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Oxnite

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Everything posted by Oxnite

  1. Hello everybody, Pokémon White Deluxe beta 0.85 has just been released! Please check out the first post for more information and a download link. @TheDragOntamEr, you should try to patch using the newest beta version.
  2. Yep, I figured as much! 02 00 is indeed the ''end script'' function. I'm still sorting out some things so I'll post my findings as soon as possible.
  3. That's some cool information, Kaphotics! Thanks for your time and interest! However, you say: I don't see how that's so obvious? How actually is a/0/5/7-316 related to 78 01 hex data? Also, where did you get 78 01 from? Moreover, I understand that 0x013C = 316, which corresponds with the script file in a/0/5/7. But where does it mention 0x013C in the overworld data? You see, what I'm trying to achieve is the following. For example, I want to add the National Dex at the beginning of the game. However, to add that function, I want to take a look at the original script data for both the National Dex event (after defeating the Elite Four), as well as the original Pokédex event at the very beginning of the game. It's nearly impossible to find that without any other information whatsoever. I did find the overworld trigger files, but I don't see how the corresponding script hex data calls the script from a/0/5/7. I can't see how it's related. Another example, like I said in the first post: the script hex data of the Lass on Route 2 is BA 0B. But which part of the script narc does that relate with? How is the script data arranged? If only each script had its own file in a/0/5/7, it would be a lot easier. However, 0xBBA gives 3002 and there aren't that many files available. To which part of a/0/5/7 does it relate, then?
  4. Yeah, well I'm currently working on my hack and I've made a lot of progress. I added new Trainers to certain routes etc. but my only question is: how are the scripts actually ''called'' by the overworlds? How does the overworld's script hex data correspond with the script narc?
  5. Hi, people. I have a question about Pokémon Black & White script editing. I know that: a/1/2/5 contains the overworld data. a/0/5/7 contains the scripts. My question is: how is the overworld data calling up scripts from the script narc? I know that overworlds have hex data for ''script'' added, but I don't know how that corresponds with the data in the script narc (a/0/5/7). I know for example that the overworld data is grouped per map. So all data of Route 2 is together in one part of the narc. For example, the script hex data of the Lass on Route 2 is BA 0B. Which part of the script narc does that relate with? How is the script data arranged?
  6. The solution has been found, with great thanks to Bond697! This is what I asked him: The red aligned part holds information for the Black Belt Trainer Class. 33 00 is the id of the Black Belt trainer; 61 04 correctly corresponds with . Say I want Black Belts to have the Gentleman's encounter music. Then I'd have to change 61 04 to 66 04, right? (Because 66 04 corresponds with ). However, that's what I did but the Black Belt still has its own encounter music. What am I doing wrong..? (...) The solution is very simple. It turns out that inserting the arm9.bin file into the rom using CrystalTile2 method doesn't work (at least, for me). Therefore, you should use this method: DSBuff just repacks the entire rom (without the need of replacing the arm9.bin file). Thank you very much for your help, again, Bond697!
  7. You might want to use an original copy of the mugshot narc and only replace Red's files.
  8. Please post a screenshot of the error. You should never use the ''purest white'' color in your images, but it actually seems like you didn't (your brightest white color actually has a shade of gray). Also, do his shoulders contain the same colors as the background color after the 16 color adjustment? Because then it will become transparant. You might want to pick lime green or some other weird color as the background color because it's definitely not used in Red's mugshot.
  9. Open the image in Photoshop, go to Image > Mode > Indexed Color... and set the Palette to ''Local (Selective)''. If colors come out wrong, I always try to create an enormous custom-made palette somewhere in the image (even if this means that you'll have to increase the size of the image to do so), so certain (maximum of 16) colors are dominant in the image so they will be used in the final image when selecting the local selective palette.
  10. The image shouldn't have more than 16 colors. It currently has 19.
  11. @Rinax, I've been here all the time, it's just that I don't have enough time to work on it.. Only two more weeks for my summer break (of 3 months!!!) to start. =] Will continue working on it then, definitely.
  12. Bump. Here's a note to myself / others regarding several possible options to solve this problem: - Try to face two Trainer Classes that work correctly in Double / Triple Battles, for example facing two Gym Leader Trainer Classes and see what happens. - Try to add a \efffe\efffe (or something) line at the very beginning of the introduction text and see what happens. It could possibly open up the next sentence of the introduction text correctly.. - ..
  13. I changed their dialogue to one single word and that still didn't work.. I also tried copying the dialogue of Twins to see if they use special tokens for Double Battles, but that didn't work out either. Though I found out that all Double Battle dialogues have a blank line after their 5 lines: First the introduction text of the right person; The ending dialogue; The dialogue for the right person that tells the player to bring more than one Pokémon; The dialogue for the left person that tells the player to bring more than one Pokémon; The introduction text of the left person; A blank line. This counts for every Doube Battle, including the Twins, Hooligans, Backers (Supporters = Cheerleaders), etc. EDIT: I tried adding a white line after the ''Emerald Style'' Double Battlers' dialogues, but to no avail. Pff, why do they not have text?! What in the world could be causing this....
  14. Yeah well, I don't really mind if it doesn't work correctly on DeSmuME. Other graphical errors tend to happen when playing on an emulator. I know of a certain HG/SS glitch that only happens on DeSmuME. So it's not that much of a problem, I think. The only thing I want to see fixed is the missing introduction text.. What in the world could be causing that.. I'm going to try some more things but I really hope someone around here knows the answer. That would make my day.
  15. Oh, I just made an amazing discovery! Turns out the menus DON'T mess up if you play the game on a flashcart. Which means that it's actually DeSmuME that messes up the menu screens during such a battle. Means there's hope after all!! Now, all I need to find out is why the text disappears.. I tried editing an original Pokémon White rom - all I did was move two overworlds so they would face each other, but again, to no avail. Still no text showing up. What could be causing this...
  16. So in other words, arm9.bin always .. breaks when you try to recompress it? Could that be causing the problems? And could you maybe tell me the offset for the Swarm Pokémon?
  17. Just to be sure, I added the original trdata and trpoke narc files.. To no avail. Both Youngsters had their original Pokémon but their introduction texts were still.. blank. Too bad.
  18. I've got some more detailed information on overworld data. As you will know by now, the corresponding narc file is a/1/2/5. Say, this is a certain overworld's hex data: 03 00 0B 00 0F 00 00 00 00 00 B9 0B 02 00 04 00 00 00 00 00 02 00 03 00 00 00 00 00 FA 02 78 02 00 00 00 00 Description 03 00 It's the overworld's ID data. You should never try to edit this. All overworlds on a certain map have IDs from 00 00 to ... (depending on the amount of overworlds on the map). So the above data corresponds with the 4th Trainer on the map. 0B 00 This hex data contains the overworld sprite. If you open KazoWAR's BWOE, you can easily check the overworlds. 0B 00 for example is the Youngster. By using BWOE, you'll find out that 0C 00 corresponds with the School Kid (Male), 0D with Professor Juniper and 0F with the Lass. 0F 00 This data corresponds with the movement of the overworld. Here are several movements I found out: In other words, the Youngster in above's hex data is ''Looking DOWN''. 03 00, 20 00 and 21 00 have ''till max'' in their movement description. That's something important I found out that will be explained later. 00 00 It's the overworld's flag. If it's just a random Trainer or NPC, you shouldn't be bothered editing this. B9 0B This is the data that corresponds with the map's script (like Drayano said). 02 00 I haven't tested this one myself yet, but here's Drayano's information on this: ''Direction the overworld faces. 0 = up, 1 = down, 2 = left, 3 = right'' 04 00 This is a Trainer's Line of Sight. It is the Trainer's ''eyesight length'', literally. For overworlds that aren't Trainers, this is always 00 00. If you set it to 00 00 while it's a Trainer, the Player can still battle the overworld by talking to the overworld. This is the case with several Fishermen, for example. 02 00 This is some new data. I found out that it's the ''horizontal movement area'' of the overworld. If you set it to 02 00, the overworld CAN move two tiles to the left and two tiles to the right of it's original set position. Now, if you set the movement to ''02 00'', it means that the overworld will randomly walk around, but limited to horizontally random walking. It means that the overworld walks around randomly in a limited space of 5 horizontal tiles. If you set it to 08 00, for example, you could say that the overworld can walk 8 tiles to the left and 8 tiles to the right. 03 00 This is new data, too, but instead of a horizontal movement area, this of course, is the ''vertical movement area''. If you set it to 03 00 and the movement is set to ''02 00'', the overworld can walk three tiles down and three tiles up (maximally). Now, say you set the movement to 20 00 - Running DOWN till max, RIGHT till max; then returns + repeats. Horizontal movement area is 02 00 and vertical movement area is 03 00. It means that the overworld will run DOWN three tiles (''till max''), then run RIGHT two tiles (''till max''). Then it returns to its original spot and repeats the movement. It's as simple as that. FA 02 This is the X coordinate of the overworld. The hex data is flipped, so FA 02 = 02 FA = 2FA (Hex). Put it in a calculator and it will give you 762 (Dec). 78 02 This is the Y coordinate of the overworld. The hex data is flipped, so 78 02 = 02 78 = 278 (Hex). Put it in a calculator and it will give you 632 (Dec). So the overworld's coordinates are (762, 632) in dec. If you want to check this, you should use the LUA script to check your Player's coordinates in-game by using DeSmuME (a DS Emulator). 00 00 This is the overworld's Z coordinate. It should be set to a certain number when the overworld is located on a higher leveled ground, for example on a hill in the Desert Resort, etc. Most of the times though, it will be 00 00, which means that it's right on the ground.
  19. Your method might indeed affect this case, too, though I'm not very sure what you actually mean. Do I have to insert an original trdata.narc (from an original, unedited Pokémon White rom) and edit that one to get it working? Yeah, it's odd, isn't it?.. And by moving Trainers, do you mean moving Trainers from one map to another? I haven't tried that yet, but at least it's quite easy to move Trainers on their 'original' maps. Though I think it won't be that hard to add a Trainer by replacing an old NPC on a certain map. I guess all you have to do is change the script data, because Trainers don't actually have text data corresponding to the particular map they can be originally found on. I also found out that the eighth hex data of an overworld (the eighth ''hex data couple'', for example 00 00 or 04 00) corresponds with the Trainer's eye of sight length.
  20. The Poké Balls you find on the map are overworlds, just like Trainers are. So by using Drayano's information over here, it will be quite easy to move them around. I'm not very sure how to edit hidden items, though. I'll have to look into this.
  21. Soo... I joyfully stated that ''Emerald Style'' Double Battles will be available in the next version of Pokémon Black & White Deluxe. ''Emerald Style'' Double Battles are what I call them, since they are the main introduction of Pokémon Emerald in my eyes. For some examples, see the following YouTube video parts: [ ] - [ ] - [ ] - [ ]I assumed these kind of Double Battles would be possible in Pokémon Black & White since they were available in Pokémon Emerald, Diamond, Pearl, Platinum and I guess HeartGold and SoulSilver, too. So now I moved around some Trainers on the map so an ''Emerald Style'' Double Battle would be started, which means that I made two Trainers face each other. By walking in front of them, they should both challenge me. It turns out that it actually works, except there are two errors is one error: Both Trainer's salutations (opening sentences) are not correctly displayed when they challenge me. Only a blank textbox shows up. I spotted a striking resemblance with the error neltazero's Trainer's Pokémon Editor is giving: The following ''error'' only applies when you play an ''Emerald Style'' Double Battle on an Emulator, so it's not a real error after all. At least not an error that will keep me from implementing ''Emerald Style'' Double Battles: I can actually battle both Trainers in an ''Emerald Style'' Double Battle and the game mechanics completely allow to battle with two Trainers at once. Also, both Trainers show up on the screen after each other to say their valedictions, without any errors. However, during the actual battle, the menu screen become messed up heavily. I think that the game somehow processes the battle as if two battles are taking place at the same time. (Take a look at the third spoiler below, you'll probably understand what I'm saying by looking at them) And to make it clearer, here are screenshots regarding the actual problems. Before the Double Battle (shows the textbox errors) During and after the Double Battle (shows that the game mechanics can actually handle certain ''Emerald Style'' Double Battles) Menus during the Double Battle (shows the errors that appear ONLY when the battle is started on a PC Emulator - this does NOT happen when playing on a flashcart second error, as well as showing the ''Fight!'' button even though the Moves screen is already opened)[/s] Just for fun, I tried something else, i.e. adding a third person and that way I was trying to create a Triple Tag Battle, but that didn't seem to work. Two of the three Trainers spotted me and battled me in this ''Emerald Style'' double battle (though still with the messed up menus and missing introduction text, of course), while the third Trainer battled me afterwards. But after all, the ''Emerald Style'' Double Battle doesn't seem to work correctly in Pokémon Black & White. Does anybody know what could be causing the missing introduction text? Or are these Double Battles impossible to do in Pokémon Black & White - which I think would be very, very odd if it's true. Maybe there's a certain unknown Trainer Data value that I have to change... If somebody does know how to solve this, that would be great (or if there's no solution at all, tell me, too).
  22. Thanks a lot for your reply, Andibad, but I already found something else. Actually thanks to elementking, who taught me that the arm9.bin file is compressed. By decompressing it, I found very valuable hex data. So in the decompressed arm9.bin file, I actually found data for the encounter music. The offset is, exactly, 0xA35C8. The first line is as follows: 02 00 5A 04 03 00 5B 04 04 00 5A 04 05 00 5B 04 32 00 5D 04 02 00 means Trainer Class 2 (which is the Youngster). 5A 04 corresponds with the different Trainer Class music versions. 5A 04 is the Youngster, joyful encounter music: ''EYE1''. The following is a complete list with Encounter music, in combination with their hex numbers: 045A Youngster045B Lass045C Twins045D Ace Trainer045E Roughneck045F Parasol Lady0460 Cyclist0461 Psychic0462 Scientist0463 Harlequin0464 Hiker0465 Clerk0466 Gentleman0467 If you look at the third and fourth hex digits, it shows the following. 03 00 means Trainer Class 3 (which is the Lass). 5B 04 corresponds with ''EYE2''. Which is true. Even more: 32 00 means Trainer Class 50 (which is the Male Ace Trainer). 5D 04 corresponds with ''EYE4''. Which is true again. I checked EVERY Trainer Class this way and it works like this everytime. For example, Trainer Class 23 00, which is the Psychic (Male) Trainer Class, has 04 61 = EYE8 encounter music. This again is true. In other words, this must be the correct data. The narc even says field_sound_system at the top of this data. HOWEVER! Here's the problem that I would like some help with. When I change a certain number (either the Trainer Class number or the corresponding ''EYE'' music number), literally nothing happens. I really don't know what I'm doing wrong. It could possibly be the way I insert / extract (decompress / compress) the arm9.bin file. Though I'm pretty sure I do it the correct way. Could anybody somehow test this?.. Or does anybody know what I am doing wrong? Or whether there could be anything else I have to change? I really doubt it because this data is so.. obviously right.
  23. Hi people, just wanted to update you on some upcoming changes. First of all, the next beta version will be Pokémon White Deluxe beta version 0.85. In this version, you can play through the Victory Road and battle the trainers there. You also get a chance to pick up several valuable items. After that, you can finally battle the Elite Four! I can reveal that Marshal, the Fighting-type Elite Four Member, is back to battle against your Pokémon! But there are many more changes coming in beta version 0.85 that are worth an entire replay of the game: ---------------------------------------------------------------------- In the final version, ALL routes will be edited in a Pokémon Platinum Deluxe kind of way (check out the screenshots of Pokémon Platinum Deluxe). For example, other Trainers will appear on the Routes (i.e. other Trainer Classes, sometimes even extra Trainers). The Trainers are located on the map differently, and some of them will battle you '' '' (another example ).The Youngster Trainer Class will have his outfit renewed. Oh, and better not forget about the introduction of Bug Catchers! Yes, they have returned! There were no Bug Catchers in Black & White which is a shame, if you ask me. Now, they have returned with both a male and a female version! Other new Trainer Classes include the Sailor and the Aroma Lady. Furthermore, Berries will play a bigger role in the hack. Just like in R/S/E/D/P/Pt, there will be Berry Trees around Unova this time! Too bad you can't plant any Berries your own, but you can actually pick them up. ---------------------------------------------------------------------- Version 0.85 will probably have the first couple of Routes updated like this - up to Route 4, probably. Another update for version 0.85 is that evolution methods will no longer be exclusive to either day or night (except for Gligar, Sneasel and Dusclops). The final version will probably also have edited TMs. For example, TM Giga Drain, Roost and Stealth Rock will return. For now, that's it! You can expect version 0.85 to be released somewhere around the first week of June. I know... That's more than a month. But I've got exams this month (May) so I won't be able to do anything. I'm sorry for that. Anyway, I hope you're just as eagerly awaiting this release as I am!
  24. Bump. Another update on this! Turns out the arm9.bin file is compressed, that's the reason why the data is so oddly displayed in the hex editor. The following information is courtesy of elementking;
  25. Creating a tool, it was something I had done a long time ago but I don't really know how to do it again. Back then, I was using an older version of Microsoft Visual Studio, so I don't really know how to work with it anymore. I have exams in May, too, so if I'd create a tool for it, it will probably somewhere in June. I want to have my hack finished, too. You are right though that it shouldn't be too hard to do. Oh, and the bag description only lacks the actual move description; damage, accuracy etc. of the move were actually changed. Anyway, I might indeed release a tool for this. Myabe later I could create this big tool that edits TM/HMs (themselves), Pokémon Stat editing (including hold items, base stats, etc.), OxATTACK (a move editor) should be in it, too, but an enhanched version. As well as a Trainer Pokémon editor (with more functions than the regular Trainer editors, for example the options to select Gender and Ability of the Pokémon). Anyway, that would be an amazing tool, yes, though it will take a lot of time. I will look into that after I have finished my hack.
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