Jump to content

ABZB

Member
  • Posts

    133
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by ABZB

  1. 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)
  2. 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
  3. 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.
  4. 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.
  5. 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...
  6. 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.
  7. 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).
  8. 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.
  9. 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!
  10. There are people working on it (allegedly with success), that have been floating around on Discord, so at worst it's only a matter of time
  11. Yeah, sorry about that, I'm awful with names. So basically once you have the ROM open in Pk3DS, just click on the Mega Evolution button (highlighted in first picture). Then you enter the Pokemon you want to edit in the top dropdown, check "enabled" on the leftmost column (with the header "evolution 1), choose the item you want to act as the Mega Stone (in XY/ORAS, literally any item will work, even something that has a Hold effect like Leftovers), and then select the desired Mega Forme number from the last dropdown box (Pk3DS lists them just as <Pokemon name> <number>, so you'll have to go by the sprite that appears in the right-hand box (Eternal Floette is Floette 5). This works for any Pokemon that has multiple Formes. You can even give multiple trigger items for the Mega Evolution, by enabling Evolutions 2 and 3, and filling out everything else the same, but giving a different trigger item each time.
  12. The Dance moves in Gen XY are: Feather Dance, Fiery Dance, Dragon Dance, Lunar Dance, Petal Dance, Quiver Dance, Swords Dance, & Teeter Dance - there aren't many Pokemon that even learn two of them, even more so when you ignore the Feather Dance... I'd recommend doing some combination of the following: Edit Feather Dance to have a more useful effect Edit an existing Mega to have a Type/Ability combination that makes sense with some combination of these moves Make an existing Forme Change into a Mega Evolution (for example, you can use the Mega Evolution editor to make Cherrim Mega Evolve into its Sunshine Forme when holding the Venusaurite, and then edit Cherrim Sunshine Forme's stats & Ability to match that). Cherrim is a particularly tempting choice because you could make Cherrim Sunshine into a Grass/Fire Type (and still make sense), and have it be able to learn Fiery Fance, Petal Dance, and Quiver Dance as a decent moveset. You'd probably want to give Cherrim Sunshine a different Ability, though (what I usually do for things like this is only edit the Hidden Ability, and then for the trainers who I give the Mega to, I make sure to set that Pokemon to its Hidden Ability). For Tierno - Medicham, Mawile, Alakazam, Gengar. Alakazam is the most obvious. Alternately, you could make Zen Mode Darmanitan into a Mega (since it's basically all head).
  13. So as things stand now, the flags that have names next to them are wrong, those have the same values for every single move, it is the latter number-only flags that are 'real'. Conveniently, they match up in order (e.g. F17 is MakesContact, F18 is Charge (turn), etc.) Unfortunately, a number of properties, including "is a Pulse Move", "is a Punch move", etc. are not indicated by these flags, but are either hardcoded into the scripts for the things for which they matter (Mega Launcher, Iron Fist, etc.), or there are lookup tables in some file somewhere. Unfortunately, at this time, I am not aware of anyone being successful in finding the relevant scripts or lookup tables for any of these things - I suspect that we might not have a good handle on this until 3DS scripting is better understood and tools for handling it are produced (at this time, the community has only just started to really get good with the NDS scripts)
  14. I assume you are asking how to do this for trainers who have hold items disabled, and that you are using pk3DS. You have multiple options: Enable hold items for that trainer (just check the box next to "items", and you will be able to set held items for that trainer). This will have no negative impact on anything else. Set the form of the Pokemon to its Mega form - it will be sent out already in its Mega state. If it has one mega form, then you will want to select Form "<pokemon name> 1", if it has an X and a Y variant, then the X will be that one, and the Y will be 2. For extra difficulty, you can also both enable items AND set the initial form to the mega form, and give the Pokemon some useful hold item (e.g. in the example for option 2, giving that Mega Kangaskhan a Life Orb).
  15. The AI value is a byte composed of one-bit flags, add up the values of the flags you want. If the value is 0, the game will basically choose a move at random. With each active flag, that random behavior is modified in some way. Note that the numbers on the left are decimal values 1 - Will not use ineffective moves (e.g. Earthquake against a Flying Type), will be more likely to use Super Effective moves 2 - Checks to see if a move will have no effect (e.g. Thunder Wave on a Pokemon that is already Paralyzed), or if a move will very possibly have no effect (e.g. if the opponent's Evasion is raised, more likely to use something like Swift or Aura Sphere). 4 - If the Pokemon has a move that will definitely knock out the opponent if it hits, it will use it. Will always select a high-priority move if it will do so (if it has multiple options) 8 - On the first turn, will always use a Status move (Thunder Wave, Light Screen, Dragon Dance, etc) --- I'm not sure if these actually do anything in the 3DS games, I do know they did in the GBA era: 16 - Will use risky moves more often. This includes suicide moves like Explosion, OHKO moves like Horn Drill, moves conditional on opponent actions like Focus Punch or Mirror Move, moves with a high crit chance, Belly Drum, etc. 32 - Prefers to use strongest damaging moves --- 64 - Likes to use Baton Pass (so basically only useful on a trainer that is doing a Baton Pass chain. 128 - Double/Triple Battle AI (if not enabled, AI will do things like attack its teammate in Double/Triple battles). So basically all trainers you want to have at decimal 7 (= 1+2+4). If the trainer is a Double or Triple Battle trainer, you want the value set to 128 + 7 = 135. I suspect that the person you are quoting was using the hexadecimal representation, decimal 135 is hexadecimal 87
  16. Has anyone else been experiencing crashes in Shoal Cave at high tide? I think I might have tracked down the problem - working in PK3DS, the encounter data for the last few Shoal Cave rooms is all zeroed out, but when I tried editing them to add in encounter(s), it deletes the changes... So there might be some weird glitch either with something in this ROMhack, or something with Pk3DS in general?
  17. You can pull names and weights from Bulbapedia (I've done it myself, just takes a couple of minutes even to just copy+paste into Excel and manipulate it into whatever form you need).
  18. Does the reward item for completing the national trigger anything, or is it just a completion trophy? I wrote a couple of generic difficulty-increasing patching programs, I am just about done with a playthrough of this romhack with those patches on top :) Is this a NEW UPDATE??? Or just a reupload
  19. I seem to have unintentionally set the Beat Elite 4 flag in my White 2 save, and it is breaking things - does anyone know which flag that is?
  20. Could someone point me to where and how USUM stores the data on variant formes? I seem to have somehow deleted whatever reference makes Cherrim's sun forme connect to its base form. In the personal editor, Cherrim's base forme (421) has a 1 in "Formes Count", its name is rendered as just "- 823", and in the Mega Evolution editor, it no longer recognizes Cherrim as having multiple formes. I'm not sure how that happened, but I assume a value was unintentionally overwritten, so I hope to just fix it manually.
  21. How are you playing the edited game? (On Citra or on homebrew, and if the latter, which method are you using?)
  22. In the USUM trainer editor, what does the Flag checkbox next to the Money dropdown do? Whenever an enemy trainer's Blastoise mega-evolves, when it faints the game registers it as fainted (fainting animation, experience distributed) but the HP bar remains with what looks like a single HP remaining, and the battle will not end, nor can the Blastoise be hit by anything I've tried outside of Hail and Sandstorm... This does not happen for any other Mega Evolution.
  23. What file(s) are the fonts stored in, and in what format? I'd like to try to write a little patch that adds in more characters.
×
×
  • Create New...