Jump to content

Kaphotics

Helpful Member
  • Posts

    6973
  • Joined

  • Last visited

  • Days Won

    333

Posts posted by Kaphotics

  1. Flawless Special Attack + Heal Pulse as another move.

    Judging from the text on the first pic (BW screenshot):

    さいこうの ちからを もっている

    そんなふうに ジャッジできました!

    It can't be better in that regard. That's how I judged it.

    The caption's 2nd line indicates what IV is affected:

    特攻

    Full ingame response for that IV (Kanji):

    ちなみに 一番 いい 感じなのは

    特攻 でしょうか

    Incidentally, I would say the best potential lies in its Sp. Atk stat.

    ===

    4th pic implies another move is heal pulse.

    LrQXv.jpg

    src:

    did a search and I guess I'm the first one who has figured it out from the screenshot :\

  2. Recollect the shiny Gible/Dratini from Benga

    GF7e6.jpg

    94000130 FFFB0000
    B2000024 00000000
    10036C64 00000000
    D2000000 00000000

    Instructions: Hold select while entering the area. Works on B2 & W2, any language. Gets you the respective Pokemon for your version.

  3. Figured out how to make an NPC follow you, persistently (even if you save or change maps).

    [video=youtube;5VAs68XQKUg]

    I'll post more about it once I figure out a little bit more. It's pretty simple when it comes to scripting...

    Might as well explain how (now that I have a better understanding)

    Relevant portion Hugh's script @ 854:

    Offset: 5868 StoreVar 0x8000 
    Offset: 5872 StoreVar 0x8001 
    Offset: 5876 StoreVar 0x8002 
    Offset: 5880 StoreVar 0x8003 
    Offset: 5884 StoreVar 0x8004 
    Offset: 5888 SetVar2A 0x8000 0 
    Offset: 5894 SetVar2A 0x8001 2 
    Offset: 5900 SetVar2A 0x8002 1 
    Offset: 5906 SetVar2A 0x8003 0 
    Offset: 5912 SetVar2A 0x8004 10539 
    Offset: 5918 CallStd 10535 
    Offset: 5922 ClearVar 0x8004 
    Offset: 5926 ClearVar 0x8003 
    Offset: 5930 ClearVar 0x8002 
    Offset: 5934 ClearVar 0x8001 
    Offset: 5938 ClearVar 0x8000 

    Note: Bianca does it too in reversal mountain @ 1078, and the Humilau Meinfoo @ 940. Bianca can detach at 1072_#176d. Hugh also can do it for the Sewers, but I didn't bother checking.

    Script that is called with the CallStd-> 1275:

    Offset: 349 StoreFlag 2406 
    Offset: 353 CompareTo 1 
    Offset: 357 Condition EQUAL
    Offset: 361 If FALSE Function 5 (370 )
    Offset: 368 ReturnStd 
    Offset: 370 0x250 
    Offset: 372 8000 
    Offset: 374 8001 
    Offset: 376 8002 
    Offset: 378 8003 
    Offset: 380 8004 
    Offset: 382 22E 254
    Offset: 386 ReturnStd
    Offset: 388 End

    Detachment Script:

    Offset: 390 StoreFlag 2406 
    Offset: 394 CompareTo 0 
    Offset: 398 Condition EQUAL
    Offset: 402 If FALSE Function 6 (411 )
    Offset: 409 ReturnStd 
    Offset: 411 0x251 0x8000 0x8001 
    Offset: 417 ReturnStd 
    Offset: 419 End 

    So for the parameters of the CallStd (the 0x250 routine):

    50 02 - command 0x0250
    01 00 - param1 - NPC that gets attached
    02 00 - param2 - ????
    01 00 - param3 - persistency (00 not, 01 yes)
    01 00 - param4 - NPC to do a double battle with
    2C 29 - param5 - script to call when interacted with
    2E 02 - command 0x022E
    FE 00 - param1 - NPC to attach as

    Haven't bothered looking at the detachment. Couldn't get the game to not double battle everything wild, so it's stuck requiring a trainer# to battle with. The whole command would have to be edited/tinkered with to prevent doing so for a HGSS style follow me (such that param4=FFFF -> don't force).

    Example script:

    50 02   Command
    01 00   overworld NPC to attach
    02 00   ???
    01 00   Persistent Flag (yes)
    01 00   Trainer to enter a double battle with
    2C 29   Script to call when interacted with
    
    2E 02 FE 00	Pretty sure this sets the NPC Overworld ID to 254
    	whenever the map is changed (does the adding?)
    
    Non-commented:
    50 02 01 00 02 00 01 00 01 00 2C 29 2E 02 FE 00

  4. I was a bit confused if I should post this here as I am new but I want to help.

    Keldeo and Meloetta both are reporting what I am entirely sure are false positives.

    Examples

    http://www.pokecheck.org/?pk=3753707 <--- Keldeo has perfect IVs which is basically impossible for any poke even more so for an event.

    http://www.pokecheck.org/?pk=3704309 <---- Perfect IVs and was met before the actual release date on March 4.

    http://www.pokecheck.org/?pk=3762599 <-- Meloetta has 4 31's IVs and 2 30's

    Abusing the Random Number Generator (legitimate) can allow people to receive Pokemon with flawless IVs. It just involves a lot of prediction and number crunching.

    Certain locations had the Meloetta available for download earlier than March 4th.

  5. does anybody know of any codes to view seed, iv frame, and nature/shiny frame?

    edit: and maybe a code to jump to specific frames? that way RNG'ing up to frame 5000 would be plausible.

    "frames" don't exist. Code isn't possible anyways, just use RNG Reporter and a bit of intuition.

  6. Move Animations

    [video=youtube;wh_S1I7xwXU]

    /a/0/6/5 is the narc that contains all the animations. There's 559 moves + 0_file, additionally there's 41 (560-600) that are unused leftover animations (dummies). I swapped around a few animations for the video and altered the animation for Swords Dance (last move shown) by just changing things randomly.

    http://dl.dropbox.com/u/12206225/pporg/musichex.txt

    ^ list of music hexes by their internal name; if you use VGMTrans you can usually find the sounds that are called by the movescript.

  7. Yeah I tried that, there's a few problems with that:

    There's a lot of sub-script calling (set variables = flag number, CallSTD #) where the "Flag" logic is a variable. Example script file is the Hidden Item script (furniture overworlds) @ script_1241

    scriptfile_1241: PPMax on Route 2
    
    === Script 131 === 
    
    Offset: 4782 LockAll 
    Offset: 4784 SetVar2A 0x8000 53 - PP Max
    Offset: 4790 SetVar2A 0x8001 1 - Quantity
    Offset: 4796 SetVar2A 0x8002 2951 - Flag to Set
    Offset: 4802 CallStd 2811 - Item giving script @ scriptfile_1238, givehiddenitem+sets flag, deactivates OWtile
    Offset: 4806 WaitMoment 
    Offset: 4808 UnlockAll 
    Offset: 4810 End 

    NPRE's "dump" isn't functional so I have to scan all 1288~ scripts one at a time in NPRE. On top of that I have to account for the variable flag calling :\

    The save files give me a general idea on what blocks of flags are used; large swathes of undetected usage with all save files indicate an unused set of flags. For a not-totally redone game, a few hundred flags should be sufficient for added content.

×
×
  • Create New...