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Kaphotics

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Everything posted by Kaphotics

  1. "The Battle of Legendary Pokémon!" ~ Serebii. It should be the same as the one released in Japan. Good on them for at least releasing it elsewhere!
  2. ..wut Not entirely convinced on the "legitimacy" of this, but... Ran the PID through SCV's IVPID, no match. Ran the IVs to search for any nature... Original: E50282AC 3223498677 - C022AFB5 2947912866 - AFB594A2 2700492741 - A0F63FC5 1069878321 - 3FC50C31 1590528366 - 5ECD896E 2305730599 - 896EA827 2821184918 - A827DD96 2177552340 - 81CACFD4 3486811072 - CFD483C0 1075982261 - 40222FB5 800396450 - 2FB514A2 553041861 - 20F6BFC5 3217394737 - BFC58C31 3737979246 - DECD096E 158214183 - 096E2827 673668502 - 28275D96 30035924 - 01CA4FD4 1339294656 - 4FD403C0 no match/close similarity. Likely another RNG formula if this is legitimate. Pretty certain that it is not a PIDIV derived from the gen3/4 LCRNG formula.
  3. Overworld Editing for BW/B2W2 Edits a single memory value of all overworlds of a certain type (say NPC->Overworld Sprite) to help the user position/assign overworlds properly. Pretty useful in finding out overworld sprite values. Enable (and keep on) before a fade2black map change, not a seamless route change. Even though the pic is B2W2, it works in BW. Current setup is to edit the sprite of all overworld NPCs. Event Script writer for BW & B2/W2 Replaces the first script of the current map with a customized event script. Be sure the current event script file is loaded before enabling in order to write to the proper area. Allows a user to test an event script in real time, and change up instructions on the fly rather than tinker with the ROM. Be sure to buffer the event script file that is being edited with zeroes such that a long custom script won't overwrite other important memory locations. This is how I tested both of on my YouTube channel.
  4. Orange color isn't a flag for "Hacked", it's a caution. If it were illegal, you'd get the red color. (There's no false positive here!)
  5. The game has sanity checks and knows when stats are illegal. So it resets them ingame.
  6. hello old thread B2W2 structure is the same as BW, if anyone was wondering. Posting a list of the offsets of videos within the save file. Good on GameFreak for eliminating some dead space in B2W2. Black/White: 0x4A000 - Native Video Ends: 0x4B913 0x4C000 - Video 1 Ends: 0x4D913 0x4E000 - Video 2 Ends: 0x4F913 0x50000 - Video 3 Ends: 0x51913 ======================= Black 2/White 2: 0x4C000 - Native Video Ends: 0x4D913 0x4DA00 - Video 1 Ends: 0x4F313 0x4F400 - Video 2 Ends: 0x50D13 0x50E00 - Video 3 Ends: 0x52713
  7. You have to edit the overworld file of the current map. I have posted a Lua script to be used with DeSmuME which tells you what overworld/text/script entry is being used on the current map. What you want to do is open the overworld file in a hex editor, and figure out where all the NPCs are. Since there's no editor yet, you have to just duplicate a pre-existing NPC (or just add the proper length of hex) and then place the NPC based on the X/Y/Z coordinates; assign it a script and a sprite and you're good to go. For actually battling the trainer, it requires a script. On my YouTube channel shows a custom encounter+battle with Colress. What's neat is that the game's Zone Data decides what background pads to use for the battle. In that video I post the script; the way Drayano and I have added extra NPCs to battle is essentially copying pre-existing scripts and slightly altering their instructions to call a different trainer file. 85 00 2D 03 00 00 00 00 This script instruction tells the game to prompt a battle (0x0085) with trainer # 0x032D, which is Trainer 813 in Kazo's BWTE 2. I was lazy and just edited Colress' previous battle; if one were to copy other files (to make a Trainer 814 exist), then you can also reference that too. That's what Drayano had done for BBVW2. From that pasted script in the description of the video, your script should different as I remove overworld NPCs during the battle.
  8. checksums are incorrect so it deletes the videos. turn off any cheat codes etc.
  9. Bug: Heat Crash / Heavy Slam aren't yet implemented, causes this video to glitch out. Video in Question CAITLIN's Pignite used Heat Crash on Joltik basebp=40, bpmod=0x1000 type=2, random=0.97, at=109, df=56, fmod=0x1000. Heat Crash / Heavy Slam (bulbapedia link) are variable base power moves that are determined by the weight of the user and the target. If you need a list of weights, they're in a/0/1/6 and have already been ripped by magical. Divide the weight column by 10 (every kilogram has one decimal place as aninymouse describes) and you've got weight of a species.
  10. Don't really know what you mean by effect codes and stat raising, because stat raising is handled differently. I'd think the Effect Code is to reference the animation, not the in-battle effect. I think the extra bytes portion is what actually does the work. Take Mean Look and Spider Web for example. Same kind of move, but different animation/typing. Try and set the extra bytes to be the same. I have no clue what each of those extra bytes does :\
  11. I know Ruby does a few video editing tricks ; what I think he did was do a BW2 intro spliced into a BW1 battle. Maybe you should ask 'em how on YouTube
  12. The beginning of the battles use an animated sprite exclusively; that's why nothing shows up then. Static sprites aren't used for intros. Animations have to be figured out before you can have custom intro sprites. No idea on the mugshot problem (haven't done anything related to them). I'd bet this issue has already been brought up in another post...
  13. Right after [Level] in the PKM data is the [Fame] stat; So far I've seen Pokemon with the PokeStar animation having 0xFF as the value (in accordance with the >250 or whatever it is for the animation to occur). Level 0xD60 + 0x70*pkm Fame 0xD61 + 0x70*pkm
  14. 94000130 FFFB0000 B2000024 00000000 20053ED8 00000012 20053EDC 00000006 20053EDD 00000000 00053EEC 048D048B D2000000 00000000 Battle Video Pad/Music convert code to have VGC pads and the WCS music (like it should have been). Works on any game.
  15. Not even close to a valid SID. You mean PID? There is no metadata for those events, nor does Pokecheck provide metadata for unseen OT's.
  16. VGC Winter 2013 Cloyster Guested edit: added worst event ever no advertisement posters, just a ds distro cartridge with a regular ds, wireless distribution pics later, nothing memorable at all. stupid random IVs, it's like they didnt even try :} pic of distro text:
  17. Overworld Editing + Scripting. Yeah it's possible, but it's pretty time consuming and difficult. [video=youtube;z0VLebo1mnk] I've posted relevant information in placing an overworld sprite in General B2W2 ROM Info; there's no tools yet available so you have to edit the files with a hex editor. As for a scripted event, there isn't a "XSE" or non-hex scripting program for Gen V yet. I've compiled a huge list of the commands when making the video (and studying other events), and sent them off to be added into pichu2000's NPRE. The relevant source code detailing the commands is here. where I change up an event to give a rare candy (with new text), and show every step of editing.
  18. For Blaze Black / Volt White 2, Drayano converted one of the unused contest Scarfs (from gen 3) to become covenant ore ~ a new evolution stone. So it is possible to re-purpose preexisting items.
  19. that'd be my fault but guested's too since the image obviously isn't resolute form
  20. nope, not with this tool. You'd have to change the Damage Formula (which is ASM hacking) @aninymouse, be sure you're using the right language program on the right language ROM. The one by me is for English unpatched ROMs only, and I can't recall what the JP translation one is (might be for JP B2W2) The Value 17 or whatever is it recognizing an illegal value for a certain parameter; the program works by reading off of a single offset (not pointed...) of an unmodified ROM's narc offset. So it's probably because your ROM isn't the same one I had.
  21. Yep. It should just be English only. We'll make sure of it, however (flashcart). Since it'll probably be run by a distribution DS (local wireless) rather than IR, there is a small chance that organizers might turn it on Saturday so that those attending the TCG tournament may get to download.
  22. The 5th Gen shiny wondercards follow a PIDIV method that is able to be checked.
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