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Kaphotics

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Posts posted by Kaphotics

  1. Can I request a code that lets you fight in Wifi battles in PWT? I know not all have been released outside of Japan, but can I still get codes for the 5 that have?

    This makes no sense. If you're referring to the DOWNLOAD tournaments, then no... simply because a tournament is 0x1400 bytes long of downloaded data to the save; it is not pre-existing on the game awaiting unlock.

  2. I have a question and I am not sure if this has already been asked and/or answered but is memory link still required for stuff like N's pokemon and the extra battles and flashbacks, and if so can both Volt white and blaze black 1 and 2 be connected to the global link website, I apologize if this has already been answered and thank you for reading.

    There were no edits to the memory link features; that said anything seen in the Retail Version would be what you'd get in BBVW(2). I wouldn't bother connecting them to PGL... since they're hacked games.

  3. A little event-insight:

    Here's footage of the

    .

    Seems as if it would be a similar, just using wireless mystery gift.

    http://bmgf.bulbagarden.net/f226/what-becoming-third-generation-12756/

    There were only 5 events (according to Gold Ursaring) which distributed Mew to GBA games.

     ===============================================================
    [                                                               ]
    [ 151 Mew                                                       ]
    [ ONLY distributed as an Event Pokemon.                         ]
    [ Total Events (5)                                              ]
    [                                                               ]
    *North America (1) ********************************************
    [ 2006 (USA) – TOYS R’ US                                       ]
    [ Level – 10                                                    ]
    [ OT: MYSTRY                                                    ]
    [ ID: 06930                                                     ]
    [ Location: Hoenn                                               ]
    ^Europe ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    [ 2007 (EUROPE) – Tour                                          ]
    [ Level – 10                                                    ]
    [ OT: Aura                                                      ]
    [ ID: 20078                                                     ]
    [ Location: Hoenn                                               ]
    [                                                               ]
    +ASIA (3)++++++++++++++++++++++++++++++++++++++++++++++++++++++
    [ #1                                                            ]
    [ 2005 (JAPAN) – MOVIE                                          ]
    [ Level – 10                                                    ]
    [ OT: ???                                                       ]
    [ ID: 50716                                                     ]
    [ Location: Hoenn                                               ]
    ---------------------------------------------------------------
    [ 2006 (TAIWAN) – POKE PARK                                     ]
    [ Level – 30                                                    ]
    [ OT: ???                                                       ]
    [ ID: 60510                                                     ]
    [ Location: Hoenn                                               ]
    ---------------------------------------------------------------
    [ 2007 (JAPAN) - POKEMON FESTA                                  ]
    [ Level – 50                                                    ]
    [ OT: ???                                                       ]
    [ ID: 71507                                                     ]
    [ Ball – Cherish                                                ]
    [ Ribbon – Classic                                              ]
    [ Move: Teleport                                                ]
    [ Location – Pokemon Event                                      ]
    [ Nature – Quirky (Only applies to Earlier Distribution Mew)    ]
    [                                                               ]
    ===============================================================

    Only 1 of these took place in Europe, and it was for the Aura mew... so it should pretty much confirm what you have. MYSTRY was done (afaik) by having an actual game cartridge; Twig got his hands on a copy and it's totally different than what you've got.

    ===============

    The cartridge inside the SP is bigger than the standard cartridge, kinda indicating that some capability was added (like wireless distribution!). Judging from a GBA SP's underside, the screws are just into the case to prevent removal, and the tape is just there to ensure that the seal was never broken when it is (lolnope) returned.

    Here's a Distribution System setup for the 10ANNIV event in the EU. As you can see, it looks pretty much exactly like you've got. --wow those prices they are saying for it

    35FE53B0-C304-CBC4-9BF0AD899B7563E5.jpg

    The counter at the bottom is 0... pretty sure it's distributed count.

    At the US 10 ANIV distribution, distribution was done via link cable to ensure that 1 was given out. However... people went back in line to get another distribution (so there's no flagging in the save file as was done for the later WISHMKR Jirachi). Guess it acts as a quality control that way.

    =====

    Conclusion:

    Aura Mew distribution, unknown if link cable used (couldn't find info on Aura distro). PIDIV method is the same as other methods.

    speculative guesses:

    Might be a keypress combination to unlock... I sure hope there isn't a Real Time Clock check to prevent sending after the event is over; but I doubt this is the case :)

    #252 = one after celebi... fishy place to stop at?

    • Like 1
  4. I'm now playin Blaze Black 2 - it's brilliant. I was wondering about one thing: can you insert script battles? Wait, no, that's a stupid question, you can. Then, can you make a battle with a plasma grunt during the Lost Herdier quest? It just baffles me that a grunt gives you a TM and just runs away.

    Anyway, you are awesome, Dray!

    Yeah it's possible.

    Dray has exams this month so he's just been collecting a list of things to do (for now). He hasn't been able to do too much scripting besides copy pasting other scripts, but now that we know tons more it might be done.

  5. Set a flag when you give the egg. At the start of the script, do a checkflag to see if the egg is already given.

    Here's a Randomized Egg script that I wrote which gives a random baby egg, once.

    http://pastebin.com/raw.php?i=7gvFDa66

    Take the happiny egg script for example. It uses two flags; one for checking if the egg has been offered and another that checks to see if it has been given.

    Happiny egg script is in file 54 for B2W2.

    === Script 4 === 
    
    Offset: 118 LockAll 
    Offset: 120 StoreFlag 437 
    Offset: 124 CompareTo 0 
    Offset: 128 Condition EQUAL
    Offset: 132 If FALSE Function 0 (339 )
    Offset: 139 PlaySound 1351 
    Offset: 143 FacePlayer 
    Offset: 145 StoreFlag 436 
    Offset: 149 CompareTo 1 
    Offset: 153 Condition EQUAL
    Offset: 157 If FALSE Function 1 (180 )
    Offset: 164 Message2 0 4 4 0 0 = ' This Pokémon Egg was\nfound at the Day Care.\c\nWould you raise it? '
    Offset: 174 Jump  Function 2 (194 )
    
    === Function0=== 
    
    Offset: 180 Message2 0 4 3 0 0 = ' Um... Excuse me...\nTrainer?\r\nThis Pokémon Egg was found at the\nDay Care. Would you raise it? '
    Offset: 190 SetFlag 436 
    Offset: 194 YesNoBox 0x8010 
    Offset: 198 StoreVar 0x8010 
    Offset: 202 CompareTo 0 
    Offset: 206 Condition EQUAL
    Offset: 210 If FALSE Function 3 (319 )
    Offset: 217 GiveEgg (0x10F) 0x8010 440 0 
    Offset: 225 StoreVar 0x8010 
    Offset: 229 CompareTo 1 
    Offset: 233 Condition EQUAL
    Offset: 237 If FALSE Function 4 (299 )
    Offset: 244 Message2 0 4 7 0 0 = ' Oh! OK!\r\nPlease take good care of this Egg!\r '
    Offset: 254 CloseMessageKeyPress2 
    Offset: 256 SetFlag 437 
    Offset: 260 SetVarHero 0 
    Offset: 263 PlayFanfare 1317 
    Offset: 267 EventGreyMessage 9 0 = ' [VAR NAME: 1 0] received the Egg! '
    Offset: 273 WaitFanfare 
    Offset: 275 CloseAngryMessage 
    Offset: 277 CloseMessageKeyPress2 
    Offset: 279 Message2 0 4 8 0 0 = ' Apparently, putting Pokémon Eggs next\nto healthy Pokémon is a good thing.\r\nIn other words, walk with the Egg.\r\nYou know, the Day Care is on Route 3.\nThey might be able to tell you more. '
    Offset: 289 WaitButton 
    Offset: 291 CloseMessageKeyPress2 
    Offset: 293 Jump  Function 5 (313 )
    
    === Function1=== 
    
    Offset: 299 Message2 0 4 5 0 0 = ' Um...\r\nYour party is full.\nYou don't have room to hold the Egg. '
    Offset: 309 WaitButton 
    Offset: 311 CloseMessageKeyPress2 
    Offset: 313 Jump  Function 6 (333 )
    
    === Function2=== 
    
    Offset: 319 Message2 0 4 6 0 0 = ' Oh... OK.\nI understand.\r\nIf you change your mind,\nplease come talk to me again. '
    Offset: 329 WaitButton 
    Offset: 331 CloseMessageKeyPress2 
    Offset: 333 Jump  Function 7 (359 )
    
    === Function3=== 
    
    Offset: 339 PlaySound 1351 
    Offset: 343 FacePlayer 
    Offset: 345 Message2 0 4 8 0 0 = ' Apparently, putting Pokémon Eggs next\nto healthy Pokémon is a good thing.\r\nIn other words, walk with the Egg.\r\nYou know, the Day Care is on Route 3.\nThey might be able to tell you more. '
    Offset: 355 WaitButton 
    Offset: 357 CloseMessageKeyPress 
    Offset: 359 WaitMoment 
    Offset: 361 UnlockAll 
    Offset: 363 End 
    

  6. I'm just using whatever method Kazo had originally, and just improved it with the new list. ComboBox has a way where you can pre-define all the dropdowns with a list of stuff. I kinda like it more than an external .csv as it just makes 1 file.

    I mentioned to Dray that there's a bunch of single trainers with the 8th bit flagged, so I don't believe that it's a no-teammate aggression flag. Might be a battle mode flag to prevent crits (saw that in BW), meh.

  7. Added Form/Gender/Ability editing and removed the "Unknown" for Pokemon. See my above post.

    Unknown for Trainers determines AI difficulty, the lowest 3 bits determine that while I have no clue what the other bits do. Hugh has bit 5 and many have bit 8 toggled.

    Edit: vvvvv haha yeah drayano was bitching about that so I reversed them :)

  8. Crossposting from my post at Smogon to here: Pickup Table

    Overlay 166, at 7E2 there are 2 tables of items. Same % chance per slot compared to BW.

    For the rare table (the 2 1% items you might get at a given level), it starts off with the first two. For every 10 levels, shift down one row. Similar deal for the common table.

    Example: Level 1 pickup might get row (0 or 1). Level 11 pickup might get row (1 or 2). Level 21 pickup might get row (2 or 3)...

    For the common table it's the same deal, except there's 8 possibilities per level. Level 1 gets row (012345678), Level 11 -> row (123456789.....)

    Reportedly the chances are:

     C0    C1    C2    C3    C4    C5    C6    C7    C8  | R1  R2
    0-29 30-39 40-49 50-59 60-69 70-79 80-89 90-93 94-97 | 98  99
    30%   10%   10%   10%   10%   10%   10%    4%    4% | 1%  1%

  9. So I looked in a decompressed arm9.bin file and I might as well document what we already know in BW -> BW2 data.

    At 0x8E3C0-0x8E76F, there's the class -> eyecatch table

    00 00 5A 04 
    01 01 5A 04 
    02 00 5A 04 
    03 01 5B 04 
    04 00 5A 04 
    05 01 5B 04 
    06 01 64 04 
    07 00 64 04 
    08 00 65 04 
    09 01 65 04 
    0A 00 5A 04 
    0B 00 5A 04 
    0C 00 5A 04 
    0D 01 5F 04 
    0E 01 5C 04 
    0F 00 5C 04 
    10 01 5C 04 
    11 00 5A 04 
    12 01 5F 04 
    13 01 5A 04 
    14 00 5A 04 
    15 01 5A 04 
    16 00 5A 04 
    17 01 5A 04 
    18 00 5D 04 
    19 01 5D 04 
    1A 00 65 04 
    1B 00 64 04 
    1C 01 64 04 
    1D 00 64 04 
    1E 00 63 04 
    1F 00 5E 04 
    20 00 63 04 
    21 00 66 04 
    22 01 65 04 
    23 00 61 04 
    24 01 61 04 
    25 00 5A 04 
    26 01 5A 04 
    27 00 5A 04 
    28 00 5A 04 
    29 00 5A 04 
    2A 01 5B 04 
    2B 00 65 04 
    2C 00 65 04 
    2D 00 64 04 
    2E 01 62 04 
    28 00 5A 04 
    2F 01 5F 04 
    30 01 5D 04 
    31 00 5D 04 
    32 00 61 04 
    33 00 62 04 
    34 00 64 04 
    35 00 5A 04 
    36 01 5A 04 
    37 00 5A 04 
    38 00 5E 04 
    39 00 65 04 
    3A 00 63 04 
    3B 01 63 04 
    3C 00 65 04 
    3D 01 65 04 
    3E 00 5E 04 
    3F 01 61 04 
    40 01 5F 04 
    41 00 65 04 
    42 00 65 04 
    43 00 63 04
    44 01 63 04 
    45 00 5D 04 
    46 01 5D 04 
    47 00 61 04 
    48 00 64 04 
    49 00 64 04 
    4A 01 66 04 
    4B 00 66 04 
    4C 01 5A 04 
    4D 01 5A 04 
    4E 00 5A 04 
    4F 00 5A 04 
    50 01 5A 04 
    51 00 5A 04 
    52 00 65 04 
    53 00 60 04 
    54 01 5F 04 
    55 00 65 04 
    56 01 66 04 
    57 00 5A 04 
    58 00 5A 04 
    59 00 60 04 
    5A 01 60 04 
    47 00 61 04 
    04 00 5A 04 
    46 01 5A 04 
    4A 01 5A 04
    4B 00 5A 04 
    45 00 5D 04 
    2A 01 5A 04 
    29 00 5A 04 
    5B 01 5A 04 
    28 00 5A 04 
    5C 00 5A 04 
    5D 00 5A 04 
    33 00 62 04 
    49 00 64 04 
    23 00 61 04 
    24 01 61 04 
    45 00 5D 04 
    46 01 5D 04 
    31 00 5D 04 
    30 01 5D 04 
    5E 01 5A 04 
    5F 00 5A 04 
    60 01 5A 04 
    61 00 5A 04 
    62 01 5A 04 
    63 00 5A 04 
    64 00 5A 04 
    65 00 5A 04 
    66 00 5A 04 
    67 01 5A 04 
    68 00 5A 04 
    69 01 5A 04 
    6A 01 5A 04 
    6B 00 5A 04 
    6C 00 5A 04 
    6D 00 5A 04 
    6E 00 5A 04 
    6F 01 5A 04 
    70 00 5A 04 
    71 00 5A 04 
    72 01 5A 04 
    73 00 5A 04 
    74 01 5A 04 
    75 01 5A 04 
    76 01 5A 04 
    77 00 5A 04 
    78 00 5A 04 
    79 01 5A 04 
    7A 00 5A 04 
    7B 01 5A 04 
    7C 00 5A 04 
    7D 01 5A 04
    7E 00 5A 04 
    7F 00 5A 04 
    80 01 5E 04 
    11 00 5A 04 
    11 00 5A 04 
    12 01 5F 04 
    12 01 5F 04 
    18 00 5D 04 
    18 00 5D 04 
    19 01 5D 04 
    19 01 5D 04 
    57 00 5A 04 
    57 00 5A 04 
    31 00 5D 04 
    31 00 5D 04 
    30 01 5D 04 
    30 01 5D 04 
    45 00 5D 04 
    45 00 5D 04 
    46 01 5D 04 
    46 01 5D 04 
    5C 00 5A 04 
    5C 00 5A 04 
    81 00 5A 04 
    82 01 5A 04 
    83 01 5A 04 
    84 01 5A 04 
    85 00 5A 04 
    86 00 5A 04 
    87 01 5A 04 
    88 00 5A 04 
    89 00 5A 04 
    8A 00 5A 04 
    8B 00 5A 04
    8C 00 5A 04 
    8D 01 DB 04 
    8E 00 5A 04 
    8F 01 5A 04 
    90 00 5A 04 
    91 01 5A 04 
    92 00 5A 04 
    93 01 5A 04 
    94 00 5A 04 
    95 00 67 04 
    96 01 67 04 
    97 00 5A 04 
    98 00 5A 04 
    99 00 5A 04 
    9A 00 5A 04 
    9B 01 5A 04 
    9C 00 5A 04 
    94 00 5A 04 
    49 00 5A 04 
    61 00 5A 04 
    9B 01 5A 04 
    9D 00 5A 04 
    9E 01 5A 04 
    9F 00 5A 04 
    A0 01 5A 04 
    A1 00 5A 04 
    A2 01 5A 04 
    A3 00 5A 04 
    A4 01 5A 04 
    A5 00 5A 04 
    A6 01 5A 04 
    A7 00 5A 04 
    A8 01 5A 04 
    A9 00 5A 04 
    AA 00 5A 04 
    AB 00 5A 04 
    AC 01 5A 04 
    AD 01 5A 04 
    AE 00 5A 04 
    AF 01 5A 04 
    B0 00 5A 04 
    B1 00 5A 04 
    B2 01 5A 04 
    B3 01 5A 04 
    B4 00 5A 04 
    B5 00 5A 04 
    B6 01 5A 04 
    B7 00 5A 04 
    B8 01 5A 04 
    B9 00 5A 04 
    32 00 61 04 
    3F 01 61 04 
    2E 01 62 04
    2B 00 65 04 
    BA 00 5A 04 
    20 00 DC 04 
    BB 00 5A 04 
    94 00 5A 04

    There's 236 classes, and 236 entries.

    The first byte is trainer battle sprite (set in a071). These are their static images.

    Second byte is ???? (not gender...)

    Third&Fourth (one word) is their eyecatch assignment.

    Now, for trainer music:

    can't find anything obvious in the arm9, looking in the overlays now. probably in the arm9 in a different format than the eyecatch table

  10. We don't know how to edit what trainer classes dictate at the moment.

    You can do the same method that Mariktus95 posted to re-assign the index numbers to different tracks; however the trainer classes themselves have to be edited to use a different index number so that any adverse effects don't happen.

    For the record, this association is most likely (again) in the arm9 binary file. It's definitely compressed, but you can see how it works in this thread:

    http://projectpokemon.org/forums/showthread.php?22308-Pok%E9mon-Black-and-White-Assigning-different-Trainer-Music&p=145183&viewfull=1#post145183

    Now that only edited the eyecatch music, but I'd bet that somewhere in the same file there's the association table for Battle Music.

    edit: see next post

  11. Cresselia & Heatran Rebattle Codes:

    rDzqB.png

    Cresselia:

    94000130 FFFB0000 
    B2000024 00000000 
    10036CF4 00000000 
    D2000000 00000000

    Heatran

    94000130 FFFB0000 
    B2000024 00000000 
    10036BF8 00000000 
    D2000000 00000000

    Instructions: Hold select while entering the area.

  12. i wondering 2 byte on HGSS and DPPt in game trade table <.< is seems containing nature/ability/gender or what x_x and 1 another byte is seems EV... but idk these byte was separate to new byte on BWBW2.

    In Gen IV, in game trades have a Pre-Defined PID to ensure that every trade is of the same nature/gender/ability & not shiny. In Gen V, everything is smarter such that it doesn't need a defined PID to define nature.

  13. No, it edits every trainer.

    The game script engine just makes you face another trainer file if you play an expanded team (challenge mode only) opponent.

    Levels that are programmed with this program are increased/decreased in game depending on the current mode.

    If you are against Trainer X in Normal Mode, you'll face them at the programmed level. If you face Trainer X on CHALLENGE mode, their levels will be boosted. Etc.

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