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ABZB last won the day on January 25 2019

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About ABZB

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  • Birthday 08/03/1991

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  1. The link in the OP for the English-translated source code is dead - does anyone have it who could reupload it? (The currently existing Fairy-type patch for B2W2 changes the offsets, so it does not work with them, I'd like to fork a version that has the appropriate offsets).
  2. ABZB

    Missing PKHeX.Core.dll

    Got it, thanks. I'd been extracting & overwriting updates into the same folder, to keep all my file paths the same...
  3. The hotfix release 19.11.15e is missing PKHeX.Core.dll I am getting the error: Exception Details: System.MissingMethodException: Method not found: 'Void PKHeX.Core.SaveDataEditor`1..ctor(PKHeX.Core.SaveFile, PKHeX.Core.IPKMView)'. at PKHeX.WinForms.Main..ctor() at PKHeX.WinForms.Program.Main() When I try to run Pokehex.
  4. For USUM, the banlist is: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 00 00 00 00 00 00 00 00 00 00 00 00 0E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 07 00 00 00 00 00 00 00 00 00 00 00 98 7E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 D8 03 00 00 00 00 00 00 00 F0 03 00 00 00 00 00 00 00 E0 01 87 It occurs at the following offsets in a/1/4/1: 0760-07C4 1558-15BC 2350-23B4 3148-31AC 4890-48F4 4D38-4D9C 51E0-5244 5688-56EC 5B30-5B94 5FD8-603C 6480-64E4 I suppose that each instance is called by a different battle mode.
  5. * For Belch, just change the effect number to 0 * Same for Doom Desire and Future Sight, but they will run into the same problem as Freeze Shock and Ice Burn * As far as I know, the moves that have variable animations depending on conditions - all two-turn moves, as well as Ice ball and Rollout, have the code that their effects call in turn call the respective animations. To do what you desire, you'd either have to edit the animations or the actual assembly.
  6. So, to confirm I'm reading this right: for each line that in the original data was ordered: wwxxyyzz, I reverse it to: zzyyxxww decrypt it to : ZZYYXXWW split it into: ZZYY XXWW Take the sum: ZZYY + XXWW = S Repeat that each of the three lines in each of the 4 blocks, then sum the 12 S's to: ABCDEFGH Then take the last four hex characters: EFGH as the checksum?
  7. The attachment is still up on his parallel post here: https://www.pokecommunity.com/showthread.php?t=349000 I think the OP left permanently, I do not know what the rule is with regard to re-uploading the patch myself...
  8. You're supposed to ascend the mountain from the Hearthome City entrance - they move once you enter that room from the other side.
  9. Does anyone know where the equivalent data is in Gen IV? Edit: Found it! The banlist is in arm9.bin, in the following form: 96 00 97 00 F9 00 FA 00 FB 00 7E 01 7F 01 80 01 81 01 82 01 E3 01 E4 01 E7 01 E9 01 EA 01 EB 01 EC 01 ED 01 It starts at 0xF05B0 (at least in my Platinum) Setting those values to 0 should clear the banlist (I have not yet tested this). I used the program Xsearch to look through the entire decompressed ROM, trying both the Gen V form, truncated, and the explicit version here. The former returned no results, and the latter returned only this one. (I found a program called xSearch which made it incredibly easy to just search every single file in the decompressed .nds for that hex string at once)
  10. I used PGE's tool to add more moves, but the additional moves are all being read as physical by the game. Any pointers on what might be going wrong? EDIT: Ok, so what actually seems to have happened is that the patch I used for adding the split actually adds the three icons (Physical/Special/Status), and a bit of code that assigns the correct icon based on the data in the original range - it does not get repointed or have its range expanded when PGE adds move indices. However, the actual calculation works fine, even for the new moves (tested by modding Pokemon to have 0 ATK or SP. Attack and then using moves whose types did not match their Special/Physical status.)
  11. There are two alternative modifications you can try in gen III: Edit the HM moves so they are useful, while keeping them in-them (for example, making Cut a Grass move with 70 or 80 BP). You still need to build your team around having them, but at least you can avoid having dead moves Use one of the the unused Pokemon data slots (there are several between Celebi and Treecko): Choose one of them, change the species name to something like "Utility Machine", make all the Base Stats 1, make the type ???, and make it able to learn all the HMs. Replace their pics with something that fits if desired. This way, they will die to a single hit, and can't really do any damage. Even if you are forced to switch into them by Roar or something, they will do at most 1 damage each time they make a move, reducing their effect on the desired challenge.
  12. Version 1.0 uploaded. https://github.com/ABZB/Gen-IV-Level-Recurver/releases/tag/1.0 Bugs were fixed, and Pokemon now are evolved to the highest evolutionary stage for their level (For example, Bug Catcher Wade's Caterpie and Weedle are now at level 7, and thus are now Metapod and Kakuna, and Bugsy's Metapod and Kakuna are now Butterfree and Beedrill)
  13. If there are any of these edits that you think should be made optional, let me know, I'll add some kind of selection in the next version
  14. From the readme: Section I: Purpose To make all Pokemon competitive. The difficulty is also increased, as even a Raticate has a BST of 600. Section II: Description of Edits This program scales the Base Stat Totals of all Pokemon as follows: 1) Pokemon that evolve twice (like Bulbasaur or Porygon) get a BST of 300 2) Pokemon that evolve once (like Ivysaur or Eevee) get a BST of 400 3) Pokemon that don't evolve: a) Legendaries with BST greater than 600 are not scaled b) Legendaries with a BST of less than 600, and all Pokemon that do not evolve (like Venusaur or Tauros), get a BST of 600, except for: i) Wishiwashi School Forme is scaled to 700, its base Forme is left as is ii) Porygon2 and Scyther are scaled to 600 iii) Shedinja is scaled to 400, then its HP is reset to 1 iv) Regigigas is scaled to 600, and gains the Abilities Iron Fist and Sheer Force v) Slaking is scaled to 600, and both it and Slakoth gain Unaware, except in Generation VII and on, where they gain Comatose. vi) Darmanitan-Zen is scaled to 630 v) Greninja-Ash is left as is. c) Mega Evolutions of Pokemon with BST not greater than 600 are scaled to 700, holding their HP to the value of their base forms d) All in-battle Forme changes are scaled as above, holding their HP constant to keep the game mechanics constant. Details, including a Speed Tier calculator, can be found in the included Excel file. Release is available at https://github.com/ABZB/Pokemon-Rom-Balancer/releases/tag/1.1
  15. I wrote a small program that edits a/0/5/6 (trpoke) from HGSS, increasing the level curve to smoothly rise from 5 to 100 (Elite 4 are roughly the same level as they are in RBY, post-E4 trainers scale from their through 100 (by distance from Vermillion City)). The beta release can be downloaded from my Github at: https://github.com/ABZB/Gen-IV-Level-Recurver/releases/tag/0.9
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