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Kaphotics

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Everything posted by Kaphotics

  1. They are both hacked.
  2. You also can just upload the 4th gen PKMs to Pokecheck and click "Import Generation 4 .pkm as Generation 5 .pkm" and it will do the transfer for you. Then just download the PKMs and you're good to put them into white. The tool that BlackShark linked is sorta outdated and doesn't poketransfer exactly how the game does (it was programmed before the US release)
  3. Nope Either way, that video you linked has nothing 'edited' to it. It's just normal gameplay. You can easily change the PKMs they use, but creating an entirely new tournament is best done through the download tournament setup.
  4. no idea what you are saying http://pikaedit.wordpress.com/ or DTE, which is in the thread I linked to.
  5. game engine code and other non-resource related data
  6. poke around in tinke, read the b2w2 general ROM info thread, and search the forums. this is a pretty common question http://projectpokemon.org/forums/showthread.php?29338-B2-W2-Hero-character-flying-sprites-PWT-sprite-location-help
  7. Data is stored in narcs and overlays, there's a program out there called SDSME that can display the map data / movement permissions / whatever for you. http://www.pokecommunity.com/showthread.php?t=288625 for b2w2, the maps are stored in /a/0/0/8 - Maps
  8. not through PokeGen there's no legality check for PIDIVs for battling, and trying to beat the legality checking of Pokecheck is against that site's rules.
  9. ray's electabuzz was hacked; dunno why people think that just because we know the method and how to RNG that it's possible to get every spread (it's not...there's a ton of restrictions) the method is XD/C, not method 1
  10. overworld files contain NPC's placement etc; read the B2W2 General ROM Info thread for more info of where/what it is. The map matrix probably still does, you just have to figure out what index it was in BW1. It's probably just like route 10 where it was just blanked or if they just deleted all the warps to it.
  11. building warps are part of the overworld file; they're just a single tile with a "stretch" to cover the entire enter-able area.
  12. might be the game marking the data as "empty" but not clearing it, then A-Save re-saving it without that "null data" flag or whatever? sorta like how data can still exist when you "delete" it.
  13. you can always swap their PWT teams, their sprites, and their text. /a/2/9/1 - PWT Board Trainer Sprites /a/2/5/2 ********* (120 * <16 byte files) ... /a/2/5/3 ********* pwtpoke2 - 1000 files, first bunch are for PWT (second set) /a/2/5/4 ********* pwttr1, 68 files - world tournament trainer pkm choices 1v1 /a/2/5/5 ********* pwttr6, 68 files - world tournament trainer pkm choices 6v6 /a/2/5/6 ********* pwtpoke - world tournament pkm sets (first set) probably better to do a custom download tournament instead, you can create your own with PikaEdit
  14. you obviously didn't save in game to keep your progress. that or the emulator can't find your save file because it's in some poorly named folder like "."
  15. yes, do not worry as your progress is saved when you save the game.
  16. 1. Save game ingame. 2. Export backup memory 3. In pokegen, load the sav from step 2. 4. Do edits, setting pokemon back into their slots when you are done editing them. 5. Save the sav in PokeGen. 6. Import backup memory, select the save file from step 5. 7. Reset emulation 8. Enter game.
  17. Clarify on the "Overworld was NOT in 3D"; was it just not 3DS "3D" depth enabled? funny how females were "Y"... hope that was random some other people have posted pics:
  18. http://pastebin.com/QWNL2Fz1 replace whatever battle track you're wanting to mute with the dummy sseq.
  19. yes, (to be clear, the video you linked just muted the battle music ingame by replacing it with a dummy blank file. video editing software added the track afterward) gotta make a custom midi that plays your mp3 as an instrument, then all you have to do is make an sseq out of it
  20. you have to "set" the pokemon back into its place after you edit it. once you're done editing, save your file and put it back in your cart.
  21. how so? gotta show exactly what you mean by "corrupted" and how you are extracting.
  22. Credit to OmegaDonut for fetching these! ENG - Battle in Vancouver! FRA - Combats à Vancouver! GER - Kampf-Action in Vancouver! ITA - Lotta a Vancouver! ESP - ¡Combate en Vancouver! JAP - Battle in Vancouver! KOR - Battle in Vancouver! The only difference between cards is the Card Title; pkm's origin language set by game received on. Guested's guess of "EN = JP = KR" turned out to be correct
  23. http://www.smogon.com/bw/articles/bw_complete_damage_formula#attack As for how moves act... dunno. You're best off looking at the hex of each move and figuring out if there's any bit flags that do that.
  24. Since it's a new page: Users can still contribute WC data for other languages as I suspect the Card Title (and Distribution Text) will still be different. Should note Cherish Ball, Nature=Jolly, Ability=Technician, Atk=31, Spe=31, and never-shiny. The language of Smeargle is set by the language cart it is received on.
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