want all eveelution member will get megastone >.<
  8. is awesome , But i wondering only that pokemon get megaevolution? or another pokemon will get that ? if so i can't wait for megaeeveelotion (maybe is impossible) XP. EDIT: is seems all pokekomn get their mega evolution, so i can't wait to see megaeeveelotion
  9. is look fine on mint 15 . some pokemon from my old sky save is seems the stat is not correctly on your editor. I don't remember i have this pokemon on my team. i was check on the game, i can't find this pokemon. but for another is fine
  10. you was already registered comdlg32.ocx correctly? see : http://windowsxp.mvps.org/comdlg32.htm for registered that component
  11. gif is based of frame. ncgr in this case is based of object, like swf. so no simple just reinsert them, you need slice each part of sprite into smaller one and bring a command to each part is on one group or not. except you using missingNo sprite, is used big sprite part. old thread/question is maybe help you on your problem. please check
  12. oh . that pokemon is stored on a/0/5/6 or a/0/5/7, you need scripting. well maybe i just mixed with roaming and swarming pokemon sorry. http://projectpokemon.org/forums/showthread.php?29456-B2W2-Scripting-Thread http://projectpokemon.org/forums/showthread.php?24214-Pokemon-Black-Scripting-Lessons(I-try...) http://projectpokemon.org/forums/showthread.php?21828-Moving-Stationary-Pokemon-B-W&highlight=zekrom before create new question, please search it first. don't be lazy and noobz thx.
  13. The tools is only hex editor, desmume and IDA Pro , is seems my post already deleted since i can't found that anymore in here. http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_outbreak for list Format : <map_id(2)> <pokemon_id(2)> <forme_id> <min_lv> <max_lv> <gender (?)> Pokemon Black or White : (in my testing i used pokemon black) In my test swarming pokemon is on route 5, is Smeargle (235) --> EB00. so xxxx EB00 00 aa bb 00 (xxxx --> map id, aa --> min lv , bb --> max lv you can find on ram dump with that data = xxxx EB00 00 0F 37 00 3D 01 53 00 00 0F 37 00 3F 01 68 01 00 0F 37 00 41 01 39 01 00 0F 37 00 46 01 C1 01 00 0F 37 00 49 01 EB 00 00 0F 37 00 4B 01 37 01 00 0F 37 00 51 01 A1 00 00 0F 37 00 59 01 C5 01 00 0F 37 00 5C 01 E4 00 00 0F 37 00 63 01 EC 00 00 0F 37 00 6D 01 1D 01 00 0F 37 00 70 01 54 00 00 0F 37 00 72 01 61 01 00 0F 37 00 76 01 C1 00 00 0F 37 00 7A 01 38 00 00 0F 37 00 7F 01 CC 00 00 0F 37 00 83 01 66 00 00 0F 37 00 on hex editor (i using 010 editor because is have linux version too) : on desmume : is on offset : 1D8DE8 (on RAM DUMP). let's test it : how to find a exact location for that? is not stored on narc but on ova files section, just dig on ova table, http://gbatemp.net/threads/ace-attorney-investigations-french-translation.210032/page-2#post-2620425 for about the structure. 1D8DE8 --> 02 1D 8D E8, is stored on OVA 21. on offset 0X50EE08 Actually is still same on BW2, but is stored on OVA 36.
  14. 1. no, you no need start over your save data if is just edit or expand data table like wild pokemon or another. But when you edit, manipulate, expand some function code / assembly arm or OVA, on some case you need start over your save data. another example when you edit/add scripting event on the game, you can continue your game but you will miss if you was passed that event. 2. what you mean ? you mean wild pokemon on a route ? it will depend on last changes on wild pokemon data. If you mean pokemon stat before and after ROM editing, you pokemon stat will change if you try leveling up your pokemon (maybe). 3. The program is used japanese language, i not try to translate it because platinum version is have a lot bug it say the creator (I would not change the structure of the code when i not get permission from the creator), dp is used JAVA language and the interface is not so good, it will waste of time if i try translate it. btw actually is no need to re-upload them since on that page actually is easy to find the download link without you read all paragraph. Example for HGSS : http://www.geocities.jp/bt_vermeille/remodel/pokemon_hgss/prc_hgss.zip. I almost have zero interest on older games so sorry i cannot help you, but if is have structure similarity with pokemon BW and BW2, maybe i try add that on another time like moveset structure is have same structure, pwt/battle/frointer/battle subway is have same structure, in trade game too but on BW is have extend data and not using pid. uhm i think your connection to cause that problem.
  15. idk why you not check on : http://www.geocities.jp/bt_vermeille/remodel/ PLATINUM : http://www.geocities.jp/bt_vermeille/remodel/pokemon_pl --> "バグ多数あり。55茶さんのツールを使った方が無難です。" --> is have many bug, so no. Diamond & Pearl : http://www.geocities.jp/bt_vermeille/remodel/pokemon_dp --> programmed on JAVA, the interface is not good. HG & SS : http://www.geocities.jp/bt_vermeille/remodel/pokemon_hgss bw : http://www.geocities.jp/bt_vermeille/remodel/pokemon_bw
  16. in theory, it will work fine. since every level up system will check on moveset db on level field first, if is match with current level it will picked. system will read all moveset db until it reach match level. if you set into lv 0, by default it will ignored. But if you pokemon level up into lv 0, it will buggy.
  17. Thank you for update bond ^^, you was doing a great stuff and is help me a lot. I have plan to start create a simple tools is using my cooking library (dll file is universall to use on all tool i made so i no need rebuild it repeatly) when i get time with VS or other IDE tools :3 , or i will poke on other old games.
  18. 1. you must know how to assembly, is not easy and is have a lot to do. so don't ask a instant result. like bond said is have a lot to do, like re-arrange system to make them seems correctly. is not like pure hex editing, you need IDA pro. 2. is need long time to finding code for controlling type on pokemon games, for weakness table is was found (search on the forum or pp wiki for another information). since is need assembly on some part of overllay part (is not like map hacking since is just little manipulate the OVA -i can say is just replace old data only, not increase size of Data). if i was found something on assembly i won't share it until i was fixing something =P is NO TOOL to specific editing system, it will won't exist. the best tools is IDA pro for assembly, hex editor for hexa editing, and debuging is desmume, no$gba and another debug tools. system part is different on data part, if you do doing small mistake on OVA, it will won't work correctly ---- is possible do that, but is not easy task.
  19. i was already try make all tools on 1 environment, but is just not effective at all. maybe be delayed for while. So i made single tools again but now is more flexible, redundant code was eliminated now so just call it with short code repeatly, also i try to support open directly from ROM on memory stream/direct edit/extract using ndstool. also i was already done with main core so it will a bit faster to develop (extracting narc file, and another thing). and for source code i just share if my tools is on major update only. thank you, sorry i was absent to update my tools
  20. is not chinese and boxes. just copy that on a text editor and view that text on hex mode, it will readable if you understand about encrypted text on a/0/0/2. Boxed char is a char not found on your font system or not found on default font list. on PPTXT encoded file as unicode (UTF-8/16) not on ascii char. encrypted text is ascii char. just see on pp database... for name list. oh yes don't forget to search first ^^, because your question is a common question, and already answered.
  21. yeah. on news, a few of moves is dual type... i wondering about that .
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