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Kaphotics

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Everything posted by Kaphotics

  1. for starters, it won't work to give you your initial seed because the original code checked the mersenne twister table's first value (which in BW1 was the top half of the initial seed, which seeds the mersenne). In B2W2 it's advanced so you can't use that method. just RNG like everyone else, without codes; or use an emulator.
  2. All 3 are tied to the PID; if you don't change that you can't change the traits you desire. (it can, indirectly)
  3. There is no code (and no need for one; AR screws standard seed parameters).
  4. just make an AR code to give you a pkm with another strain.
  5. Try to keep the same image dimensions. Btw, the raw tileset is not the arranged picture.
  6. sdsme http://www.pokecommunity.com/showthread.php?t=288625
  7. http://projectpokemon.org/forums/showthread.php?26326-Pok%E9mon-Blaze-Black-2-amp-Pok%E9mon-Volt-White-2&p=161698&highlight=chasm#post161698 always use the [search thread] tool before asking
  8. have to use the special script command which gives Super Rod via scripting. afaik there's certain flags that have to be enabled before you're allowed to fish. I do not know what the command is off-hand; just look at the scripts in game when you normally get the Super Rod, then use that command in your own custom script.
  9. http://projectpokemon.org/forums/showthread.php?6524-Pok%E9mon-Mystery-Gift-Editor-(v1.4.3)-(now-with-B-W-support!) http://dl.dropbox.com/u/87538979/PikaEdit.exe take your pick
  10. lies, you probably didn't edit properly. the sprites are misleading too (there's 'starter' sprites) but the textvars should be set properly.
  11. The code you posted puts it in Box1, Slot1, for B2W2. You have to set your Target Game to BW1 in Options; the dropdowns for the code generator do not 'work' to toggle between the two duos. anyway, here's your 'fixed' code (target game = bw1 & actual box5 slot5) 94000130 FFFB0000 B2000024 00000000 E0004EDC 00000088 5D36CC84 8CDA0000 94087585 70D280DA CCFF96E4 C0A304F1 1C08575F 44B7666A 49B37BF8 CC19A76B 574798CF AA01CF43 E4811177 C3998988 A1E830D1 A61ECB16 3CCB8F5A D59DA9A0 33E19545 F6D3550D 88C1EA5D 5C4C94AA 30856EAC 9DC10D4A 104E3D15 9F5523F2 B64758F6 4DA4665C 34B3E183 81DE7AB5 7DFEF2FC F01818BA 39DD8C7F 704A6003 D2000000 00000000
  12. They only rely on their first-party detection tools; it'll only be basic legality (battle, no PIDs). They'll never 'exceed' Pokecheck because Pokecheck is able to check absolutely everything imaginable, including RNG related stuff which GF ignores.
  13. So long as the 10ANNI is what appears in game, there's no problem. If you received them yourself and nothing was tampered with, you know they're legal. the 10ANNi is what is the problem; if you re-opened the PKMs in PokeGen and re-saved them it could be the issue (bug, currently being solved). You can always try other save editors like PKMDS to extract resave PKMs.
  14. givepkm, species, level all you have to do is change the species; convert their dex number to hex and you just replace them. case 0x10C: com.Name = "GivePokèmon"; com.parameters.Add(reader.ReadUInt16()); //Id Pokèmon com.parameters.Add(reader.ReadUInt16()); com.parameters.Add(reader.ReadUInt16()); //Item com.parameters.Add(reader.ReadUInt16()); //Level break; just search the script file that's used in aspertia and it's quite obvious which one it is. narc : a/0/5/6, file : 854, script : 7
  15. if you have no wires, your only option is to do .pkm transfer. pgf's are 'incomplete' data and don't contain stuff like PID; the games have to finish generating.
  16. Oh right, I forgot; for forme encounters you have to use the special 0x297 command which the Haxorus uses. One of the parameters for it is 'forme', or it might be for gender restrictions (idk) 97 02 87 02 32 00 01 00 0B 02 97 02 - special wild encounter 87 02 - species:keldeo 32 00 - level 50 01 00 - forme 1 (not 0) for resolute 0B 02 - shiny and no 'wild' appear; the 02 is for the grass pad (can put to 0)
  17. The little small squares have to be edited, the game uses either eyesopen or eyesclosed, not neither/either
  18. No, it does modify the medal box. Although it is encrypted when the game is saved, during play it is not. There was an old code which gave you all the medals on the same date, but I didn't like that one. 94000130 FFFB0000 B2000024 00000000 D5000000 000CE50C C0000000 000000FE D6000000 00025C20 D2000000 00000000 It sets the 32 byte medal field to 000CE50C, which is 28 Oct 2012 in the datetime format the games use. I'd not have a code that sets the date to the same 'probably hacked' date, so I made it a little more flexible.
  19. 94000130 FFFB0000 - 9 'if' ~ 4000130 is FFFB. activator button = pressed B2000024 00000000 - B instruction means load value at 0x2000024 as a pointer C0000000 000000F6 - C instruction is a repeat type instruction, 0xF6 times (0xFF total, see post bottom) 00025C3C 00030000 - 0 instruction means write 32bytes at pointer+0x0025C3C, with a writevalue of 0x00030000 DC000000 00000004 - DC instruction says to increase our pointer value by 4 D1000000 00000000 - D1 instruction says to end the repeat loop D2000000 00000000 - D2 instruction... end instruction/code. humanly readable: if button=select then offset=read32(0x02000024) for i=1,0xF6 do write32(offset+0x25C3C,0x00030000) offset=offset+4 end end 0x00030000 just happens to be the value that tells the game to "give player this medal". I skip the easy medals you get at the start to save the user time; total of 246 or so medals have to be picked up. If any of the u32's = 0x00030000, the medal guy appears to give you 'em. It just makes it so you get awarded them naturally (skipping the step of satisfying the criteria, which then flags it to award).
  20. >The edit saved, i checked the file after saving the rom, and the static image is edited just fine, its just the animated one. Not sure what you mean by that. If both edits stuck, then you should have no problem. You can always export the original palette and search it's hex to see if any other file is overriding. If you replaced the right files, you shouldn't have any issue. Check to see if the edits stayed with tinke.
  21. If it's not showing up ingame, your edits either weren't saved or they weren't done on the right files. Backsprites are completely different files than Frontsprites.
  22. put a reshiram in the daycare, then take it out.
  23. Oh, sorry about that. The game loads the Rival name from 0x0223B444 in White2 (EN). I made an AR code to replace the string but this location essentially stores the currently entered string. script command 028F brings up this "Your rival's name?" but I have no idea where it's getting Hugh from. Unfortunately I can't help any further edit: if that's really the solution BlackShark... that's so simple
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