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Oxnite

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Posts posted by Oxnite

  1. Hmm...It appears that I may have been wrong about the other recoil moves. I thought that I was able to edit those as well, now I see when I checked back on those, that I was wrong.

    Is there another way how I alter the power/accuracy on recoil moves?

    I don't think there is as of yet.. If I can find the source of my project, editing recoil moves will be definitely included in a newer version. (You could also edit them manually by hex editing).

    do you have any clue as to what "7" means under effect category?

    ive tried several different combinations between effect categories/effects/stat manipulations and i just cant figure out how to make it work. maybe there are other special conditions regarding the "all" stat manipulation.

    Do Silver Wind etc. have a '7' under Effect Category? Did you try to give Memento this value and then see if it works? If you copy all Silver Wind's values (including Effect, Effect Category, etc.) I guess it should work.. Or else there's indeed another important value I missed, but I doubt it.

  2. Anyway, the point still stands - in Gen IV, the TM/HM list was listed as hex. I just did a search of a Black ROM - I'm not very good with hex so I don't know if I did it right, but I found the index numbers of Hone Claws, Dragon Claw, Psyshock and Calm Mind (the first four TMs). I converted them to hex (1D4, 151, 1D9 and 15B). I searched for string "D4 01 51 01 D9 01 5B 01", and found nothing - but like I said, I only just started working in hex and I'm still learning, so I don't know if I've done it right.

    I think that, if they have kept the original hex format, your method would give the solution, however if it doesn't, they have probably changed the format. It's hard to search for the TM data separately, though..

    However, things like D4 01 00 00 51 01 00 00 D9 01 00 00 5B 01 00 00 could maybe work (or adding some other random numbers inbetween).

  3. It's a pain that they're set out that way, although I didn't expect it to be difficult to identify them. CrystalTile2 can identify where certain Pokémon's egg move lines start. Will this editor be capable of changing the number of egg moves, or only editing them? I can understand if it would be too tricky to add moves as it would require extra hex values, which I've heard can be tricky in certain narcs.

    I'm sure the community will be grateful either way, anyway. Thanks, Oxnite!

    Well yeah, I think it would be amazing to add new Egg Moves (while keeping the old ones intact), however I currently only focus on replacing old egg moves (I'm not experienced with adding new hex data to a narc).

  4. I'm currently working on a tool to edit Egg Moves, HOWEVER every Pokémon has another amount of Egg move data in the hex file.. Which means that a certain hex offset has to be set for each separate Pokémon.

    Of course, this offset has to be determined only once for each evolution line (for example only once for the Bulbasaur line, once for the Charmander line, and so on) so not literally all Pokémon have a hex data offset, which halves the work to be done.

    This does take some time nonetheless.. I'll try to release a Egg Move editor for Kanto (and Johto, maybe) only soon, when I've determined the correct offsets.

  5. Sorry for all the delay.. But I just want the final product to be perfect.

    About Pokémon Black & White Deluxe..

    I'm still working on it! Trust me. I'm still beta testing. I made some changes, so I want to give you this hint: after you defeat Clay, you should NOT enter Chargestone Cave because it has not been edited yet. However, literally everything before the Chargestone Cave can be entered and researched! I hope you know what I mean by this.. ^^ (keep this in mind when the new beta arrives).

    Expect a new beta this week, and now for real. I've got to test Clay's gym only, so I hope to find some time for that Wednesday or Friday.

  6. @Megamonk4, I'm not sure.. You should open the .narc again with this tool and open Take Down to see if the error still shows up.

    If it does, I'd recommend to use a new narc.. Sorry for any inconvenience.

    i came across this snag while i was messing with moves: i tried editing Memento to be a purely stat lowering move that lowers all stats by 1. when i tried using it in battle, it didn't work. all it did was say "so and so used memento" and then nothing even happened. however, when i tried to make it so it lowers attack, special attack, and evasion, it worked. has anyone successfully changed a move to lower all stats at once? i'd like to know what conditions must be in place. : /

    You should open a move like Silver Wind or AncientPower and check what 'Effect Category' and 'Effect' it has. Then, you could make Memento a similar move.

  7. Thank you for making this program, :D.

    I do have a problem/question though. Out of all moves I edited, the only one that came up with an error was Take Down. The only thing I've changed was the ACC to 100.

    That probably has to do with Take Down being a recoil move..

    I still have to figure that out.

    However, I might have lost the source of this tool while I was creating a new tool. O.o

    So I'll see what I can do..

  8. Every time I choose Powder Snow I get an invalid argument error saying "SelectedIndex = 19"

    I'm not very sure what's causing that because Powder Snow works for me.

    1. Are you editing an already edited move data file? For example, if the new move has a PP of 200, it can cause an error because the tool can only handle 1-99 PP (because >99 PP gives a weird error with question marks in-game).

    2. Did you carefully select the move from the box? If you type in a name, first scroll down one time to select the right move in the list. If you don't, no move will show up.

  9. Here's the newest Version 1.6 of OxATTACK!

    What's new in Version 1.6?

    ---------------------------

    --> Move Mechanics are now editable (added in a tab system).

    --> Several new Effect descriptions have been added (eventually all effects have descriptions).

    --> Several effect descriptions are now numbered (eventually they will all be numbered).

    --> Information is now shown in a pop-up balloon when you hover over certain objects.

    I hope you like the tools!

    More tools will be released soon!

  10. There should be something in PPTXT that's like File --> Export to Text iirc, there's definitely an option that puts it all in one file
    I just select all text and i copy to notepad2 / notepad++ after was paste on that program i search+replace some word, done i copy to PPTXT (replace all text), is done, no need to export to txt (all data) since is just 1 file to translated...

    Thank you both! I used to think that there was only one option available in PPTXT that made you dump the file in separate text files.. However, I finally found the option to export the entire content of a/0/0/2 to a single text file.

    This way, I found out that the a/0/0/2 narc part I was searching for is a/0/0/2_173. Thanks a lot for your support!

  11. Alrighty. First I can go over swapping color palettes, then when time permits I'll go over playing around with pixels, and finally comes waiting/praying for somebody smarter than I am to show us how to edit the moving animation aspect of the in-battle sprites.

    ...

    Life is rather hectic right now; I'll explain how to play around with the pixels themselves as soon as I get the chance.

    Thank you very much for this, Abacus! Nice to know.

    Now I'm eagerly waiting for the 'Pokémon's sprite pixel edit tutorial'.

  12. yay new beta release ;) (my time is GMT+7), maybe i will try it on my DSi XL xD

    anyway you have plan to swap music on you mod?

    About the music, yes I would like to add some new music to the game (especially because I replaced certain NPC's that originally use other battle music).

    I'm not that into music editing yet, though.. So I could use some help with it, hehe. ^^

    About the new beta.. I really try to release it soon.. However I'm still beta testing it. I'll try to upload it anyway, even though I myself didn't fully beta test it yet.

  13. I'm still beta testing -- I'll try to upload the newest beta version 0.5 at the end of this day (GMT+1)!

    Oh you're never gonna finish Platinum Deluxe? Nevermind then. I don't mind playing an unfinished game, I just don't want to play one that won't get finished. Kinda strange though. People never really cracked 4th Gen, and all of a sudden 5th Gen came and it got cracked easier than 4th Gen.

    Lol yes, that IS strange. But I guess that with all the knowledge we had because of the 4th Generation, everyone got excited and started hacking on Gen 5 which turned out to be similar to Gen 4 and that's why the hacking community quickly developed tools and such for it.

    The second Battle with N was hard as crap. I only won because I got lucky and he kept using False Swipe over and over again.

    Yeah, I found it very hard, too. It's slighty edited in the new beta.

  14. EDIT: Ok, sorry, it was my fault. The problem was that I typed the number and didn't select it on the list. Sorry, and thanks for the tool, which works well and makes things easier.

    Alright! I'm very glad to know that it's not a bug after all. I guess no real bugs are found so far, so that's great. =)

    But this tools is forgotten some unknown value, if oxnite was create unknown value with hex offset, i will help him for define some unknown value, and i try test it so it will quickly...

    but i wondering about move is not affect with mirror/reflect move, king rock item, ect o.oa, or song move state ...

    anyway, you tools is make me easier to define some attack data more easy, fast, and accurate, so i no need create bookmarking and some script to see one by one ;) anyway thank you (well i used PRC too, maybe i will manipulate that SC to made more easier for me)

    About the unknown values, I know I still have to add them (in fact, they are even programmed in the tool if you make the tool wider). However, I'm not sure how to code it.. I still have to find a way for that.

  15. It might be a script, if thats the case then i think you're screwed because, scripts are rather difficult to edit.

    Yeah, but it's text after all.. So I think it HAS to be somewhere available as a text file..

    Is maybe have 2 or 3 same data. It effect on bag item/map data, or on event. Like pokemon names,is have 3 same data, ect

    is not script. A/0/0/3 is dialog data and not containing name on game (like menus, item, ect)

    Well, a/0/0/3 does contain several texts that I never thought would appear there, for example the Repel, Fishing, HM's, etc. text (files 158, 260, 263, 280, 283, etc. for example).

    But I'll search in a/0/0/2 again, then.. But I'm almost sure it's not their either.

    Damn. ;_;

  16. you have to edit the text that is accessed when you actually use the item.

    kind of like when you edit attack names to edit 3 lines in a/0/0/2_203 (Foe used, wild used, player used)

    Thank you, however I edited a/0/0/2_53, a/0/0/2_54 and a/0/0/2_279 and changed all the item names I wanted but they still don't show up when I register them in-game.

    I checked every file in a/0/0/2.. But I can't find anymore Item names / Item lists.

    Do I probably have to search in a/0/0/3?..

    EDIT: Man, I literally searched every piece of text.

    So my question is: I've edited all item names and such.. But when I register the key item, it still shows up as its original name in the ''blue/black key item box''. Which narc and / or text file contains these texts?

  17. hehehehe is not my fault, i just see it by accident (win 7 aero effect) xD , ''invisible'' ?but i still can see it xD

    anyway thank you for create this tools, yeah is another tools but is not too bad, is really helpfull because you tools used narc soo is really safe from ROM damage (hex offset was replaced with wrong place).

    xD i just researching item data and maybe i started to create tools for more easy to edit xD (I not promise it will share in here xD)

    Since is not increase data, and this narc is a static (not change on filesize) so not need extra class to controll on header data.... xD

    Oh haha okay!

    Anyway I hope to be able to improve this tool soon. (Now I'm back working on my hack, lol).

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