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Kaphotics

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Everything posted by Kaphotics

  1. there are no AR codes because the entralink is encrypted; PokeGen doesn't support editing of them anyways. You have to use PokeBox and your save file. BTW, it's best to get the codes from walmart as they're essentially paid content.
  2. http://www.smogon.com/forums/threads/sim2pkm.3476470/ already done by Antar. The given link has the GitHub link if you're thinking of making your own.
  3. Hardware limitation ~ The AR can't take codes that are 30 pkm's long. Make codes for a few at a time or use a save ripper.
  4. The tileset might just be c/p and only the forward facing image is used; so just replacing that one should be enough. (in my pics I just garbaged a palette and copied 7 onto 5.. it's not that hard!)
  5. a/0/3/0 palette 4 & 6 (boy & girl) --> tiles 5 & 7 (boy & girl)
  6. I don't think I've ever used the R button besides switching boxes quickly... and even then you can just hover over the box name and press right. If you need the R for AR codes, just change the activators before hand to use start instead of R.
  7. If the links are down, the script is still included within tags.I deleted them from my dropbox because I really shouldn't have to host the small scripts/useless images.
  8. my sides please reread the first post; don't reply unless you have a false positive to report
  9. item IDs http://bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_V)
  10. prc just loads data from a static offset. if you alter anything sizewize (changing narcs/overlays) you'll break the reading since it will read from the wrong position.
  11. you can have 0030's any number so long as it's 16 bit. you can have 2 'wait's consecutively too. it's just a way to tune events to feel smoother
  12. always shiny PID method is not just a random PID use the original PID
  13. the parameter for 'wait' is essentially like in-game frames. the larger the number, the longer the wait you need to make sure that the script finishes properly. if something isn't done right than the game error handles -> premature quit or bad termination.
  14. Those A^ ones are text variables set by ingame scripts. depending on the context, it can be a species name or your trainer name (or something else dynamic) -- it's all in the context
  15. http://projectpokemon.org/forums/showthread.php?29651-BW-B2W2-General-FAQ&p=165199&viewfull=1#post165199
  16. (0x1D~language in the wondercard struct is set to 0x2-english rather than 0x0-inherit) The past VGC13 wondercards had the same 0x1D being set to 0x2-english so that the language was the same as the original OT. It probably just had different distribution text for whatever language you received it on, but the pgf was the same.
  17. There are quite a few users with ties to the competitive battling community, so people are bound to know who Ray is. I'm pretty sure that POKEMONMASTER260's story isn't true. Most likely misled for the lulz.
  18. https://www.pokecheck.org/?p=detail&uid=4239059 Found trash bytes from evo chain Roggenrola, Gigalithe. >>Gigalithe. Gigalith (no 'e')
  19. - Read the threads that the tools have been referenced in. Search the forums. - Watch youtube videos and do exactly what they do - replicate everything on your own. - Antipiracy prevents XP gain in B/W. Need to patch the ROM or have an AR code active.
  20. original image? need to remember to have it @ 15 colors + transparent, and replace the target palette
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