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Posts posted by Kaphotics
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Changing IVS
in PKM
pokegen can permanently change IVs.
legality:
gen IV yes, captured pokemon can be hacked checked for their PIDIV
gen V no, for captured pokemon
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you can do this with your own private GTS, just release after you upload. if you want them back, just queue up the PKM for download and delete the PKM.
'collecting data' is getting the entire Pokemon but keeping it on the game. It's a flawless clone of the in game Pokemon.
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Event Ribbon shows up as "History Ribbon"; it shouldn't.
https://www.pokecheck.org/?pk=3851897
https://www.pokecheck.org/?pk=4226931
I believe the Gen 4 ribbon name is taking precedence over the Gen 5 name (they are Gen 5 PKMs)
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Will there be any more continuation of the previous tutorial? I would love to learn more commands. I think this is the 2nd week since I started hacking gen 5 roms and I'm starting to grasp the concept a lot faster now that I've reviewed this tutorial. I think the main thing I need reinforced is actually plugging scripted hex into an overworld without causing the rom to crash lol. But if I'm assuming correctly, I just look for a 2E 00 to 02 00 hex string to replace with a newly written script correct?
I've done a few tutorial videos on my channel; there's more information in the video descriptions and also in the B2W2 General ROM Info thread.
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from your process description, you're obviously not reinserting the edited overworld file into a narc (or re-building a narc from the files folder). Narcs are essentially uncompressed zip folders. You can't insert an edited file in place of the narc.
The game crashes because it can't find the overworld file. The reason you're able to enter the game is because the current overworld is kept in the save file... so when you load in the game doesn't have to open narcs.
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save pokemon from tabs is for saving pkms
save file is for saving a save file
open file is for opening a save file
you can't keep boxes of stuff without a save file, but if you're delivering from GTS you don't need to.
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it's pretty easy, just check the script # that the overworld NPC is assigned.
open the script file for the current location with NPRE and you can easily figure out how it's set up with item index numbers and a callstd for giving the item and removing the overworld.
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use pid finder with method 1 ABCD selected
try multiple PIDs you find if one isn't legal (slot mismatch)
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VGC 2013: Spring Regionals
Title: Rise to the Challenge! ID: 131 Date: 4/14/2013 Used: No Type: Pokémon ----------- PID: 0 Species: Ludicolo Nickname: Ludicolo Nature: Calm Held item: Sitrus Berry Ability: Swift Swim Origin: Game Country: Game Gender: Male Shiny: No Egg: No Location: Pokémon Event (Level: 30) Ball: Poké Ball IVs HP: Random Attack: Random Defense: Random S. Attack: Random S. Defense: Random Speed: Random Contest stats Cool: 0 Beauty: 0 Cute: 0 Smart: 0 Tough: 0 Sheen: 0 Attack 1: Scald Attack 2: Giga Drain Attack 3: Ice Beam Attack 4: Sunny Day OT: Toler\FFFF\FFFF\FFFF Gender: Male ID: 4143 0 Ribbons Event Ribbon
random IVs again :\
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it's an image, not text. there's a narc that contains the titlescreen image (easy search)
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be sure you're opening a003 not the overworld file.
open the narc in ppnfr, open the text narc and select what file to replace in the dropdown. pick the file to replace it.
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Give them the trash bytes they need. You might want to check out your other uploads (such as this one or this one) because you're consistently neglecting trash bytes.
Trash bytes don't matter at all for personal collection/FC/wireless battles, so there's no need for you to 'fix' them.
Here's more info on how trash bytes occur:
http://projectpokemon.org/forums/showthread.php?15108
For the record, I perfectly understand what you're asking and know the exact fix. Problem is, telling you exactly how to fix it is against this forum's TOS (which I linked to you in my first post).
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Do the Reveal Glass event without doing Dream Radar stuff (works permanently):
94000130 FFFB0000 B2000024 00000000 10036F14 00000000 10020AC0 00000001 D2000000 00000000
Instructions: Hold select when you enter the abundant shrine area. Walk up to the shrine and the old man will be there, the game will automatically do the event once you step up the stairs. After the event, you now have a working Reveal Glass.
Works on any language, any version.
Code info:
The line ending in 0 makes the Old Man spawn regardless of his flag setting (0x404 flag). The line ending in 1 makes the triggerpad on the staircase initiate his reaction script which eventually gives the Reveal Glass. This is required as he does not actually have the Reveal Glass assigned to him (the trigger pad script just uses him in an event).
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The problem is that it should have trash bytes.
Quite an obvious solution if you know what trash bytes are and where they come from.
Pokecheck answered your question already; it's not legal - it also gave you the reason why. Trashbytes don't matter at all for personal collection/FC/wireless battles, telling you how to fix it is only advantageous to cheat in non-kosher ways.
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nope
likely not shiny ever, as either GC/GBA receiving saves probably have the celebi generated on the gamecube. Why have two separate versions of code that generate the same thing?
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lol
"Event Scripts" are entirely different from "textual scripts"
There aren't any scripting programs for Gen V (although NPRE has parsing functionality for B2W2) so you're stuck editing the hex manually. I have a few tutorials on my youtube channel.
1C6 is just an enabler that doesn't give anything. Iirc all it does is set a flag. When the pokedex is booted by the player, it checks the flag to see if it should load in national mode. It's essentially an upgrade flag.
In a script, you can't just give the national dex... You have to give the pokedex (default dex) then upgrade it.
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Hello, I recently downloaded the Pokesav and the Pokegen. I spent a ton of time editing Pokemon for the Pokesav but once I exported the code, copy and pasted it into my Action Replay DSi, the code did not work. None of the codes worked.
After multiple attempts, I tried doing a Pokegen code and the same thing happened.
What am I doing wrong?
It's for Heart Gold/Soul Silver.
I'm new to the code editing world. Sorry if there is an obvious answer to this problem. I searched multiple Youtube videos on how to use the Pokesav and Pokegen.
Post the codes you generated, links to pictures of the setup on your computer, etc. Nobody can help you if you're vague.
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Thanks for this program, it works just fine.
BTW there's something funny & weird I've seen...
If you insert a Volcarona into the entralink, it will show up as a blue-haired boy sprite there.
Although when battling, it will return into Volcarona.
You can't legally insert Volcarona because it's not in the Entree forest sprite bank. The bluehair boy is the missingno of overworld sprites; that is, if the sprite number that the game needs doesn't exist, it falls back to him. He's the failsafe.
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Command 0x1C6 activates the national dex in B2W2; you'd have to inspect scripts in BW1 since the command #s are shifted around.
You have to hex edit a script file to include the instruction to add the national dex. Drayano's Blaze Black / Volt White 2 had the Rich Kid unlocker guy at the start of the game give the national dex.
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add in the wondercard not the item
there are special flags that are only set by the wondercard
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if you're RNGing with an AR in, you'll mess up your parameters.
RNG is painfully easy, now that we know standard seed encryption there's absolutely no need for the code.
(fwiw I made the one for jap BW)
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there's no way to go gen1/2 to gen 3+
gen3 ROM (with the save file named exactly the same but with the .sav extension) can be loaded by desmume as a GBA pak. You can use the pal park feature of a Platinum ROM.
To deliver it to your cartridge, you can use DeSmuME wifi, Fake GTS, or save editing (adding the PKM with a save editor).
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alternatively, you can use IR-GTS to transfer 3GPKM files directly to a retail gen4 game if you use the fake gts method.
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I may have many further questions and this may seem like a dumb one, however
I have been messing around with the NPCE program briefly to understand how it worked better and managed to move a npc's rest location within the building.
Yet when I went to add an overworld sprite to the area in a location that was uninhabited the game froze each time i entered the room.
I was wondering what was the reason for this and how can i from now on successfully add these.
Thanks in advance
Maleficusu
P.S. And also if anyone knows how to script an overworld with a unique script without relying on Hex Editor, that would be divine
you can't add scripts for Gen V stuff without hex editing. It's really not hard.
Your overworld problem could be solved if you just did it in hex like I have in my tutorial videos. Might as well mention what overworld file you tried changing, because it's possibly a problem with the program and someone would have to reproduce it.
Pokemon Black: Scripting Lessons(I try...)
in ROM - NDS Guides and Other Resources
Posted
there's a few things that are wrong with what you're saying, maleficusu.
Overworlds are entirely different from Event Scripts and Text. You can't mix files.
For NPC editing it's best to use Kazo's tool (although if you can do it in hex I'd do it that way, as NPCE deletes trigger data at the end). My lua script in my tutorial video can check to see if the data has been edited properly if you activate the checking mechanism ingame at the location.