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Kaphotics

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Everything posted by Kaphotics

  1. flame orb inflicts a burn after the burn 10% damage check happens, that's why that error is also present in GBZero's video -- other errors in his video are flame body trying to burn an already statused Conkeldurr and heat wave trying to status a mon whose substitute faded from the attack
  2. So I took the time to figure out why PPTXT is refusing to add the lines... here's why. The amount of lines in the file is predetermined from the header of the text file. PPTXT won't edit it, and makes sure that the amount of lines is the same. So PPTXT can't directly add or remove lines. However, I was able to think up a little trick to change the amount of lines a given file has: Create a backup copy of the text script narc, dubbed "dummy". Extract all a/0/0/3 text files into a folder. Open up the dummy narc file in PPTXT, find the text file you have to edit, then determine how many new lines you have to add. Close PPTXT Open the individual text file (from step 2) in HxD or hex viewer, and look at 0x2. That's how many lines are currently programmed into that file. Current Lines Lines + New Lines Required = Total Lines Find a Text File with 0x2 == Total Lines Required Open the dummy narc in HxD and search hex "01 00 XX 00", where XX is for how many lines you want (in hex) -- you'll find it right after encrypted hex not in the middle of other similar hex. That is the start of a given text file; open kiwids with the dummy narc and find what file has that region of data... Make a copy of this text file that has the total lines required (files from step 2) Delete the textfile you want to expand, and rename the copy from the above step to effectively replace the deleted file. kiwids make a new narc of all the text files Open new narc with PPTXT, go to the textfile that you originally intended to edit. In another PPTXT window (run 2 copies), open original narc with PPTXT, go to the textfile that you originally intended to edit. Restore the dummy narc with the text from the original; you will be left with extra lines of text from the copied textfile. The remaining lines of text are yours to edit! Dummy narc becomes the actual narc with the extended lines!!! with this you essentially copy other textfiles with bigger linecounts. copypaste restore the original text back and do whatever with the remaining lines, new lines to play with!
  3. Bulbapedia and Veekun note that Toxicroak can learn Helping Hand by tutor, while Croagunk cannot. if what you say is true, then those ^ pages are wrong (upokecenter and legendarypokemon say Helping Hand CAN be tutored to Croagunk)
  4. Oh right I totally forgot about the dialog file! Zonedata determines which one is pulled up -- it's 0xA-0xB to decide which text file is loaded. I've updated my post with the zonedata structure with this info. I didn't do anything related to translations so I have no experience with that narc, but I can help with that! Text Script Codes -- With this you should be able to format your text to a readable string, and I don't think there's any sort of syntax for new line. After looking at the structure of what's displayed with PPTXT, it looks as if just pressing enter creates a new line. But that doesn't work! I believe it's because PPTXT doesn't allow the change of line length, because it simply isn't expected with all the past use. I'mma take a look at the src
  5. from the .dbv file, the battle instructions: 92 TURN 1 02 11 1C 00 00 E1 38 00 00 22 E1 2C 00 00 A1 76 00 00 12 SWITCH ON TURN 1 01 00 00 00 00 21 83 01 00 00 92 TURN 2 02 31 1C 00 00 E1 39 00 00 22 01 DB 00 00 13 01 00 00 12 SWITCH ON TURN 2 01 00 00 00 00 21 13 01 00 00 92 TURN 3 02 31 1C 00 00 11 65 00 00 22 01 DB 00 00 01 DE 00 00 12 SWITCH ON TURN 3 01 00 00 00 00 21 03 04 00 00 92 TURN 4 02 11 1C 00 00 E1 38 00 00 22 81 24 00 00 00 00 00 00 92 TURN 5 02 11 1D 00 00 91 86 00 00 22 E1 5F 00 00 00 00 00 00 92 TURN 6 02 11 1D 00 00 11 65 00 00 22 21 B4 00 00 00 00 00 00 12 SWITCH ON TURN 6 01 [u]03 01 00 00[/u] - Player0 switches Politoed out. 21 03 04 00 00 As you can see there's no switch on turn 3 for player0, so Politoed must not have been KO'd on turn 3. My guess is a misplaced RNG call, probably with the Stone Edge crit not happening.
  6. Most of the time, Pokemon with near-perfect IVs are either hacked or RNG abused. Since this isn't always the case, it's depicted as a warning which is nothing to worry about. Everything is still legal. Be proud that your breed came out great!
  7. ► IVs This Pokémon is likely edited or RNG abused. RNG Abuse is not illegal; the reason this message appears is that you have 5 stats >=30. Key word: LIKELY!
  8. In general, please post links, even if they are private (we can see them). Trash bytes are just an example check; it is one possibility, but not always the origin. Mimic glitched moves are not legal. Gen 3 events aren't checked thoroughly as it's pretty trivial; if they are battle legal -- meh
  9. no, 13267 is the game refusing to upload it, not Pokecheck refusing to accept it. They could have ribbons or just something wrong like a missing fateful encounter; again it is not Pokecheck refusing.
  10. Trash bytes are overwritten when you rename, so there is no problem there Pokerus strain 0 is a hacked strain; when cured it becomes strain 1. So your currently infected have the hacked strain, while the cured ones have the default strain. I suggest you discard all of the currently infected ones as they are only spreading a hacked strain!
  11. >extensive edit yeah, you broke something. With what you've told us so far it's unclear what exactly you broke. What exactly did you edit? (narc)
  12. zonedata.lua detects if it is black or white (english for now), and displays the zonedata. tip: use the town map to see a whole load of map IDs rather than manually going to them; when you select a location the game pops up the zonedata!
  13. The English Virtuoso Victini (Movie14) is available to download again. just downloaded it ; same Wonder Card, different date.
  14. For those wondering, no he does not have the ability to get the wondercard data off of his save. So it won't be contributed by him unless he gets a save reader, which is unlikely.
  15. nobody knows the structure of scripts in BW. edit: not anymore LOLOL
  16. save all pertains to a save file. you cannot save an imaginary box in an imaginary save file. solution: click & drag to a folder, or save individually
  17. Local: Judging from the fact that it is now deleted indicates that it was a hack trying to pass off as legit. While I can't know if it was your hack, please take the time to make sure that the upload is indeed legitimate. Hozu: I'm pretty sure the party data portion of the Darmanitan is stripped away whilst the forme data stays when it is uploaded. That's at least how a .pkm upload would work. I'd rather not give a definitive answer on that as it is just an educated guess... could someone could try to upload an active Zen one in-game?
  18. mmk so toying with the known behavior of the script, I see that each darmanitan script has 2 references to Ragecandybar (hex 0x01F8), after changing it to Life Orb (an item in my inventory), the game first checks if HEX is in your inventory, the second one is to remove HEX from your inventory. So I was able to encounter Darmanitan by consuming a life orb ^.^ In the above pattern map, the gold and dark blue highlights contain the part of the script. The rest of the script is almost exactly the same, bar some readlength data. Looking at the first darmanitan script, we see "DE 03", which tells us to do something 0x03DE... which just so happens to be right where a 02 00 happens. So this is either a readlength or jumpforward XX for data instruction. "28 00 77 40 02 00" (I didn't see this 02 00 at the time and didn't separate it out... oops!). However, there's another descending number that occurs before 03DE... "0397", this readlength points to some other data that is right below all 5 darmanitan scripts starting with 0x10; it also is right after 02 00. So, this pretty much confirms that "02 00" means end line/script... there arent many occurrences of 02 00 that aren't "ends", so it should be a good starting fact when figuring structures out. might as well look at scripts of a smaller map just to get my bearings... like in your starting room for starters.
  19. trying to wrap my head around the basic structure of scripts... picture below is notepad++ and the script file of 316 (for desert resort) split up into common pattern chunks. I wasn't sure on the endianness of the structure so I assumed nothing; but it looks like there is 1 byte instructions and 02 00 is "end" just like in gen 4.
  20. ... nobody can or will do it for you. with your current setup, no.
  21. instead of finding what line of zonedata to look at, I separated my english white narc into pieces for each zone; just a quick reference of what each zone is. http://min.us/mr1CGmENC alternatively, line separated pastebin (copy to notepad++ to get line numbers) For the structure of the map's zonedata, (desert resort, v v v ) 00 10 16 00 67 00 3C 01 3D 01 A6 00 36 04 36 04 36 04 36 04 08 00 9E 00 9D 00 22 04 00 00 40 6D 67 00 00 00 05 00 00 00 00 00 00 00 04 00 00 00 not 100% on this, might have made a mistake since I went hex by hex seeing what happened. 0x00-0x01 - ?? 0x02-0x03 - Tile Set Load (?) 0x04-0x05 - Map Terrain load [color="silver"]0x06-0x07 - Script Set A? 0x08-0x09 - Script Set B? [size="2"]usually blank?[/size][/color] 0x0A-0x0B - Text Script # Load 0x0C-0x0D - music set A? 0x0E-0x0F - music set B? 0x10-0x11 - music set C? 0x12-0x13 - music set D? [color="orange"]0x14-0x15 - Encounter Slot Table, 0xFFFF = no encounters[/color] [b][color="red"]0x16-0x17 - Map # Load ~ (0-426)[/color][/b] 0x18-0x19 - Map within Map ~ Currently loaded map is located within VALUE as a submap (Current Location). 0x1A-0x1B - ?? 0x1C-0x1D - controls camera angle 0x1E-0x1F - battle pads & background, other data: 7th bit: Bike [u]not[/u] allowed (0 = true, 1 = false) 10th bit: Flying [u]not[/u] allowed (0 = true, 1 = false) don't know exactly what the other bits do 0x20-0x21 - more camera angle crap, shifts the viewing position x y? 0x22-0x23 - always zero [color="blue"]0x24-0x25 - flyto-x coordinate 0x26-0x27 - always zero[/color] [color="green"]0x28-0x29 - flyto z coordinate (auto drops to floor I think) 0x2A-0x2B - always zero[/color] [color="orange"]0x2C-0x2D - flyto-y coordinate 0x2E-0x2F - always zero[/color] to allow people to bike everywhere, make 0x1E's 7th bit always 1.
  22. no it's nothing wrong with yours, it's something I'm noting for a "wrong displayed location" error. your poke is fine
  23. not your problem, but the location should say Team Rocket HQ instead of Rocket Hideout (hideout is the japanese translation) transmitter room electrode, false positive yes. (stationary pokemon, method 1/K)
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