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ABZB

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Everything posted by ABZB

  1. 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)
  2. 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.)
  3. 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.
  4. 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)
  5. 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
  6. 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
  7. 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
  8. Yeah... I assumed that was the case. My problems are: 1) I don't see a list of trainer names in there (using thenewpoketext) 2) What I need is the list of trainer names in the order their associated trainer datas appear in trdata, or the files and offsets (and character encodings?) to determine that myself... At the moment I'm reading through PPRE's source code, since it clearly knows where that information is... Edit: Found the list, in the text list spreadsheet it's table 729
  9. A002 is Personal - I assume that's a typo? Also, does anyone know where I could find a description of the structure of Trdata aka a/0/5/5? The character-encoding for HGSS would also help... thanks!
  10. Thanks! I'm working on a level curve increasing tool - I used an old FAQ from GameFAQS to create a table matching trainer names to their locations, and used that to construct a formula that will scale the levels based on the order of those areas (so there is a reasonable level curve that ends up in the 90s by the end of Kanto (I count via distance from Vermillion)
  11. Specifically, is there a table of trainer names and their index numbers?
  12. Huh - Z-Crystals work for mega-evolutions: if the Pokemon can use that Z-Crystal, the Z-move button shows up, and works as normal, and the following turn, the Mega-evolution button will have replaced it. The other way - for the species-specific Z-moves (the ones you can set in Personal): If both the base form and the mega form have such Z-move set, then the move the Mega form has is available, and must be used before Mega-evolution becomes available. If different moves are set, the Mega form's move is the one that will be used. If only the Mega form has such a Z-move set, then it will mega evolve normally, no Z-move will be available in either form.
  13. Has anyone figured out how Necrozma's Ultra Burst and Rayquaza's Mega Evolution are encoded?
  14. Did it work for you?
  15. I have released the program, currently only working for USUM (I only have access to the latter, I think it should also work for Ultra Sun). It can be downloaded from my Github, at https://github.com/ABZB/Pokemon-Rom-Balancer/releases/tag/1.0
  16. BST is Base Stat Total - it's the sum of the base stats. It was pretty straightforward - I used the standard tools to decompress the ROM, took the specific hex file with that data in it as input, and pointed it at the appropriate offset. Under the current forum rules, I can't post a link to the modified file, which would be a lot more efficient, unless you're using flashcart or an emulator... The patch generator of pk3ds - I need to find a tutorial, I can't seem to figure out how to work it... I think I'm just going to compile my python script and upload it and a readme.
  17. I wrote a Python script that does the following (I have it working for HGSS and USUM at the moment): Pokemon that can evolve twice more have their BST scaled to 300 Pokemon that can evolve once more have their BST scaled to 400 Fully Evolved and non-Legendary Pokemon that do not evolve have their BST scaled to 600 Shedinja is instead scaled to 400, holding its HP at 1. Slakoth and Slaking have their ability changed to Comatose in Gen VII, and Unaware in Gen IV Regigigas is scaled down to 600 and Slow Start is replaced by Sheer Force Scyther and Porygon2 are scaled to 600 Wishiwashi's base Forme is left alone, and the School Forme is scaled to 700 (the previous BST of 625 doesn't much impress otherwise) Legendary Pokemon and Ultra Beasts with BST less than 600 are scale to 600. Mega Evolutions, except for Mewtwo's and Rayquaza's, are scaled to have a BST of 700 (holding the HP base stat to be the same as the scaled HP of the base form). I'm almost halfway through a test playthrough of HG using this, and it's a blast - every fully evolved Pokemon is both viable and a real threat - even overleveled by a few levels, many battles are relatively challenging. Also, because Rattata, Sentret, and Hoothoot get scaled up to 400, they're actually kind of threatening when I first started out! the edits can be seen here: https://www.dropbox.com/s/q8je9um5dsec32x/info for 600 balancer.xlsx?dl=0 Please let me know of any suggestions or errors. If there's interest, I'll post patches.
  18. Is this with regard to Pokemon in your party or boxes? The 'current Ability' of a Pokemon is part of each individual Pokemon's unique data - changing the ROM ability just tells the game to assign that ability to newly generated Pokemon of that species. In order to change the Ability of a Party or Boxed Pokemon, you need to either use Pokehex (and use the hack-enabled setting), or, if the Pokemon has two different possible abilities (and the changed ability is not the Hidden Ability), you can use two Ability Capsules in succession (IIRC the game will crash if the ROM Ability 1 is the same as Ability 2, and you use an Ability Capsule on a Pokemon whose Ability is not that ability (and its Ability is not the Hidden Ability).
  19. I had a similar experience. Try standing in the middle of the platform, waiting several seconds, mash A, then wait several seconds. Then move slightly and repeat. For some reason, the first time you enter the chamber it seems to be oddly sensitive about you standing in just the right place, and for some amount of time. After that, I just had to hit A once anywhere on the platform. If you see a green swirl rising around your character, you're almost there.
  20. Any pointers on the easiest way to run the patcher/editor when one only has access to a windows PC?
  21. Yeah... that was the first place I looked... EDIT: I found it!! https://hackromtools.altervista.org/dpp-attack-editor/ It has a number of poorly translated or unlabeled attack effects, and does not allow for editing of physical/special/status, but it does help a great deal.
  22. Several years ago, I remember using a dedicated program for editing moves in HG/SS. I do not recall if it was a program specific for them, or if it was also for DPPt. Unfortunately, it seems PPRE does not edit HGSS moves properly (the dropdown gets gets stuck if I try to select a move past the first few), and I have long ago lost that program over the course of the computer moves in between. Does anyone know what I'm talking about, or even better, hav a link?
  23. There is a second set of flags somewhere that controls a lot of stuff starting in Gen V. What and where is not yet known.
  24. I suspect that wherever this is is where the rest of the move flags whose locations are unknown are.
  25. After midterms, I'm going to keep trying to find where the extra data is. For Flash, based on my experimentation: Status moves fail to function properly when you change them to be Special or Physical moves. Moves whose targets are {any combination of opponent pokemon or single-target, special targets (field, etc.), self, allies} tend to fail when that targeting is changed. The failure mode varies depending on what was switched to what. So for Flash - you could change it to have any effect, as long as you stick to effects that existed before gen VI, do not involve a charge or recharge turn, and work as Status move effects. For example, you could alter it to confuse or flinch instead of or in addition to the stat change.
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