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Posts posted by Kaphotics
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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)
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The little small squares have to be edited, the game uses either eyesopen or eyesclosed, not neither/either
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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.
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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).
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>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.
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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.
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... illegal.
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put a reshiram in the daycare, then take it out.
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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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Be sure your copy is actually 'legit' and not a well made knock off.
Your post is pretty vague on what you're doing; if you're using 100% retail migration you should not have any problems. It's probably a knock off GBA cart.
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There was an earlier thread about this:
http://projectpokemon.org/forums/showthread.php?24917-Editing-trainer-info-B2-W2
with that info, someone made a text->AR code generator
http://www.pokedit.com/tools/black2-white2-trainer-action-replay-codes-gen.php
as much as I dislike that site, this tool does what you need.
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sprite editor: tinke
map editor: sdsme
trainer editor: sdsme
script editor: sdsme
wild pkm editor: sdsme
starter editor: see scripting & sprites
http://projectpokemon.org/forums/showthread.php?26374-SDSME-Spiky-s-DS-Map-Editor/
https://code.google.com/p/tinke/
if you want a hack to be made, you can't simply expect others to do it for you... you should be fluent in all types of hacking before starting
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ARs cannot handle lengthy codes, hence why PokeGen does not output that many.
DeSmuME can handle long codes, but it's better to edit your save (state) files instead.
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If you want 'legit' pokemon, you need to catch them in game without cheating.
Pokemon legality forum.
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Totally wrong forum; might as well make this reply useful.
iirc, ncounter stuff isn't needed to be valid for battling against friends. If it's able to be uploaded to the GTS (ie, passes the pokemon validation) then it won't break battle videos. Creating 'flawless hacks' is against our site's policy.
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edit: incorrect
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Use the -0x20*game on top of whatever shift you did for white.
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It's just met=pal park, and FE flag.
You can't make gen 3 pkms with PokeGen.
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-- General Parameters for current game and setup (english) local rng=0x02216244-0x20*game -- PRNG Seed Location local mtrng=0x02215374-0x20*game -- Mersenne Twister Table Top local pos_m=0x0224F92C-0x20*game -- Map Position -> XYZ
Compare the memory locations between EN White and the game you want to translate to, and just change the offsets in the script. If you just poke around with 2 emulators open it'd be easy to see what offset is where.
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If they were parked by an emulator, they aren't supported.
Please report any pokémon either incorrectly reported as hacked or new ideas to detect currently undetected hacks.
Always include a link to the incriminated pokémon if you can. You don't have to make it public.
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save your game,
get your save file,
load save file with clean game
do the event on a clean game,
save game & export
use save file with your randomized game.
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Is anyone else psyched for online storage? I totally wanted this years ago.
Totally possible with Pokecheck, an entire generation before X/Y
The rumor'd $5 annual fee is a pretty penny, considering each user would have at most 1 MB of data to 'backup'
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Hm. I can not edit 64kb files. Only 128kb.
"This file size is invalid"
The save file size is invalid; you need to have a 128 KB save file for the game to recognize it (afaik).
Just change your emulator settings or just google how to get a 64KB save to 128KB.
Puting .PGF files onto a real DS
in PKM
Posted
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.