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ABZB

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ABZB last won the day on January 25 2019

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About ABZB

  • Birthday 08/03/1991

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  1. In the base game, when an NPC uses a special Z-Move such as Malicious Moonsault, the game freezes at the conclusion of the animation sequence. I have found the root cause of this, in a/0/8/8 - a specific command (it toggles hiding all trainer models except for the trainer model of the Pokemon currently using the move) that for some reason is only used in the special Z-Move animation sequence files crashes when called to toggle models on (but not models off). By replacing this command with a different one (that toggles all trainer models, I am baffled as to why GF did it like this, the replacement has no material difference in the end effect that I've seen), this bug is fixed, allowing NPC Pokemon to use these Z-Moves without issue. I am left wondering if the reason why no special Z-Moves were given to NPCs was not, as I had assumed, due to GF not wanting to do that and not coding some critical function to make that happen, but instead were unable to locate or fix this bug and gave up on doing so. Considering that fixing this bug took me all of four hours from downloading the 3DS Pokémon Move Animation Tools, I'm... not impressed. My thanks to Namadu, whose invaluable tool allowed me to conduct this search. Not sure if xdelta patches of garcs are allowed here? I won't upload anything just in case, fixed versions are out there now.
  2. I really hope so, but the last commit on Github was a year ago (a minor fix), and that commit wasn't even built, it seems. Before that, the last significant changes were those preceding the latest build (November 2021)...
  3. Do you mean changing the type of a given Pokemon (e.g. making Bulbasaur Ice instead of Grass/Poison), or changing the Type Chart?
  4. Spent a long time away from this. With regard to the Gen V thing, I think that they might have left in the sound files from the Pokestar Studios enemies between Gen V and VI, but I'm having a hell of a time trying to find the start of gen VI if that is the case...
  5. I started getting this error when trying to repack the a094 GARC. I even tried unpacking the most recent edit of that file that successfully packed, then tried repacking that, and this error still comes up. What did I do?? Edit: I reverted one version further back, then redid each edit in sequence, and it worked at every step. I have to assume that I did something somehow and didn't realize it. This question is now just of academic interest...
  6. Unfortunately, I never found a way to fix it - I had to restart that playthrough. I believe that said flag was set from granting a Medal or some other thing that only is attainable in-game via beating the E4 (fortunately, I can confirm that it was NOT giving myself all the Keys)
  7. My name has been spoken and behold! I am summoned to this plane. The other possibility you should check for is that they switched to the method they used in the later games, where they have a string of bytes where each bit corresponds to a single Pokemon in internal index order, and each bit is a 1 if the corresponding Pokemon is banned. For example, in USUM, the string to search for is: 00 00 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's easy to eyeball where each gen ends, since the banned Pokemon are at the end of each generation (e.g. 0xC0 is Mewtwo and Mew, then the later 0x0E is Lugia, Ho-oh, and Celebi) - so the string for BDSP (assuming they truncated it and didn't bother banning the Pokemon they didn't include) should end at 0x98 7E, except that the highest bit of the last byte is actually banning Victini, so just search for: 00 00 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 (since I'm not sure if they included banning Victini and beyond, I'm not sure what the bytes after that 0x98 look like, but that string should be long enough to narrow it down to exactly what you want). Generally speaking the games have had an instance of the ban-string per battle mode (even if they're all identical banlists) - for example, in USUM there's copies for each of Battle Royale, the Battle Tree modes, and the Battle Agency. I suspect that they switched to the new method, because the way the gen IV code handled things like (some) alternate Formes is somewhat different than the way it is handled in later gens, so if they're using the newer stuff for that they probably copied over that bit too
  8. In Ultra Sun, I want to stop a specific Pokemon Forme that normally reverts at the end of battle (and in fact, will revert in-party if it is set to that form in Pokehex), but not stop any other Forme reversions - is that possible? I know that it is possible to disable all Forme Reversions (as the 3DS randomizer program has that as an option), but I do not know if it is just disabling the script that handles that, or if there is a(n implicit) lookup table or flag somewhere that I can edit.
  9. For reference: Relevant GARC is a/0/7/3 Cries are ordered in National Dex order, except Formes with different cries are inserted immediately after the base forme (e.g. Mega Venusaur is between Venusaur and Charmander) Totems have unique cries There are a ridiculous number of various Pikachu cries (like, if it's a phrase anime-Pikachu might say, it's quite possibly in there). There are 11 different sound files for Pikachu between Arbok and Raichu, and there are at least a dozen more at the end of the GARC There are 965 sound files total. Some of there are non-Cry sound effects, and some are just single tones For figuring out the format of the GARC, reference https://www.3dbrew.org/wiki/BCSAR and https://3dbrew.org/wiki/BCWAV (in particular, if you want to replace one cry with another BCWAV file, you're going to have to figure out where the pointers are and edit them if the new file is bigger than the one its replacing). There's something screwy around the end of the Gen V Pokemon, I'm still trying to line up who is where over there.
  10. I would like to edit some Pokemon Cries in USUM, but I don't know how to locate the relevant GARC, and I've not been able to find an USUM file structure list that has it...
  11. That depends on which games you are working with. In the Gen VI games, Forme is by default retained upon evolution (that is to say the Forme number is not edited by the evolution-script (which can lead to glitches if you make a Pokemon with a Forme evolve into one without a Forme)). The sole exception is Espurr's evolution method, which, if the Pokemon is female and reaches its evolution-level, will evolve it and change the Forme to 1. This is not helpful for what you want to accomplish, as Eternal Floette is Forme 5. As such, in the Gen VI games, you're going to have to figure out how to code a new evolutionary method, code some in-game event or item that will change the Forme of a Floette to 5 (like the Deoxys Forme changes upon interacting with its meteorites, or that of Shaymin with the Gracidea), or just use an external save-editing device while playing to switch the Forme. In the Gen VII games, the value that the Evolution Editor displays to the left of the Level value controls Forme changes upon evolution. If that value is set to -1, then the Forme is retained upon evolution just like the default in Gen VI. If the value is set to 0 or greater, then upon evolving the Pokemon will also take on the corresponding Forme. In the first example below, all Flabebe will evolve into Eternal Floette. In the second, they will evolve normally into the corresponding Floette Forme) by level-up at level 19, and into Eternal Floette if you use a Dawn Stone.
  12. Basically the default "Best AI" value is 7, except for Double and Triple Battles, where you want 135, (7 + 128 for the "turn on Double Battle awareness"). Other values only matter if you make a trainer with a team that needs to do something very specific to work: If, for a particular trainer, you want them to always start with a setup move on the first turn whenever possible, then add 8 to whichever of those is appropriate (15 for single and 143 for double/triple). Similarly, if you make a trainer who is doing a Baton Pass strategy, you'll want to add 64 to that value (so 71 for single and 199 for double, or 79 for single and 207 for double if combined with the previous paragraph).
  13. Suggestion for the Fairy-Type Gummi patch - would it be possible to add as a standard part or option of that patch, or as patch depending on it, a second function that, for every item-list that has the other 17 Gummis, append the Fairy Gummi to that list, with the same weight (or perhaps average, considering that some lists have slightly different weights across the different Types) of the other Gummis in that instance of that list? At the moment, after patching in the Fairy-Type and its Gummi, one has to then manually add the Fairy Gummi to every list by hand.
  14. Wow, I basically disappeared for several months (got very into a series of Ribbon Master runs, and then Skyrim) - this is amazing, all the kudos!
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