I don't think I've ever used the R button besides switching boxes quickly... and even then you can just hover over the box name and press right.
If you need the R for AR codes, just change the activators before hand to use start instead of R.
If the links are down, the script is still included within
tags.I deleted them from my dropbox because I really shouldn't have to host the small scripts/useless images.
prc just loads data from a static offset. if you alter anything sizewize (changing narcs/overlays) you'll break the reading since it will read from the wrong position.
the parameter for 'wait' is essentially like in-game frames. the larger the number, the longer the wait
you need to make sure that the script finishes properly. if something isn't done right than the game error handles -> premature quit or bad termination.
Those A^ ones are text variables set by ingame scripts.
depending on the context, it can be a species name or your trainer name (or something else dynamic) -- it's all in the context
(0x1D~language in the wondercard struct is set to 0x2-english rather than 0x0-inherit)
The past VGC13 wondercards had the same 0x1D being set to 0x2-english so that the language was the same as the original OT.
It probably just had different distribution text for whatever language you received it on, but the pgf was the same.
There are quite a few users with ties to the competitive battling community, so people are bound to know who Ray is.
I'm pretty sure that POKEMONMASTER260's story isn't true. Most likely misled for the lulz.
- Read the threads that the tools have been referenced in. Search the forums.
- Watch youtube videos and do exactly what they do - replicate everything on your own.
- Antipiracy prevents XP gain in B/W. Need to patch the ROM or have an AR code active.
Emulator issues or AR codes that botch the loading of those sprites.
I'm gonna guess it's no$, which in that case you should be using the latest version of DeSmuME.
Trash bytes are the result of memory pointers and preexisting strings not being cleared for subsequent use. They just get overwritten and the resulting string constitutes the palparked character-string.
You can read more about them on our wiki; the first Pokemon parked will have one set of trash and 2-6 will have different trash.
Hint: Compare the first few lines to those of different language BW's. You have to modify the ingame code to redirect to a different loading area. The latter half of the code is the raw hex of the wondercard itself.
You need to articulate on "what doesn't work"; just saying it doesn't gets you absolutely nowhere as I'm definitely not going to take the time to describe the entire process so that you find where you messed up.
Just showing me sprites does nothing. What do they look like in game? They have to mirror those that already existed (dimension & sprite position).
"won't work" is not descriptive enough.
Obviously you did it wrong; extract the original sprites, crop the tilemap into the original images, then reinsert the PNGs with N's sprites instead. You need to add the proper palette too.