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Posts posted by Kaphotics
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they're going to be available in the entree forest, so there's no wondercards.
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More on Giving Items: Using Flags and more Subscripts!
One of the cool things about B2W2 is that there's a bunch of built in secondary scripts you can call by using variables.
For example, we'll look at a GiveItem script that goes beyond just giving an item; it's super easy to set an NPC up with this kind of script.
A bit of background on the 0x001C command:
The 0x001C command instructs the game to branch out to another script file to continue the event. By setting variables in the main script, the secondary script can then execute a common routine with ease. If you ever need to do the same kind of script again, you just call the script again! Basically it's a subfunction you can use at any time.The secondary script we'll be using is 0x0AF0; this script uses 7 defined variables to give one (+quantity) item, check and set a flag, and play 3 unique messages based on the flag setting.Example Script that uses 0x001C 0x0AF0:
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Analyzing the script to use in a desired custom script:
Here's the raw hex for a main script that calls 0x0AF0:
Special Flag Dependent GiveItem ; Example in Accumula Town (BalmMushroom Giver) 2E 00 LockAll [b]09 00 00 80 Using Variable 8000 (var 0) 09 00 01 80 Using Variable 8001 (var 1) 09 00 02 80 Using Variable 8002 (var 2) 09 00 03 80 Using Variable 8003 (var 3) 09 00 04 80 Using Variable 8004 (var 4) 09 00 05 80 Using Variable 8005 (var 5) 09 00 06 80 Using Variable 8006 (var 6) 2A 00 00 80 xx xx Item to Give (16 bit hex) 2A 00 01 80 xx xx Quantity to Give (16 bit hex) 2A 00 02 80 xx xx Event Flag to consider [16bit] 2A 00 03 80 xx xx First Message [before giving] 2A 00 04 80 xx xx Post Message [After giving] 2A 00 05 80 xx xx After Message [if player talks to again] CC 00 06 80 Sets Variable 6 as "Item" 1C 00 F0 0A Calls the script which uses these 7 defined variables 0A 00 06 80 Clear the variables at the end. 0A 00 05 80 0A 00 04 80 0A 00 03 80 0A 00 02 80 0A 00 01 80 0A 00 00 80 [/b] 30 00 After returned, wait moment 2F 00 ReleaseAll 02 00 End
Now a somewhat translated to readable via the Lua script:
LockAll (0x002E) [b]Logic09 (0x0009) Var_0 Logic09 (0x0009) Var_1 Logic09 (0x0009) Var_2 Logic09 (0x0009) Var_3 Logic09 (0x0009) Var_4 Logic09 (0x0009) Var_5 Logic09 (0x0009) Var_6 SetVarEq2A (0x002A) Var_0 Num_580 BalmMushroom SetVarEq2A (0x002A) Var_1 Num_1 Quantity 1 SetVarEq2A (0x002A) Var_2 Num_335 Flag to Set/Check SetVarEq2A (0x002A) Var_3 Num_0 Intro Message SetVarEq2A (0x002A) Var_4 Num_1 PostItem SetVarEq2A (0x002A) Var_5 Num_1 After Message SetVarQualItem (0x00CC) Var_6 CallStd (0x001C) 0x0AF0 Logic0A (0x000A) Var_06 Logic0A (0x000A) Var_05 Logic0A (0x000A) Var_04 Logic0A (0x000A) Var_03 Logic0A (0x000A) Var_02 Logic0A (0x000A) Var_01 Logic0A (0x000A) Var_00[/b] WaitMoment (0x0030) UnlockAll (0x002F) End (0x0002)
If you want this in a custom script, all you have to do is define your variables and call 0x0AF0 the same way the example script does. Be sure to define an item, quantity, flag, and the 3 text messages that are to used. The secondary script does the rest of the work for you!
Just for kicks, here's the layout of 0x0AF0 so you can see how it works.
PlaySound (0x00A6) id=0x547 FacePlayer Readflag (0x0010) Var_2 Logic08 (0x0008) Num_1 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x00000014 Message2 (0x003D) 0x6 0x80 mid=Var_5 view=0 type=0 WaitKeyPress (0x0032) CloseMessage (0x003E) GoTo (0x001E) jump=0x00000063 Message2 (0x003D) 0x6 0x80 mid=Var_3 view=0 type=0 CloseMessage (0x003E) ?????? (0x00B7) A=Var_0 B=Var_1 C=Var_16 Logic09 (0x0009) Var_16 Logic08 (0x0008) Num_0 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x00000018 SetVar29 (0x0029) Var_8 Var_0 SetVar29 (0x0029) Var_9 Var_1 CallRoutine (0x0004) 0x0000022F GoTo (0x001E) jump=0x00000012 SetVar29 (0x0029) Var_8 Var_0 SetVar29 (0x0029) Var_9 Var_1 CallRoutine (0x0004) 0x000002A1 Message2 (0x003D) 0x6 0x80 mid=Var_4 view=0 type=0 WaitKeyPress (0x0032) CloseMessage (0x003E) SetFlag (0x0023) Var_2 EndStdReturn[**] (0x001D) SetVar29 (0x0029) Var_8 Var_0 SetVar29 (0x0029) Var_9 Var_1 CallRoutine (0x0004) 0x0000027B EndStdReturn[**] (0x001D) End (0x0002)
0x0029 = copyvar (variable to be set, variable to copy)
As you can see, it's a somewhat hefty script. By making this a script the game can call up any time, the programmer doesn't have to include all this inside the main script.
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>always crit code
never happening. Just because you won't abuse it doesn't mean others won't. Plus, lol wondertomb?
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Garchomp (Japanese: ガブリアス Gaburias) is a dual-type Dragon/Ground pseudo-legendary Pokémon.
It evolves from Gabite starting at level 48. It is the final form of Gible.
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[video=youtube;ncbJHL36FTQ]
Uses 0x001C 0x0AF5
A little tutorial on how to edit the scripts and have a customized script in game with current tools. It's suggested that you read the first few posts of this thread to understand what certain commands are and how everything works via hex.
If you want a list of what commands are currently known, the interpreter Lua script can be opened with notepad to see how each one works.
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I'm thinking that the group of 4 unused is for set move; currently the game just grabs the current level moves since none are special. I'd also think that one would set nationality similar to the HGSS Magicarp (Foppa). EVs might be in there too.
Ability=3 would be rand(0,1) for ability, and 4 would be rand of all 3 abilities similar to how we've seen with wondercards. There might be a shiny prevention flag or a shiny always flag, too. No time for me to test all of this though
It's pretty easy to edit with tinke by just swapping out each bin
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Yeah, it probably has some sort of flag in the script that says to accept any offer rather than the one required from the data.
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https://dl.dropbox.com/u/12206225/pporg/ingametrade.htm
here's what I used to parse that data.
https://dl.dropbox.com/u/12206225/pporg/ingametrade.xlsx
>FF
FF corresponds to random IV. Each piece of data is stored as 32 bits so it's pretty empty when it comes to meaningful information.
I like to use HxD because it has other things like Checksum calculation etc.
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You have to "set" the pokemon you're editing back into the box.
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You were already answered.
Poketransfer is only to get Gen IV pokemon to a Gen V game. Try setting the location to Route 23, and the origin as White 2.And you mean to say these arent hacking?http://www.pokecheck.org/?p=search&=0&tid=%40Agonist&=&=0&=0&=1&=0&=0&=0&=0&=0&=0&=0&=0&=0&=0&=0
http://www.pokecheck.org/?p=detail&uid=2837860 ----This one especially was received before both BW2 japanese and english was released.
Stop being Hypocritical and please answer the Question.
Plus, those are legit. He knows how to RNG and they're just a false positive because he purposefully RNG'd his ID/SID for that.
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Since Andi didn't give where that RAM was located in the memory (usually in dumps it starts at 0x00000000 rather than 0x02000000), I set out to find it in the RAM myself
The string that Andi found is located in the RAM offset : 0x224C048 for the Tutor (edit: this location varies).
scrcmd_shop.c is what is right before it, indicating that script command shop is what's being grabbed.
As for the structure, it looks like u32 & u32 for Move and Shard Quantity.
The script the shopkeeper uses WAS located at 224BC84 (again, it varies), which isn't the typical location for the main scripts. I'm now looking for what script file he's located in. For now, here's a barebones parse of what his script is:
Script 1: 00000014 ~~~~~Script 1~~~~~~ SetVarEqVal (0x0028) Var_32 Num_0 SetVarEqVal (0x0028) Var_33 Num_0 SetVarEqVal (0x0028) Var_34 Num_0 SetVar29 (0x0029) Var_33 Var_0 SetVar29 (0x0029) Var_34 Var_1 Logic09 (0x0009) Var_34 Logic08 (0x0008) Num_0 Logic11 (0x0011) Num_5 IfThenGoTo (0x001F) 0xFF jump=0x0000000C Message1 (0x003C) MID=Num_4 NPC=32785 CompareAtoB (0x0019) A=Var_33 B=Num_246 IfThenGoTo (0x001F) 0x01 jump=0x0000002D CompareAtoB (0x0019) A=Var_33 B=Num_245 IfThenGoTo (0x001F) 0x01 jump=0x00000020 CompareAtoB (0x0019) A=Var_33 B=Num_244 IfThenGoTo (0x001F) 0x01 jump=0x00000013 CompareAtoB (0x0019) A=Var_33 B=Num_243 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x0000000C CallRoutine (0x0004) 0x000001DE GoTo (0x001E) jump=0x00000032 CompareAtoB (0x0019) A=Var_33 B=Num_254 IfThenGoTo (0x001F) 0x01 jump=0x00000013 CompareAtoB (0x0019) A=Var_33 B=Num_253 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x0000000C CallRoutine (0x0004) 0x00000153 GoTo (0x001E) jump=0x00000006 CallRoutine (0x0004) 0x00000002 EndStdReturn[**] (0x001D) 0x8023 0x0 SetVarEqVal (0x0028) Var_36 Num_0 SetVarEqVal (0x0028) Var_37 Num_0 Logic09 (0x0009) Var_34 Logic08 (0x0008) Num_2 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x00000012 Message1 (0x003C) MID=Num_1 NPC=32785 GoTo (0x001E) jump=0x0000000C Message1 (0x003C) MID=Num_0 NPC=32785 SetVarEqVal (0x0028) Var_36 Num_1 SetVarEqVal (0x0028) Var_37 Num_1 Logic09 (0x0009) Var_37 Logic08 (0x0008) Num_1 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x000000BF CompareAtoB (0x0019) A=Var_36 B=Num_0 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x00000018 Message1 (0x003C) MID=Num_2 NPC=32785 SetVarEqVal (0x0028) Var_36 Num_1 GoTo (0x001E) jump=0x0000008E CompareAtoB (0x0019) A=Var_36 B=Num_1 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x00000012 CallRoutine (0x0004) 0x00000112 SetVar29 (0x0029) Var_36 Var_32 GoTo (0x001E) jump=0x00000069 CompareAtoB (0x0019) A=Var_36 B=Num_2 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x00000012 CallRoutine (0x0004) 0x00000143 SetVar29 (0x0029) Var_36 Var_32 GoTo (0x001E) jump=0x00000044 CompareAtoB (0x0019) A=Var_36 B=Num_3 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x00000012 CallRoutine (0x0004) 0x0000015F SetVar29 (0x0029) Var_36 Var_32 GoTo (0x001E) jump=0x0000001F CompareAtoB (0x0019) A=Var_36 B=Num_255 IfThenGoTo (0x001F) 0x01 jump=0x00000006 GoTo (0x001E) jump=0x0000000C SetVarEqVal (0x0028) Var_37 Num_0 GoTo (0x001E) jump=0x00000000 GoTo (0x001E) jump=0xFFFFFF2E Message1 (0x003C) MID=Num_3 NPC=32785 WaitKeyPress (0x0032) CloseMessage (0x003E) SetVarEqVal (0x0028) Var_37 Num_0 SetVarEqVal (0x0028) Var_36 Num_0 SetVarEqVal (0x0028) Var_35 Num_0 End???[*TR] (0x0005) SetVarEqVal (0x0028) Var_38 Num_0 SetVarEqVal (0x0028) Var_39 Num_0 SetVarEqVal (0x0028) Var_40 Num_0 Message1 (0x003C) MID=Num_8 NPC=32785 PopYesNoVar (0x0047) Var_38 Logic09 (0x0009) Var_38 Logic08 (0x0008) Num_0 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x00000006 CallRoutine (0x0004) 0x0000008E Message1 (0x003C) MID=Num_9 NPC=32785 WaitKeyPress (0x0032) CloseMessage (0x003E) SetVarEqVal (0x0028) Var_40 Num_0 SetVarEqVal (0x0028) Var_39 Num_0 SetVarEqVal (0x0028) Var_38 Num_0 End???[*TR] (0x0005) SetVarEqVal (0x0028) Var_41 Num_0 CallRoutine (0x0004) 0x0000005E SetVarEqVal (0x0028) Var_41 Num_0 End???[*TR] (0x0005) SetVarEqVal (0x0028) Var_42 Num_0 ?????Multi2 (0x00B2) A=0x11F B=0x1 C=0x0 D=0x100 16=0x2A01 E=44928 ScriptText??? (0x00AF) A=Num_5 B=Var_16383 C=Num_2 ScriptText??? (0x00AF) A=Num_6 B=Var_16383 C=Num_3 ScriptText??? (0x00AF) A=Num_7 B=Var_16383 C=Num_255 ???? (0x0077) Logic09 (0x0009) Var_42 Logic08 (0x0008) Var_16382 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x0000000C SetVarEqVal (0x0028) Var_32 Num_255 GoTo (0x001E) jump=0x00000006 SetVar29 (0x0029) Var_32 Var_42 SetVarEqVal (0x0028) Var_42 Num_0 End???[*TR] (0x0005) SetVarEqVal (0x0028) Var_43 Num_0 SetVarEqVal (0x0028) Var_43 Num_1 CloseMessage (0x003E) 0x149 0x8021 0x802B Logic09 (0x0009) Var_43 Logic08 (0x0008) Num_0 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x0000000C SetVarEqVal (0x0028) Var_32 Num_255 GoTo (0x001E) jump=0x00000006 SetVarEqVal (0x0028) Var_32 Num_0 SetVarEqVal (0x0028) Var_43 Num_0 End???[*TR] (0x0005) SetVarEqVal (0x0028) Var_44 Num_0 SetVarEqVal (0x0028) Var_45 Num_0 0x1A4 0x1A7 CloseMessage (0x003E) 0x14B 0x14E 0x0 0x802C 0x802D 0x14A 0x1A3 0x1A7 Logic09 (0x0009) Var_44 Logic08 (0x0008) Num_0 Logic11 (0x0011) Num_1 IfThenGoTo (0x001F) 0xFF jump=0x0000000C SetVarEqVal (0x0028) Var_32 Num_255 GoTo (0x001E) jump=0x00000006 SetVarEqVal (0x0028) Var_32 Num_0 SetVarEqVal (0x0028) Var_45 Num_0 SetVarEqVal (0x0028) Var_44 Num_0 End???[*TR] (0x0005) SetVarEqVal (0x0028) Var_34 Num_0 SetVarEqVal (0x0028) Var_33 Num_0 0x0 0x5200 0x46 0x1800 ?????Multi2 (0x00B2) A=0x2800 B=0xA928 C=0x24A9 D=0x224 16=0x2 E=0 -- beyond here it errors out due to not all commands being known 0x0 CallRoutine (0x0004) 0x6373194D 0x6372 0x646D 0x735F 0x6F68 0x2E70 0x63 0xBE34 0xDA00 0x125 0xDFC5 0xBA84 0x7 0xF5 0x1 0x0 0xD 0x0 0x15 0x0 0x1E58 ??? (0x0227) A=Cont_10020 B=Num_546 0xDA24 0x221 0x3024 0x222 0x7124 0x222 0xAE24 0x222 0x183 0x0 End (0x0002) ~~~~~~Finish~~~~~~ 0x0 script returned but is still running registered functions
script begins in scriptnarc @ 7CC78, corresponds to script file 6_1247.
Depending on what tutor you talk to, the list that Andi gave will be different. No idea where the table is from though!
Was able to change the move he gives out. Most likely the text of the menu is set within the script, but when selecting a move it loads the proper text.
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Nurse is a possible female player Trainer Class, in the "Restoring" section of the OP my example has a picture with a nurse player.
Meh
The one I suggested. This is because fabricating a trainer from the ground up is too much work (for me at least). The memory write AR code type would be the way of doing it.
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It's because
>Region Unova (Black 2) >Hatched/Met Poké Transfer Lab
Unknown encounter in the LA, did you perchance hatch it inside the lab for no good reason? There's no way to get an origin hex of B2W2 on a transferred mon.
I checked the OT/ID/SID of your Dugtrio, and it matched a HG trainer of the same gender ~ it wasn't associated to any account [so it's private as well].
https://www.pokecheck.org/?p=search&tid=50462%2F210¬pub=1
This doesn't seem like it's Pokécheck's fault.
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B2/W2 Script Parser
Reads the memory of the game and translates the script language to meaningful instructions similar to XSE and other scripting programs.
I primarily made the script to help me see how commands are used and help further our understanding of each command. No, it does not make the scripts, only interprets the hex.
I've made a ton of progress and the whole script is 90,000 characters! Too big to include in this post.
http://dl.dropbox.com/u/12206225/pporg/bw2scr/scrparse.lua
Old bare below.
local rshift, lshift=bit.rshift, bit.lshift local wd,ww,wb=memory.writedword,memory.writeword,memory.writebyte local rd,rw,rb=memory.readdwordunsigned,memory.readwordunsigned,memory.readbyteunsigned mb=function(SRP) return rb(SRP) end mw=function(SRP) return rb(SRP)+rb(SRP+1)*0x100 end md=function(SRP) return rb(SRP)+rb(SRP+1)*0x100+rb(SRP+2)*0x10000+rb(SRP+3)*0x1000000 end local gt,sf=gui.text,string.format local table={} local start=md(0x02000024)+0x459A4 local startscr=md(md(0x02000024)+0x459A4)+md(0x02000024)+0x0459A8 local SRP=start local goscrp=0 local iterhead=0 local iterscr=0 local scrt={} local scrnum=0 local scrindex=mw(md(0x02000024)+0x41B32) local printiter=0 local catcherror=1 local itercatch=290 function main() --Notify when analysis is starting: if SRP==start then print(""..string.format("~Script File %d~",scrindex)) end while goscrp==0 and mw(SRP)~=0xFD13 and iterhead<35 do readval=md(SRP) scrt[scrnum] = readval if rd(start) > 4000 then print(""..sf("~Error Catch, Start Read Error~",curscr)) goscrp=-1 end SRP=SRP+4 scrnum=scrnum+1 print(""..sf("Script %d: %08X",scrnum,readval)) iterhead=iterhead+1 end if scrnum>0 then gt(1,00,sf("%08X",scrt[0])) end if scrnum>1 then gt(1,10,sf("%08X",scrt[1])) end if scrnum>2 then gt(1,20,sf("%08X",scrt[2])) end if scrnum>3 then gt(1,30,sf("%08X",scrt[3])) end if scrnum>4 then gt(1,40,sf("%08X",scrt[4])) end --Notify that Lua is ready to parse the script data if mw(SRP)==0xFD13 and goscrp==0 then ---print(""..sf("Finished Offset Parse")) goscrp=1 --proceed to next phase SRP=SRP+2 curscr=1 end --Begin while goscrp==1 and scrnum>=curscr and catcherror==1 and iterscr<300 do printiter=printiter+1 if printiter>20 or iterscr>itercatch then print(""..sf("~Error Catch, Command Read Error~",curscr)) catcherror=0 break end print(""..sf("~~~~~Script %d~~~~~~",curscr)) iterscr=1 done=0 while done==0 and md(SRP-2)~=0x0002 and (mw(SRP)~=0x5544 or mw(SRP)~=0x0000 or mw(SRP)~=0x4652) and iterscr<300 do if printiter>20 or iterscr>itercatch then print(""..sf("~Error Catch, Command Read Error~",curscr)) catcherror=0 break end cmd=mw(SRP) SRP=SRP+2 if cmd==0x02 then print(""..sf("End (0x0002)")) curscr=curscr+1 if scrnum>=curscr then print(""..sf("~~~~~Script %d~~~~~~",curscr)) else done=1 end elseif cmd==0x04 then rt=md(SRP) SRP=SRP+4 print(""..sf("CallRoutine (0x0004) 0x%08X",rt)) elseif cmd==0x05 then print(""..sf("End???[*TR] (0x0005)")) elseif cmd==0x08 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("Logic08 (0x0008) %s%d",fa,u16a)) elseif cmd==0x09 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("Logic09 (0x0009) %s%d",fa,u16a)) elseif cmd==0x0A then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("Logic0A (0x000A) %s%02X",fa,u16a)) elseif cmd==0x10 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("Readflag (0x0010) %s%d",fa,u16a)) elseif cmd==0x11 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("Logic11 (0x0011) %s%d",fa,u16a)) elseif cmd==0x19 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("CompareAtoB (0x0019) A=%s%d B=%s%d",fa,u16a,fb,u16b)) elseif cmd==0x1C then std=mw(SRP) SRP=SRP+2 print(""..sf("CallStd (0x001C) 0x%04X",std)) elseif cmd==0x1D then std=mw(SRP) SRP=SRP+2 print(""..sf("EndStdReturn[**] (0x001D)")) elseif cmd==0x1E then jump=md(SRP) SRP=SRP+4 print(""..sf("GoTo (0x001E) jump=0x%08X",jump)) elseif cmd==0x1F then logic=mb(SRP) SRP=SRP+1 jump=md(SRP) SRP=SRP+4 print(""..sf("IfThenGoTo (0x001F) 0x%02X jump=0x%08X",logic,jump)) elseif cmd==0x23 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("SetFlag (0x0023) %s%d",fa,u16a)) elseif cmd==0x24 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("ClearFlag (0x0023) %s%d",fa,u16a)) elseif cmd==0x26 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("SetVarEqCont (0x0028) %s%d %s%d",fa,u16a,fb,u16b)) elseif cmd==0x27 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("SetVar27 (0x0027) %s%d %s%d",fa,u16a,fb,u16b)) elseif cmd==0x28 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("SetVarEqVal (0x0028) %s%d %s%d",fa,u16a,fb,u16b)) elseif cmd==0x2A then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("SetVarEq28 (0x002A) %s%d %s%d",fa,u16a,fb,u16b)) elseif cmd==0x2E then print(""..sf("LockAll (0x002E)")) elseif cmd==0x2F then print(""..sf("UnlockAll (0x002F)")) elseif cmd==0x30 then print(""..sf("WaitMoment (0x0030)")) elseif cmd==0x32 then print(""..sf("WaitKeyPress (0x0032)")) elseif cmd==0x33 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("EventMessage (0x0033) id=%s%d",fa,u16a)) elseif cmd==0x34 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("GreyMessage (0x0034) id=%s%d view=%s%d",fa,u16a,fb,u16b)) elseif cmd==0x35 then print(""..sf("CloseEventMessage (0x0035)")) elseif cmd==0x36 then print(""..sf("CloseGreyMessage (0x0036)")) elseif cmd==0x38 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u8a=mw(SRP) SRP=SRP+1 if u8a/0x8000>=1 then fb="Var_" u8a=u8a%0x4000 elseif u8a/0x4000>=1 then fb="Cont_" u8a=u8a%0x4000 else fb="Num_" end print(""..sf("BubbleMessage (0x0038) %s%d %s%d",fa,u16a,fb,u8a)) elseif cmd==0x39 then print(""..sf("CloseBubbleMessage (0x0039)")) elseif cmd==0x3C then u8a=mb(SRP) SRP=SRP+1 u8b=mb(SRP) SRP=SRP+1 mid=mw(SRP) SRP=SRP+2 if mid/0x8000>=1 then fm="Var_" mid=mid%0x4000 elseif mid/0x4000>=1 then fm="Cont_" mid=mid%0x4000 else fm="Num_" end npc=mw(SRP) SRP=SRP+2 view=mw(SRP) SRP=SRP+2 type=mw(SRP) SRP=SRP+2 print(""..sf("Message1 (0x003C) MID=%s%X NPC=%d",fm,mid,npc)) elseif cmd==0x3D then u8a=mb(SRP) SRP=SRP+1 u8b=mb(SRP) SRP=SRP+1 mid=mw(SRP) SRP=SRP+2 if mid/0x8000>=1 then fm="Var_" mid=mid%0x4000 elseif mid/0x4000>=1 then fm="Cont_" mid=mid%0x4000 else fm="Num_" end view=mw(SRP) SRP=SRP+2 type=mw(SRP) SRP=SRP+2 print(""..sf("Message2 (0x003D) MID=%s%X",fm,mid)) elseif cmd==0x3E then print(""..sf("CloseMessage (0x003E)")) elseif cmd==0x3F then print(""..sf("CloseMessage2[*] (0x003F)")) elseif cmd==0x43 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("BorderMessage (0x0028) id=%s%d color=%s%d",fa,u16a,fb,u16b)) elseif cmd==0x44 then print(""..sf("CloseBorderMessage (0x0044)")) elseif cmd==0x47 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("PopYesNoVar (0x0047) 0x%04X",u16a)) elseif cmd==0x48 then u8a=mw(SRP) SRP=SRP+2 if u8a/0x8000>=1 then f1="Var_" u8a=u8a%0x4000 elseif u8a/0x4000>=1 then f1="Cont_" u8a=u8a%0x4000 else f1="Num_" end u8b=mw(SRP) SRP=SRP+2 if u8b/0x8000>=1 then f2="Var_" u8b=u8b%0x4000 elseif u8b/0x4000>=1 then f2="Cont_" u8b=u8b%0x4000 else f2="Num_" end u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end u16c=mw(SRP) SRP=SRP+2 if u16c/0x8000>=1 then fc="Var_" u16c=u16c%0x4000 elseif u16c/0x4000>=1 then fc="Cont_" u16c=u16c%0x4000 else fc="Num_" end u16d=mw(SRP) SRP=SRP+2 if u16d/0x8000>=1 then fd="Var_" u16d=u16d%0x4000 elseif u16d/0x4000>=1 then fd="Cont_" u16d=u16d%0x4000 else fd="Num_" end u16e=mw(SRP) SRP=SRP+2 if u16e/0x8000>=1 then fe="Var_" u16e=u16e%0x4000 elseif u16e/0x4000>=1 then fe="Cont_" u16e=u16e%0x4000 else fe="Num_" end print(""..sf("Message3 (0x0048) %s%d %s%d %s%d %s%d %s%d %s%d %s%d",f1,u8a,f2,u8b,fa,u16a,fb,u16b,fc,u16c,fd,u16d,fe,u16e)) elseif cmd==0x4B then print(""..sf("CloseAngryMessage (0x004B)")) elseif cmd==0x4C then u8a=mb(SRP) SRP=SRP+1 print(""..sf("???? (0x004C), 0x%02X",u8a)) elseif cmd==0x64 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u32a=md(SRP) SRP=SRP+4 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("Movement[***] (0x0064) A=%s%d color=%s%d",fa,u16a,fb,u32a)) elseif cmd==0x65 then print(""..sf("WaitMovement (0x0065)")) elseif cmd==0x68 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("StoreHeroPosition (0x0068) A=%s%d B=%s%d",fa,u16a,fb,u16b)) elseif cmd==0x6C then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("???? (0x006C) %s%d",fa,u16a)) elseif cmd==0x6D then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="" end u16c=mw(SRP) SRP=SRP+2 if u16c/0x8000>=1 then fc="Var_" u16c=u16c%0x4000 elseif u16c/0x4000>=1 then fc="Cont_" u16c=u16c%0x4000 else fc="" end u16d=mw(SRP) SRP=SRP+2 if u16d/0x8000>=1 then fd="Var_" u16d=u16d%0x4000 elseif u16d/0x4000>=1 then fd="Cont_" u16d=u16d%0x4000 else fd="" end u16e=mw(SRP) SRP=SRP+2 if u16e/0x8000>=1 then fe="Var_" u16e=u16e%0x4000 elseif u16e/0x4000>=1 then fe="Cont_" u16e=u16e%0x4000 else fe="" end print(""..sf("SetOWPos (0x006D) npc=%s%d x=%s%d y=%s%d z=%s%d dir=%s%d",fa,u16a,fb,u16b,fc,u16c,fd,u16d,fe,u16e)) elseif cmd==0x74 then print(""..sf("FacePlayer")) elseif cmd==0x85 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end u16c=mw(SRP) SRP=SRP+2 if u16c/0x8000>=1 then fc="Var_" u16c=u16c%0x4000 elseif u16c/0x4000>=1 then fc="Cont_" u16c=u16c%0x4000 else fc="Num_" end print(""..sf("TrBattle (0x0085) Opp1=%s%d Opp2=%s%d Logic=%s%d",fa,u16a,fb,u16b,fc,u16c)) elseif cmd==0x8C then print(""..sf("EndBattle (0x008C)")) elseif cmd==0x8D then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("SetVarBattleResult (0x008D) %s%d",fa,u16a)) elseif cmd==0x8E then print(""..sf("DisableTrainer (0x008E)")) elseif cmd==0xA6 then u16a=mw(SRP) SRP=SRP+2 print(""..sf("PlaySound (0x00A6) opp1=0x%X opp2=0x%X logic=%d",u16a,u16b,u16c)) elseif cmd==0xCB then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 print(""..sf("StoreRand (0x00CB) %s%d rand(0x%d)",fa,u16a,u16b)) elseif cmd==0xCC then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("SetVarQualItem (0x00CC) %s%d",fa,u16a)) elseif cmd==0xCD then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("SetVarQual???? (0x00CD) %s%d",fa,u16a)) elseif cmd==0x227 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("??? (0x0227) A=%s%d B=%s%d",fa,u16a,fb,u16b)) elseif cmd==0x24F then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="" end u16c=mw(SRP) SRP=SRP+2 if u16c/0x8000>=1 then fc="Var_" u16c=u16c%0x4000 elseif u16c/0x4000>=1 then fc="Cont_" u16c=u16c%0x4000 else fc="" end u16d=mw(SRP) SRP=SRP+2 if u16d/0x8000>=1 then fd="Var_" u16d=u16d%0x4000 elseif u16d/0x4000>=1 then fd="Cont_" u16d=u16d%0x4000 else fd="" end print(""..sf("????? (0x024F) A=%s%d B=%s%d C=%s%d D=%s%d",fa,u16a,fb,u16b,fc,u16c,fd,u16d)) elseif cmd==0x276 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end u16b=mw(SRP) SRP=SRP+2 if u16b/0x8000>=1 then fb="Var_" u16b=u16b%0x4000 elseif u16b/0x4000>=1 then fb="Cont_" u16b=u16b%0x4000 else fb="Num_" end print(""..sf("??? (0x0276) A=%s%d B=%s%d",fa,u16a,fb,u16b)) elseif cmd==0x2C5 then u16a=mw(SRP) SRP=SRP+2 if u16a/0x8000>=1 then fa="Var_" u16a=u16a%0x4000 elseif u16a/0x4000>=1 then fa="Cont_" u16a=u16a%0x4000 else fa="Num_" end print(""..sf("??? (0x02C5) A=%s%d",fa,u16a)) else print(""..sf("0x%X",cmd)) iterscr=iterscr+1 end end end if goscrp==1 and scrnum<curscr then print(""..sf("~~~~~~Finish~~~~~~")) goscrp=2 end gt(1,70,sf("Total Scripts: %d",scrnum)) gt(1,80,sf("Attempts: %d",iterhead)) gt(1,90,sf("SRP: %08X",SRP)) if goscrp==2 then gt(1,100,sf("~~~~~Finish~~~~~")) end end gui.register(main)
Some examples of what it creates in the Console window:
http://pastebin.com/raw.php?i=72nRf1aa
http://pastebin.com/raw.php?i=fRBaRPkv
http://pastebin.com/raw.php?i=gMRLPeuR
http://pastebin.com/raw.php?i=TpgbtWnF
To use it, the script file must be already loaded in game. Talk to an NPC that uses a script from the script file so that the game will have it loaded in the memory. Some locations don't work, I've only tested it indoors.
I'll be updating it when I get time, school comes first Unknown/Un-programmed commands can throw off the parse so in general don't trust anything when it starts reporting hex.
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Would someone be able to provide an example of the code needed to set the first Visitor to one of the game's default visitors.
Why don't you just fill up every shop with a keeper, and then change their roles with an AR code? Much simpler that way. Use the method I posted to get a new pointer value for the code, then set the shop setting with the other part of the line.
It's just simple math which can be done with a calculator or websites like Wolfram Alpha.
0x920 + 0x246AC + 0xB4 = XXXXX
(helper 1), and choose the shop type.
94000130 FFFB0000 B2000024 00000000 10025080 000000B4 10025144 00000104 10025208 00000032 100252CC 000000D2 10025390 00000082 10025454 00000122 10025518 000000DC 100255DC 0000012C D2000000 00000000
Changes all the shop types, keeps the good inventories but their level isn't set. You don't have to do any referring, just use the services
We don't know how visitor shop open preference is determined, so this is the best you will get.
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This Pokémon is missing DPPt hatch trash bytes.
Not verified. It's still battle legal, but it wouldn't match a Torterra of legitimate origins.
If you want to check your creations, you can use Pokecheck.org to check legality with.
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You have to select the right pallet (RLCN), then choose the right tileset (RGCN), then choose the right tile arrangement (RCSN). The arrangement is lower in the list and forms the actual image.
If you're replacing the hero with Skyla and Skyla with the hero, you have to also change the Hero sprite. I briefly explained how in this post.
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edit: oh. derp
I'm pretty sure IR-GTS can deliver 3gpkms to 4th gen over wifi. Then use PokeGen or Pokecheck to shift them.
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Wasn't the sash broken on turn 1?
yes
It's a critical hit! SHEDINJA lost 306 HP (30600%).
SHEDINJA hung on with its focus sash!
It probably requires watching and comparing though; usually it's not something visible (ie, a missing/misplaced RNG call)
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Made a teambuilder in excel.
Spits out a 6*0x34 long string which you can directly overwrite an existing entire team with. The text edits/brackets/etc are simple enough to do quickly in hex (for now)
https://dl.dropbox.com/u/12206225/pwt-teambuilder.xlsx
Edit: fixed shiny flag not being set. Abilities can't be illegal, the game has to have one that is legal for it...
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These are the files that the PokeStock extracted. Are you saying that these files are duds?
Nah, they just include data they don't need to. Certain parts of the save file aren't used for anything and are essentially wasted between each block, especially in the download region (not the main/backup).
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For PWT downloads, we've already got a thread and a tool that inserts (and can edit a few aspects) courtesy of Prof. 9.
The files you posted are a little superfluous with the data at the end (just FF's), and PWTE accounts for this. Plus we can make custom tournaments too! All of the distributed tournaments (in all languages) have been posted too
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Bond697 and I have been figuring out how the game does Event Flags, hopefully we can provide Drayano with safe event flags to pick from (yeah anything smaller than 3000 isn't safe)
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Is there any way to edit the non downloable tournaments? I'm not sure if anyone is working on creating tournaments; I had an idea about making a tourney which has the rivals/playable characters as the participants (Lucas, Dawn, Hilbert, Hilda, Nate, Rosa, Barry, Hugh) just a random thought.
I've parsed their teams, they do reside in the narcs. In the General ROM info thread I give their location.
/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)
/a/2/5/7 ********* 1000 files, pokemon sets pretty much filled ~still diff (subway?)
/a/2/5/8 ********* pwt vgc top4 event, relic of dev testing which is unaccessible but I converted it here.
Problem is, I'm pretty sure that modding the underlying tournament structure would require edits to the overlays. No idea which one; that's the issue. If you want, you can just replace their sprites/text and just swap up which teams they choose such that you get the lineup you desire for your hack.
Might as well just make a PWT Download using alder and such, then change the sprites and text of the special trainers.
Terminator Sequence Issues
in PKM
Posted
PokeGen does do it correctly.
You just have to type the \ first. It will allow you to enter whatever 4 digits in place of a character.
lol @ "I'm trying to beat Pokecheck and code legit Pokemon"