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Kaphotics

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Everything posted by Kaphotics

  1. Fixed in latest commit. Thanks for bringing this to my attention
  2. Fixed Map dumping in the latest commit, recompile from source until the next release is posted. This weekend I'll have time to implement more suggestions to clear out the backlog
  3. 11-19-15: - Fixed: RSTE Type'd Randomization bugfix - Fixed: Mega Evo Editor not loading Item criteria correctly. - Fixed: TOOLS: Memory overuse on unpacking large files. - Fixed: TOOLS: Added prompt before leaving the form while (un)packing. - Added: More improvements to overworld/map visualization. - Added: Overworld editing now saves. - Added: RAW (Hex) editing of overworlds. - Added: Map PNG export on double click. - Added: Command line launch instructions (path, language)
  4. It is the info of the console on which it was received.
  5. Done! Implemented in latest commit. I elected not to show "Set" as one of the right click options as it would be misleading (ie, it wouldn't overwrite that database/result slot). Setting to the database view will check to see if the file already exists before adding. Added sounds to deleting Count at the top will now update for add/delete
  6. Nice idea Implemented in the latest commit. Comes with some detection to see if the data is still there (if removing from the save file).
  7. Kaphotics

    Feature Request

    Implemented in the latest commit. Thanks for reminding me of this limitation D&D now utilizes the base temp folder for the current user instead of the application's path.
  8. You can manually restore individual files. CROs are stored in the DLL_# folder (separated by game, 147 for OR/AS).
  9. Wild Randomizer does not modify Formes; they will not be perma-megas. Trainer Randomizer only gives megas for the special trainers if you have Ensure Story MEvo enabled. It doesn't give it to every trainer; that'd water down the 'specialness' of mega evolutions.
  10. Heh, fixed! https://github.com/kwsch/PKHeX/commit/f867697caa5cf3db9941cff4fa8913364523587d
  11. Fixed empty slots being dumpable in latest commit. Added data source filtering and more bad pk6 filtering logic for the Database searcher; access via the Tools dropdown. Thanks
  12. For the starters, initial versions of pk3DS edited a section of the CRO which is not verified. However, this was an incomplete edit as it only changed the models displayed at the starter selection screen. Starter editing is still not possible. Only way is to swap models and text to fake that they've been edited.
  13. pk3DS doesn't do music alteration, please test without those changes.
  14. ?? There's no way to have dynamic species based on your level or team Base Stat Total. You can still randomize with BST checked, which will replace the opponent's Pokémon with a similar BST.
  15. Type theme trainers use all types; pk3DS hangs because no Pokemon in Gen1 are Dark type. Fixed in latest commit; works even if Pokémon's types are altered/randomized with the Personal editor.
  16. They aren't stored with palettes (hence why the size of the GARC is over half the size of the ROM). Sure someone can make a color shifter to apply to only the regular textures, but that'd best be handled by a separate program. Just extract the GARC and then run. Not something I'm interested in making...
  17. Thanks, fixed in latest commit ===== I've updated the first post with the latest compiled version. Be sure to check out the map viewer, which now shows where overworlds are on the map. Put the scale to 8 and re-draw; image will not update when changing the map in OWSE unless Auto-Draw is checked.
  18. Most trainers don't have movesets specified, which causes them to refer to their levelup table. If you modify the level up moves (ie, randomize), the trainer pokemon will take from that newly randomized learnset because their original one is overwritten.
  19. you asked on GBATemp; link for others who would also want to know: http://gbatemp.net/threads/pokemon-oras-models-files.402454/#post-5799320
  20. As Acry mentioned, you can just restore the original files. Level boost alters the levels permanently, it's not just turning on a flag that can be turned off. Ie, level 20 -> level 20 + 50% -> level 30 level 30 is now saved instead of level 20 If you wanted to undo this, simply set the level boost to -66 percent (which is ~100/150) to scale them back down to pretty much the original level. The level boost can be used as a level decreaser too
  21. Does so by default, having any of the EXP/BST/Type enhancements selected will no longer ensure every species is used. Does so by default, having the BST enhancement will no longer ensure every species is used. I agree. Changed in the latest commit (compile if you want it now, else wait for the next posted version). ==== Not really my intent with the program; all of the randomization depends on the UI objects instead of operating off of a class. Sure one can set them to be .Visible = false; It'd be a lot of work for a little gain... it's not really that hard to not look at what was randomized Previously people have asked about seed-randomization. While it is possible to do, it's not really necessary. People can just share game files instead -- NDS/3DS have this advantage over a single-file GBA ROM.
  22. For now just hold control when exiting the forms to yield the 'abort' option; keep holding it until they stop popping up. I've noticed the same issue, I'll investigate Edit: Uploaded new version, only sets back encdata as it'd be the only thing that gets edited. There still is no 'saving' done, just repacking the files that were read from. Comes with coordinate displays for NPC/Warps.
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