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Posts posted by Kaphotics
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sprites consist of multiple things:
palette (colors), tiles (raw picture), tilemaps (arranged tiles), and animations (tile movement instructions).
Missingno has no animation, purely because its animation tells it to do "not animate the sprite". So use that animation file that missingno uses to tell your sprites to not animate.
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use animations from missingno
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it's sprite 0.
just edit the sprites (here's a list of what narcs contain what)
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just dont use an AR when RNGing; try captures first so you can calibrate and get the hang of it first. It definitely will mess up the process
https://www.dropbox.com/s/tbld5h0yh7k0zr2/Titan%27s%20Guide%20to%205th%20Gen%20RNG%20Abuse.pdf
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don't even have an action replay in, lol
there's tutorials online, like everywhere. try titan's guide
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Hmm, is anyone attending? I remember we didn't get the Meowth from Italy.
pretty sure someone will go, there's more than enough users in the UK that can contribute
the italians are known for being quite leechy
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no idea what "instructions" you are referring to; to insert PGFs you have to open the save file for the game you want to insert for.
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it's quite obvious, use tinke to insert a sprite then copy the animation files from missingno
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http://thehackingtools.webs.com/advancemap.htm
"how to hack fire red" @ google -> so many tutorials...
this forum doesn't cater to gen 3 hacking (we like to do stuff with current-gen games)
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lol you have to insert it into your save file, not your flash cart. The game only reads what's in your save file.
PokeGen can open your save file and insert a wonder card (iirc PMGE does too)
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How do I decompress the arm9.bin file?
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Pokemon ROM Changer can edit the base stats and what it evolves into.
If it loads garbage, take out:
/a/0/1/6 - personal.narc (pokemon editing)
/a/0/1/9 - evolutions
and insert them into an untouched ROM. Then you can edit with PRC. Once you are done, extract and put into your edited one.
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by editing the overworld file on that particular map?
there's a few tutorials out there on "how to add an NPC", it's the same process to edit one.
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"they" just put static sprites in and used a blank animation file (from missingno's sprite)
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PokeGen doesn't make pkms for gen 3; just edit your save file with enciclopedia pokemon / pokebox gba
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not a logo really but you get the point
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Check Pokémon against Nintendo hack checks:
Pokécheck ID of Pokémon to test: 5375657
Result: Pokémon passed Nintendo checks.
dunno what you're looking at
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Since when is Orange equivalent to Red?
No issue here.
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you can always start with a vanilla ROM in a-map and check which offsets change.
then just find that data in your 649 patched ROM and edit it in a hex editor
then again you can always decompile amap and change the read offset (probably just a static pointer like PRC)
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PIDs and Trash bytes do not matter when you are battling with friends.
https://www.pokecheck.org/?p=toolbox
Check Pokémon against Nintendo hack checks:
Pokécheck ID of Pokémon to test: 5363032
Result: Pokémon passed Nintendo checks.
uploader mgrant09
Your upload is fine to use locally/online against friends; pursuing it any further to trick other players is against PP's and Pokecheck's rules.
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trash bytes don't matter for playing against friends; your initial links pass nintendo's checks
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those problems won't matter for battling with friends; if you use the 'tools' and check it against nintendo's checks it'll pass
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PID Frame Check for Emerald
local pid=0xPUT THE ENTIRE HEX PID HERE local mf,sf,pr=math.floor,string.format,print local ts,f,d,cp=0,0,0,0 function rand(s) return (0x4e6d*(s%65536)+((0x41C6*(s%65536)+0x4e6d*mf(s/65536))%65536)*65536+0x6073)%(4294967296) end function main() while cp ~= pid do ts=rand(ts)+0 cp=mf(rand(ts)/65536)*0x10000+mf(ts/65536) f=f+1 end if d==0 then pr("PID: "..sf("%5XXXX", mf(pid/4096))) pr("RNG Frame: "..sf("%d", f)) pr("Seconds: "..sf("%.2f", f/60)) if f<10000 then pr("Seems like a soft reset!") end d=1 end end gui.register(main)
checks the earliest frame that a PID can occur for emerald... just a small script to easily see if an upload is a plausible soft reset
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Pokemon BW2 How Do You Remove Trainer In-Battle Animations and Import Flying sprites.
in ROM - NDS Discussion & Help
Posted
the animations are the files next to the palette/tile sprite.
see here for more detail
here's info for b2w2 flying sprites