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About heritorofrain

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  1. I have a few more things to try in regards to this thread, but I think for now I'm going to compromise by overwriting the unused maps from the first games (those being relic castle, etc) and script editing around those and their matrixes. Obviously there's not near enough room to rebuild the entirety of johto, much less kanto, within those maps, but it should be enough to make something. After that, I'll need to mess around with script editing -- a lot. Specifically with warps to get them working. So, if all goes as planned, expect new threads, maybe Thank you to Delta Blast Burn for humorin
  2. Yeah, I have. I haven't got any change out of it. Still not considered a narc by tinke, etc
  3. that's alright, you've already been a huge help. Though, I must admit I am stumped now. I saw an older thread from november that tried to do the same thing and reached the same conclusions I did, except he managed to insert new map files -- but he didn't specify how he did it. So I am at a bit of a loss, here. Edit: The biggest issue with doing this is that 8.narc is not considered a narc by my system. So attempting to use a narc unpacker or other editing tool is pretty much impossible. Everyone is saying it should be called "8.narc" but it just isn't, and I think that's a problem.
  4. It displays a bunch of bin files as a result of unpacking it -- how do I turn those into the proper files for maps? or rather, if I have an already exported map from SDSME, how do I pack that into a bin?
  5. Okay, I found where the maps are, I think. According to another pastebin and tcrf, they're located in a/0/0/8. Supposedly, the 8th file in there (0/0/8/8) there are 1064 sub files, the same amount of maps in the game. Using ct2, I sorted the subfiles. However, I have no way to insert other map files into there. Is there a different tool I should use for it? Notably, my a/0/0/8 is not a narc. Other sources say that it should be. Why is that? Is there something wrong with my dump? Edit, Attached: Extracted copy of files from SDSME
  6. Bond, any info you or anyone else could provide would be extremely useful! Update, some more theorycraft. Thanks to Kaph's BW2 scripting thread, or more specifically the pastebin linked to it that is a compilation of a lot of the parsed commands the game uses, I know how maps are called by the game now. If I can figure out a format for the map ID, I can give a file an appearance that fits that criteria and have it be called with script editing, particularly with warps and such. Does anyone have any ideas as how to create a "new" map ID? edit: theorycraft stuff
  7. I attempted to use the PRC but it only allowed me to edit pokemon data, nothing on the game's code, allocated filesize, warps, scripts or anything of that sort. I dropped that pretty quickly. Instead, I'm attempting to paste the nsbmd of new bark town over the first "square" of aspertia. Working on ironing out tileset conflicts, but I managed to get the white wireframe working. I did this through SDSME. However, what I want to do is allocate space for a NEW map. Right now there are, according to sdsme, 1064 maps in the game. I want to put New Bark under 1065, somehow. But I don't k
  8. I'm no code monkey, nor do I understand hex, so when I had the idea to play around with crossing over game assets, I decided to use the intuitive format of SDSME over most other hacking tools at the time. Seemingly compatible with gen 5 (specifically BW2) it seemed perfect for what I was trying to do -- I wanted to see if I could import a few full maps from HGSS (like the squares that make up New Bark) and put them into BW2, and then attach warps to them, along with editing the matrices to allow them to function almost exactly like they did in HGSS. Except, uh, the only issue is, there's n
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