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Alpha

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Everything posted by Alpha

  1. This is completely irrelevant to RAM research... --Closed--
  2. Cutest Pokemon must either be: [animsprite]19[/animsprite] or [animsprite]10[/animsprite]
  3. Alpha

    Help please

    You can find a lot of info on the main site about how each editing page works, here. Search then ask any further questions belong in the Save forums. --Locked--
  4. It's not valuable. They sell at $0 if you can find a place to buy them. lol, some coincidence that is.
  5. Okay, so I realized that I never actually use my Master ball when I play though games. I always am just saving it for nothing. I always am able to catch anything with some other pokeball variation.
  6. I have a Raticate that I like to walk around with. I've had him since I started my SS version.
  7. The contents are in hexadecimal. You are going to need a hex editor for editing, not a text editor.
  8. As much as I like support, I am only posting this thread because I need a researcher.
  9. Most people think that Gen IV development is near dead when it comes to map editing. I created AlphaMap back in July of last year and it is finally nearing completion (picture below). My current obstacle is with these matshps (or could be potentially something else). I just want someone to check them out and see if they can find something relevant and document it properly. Current documentation: File is divided into two parts. The number of entries are determined by the first two UInt16's. The first section begins at 0x4 and every entry is 4 bytes. The first UInt16 of the entry is the size and the next is the offset, unless the second part is 0xFFFF. The second section is the more complicating part. Each entry is determined by the previous section. What they do... is in need of documentation. Each entry corresponds to a particular object. Where to start: I'd go to a known spot. Object 0x9 is the Bell Tower. So see if you can modify that to change it and document what changes physically happen. The file is located in /root/fielddata/bm_field_matshp.dat in HGSS. (picture of AlphaMap)
  10. Press L+R when you see the screen with Continue, New Game, etc. Then when your game is loaded at the blank screen, open your Trainer Card/ Pokedex.
  11. Alpha

    hi!!

    Welcome to the community, marcocrash. I hope you can manage your way around despite the language barrier. Have fun.
  12. PPRE's newest binary gets by the no-save-due-to-script type of errors. Now, even if a script does not save, the encounters and other map objects will still save. PPRE Thread
  13. No, not at all. No emulator can connect to the internet at all. If you are interested in playing an edited ROM on Wi-Fi, get a flashcart. -Closed-
  14. Instead, try writing ROMs with different names each time like "sshack1.nds", "sshack2.nds", etc. And also, only exit the program when the ROM write is complete (that can take up to 5 min.). It is usually complete when the ROM size stays the same (around 120+ mb in Pt and HGSS). It will take a while. It is a known problem with a solution hard to execute. GBA support is not at all planned. We are trying to move forward into DS hacking. As for sprites, not any time soon.
  15. Hey chimchar1, welcome to Project Pokemon. Lucky for you, there are plenty of hackers. Unluckily, not many secretaries. What sort of hacking do you do?
  16. I probably should explain the way that PPRE saves and loads... First, PPRE looks for a tmp_ folder, with the name of the ROM specified. If it exists, it uses it; doesn't even unpack a ROM. If it doesn't exist, it unpacks the ROM with the name given. When you click write, it deletes the ROM with the name specified, and makes a new one. So, when using PPRE, you can keep your tmp_ folders, and you don't even have to save each time. I only save after I've made a significant number of changes and wish to try out my game.
  17. Fortunately, I was too lazy to add the part that kept you from rebattling. So as many battles as you want. I don't plan on touching money to start.
  18. I'm done for the day. I added all the Johto leaders so far, and perfected my battle scripts. Although, I'm not sure what would happen if you win, because I only have a Lvl 7 Rattata and everyone just pwns it. First post updated
  19. Changes made do not get erased when closing PPRE. They all stay in the tmp_ folder. You should only delete the tmp_ folder if it contains something that it shouldn't. I have yet for NDStool to fail me, so I cannot help those whom it did not work for.
  20. EVs can only go up to 3 (because of structure) and, like I said before, you need to be patient when you hit write ROM.
  21. No new updates, just some things to address. Trainer bug has been found, but not fixed. It occurs when a "long" trainer name is used, that is, "Amy and Mimi" or "Giovanni". PPRE rewrites names uncompressed on each trainer update because it allows the user to change the Trainer name. (So in theory, you can use a small name to get rid of all the ?????s). On the trainer note, you cannot edit the phrases yet; that is for a later update. In regards to losing levels on evolution. Ho-oh belongs to the "slow" experience level and Typholosion is "medium slow" so at level 45, when typlosion evolves, it keeps the same number of experience points, which is now at a lesser level. (Typhlosion needs 83335 to get to level 45, and Ho-oh needs 113906 to get to level 45 and 86151 to get to level 41) As for the updateStat functions, those are absolutely meaningless (They don't actually do anything) Pokemon names: Well, they are everywhere. Its very hard to hit all of those places. I mean, I can do it, but its really not a priority. @ TheClaw Patience. The ROM writing process takes a very long time. Just wait for a few min, then check the same folder as PPRE (ndstool.exe has to be in that folder to work as well.) A general suggestion about reading and writing errors (even though I have an error box that explains it), use short names for your ROMs, like heartgold.nds.
  22. There is one problem with your text variable bug. I completely removed all characters other than \v and \z, there no longer are any \w's. I have solved what all variables mean, but I cannot change them to HERONAME because it varies and is ridiculously hard to parse. As for Scripts, it has to translate the commands into its proper name.
  23. In regards to failing trainers, I don't quite see what is wrong. Can you please make sure that you have the most recent version of PPRE (earlier this week). If so, try a clean copy of your ROM out. And, if it does fail, then I will see what I can do. For me, it does work.
  24. I posted a while back on how to work with HGSS sprites for any versions, and so far, the list still works perfectly: http://projectpokemon.org/forums/showthread.php?6308-The-New-Proposed-HGSS-Poketex-List-Format I can't help you with the backsprites, however.
  25. Umbreon
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