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Kaphotics

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Everything posted by Kaphotics

  1. There are many tutorials out there on how to edit sprites. You have your sprite and palette files, just follow what the sprite editing tutorials do.
  2. in my first post I linked to this thread, where I had replied: That should be everything you need to know.
  3. You can extract the sprite/palette and use it as a base for your new sprite. There are a bunch of tutorials on how to make a sprite. Once you are done, insert your new sprite and new palette into the proper position.
  4. cpan1 already gave a guide; here's a little elaboration 1) Download HxD 2) Open ROM in HxD 3) Determine which Pokemon you want to replace. Say you want to replace Cobalion with Groudon. 4) So, in HxD, press Ctrl-F, set Datatype to Hex-Values and search for 78 01 7E 02 2A 5) Groudon's pokedex number is 383, which is 0x17F in hex. 6) Replace 78 01 7E 02 2A with 78 01 7F 01 2A 7) Save changes 8) Run ROM in emulator, encounter groudon. Now, the sprite won't appear as Groudon, it'll still be Cobalion. 1) Use my Lua script provided here. 2) At the encounter area, find which overworld file is being used. 3) Find the XY coordinate of the Cobalion NPC 4) Open the overworld file and select the NPC data; then using the overworld structure just change the sprite number that the NPC has. You can test various sprite numbers with this script. 5) Put the overworld file back in the overworld narc with PPNFR, then reinsert the narc into the ROM with NitroExplorer 6) Go in game and verify that you did it correctly. The encounter text will have to be changed with PPTXT. A general process of adding an NPC is done in . You're not adding an NPC, you're just editing one; the same process applies here.
  5. http://projectpokemon.org/forums/showthread.php?24816-NA-Newest-Pokegen-Version-3.1.9-BUG-quot-Error-has-occured-please-turn-off-the-power.-quot post the code you're trying to use; tell us what version you are trying to use it with you're likely generating with the wrong target game (select the right one in the main window)
  6. http://projectpokemon.org/forums/showthread.php?26755-Does-any-one-know-there-is-the-Trainer-Card-files-location-in-B2-W2&p=156934&viewfull=1#post156934 for the text, search the text narcs for the custom classes and replace the desired text.
  7. remember to always check the B2W2 General ROM Info thread; it's been known for a while ctrl-f: fly, you get: /a/1/1/6 ********* large key item textures (magma stone, mirror, lunar wing), also mugshot backgrounds (fiery/icy winds etc), keldeo form change(281), NPC fly action animations(59,67) poke around a bit and you see that file 58 & 66 have the flying animation (show textures after pressing view) alder's is @ 134 and the heroine is @ 138 & 142 these are all just animations of sprites, so there's loads of other animation related stuff in this narc (like prebattle fade animations) as for the PWT opponent screens... I have no idea.
  8. unless the code is always on, the game will always revert to the current month's season just change your date to whatever season you desire.
  9. don't breed with ditto
  10. there's tutorial enough in the thread that was linked.
  11. no tool, you can drag them onto the desktop from the pokegen window alternatively you can program your own save ripper to rip all the PKMs, it's not hard
  12. HxD the command for B2W2's stationary encounters is 74 01 instead of 78 01
  13. Only thing that child did was replace Hugh's sprite and walked through walls to get outside of the starting town. There's a reason he has to block people from his channel for calling him out on his lies. Might as well read this, as I actually figured it out (he didn't). The only problem is that double battles are forced with a preset trainer, so it's currently not possible to have something following you without repercussions.
  14. not a false positive https://www.pokecheck.org/?p=detail&uid=4250089 @theinter https://www.pokecheck.org/?p=detail&uid=4242821 @preziise Possible aliases: theinter, eksuos it's in the database twice. http://i.snag.gy/qOKLF.jpg
  15. there's a few things that are wrong with what you're saying, maleficusu. Overworlds are entirely different from Event Scripts and Text. You can't mix files. For NPC editing it's best to use Kazo's tool (although if you can do it in hex I'd do it that way, as NPCE deletes trigger data at the end). My lua script in my tutorial video can check to see if the data has been edited properly if you activate the checking mechanism ingame at the location.
  16. Kaphotics

    Changing IVS

    pokegen can permanently change IVs. legality: gen IV yes, captured pokemon can be hacked checked for their PIDIV gen V no, for captured pokemon
  17. you can do this with your own private GTS, just release after you upload. if you want them back, just queue up the PKM for download and delete the PKM. 'collecting data' is getting the entire Pokemon but keeping it on the game. It's a flawless clone of the in game Pokemon.
  18. Event Ribbon shows up as "History Ribbon"; it shouldn't. https://www.pokecheck.org/?pk=3851897 https://www.pokecheck.org/?pk=4226931 I believe the Gen 4 ribbon name is taking precedence over the Gen 5 name (they are Gen 5 PKMs)
  19. I've done a few tutorial videos on my channel; there's more information in the video descriptions and also in the B2W2 General ROM Info thread.
  20. from your process description, you're obviously not reinserting the edited overworld file into a narc (or re-building a narc from the files folder). Narcs are essentially uncompressed zip folders. You can't insert an edited file in place of the narc. The game crashes because it can't find the overworld file. The reason you're able to enter the game is because the current overworld is kept in the save file... so when you load in the game doesn't have to open narcs.
  21. save pokemon from tabs is for saving pkms save file is for saving a save file open file is for opening a save file you can't keep boxes of stuff without a save file, but if you're delivering from GTS you don't need to.
  22. it's pretty easy, just check the script # that the overworld NPC is assigned. open the script file for the current location with NPRE and you can easily figure out how it's set up with item index numbers and a callstd for giving the item and removing the overworld.
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