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ABZB

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Everything posted by ABZB

  1. How do I apply the stuff under "ExeFS editing tools", then? Is it supposed to be automatically included by romFSbuilder? I edited some TMs for X, but the changes didn't show up after I built the romFS and loaded the game...
  2. I'd like to know what the bitflags are. On another subject, is it possible to reassign HM effects? Like make Petal Blizzard replace (or have the same effect as) Cut, for example?
  3. Is there a database with what the flag 1, flag 2, and effect values from the move editor correspond to?
  4. The intent of this is to make a number of Pokemon more viable for use for the entire game, intended for the Neo XY & RR/SS mods. The only changes are to stats & abilities, so the Pokemon can easily be loaded as regular legal mons (all else being equal) simply by loading the game without Hans (using an Ability capsule). The distribution will be the files for stats & moves. The RR/SS patch will begin with the RR/SS hold item changes. The current set of changes are as follows: [b]Move Changes:[/b] [list=1] [*]name: Mystical Fire; Power: 80; PP: 10; other changes: Heal 50% damage dealt (fire destroys & creates (Phoenix force FTW)) [*]name: Noble Roar; 80: 90; PP: 10; other changes: Physical Sound Move. 10% chance of increasing each SA, Att, Speed (separately). 27.1% of at least one [*]name: Tri Attack; 90: 27; : 3; other changes: 8% per hit. 22.1312% 'total'. [/list] [b]Pokemon Changes:[/b] [list=1] [*]name: Arbok; Ability2: Strong Jaw; Type2: Dark; Att: 105; Def: 79; SA: 95; Spd: 115; BST: 533; Or. BST: 438 [*]name: Delphox; Ability1: Magician; Ability2: Trace; Def: 80; Spd: 120; BST: 558; Or. BST: 534 [*]name: Electivire; Ability2: Sheer Force; Type2: Fighting; Def: 75; BST: 552; Or. BST: 540 [*]name: Florges; Type2: Grass [*]name: Magmortar; Ability1: Flash Fire; Ability2: Trace; Type2: Psychic; Att: 72; Def: 95; Spd: 90; BST: 552; Or. BST: 540 [*]name: Mega-Camerupt; Ability1: Desolate Land; Ability2: Desolate Land [*]name: Meganium; Ability1: Pixilate; Ability2: Pixilate; Type2: Fairy [*]name: Mega-Steelix; Ability1: Magic Bounce; Ability2: Magic Bounce; Def: 200; SA: 95; Spd: 20; BST: 610; Or. BST: 610 [*]name: Mega-Tyranitar; Ability1: Solid Rock; Ability2: Sheer Force [*]name: Porygon Z; Type2: Ghost; HP: 105; Att: 60; Def: 100; SA: 125; SD: 105; Spd: 80; BST: 575; Or. BST: 535 [*]name: Pyroar; Ability1: Fur Coat; Ability2: Serene Grace; Att: 109; SD: 72; BST: 554; Or. BST: 507 [*]name: Tyranitar; Ability2: Solid Rock [*]name: Weezing; Type2: Fire; SA: 115; SD: 80; BST: 530; Or. BST: 490; Notes: Poison/Dark also makes sense, but… [/list] If you have any suggestions for any changes, please post. EDIT: You can view the spreadsheet here: https://docs.google.com/spreadsheets/d/1CK-FvFG0qj5oF4hn7kEpvb3y3mOWDS3XCRyGwmbUeGE/edit?usp=sharing It seems this forum doesn't support the Google spreadsheet [gs] embedding...
  5. um, I've been making a patch for myself on this, just tweaking a bunch of some pokemon, mainly following Smogon theorymon stuff - I'm only modifying some basestats & a handful typings & abilities, without touching movesets (so you can load w/o hans, and at worst use ability capsules to flip to legal abilities, and then transfer out your completely legal pokemon). I therefore am not touching Hidden abilities (as those would not be changeable to normal using Ability capsules) - once I'm done with it for me, would anyone else be interested in it? I'd make a generic thread for it, I guess.
  6. I don't understand the problem - the very first item on her list is the amulet coin - it has the very same money-doubling effect.
  7. found it in his documentation: Trainer battles: 0/3/8, 0/4/0 Wild encounters: 0/1/2 Plot: 0/8/2 (Game text: 0/7/4) Updated stats and Typings: 2/1/8 Updated Mega ball evos: 2/1/6 Updated level up moves: 2/1/4 Updated items: 2/2/0 Updated evolutions: 2/1/5 basically, just do the same thing with Pokemon NeoXY1.33\Installation hub\data\Full\romfs that you did for RRSS, and just delete those folders with unwanted changes for your build before you copy it over.
  8. for Neo X/Y you could apply the patch, except for pokemon location & pokemon level-up moves files (you can look up which files are which)...
  9. If you google that email (jason.allen@noa.nintendo.com), it seems that that is a non-actual claim - other mediafire claims from that alleged source were successfully counter-claimed, on the basis that that person was last employed by nintendo in '08... (see said googling for full info there)
  10. I noticed that you also improved the Pickup table - but I didn't see it in your list of edits? I'm curious if it's worth it to hold onto a Linoone in my party for it...
  11. Is it possible to (relatively simply) restore an AS save file to an OR cartridge, presumably after changing some hex values? Or do they store everything scrambled (with respect to each-other)?
  12. Still haven't found a solution... is the Rutile Ruby - Distribution/exe file supposed to be used for any [optional] purpose? is there some other way to run the patch that I could try? I MIGHT HAVE FOUND IT: After applying the Rutile Ruby patch, I snooped around it using pk3ds - the title screen it applied is for Star Sapphire!! Could you check that the latest RRuby patch uploaded is the correct one (not the SSapphire one)? I will dump my sapphire and see if it works with its 1.3 patch, and report back (in about 2 hours, based on how long all that will take..) EDIT: Eureka! Halleluyah! Following the exact same steps, Star Sapphire works, while Rutile Ruby does not. Whatever the problem is, it seems to lie with the 1.3 Rutile Ruby Patch, as noted above in this post.
  13. Running through all the steps from the top - noticed that when I use "ctrtool -p --exefs=exefs.bin --romfs=romfs.bin 000400000011c400.cxi" via command line to get fsrom.bin, the last lines it returns in that window are: Saving ExeFS... Saving RomFS... Error, exheader hash mismatch. Wrong key? could that be causing any issue down the line? I looked around using pk3ds, and all the stuff seems to be there, (including the patched stuff, after I paste it in)...
  14. If it might help anyone, I saw a thread on GBAtemp, someone claimed that their problem with this was fixed by using a non-SanDisk memory card (mine's a samsung SDHC Class 4, 4 GB, so it's not my problem).
  15. hmmm - so when I launch through the included Rutile Ruby icon by various hans settings: Code on/romfs both on : freeze with colored snow on left of screen code off/romfs on: freeze with colored snow on left of screen code on/romfs off: Loads, but without patch applied. Also - is there anything I should have installed that I would not have from smealum's homebrew starter zip? Am I supposed to have done something with the 'exe' folder in the download?
  16. the internet is full of people who had this problem, then say "ah - fixed it" without ever stating the (probably obvious) thing that they fixed... as always, there exists a relevant xkcd: https://xkcd.com/979/
  17. I tried both ways, without trimming most recently When I set "Romfs -> SAD" to YES, i get this line on the bottom: Romfs path (INVALID) : sd:/hans/00021100.romfs no matter I name the .code and .romfs files (I have tried both "rruby" & "0011C400") if I name them to "00021100", I get: Romfs path : sd:/hans/00021100.romfs & when I try to load the game, I get a blank screen, without that colored snow on the side, though (waited several minutes, nothing happened).
  18. I'm getting an "invalid path" for the romfs when i use the 'rruby.romfs' name. when i use the gamecode version, hans doesnt give any errors, but I still get stuck on the black screen with the confetti on the side... - I've run through the entire procedure thrice, and tried the above suggestions... Is there anything I might still be missing??
  19. I keep getting emails saying that IP address 188.143.234.14 has tried five times unsuccessfully to log in to my account. Should I be concerned? Is it possible for an administrator to check if there is an account with a similar name to mine that was registered from that address? (maybe this is due to an typo or a misremembered username?)
  20. Does anyone know what the Memory addresses and offsets per pokemon for the battle box and the normal pc box are? I need that info for an AR code I wish to make. I would also appreciate advice on how to find that data on my own, I am having no luck with desmume. Thanks.
  21. I don't know if this has been mentioned, but in the ROM, Kyurem has a hex value for the form change indicator that is the same as meloeta's, but it does not have the data pointing at an additonal form (i.e. # of forms is the normal amount, and the alternate form identifier is zero). Reshiram and zekrom have normal values for all of the form-change data. I therefor suspect that kyurem will have a move that changes its form in gray. I suspect that freeze shock and frost burn will turn it into forms resembling zekrom and reshiram respectively. The question is why the value was put in at all in Black/White. Probably it is either needed for wireless battling with kyurem between BW and Grey to work, or they originally were going to implement it in BW, but decided against it. Question: In DPPt data, was there a similar thing with giratina's new form?
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