Jump to content

ABZB

Member
  • Posts

    139
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by ABZB

  1. 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

    • Like 2
  2. 42 minutes ago, Delta Blast Burn said:

    Sorry meant a027.

     

     

     

    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

  3. On 1/18/2019 at 5:59 PM, Delta Blast Burn said:

    One of the sub files in a002 should contain all the trainer names if you open it with pptxt

    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!

  4. On 1/6/2019 at 1:23 PM, ABZB said:

    Has anyone figured out how Necrozma's Ultra Burst and Rayquaza's Mega Evolution are encoded?

    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.

  5. 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.

  6. I wrote a Python script that does the following (I have it working for HGSS and USUM at the moment):
     

    1. Pokemon that can evolve twice more have their BST scaled to 300
    2. Pokemon that can evolve once more have their BST scaled to 400
    3. Fully Evolved and non-Legendary Pokemon that do not evolve have their BST scaled to 600
      1. Shedinja is instead scaled to 400, holding its HP at 1.
      2. Slakoth and Slaking have their ability changed to Comatose in Gen VII, and Unaware in Gen IV
      3. Regigigas is scaled down to 600 and Slow Start is replaced by Sheer Force
      4. Scyther and Porygon2 are scaled to 600
      5. 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)
    4. Legendary Pokemon and Ultra Beasts with BST less than 600 are scale to 600.
    5. 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.

    • Ditto 1
  7. 8 hours ago, Andarkvolt said:

    Is anyone else having issues editing a Pokemon's abilities in USUM? Not matter what I change it to in the editor, it just doesn't change in the game.

    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).

    • Like 1
  8. 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.

  9. 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?

  10. 1 hour ago, PokeMaster99999 said:

    So I'm guessing there's no way to change the properties of Revelation Dance so as to make it identical to Hidden Power?

    For example, I set Revelation Dance's "Effect" field to 135 and "Flags 1" to 120, which are the same as Hidden Power's. I try it in game, and...Revelation Dance still has its original effect.

    I then try to edit the raw hex (the a/0/1/1 file), but...yeah, I can't find Hidden Power, let alone its unique flags and data. 

    There goes my dream of a physical Hidden Power clone...

    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.

  11. On 10/21/2017 at 7:03 PM, darkmage1991 said:

    ok thanks. so it looks like this change isnt possible then. was just hoping to make flash usefull since you need to have it on atleast 1 pokemon

    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.

  12. Oooh that might be exactly what we're looking for.

    The program I was going to scribble was to look for data looking exactly like that...

     

    Plan to test after work.

    EDIT: Had some time: Looking through the ExrearedExeFS\code.bin, found that string at 49E87 through 49E8BB. replaced every value with Bulbasaur (01 00). Will test later.

  13. After some thought:

    If the "FE FF FB" is how the banlist is implemented, either
    a) there must be somewhere a list of index numbers that matches up somehow to those "FE FF FB"

    or

     

    b) There is a series of fixed length blocks, with "FE FF FB" indicating a ban and some other values in that offset (per block) indicating permitted.

     

    First, I'm going to do the math and see if the offsets between the "FE FF FB" make sense for case b. If they do, I'll see if there is a consistent value for that offset in the other blocks and go from there (for example, I'd expect to see two consecutive instances early on (Mewtwo & Mew), with the next instance coming at (mew location - mewto location)*0x98+mew location (Lugia)). 


    If that test fails, I will then write and try the following two programs:

     

    1a) Search through every file, starting with our suspects, looking for any string that shows up in that file at n*X, where n is a positive integer and X is a 1x38 matrix whose values are the index numbers of the banned pokemon (in case the egg is not banned in the same way/location as the rest).

     

    1b) same as 1a, but convert the hex to binary and look for a string of binary digits with the desired property (in this case, looking for one of the two the binary numbers 802 bits long, either the one which is 1 for the banned indices and 0 everywhere else, or vice versa.


    2) Parse through all the files (starting with our suspects) looking first for instances of the index numbers of the banned pokemon (write them to a text file along with their offsets, see if there are any likely-looking clusters (as in case a)).

    Also, as an aside, I know that the SM shop.cro file is editable by pk3ds, and works with Luma drag&drop, so there is presumably some working method, at least as of the date that Dio Vento released his SM mod.

  14. Got it - I'm currently extracting the demo so I can see what what I'm looking for looks like.

    I posted only so that if someone knew off the top of their head, it would save me a several of minutes.

    EDIT:

    Having extracted & unpacked, my demo garcs don't match up to that list, at least for that section - a/0/9/0 is empty.

     

    Comparing file sizes, it looks like that section is off - the two sequential DUMMYs there marked 4 & 5 I have as 5 & 6, the file that contains the models is 4 instead of 3 (based on filesize)...

     

    which implies that a/0/9/1 might be what I am looking for.

    EDIT2:

    a/0/8/8 is marked as DUMMY on the list, but my extract of the demo has it being 2440 KB. 

    If that was in error, the creator of that list might have skipped over a/0/8/8 (i.e. marking a/0/8/8 with the properties of a/0/8/9), and thus been one off for [some of] the following files.

  15. On 1/5/2017 at 10:41 PM, Kaphotics said:

    That pasted list on gbatemp came from SciresM/myself and is from the demo; it is not completely correct as the demo was a modified copy of the full game like oras... however, garcs were removed from the S/M demo, causing things to shift.

    ex/ trpoke is 106 in full game, was 103 in demo.

    We didn't bother updating the romfs list for the full games mainly due to the rush to get info & update tools; the files that we cared to look for in the full game are in pk3DS's internal documentation (separate from SM_DEMO's references).

     

     

    Would you happen to know where 

    a\0\9\0 - MoveData part 2?

     

    ended up in the full game? It's an empty file in the decompiled full game, and based on my research, there are a number of flags for effects and properties of moves that, although they are present in in a\0\1\1, changing the values in those locations does not change the end result when recompiled (for example, the flag indicating that a move is copied by the Dancer ability, or the flag that indicates that a move has a recharge turn following its use).

×
×
  • Create New...