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black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
Hereby I would like to inform you that Pokémon White Deluxe, version 1.0.0, has been released officially. Download link: Pokémon White Deluxe The game can be fully played until the Elite Four and shortly thereafter. However, note that several more changes were planned, which did not make it to this version. Since many other things take time in my life, I was unable to finish it completely. My wish was to do so and then do a full release. However, just now I have decided to release this version. Please enjoy! -
Version 1.0.0
10160 downloads
This is the version 1.0 release of Pokémon White Deluxe. The game can be fully played until the Elite Four and shortly after. However, not every after-E4 event has been fully updated. Please enjoy! - Oxnite Many more changes were planned, but may only be delivered later due to time constraints - or never at all.- 1 comment
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- pokemon white
- rom hack
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black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
If everything works out, they will have different types, stats and movesets. But there's still no guarantee that I can/will add them. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
As I've mentioned before, Fairy types will not be added to the game as it's too difficult for me to implement. The Alolan formes, if added, will not be replacements but extra forms. Several new attacks have already been added to the game, so I'm wondering what kind of attacks you're thinking of. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
Just another update, the official release date has once again been postponed until November 2016. The reason is that I'd like to include changed game mechanics, movesets (and potentially) new moves from Sun & Moon and other game mechanics, as I rather not send out another update around that time. I'm also trying to add the Alolan forms. This hopefully also gives me time to release both White & Black Deluxe at the same time. The main story is complete, however. For those of you that are awaiting the hack, thanks a lot for the patience! -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
Still going great. Turns out there's just more and more work to it each and every week. That being said, I can assure it will be released anytime soon. Perhaps, to speed up the releasing process, I'll first release Pokémon White Deluxe and release Black Deluxe later. Black Deluxe will contain the usual changes, as well as different wild Pokémon locations, different (order) of available Starter Pokémon, and several gimmicky changes. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
The title screen text has been edited. Currently I have no plans to edit the start menu. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
I have not yet found someone who has successfully implemented the Fairy type in Pokémon B(2)/W(2). Elite Four and Champion are single battles, and so are 7 of 8 Gym Leader battles. For one, the story does include more NPCs. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
No new custom maps. Fairy type is not implemented. If I (or someone else) ever find(s) a way to implement the Fairy type, I will add it to this hack. Difficulty level of this hack is comparable with Drayano's hacks - particularly, the Gym Leaders will be a real challenge. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
Beta testing application is now closed. Thank you very much everybody for your contributions. Everyone that has replied will receive a PM shortly. Although the game's world (Unova) and maps are the same, the game has an enhanced story line, as well as many new features - some of them can be derived from the screenshots in the first post. -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
Pokémon Black & White Deluxe are almost ready for a full release! Currently, I am looking for beta testers. As a beta tester, you: thoroughly play the game and closely look for textual or graphical errors; update me on your progress and general opinion on the game's changes, where I'm particularly interested in your Pokémon team every time you battle a Gym Leader; are not allowed to post online any screenshots or video material of the beta version you'll play. If you would like to play the game before anyone else, please apply! -
resource Gen 6 Pokémon icons for Gen 4 and 5
Oxnite replied to MeroMero's topic in ROM - NDS Guides and Other Resources
I have a question regarding the Gen 6 Pokémon icons. Say I'm adding new forms to Pokémon Black & White. These new forms need new party icons. Can I just add them to the end of the file, or is something else required? -
research B2W2 General ROM Info
Oxnite replied to Kaphotics's topic in ROM - NDS Research and Development
As an extension to this post's data on triggers: Trigger (0x16 long) 0x00-0x01 - Script reference 0x02-0x03 - Constant Value 0x04-0x05 - Constant Reference - If Ref=Val, trigger. 0x06-0x07 - ???? 0x08-0x09 - ???? 0x0A-0x0B - X Coordinate (16bit) 0x0C-0x0D - Y Coordinate (16bit) 0x0E-0x0F - Horizontal length 0x10-0x11 - Vertical length 0x12-0x13 - Z Coordinate (16bit) 0x14-0x15 - ???? where the Z Coordinate is displayed as 2 bits, where 10 00 implies Z = 1, 70 00 implies Z = 7 and so forth. What is the official name for this again? Also, if I'd need the value for Z = FF FB, how would I code this? Edit: it should be B0 FF. -
[HGSS Hack] Pokémon Heart Red - Fire Red for Nintendo DS
Oxnite replied to TriggerHappy's topic in ROM - NDS ROM Hacks
Looks great. I really hope you'll finish it. Good luck! -
tool Trainer Pokemon Nature Adjustor
Oxnite replied to Bond697's topic in ROM - NDS Research and Development
Only found out about this just now. Is there any support on adjusting Trainer's natures for BW (not the sequels)? -
black / white Pokémon Black & White Deluxe [v1 released]
Oxnite replied to Oxnite's topic in ROM - NDS ROM Hacks
Thanks a lot for your interest in this hack! I'm glad to say that after all these years, I'm still working on this hack of Pokémon Black & White. It will have many new features that will all be revealed somewhere in the near future. Unfortunately, no beta versions will be released to the public, nor will I reupload the old version of this hack. I'll be updating this thread in the upcoming weeks, and I'll also post more screens of the Pokémon Black & White Deluxe hack. The hack is expected to be released in summer 2016. -
OK, I'll just begin with my story. Pokémon Black and White. NARC a/0/6/6 contains the move animations. All 559 original moves have their own animation script, such that the first 560 files of a/0/6/6 contain the move animations for each move (with file 000 being a dummy file). Additionally, files 561 up to 600 are also in-battle animations, for example the "using a held item" animation, the "Shiny" sparkle, or the trapping move animations (animations shown when you are trapped by Bind, for example). EDIT 1: Found out that files 561 until 600 are actually dummy files and NOT the in-battle animation files. Instead, moves 560 until 658 are linked to these in-battle animations by default. Any move after 658 will have no move animation and make the game crash. This means that there possibly is some kind of overlay table that links moves 1-559 to the corresponding move animation in a/0/6/6, and that moves 560 until 658 are called when a specific in-battle animation is required. Move animations can be interchanged quite easily. For example, if we copy file 343 Covet and replace it with file 126 Fire Blast, we will see that Fire Blast now uses the Covet animation: Now, this was quite easy! So let's continue. Say I'm adding the Generation VI moves like KazoWAR has done before in B2W2's Project 721. Adding new moves to "move data" a/0/2/1, and adding the new texts to a/0/0/2 is all quite easy. However, a problem shows up when adding new move animations. I came up with a "clever" idea to add dummy moves in a/0/2/1 move_data for move 560 until 600, and to add Gen VI moves starting at 601 (such that 601 would be Flying Press, and so on). Why? Because then I could add new move animations to a/0/6/6 starting at file 601, such that the other in-battle animations 560 until 600 were untouched. As an example, Play Nice should now be move 630 in this game. I again added a dummy animation of Covet to a/0/6/6/630. Unfortunately, when I now use Play Nice in-battle, it somehow uses the animation of "being trapped by Bind" (see below) - and although I'm not sure which animation that would be exactly, it is one of the animations of file 560 until 600. Because when I try to use Phantom Force, which should be move 607, it uses the animation of "using a held item" in-battle. Long story. All I'm asking for is some ideas. Could somebody think of why this is happening? Also, given that both a/0/6/6 (move animations) and a/0/2/1 (move data) now contain "dummies" for files 560 until 600, shouldn't everything just be working correctly? My best guess would be that the move data files a/0/2/1 could have some kind of pointer to their respective move animations. Given that I copied data from ORAS directly, Play Nice (now move 630) would then most probably still point to move animation 589 (which is Play Nice's original index number). But I could not find a pointer anywhere. Also, if a completely different pointer table would exist somewhere in an overlay, then why do the added moves Play Nice (#630) and Phantom Force (#607) point so 'nicely' to exactly these in-game animations from 560 until 600? EDIT 2 @ May 25 With the help of Kaphotics, the answer has been found! In fact, every move after 559 gets a battle effect from NARC a/0/6/7 in BW (move effects; which is a/0/6/6 in B2W2, and move animations is a/0/6/5 in B2W2). So if you want to add new moves, add the animations to this NARC starting at move ID 659. Any ideas are welcome, thanks a lot for reading!
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To make this project really work, I can add the in-game party icons, Pokémon footprints, Pokédex information and even the animated sprites. However, there is one specific technical difficulty, which is adding the Pokémon cries. Does anybody know a way to do this? Now, all the 6th Generation Pokémon have Bulbasaur's cry. You can hack them in as wild encounters by hex editing the wild Pokémon encounter file, narc a/1/2/7.
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OK, so after a lot of investigation, I found out how to handle this! This post shows a breakdown of the map_overworlds narc a/1/2/5. We see that map_overworlds consists of a header, furniture, NPCs, warp and trigger. Additionally, Kaphotics justly notes that there is more to it: I have found out that this part in fact refers to a global script, which is loaded whenever the map is entered, and should be interpreted as follows: Global Script Trigger 0x06 long 0x00-0x01 - 02 00 0x02-0x03 - Script number that should be activated globally 0x04-0x05 - 00 00 NOTE: The 0x04-0x05 - 00 00 part is usually left out. Thus, the global script trigger always starts with 02 00, followed by the script number that should be activated when entering the specific map, followed by 00 00. Maps without global scripts therefore also lack this part of the map_overworlds data. With this known, I can finally add Pokémon and events that only occur on a certain day or time!
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Hi everyone, While rounding up my rom hack, I am trying to implement some new events / wild Pokémon that are battleable on a current day (or time). Of course, this is already in the game (think of Musharna, which is only battleable in Dreamyard on Fridays). Now, I have found two important parts in the script for Dreamyard's Musharna: The first part contains the usual script handler for Musharna, with the battle handler, which also sets flags after the battle The second part, which is a totally different script, first of all sets the flag of Musharna (by setting the flag, Musharna will NOT appear) and thereafter, checks if the conditions are true (i.e., if it is indeed Friday). If the condition is true, the flag of Musharna is cleared, such that it will appear: 28 00 20 80 00 00 Create internal variable 20 80 and set value to 00 00 CF 00 20 80 Store current day in variable 20 80 09 00 20 80 Take variable 20 80 08 00 05 00 If equal to 5 (5 = Friday) 11 00 01 00 Condition equal 10 00 60 09 Check flag 60 09 08 00 01 00 If equal to 1 11 00 01 00 Condition equal 10 00 BC 0A Check flag BC 0A 08 00 00 00 If equal to 0 (unset) 11 00 01 00 Condition equal 11 00 07 00 ? 11 00 07 00 ? 1F 00 FF 0A 00 00 00 Jump A steps to (*) 24 00 EC 02 Clear flag EC 02 (makes Musharna appear) 1E 00 04 00 00 00 Jump 4 steps to (&) 23 00 EC 02 (*) Set flag EC 02 (makes Musharna disappear) 28 00 20 80 00 00 (&) Set internal variable 20 80 to value 00 00 02 00 End script This part (as showed in the code above) is very interesting and it appears in the Dreamyard's map_event_data file as the first script. It also lacks "2E 00 Start script" and "02 00 End script", so it rather seems to be a global check. There is one main problem: I do not know how this script is called. My idea is that it somehow is set as a global script that is ran whenever the player enters the Dreamyard basement - but I'm not sure! The script is quite straightforward, but for this to work on other maps, I need to know how it is activated. Any help is appreciated, thanks a lot! NB: Also, the flag BC 0A that is checked for during the script is set after Musharna has been defeated, such that Musharna is not reappearing on Fridays if it has already been battled. I also do not know when and how this flag BC 0A is unset. If anyone knows more about this part specifically, please let me know! As a workaround, for new events I'm thinking about creating a custom flag that is unset everytime the Champion is beaten.
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Hi everyone, After editing a Pokémon's Experience Type (i.e. Growth Rate, such as "Fast", "Medium Slow", "Erratic", etc.), something goes wrong. For example, an in-game Trainer should have a level 44 Wormadam. However, after changing Wormadam's Experience Type from "Medium Fast" to "Fast", the Trainer's Wormadam is suddenly battled at level 40! I could not think of a reason why this is happening. Shouldn't the Pokémon's level be set? However, I did not try a "new game" yet, but I'm not sure if (or rather: why) that would be the cure. Thanks a lot if you have anything to share on this subject!
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The personal narc file for editing Pokémon data has a special value for the 13th bit in Pokémon Black 2 and White 2, which is 1 for Diglett and Dugtrio, and 0 for all other Pokémon. Now, this value implies that the Pokémon will not "fall out of the sky" when sent out of the Poké Ball, but it will instead just be stuck to the ground (see this post). I want to know where to find this value for Pokémon Black & White, because I want to add this functionality for Pokémon like Hippowdon (which should also be stuck to the ground, but isn't). Maybe I'm wrong, but I couldn't find it in BW's personal narc. Thanks for your help!