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Kaphotics

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Everything posted by Kaphotics

  1. Just put all the codes together as one code (enter all codes as if when one ends the next one begins), using the same activator for each one. The AR will then add all of them at once.
  2. Just use PokeGen to edit your Pokemon before hand, or if you wanted to magically swap what you have in your party you can just overwrite them with AR codes at any time (then overwrite them back later). Kinda gives the illusion that you have more than 6 Pokemon if you do it sneakily.
  3. 1) Yes 2) Yes, but the check is terrible. If it passes on Pokecheck.org it will pass on GBU. 3) Because GBU prevents basic illegal hacks. That is the case.
  4. http://www.pokecheck.org/?p=detail&uid=3047748 Version: Black 2 Un-terminated OT name field. Encounter Type: Tall Grass. Nothing to see here. Already muted you on the shoutbox for complaining about why your hack showed up as hacked.
  5. 1) There's a legal cap of 510 Effort Values that can be distributed among all 6 stats. All 6 stats can not be maxed out. 2) Because the maximum Effort Values you can spend on one stat is 255; this is half the legal maximum. Hence why 2 are usually maxed. 3) Yeah. Effort Values can only influence so much and their effects are easily predicted. 4) No. 5) Yes @ compatibility. No @ malfunctions. 6) It only helps you reach the maximum faster by doubling your Effort Value gain. It does not allow you to get more than the legal maximum. Think of it as a time saver. I suggest you look up guides on what "Effort Values" are. (EV)
  6. 2+ years ago when B/W first came out I just observed what hexes were different for legitimate DW mons.
  7. PPTXT is only used to change text, or edit lines for event scripts. It can't add battle features.
  8. This was asked no less than a month ago in the same forum. http://projectpokemon.org/forums/showthread.php?26960-Convert-.3gpkm-to-.pkm 1. Save Game at Pal Park -> Export Backup Save 2. Do Pal Parking (with DeSmuME) 3. Save Game -> Export Save -> Extract PKMs 4. Reload Backup Save, repeat steps 2+.
  9. That or recompile using the Spanish data offsets you find using the method I previously described. I don't have any Spanish games so I'm not able to know where each narc starts.
  10. Changing sprites is done so long as you know their narc locations. Changing text is easy with PPTXT. Controlling opponent moves in a certain order requires TAS manipulation of the Mersenne Twister (randomness). The TAS aspect is only doable on emulator, and by those who have mastered controlling the RNG. I've posted that information at Smogon.
  11. Games aren't localized to Continent, they are localized to languages. So any English tool will work on your (U) ROM.
  12. The boxes are still there, you just can't see them. If you just want to delete "Box #", use the activator for Box #. Everything else isn't used.
  13. Technically it could be possible with a bunch of scripting to overwrite the zone data based on each square via script trigger tiles. However the writebytetooffset command (that is known to exist in gen 3) hasn't been identified. Besides that, an entire map can only use one encounter table. Which will always be the case (because doing ^ is stupid). So what andrewmyles said is correct.
  14. English localizations are the same regardless of EU / US. They are only localized per language, not region.
  15. Overworld Structure (unfinished) ~ Might look at PPRE source later to see if there's any similarity. Basically there's 8 bytes for a header, followed by any Furniture entries, then followed by NPCs, then Warps, then Triggers. At the end, every OW has 00000000 to signify the end of the file. [u]Header (0x08 long)[/u] 0x00-0x03: Overworld Data Read Length 0x04-0x07: Header Data (Count) 0x04: Furniture 0x05: NPCs/Interactables 0x06: Warps 0x07: Triggers (Floor) [u]Furniture (0x14 long) [/u] 0x00-0x01 - Script Used (???) 0x02-0x03 - ??? 0x04-0x05 - ??? 0x06-0x0B - X Coordinate 0x0C-0x0F - Y Coordinate 0x10-0x13 - Z Coordinate (lowest 4 bits for something else), signed! [u]NPC/Interactable (0x24 long) [/u] 0x00-0x01 - Overworld ID 0x02-0x03 - Overworld Sprite 0x04-0x05 - Movement Permissions 0x06-0x07 - Unused / Permission 2 0x08-0x09 - Overworld Flag ~ Items (checkflag related. Default 0) 0x0A-0x0B - Script Called (Special for Overworld Items) 0x0C-0x0D - Face Direction Default 00 00 = Up 01 00 = Down 02 00 = Left 03 00 = Right 0x0E-0x0F - Sight Range (Eyecatch Leash) 0x10-0x11 - ???? 0x12-0x13 - ???? 0x14-0x15 - Left/Righ Leash (Deviation) 0x16-0x17 - Up/Down Leash (Deviation) 0x18-0x19 - ???? 0x1A-0x1B - ???? 0x1C-0x1D - X Coordinate (Left/Right) 0x1E-0x1F - Y Coordinate (Up / Down) 0x20-0x21 - ???? 0x22-0x23 - Z Coordinate (Levitation) [u]Warp (0x14 long) [/u] 0x00-0x01 - Map 0x02-0x03 - UseWarpCoordinates (From Above Map) essentially chooses which Building/Side 0x04 - ??? (1/2/4) 0x05 - ??? (1/3/4) 0x06-0x09 - Exit X (lowest 4 bits act as directional flags?) 0x0A-0x0D - Exit Y (^) 0x0E-0x0F - X Extention (how far the warp extends RIGHT) 0x10-0x11 - Y Extention (how far the warp extends up/down, unsure) 0x12-0x13 - ??? (00) [u]Trigger (0x16 long) [/u] 0x00-0x01 - Entity Number? 0x02-0x03 - Constant Value 0x04-0x05 - Constant Reference - Apparently, if Ref=Val, trigger. 0x06-0x07 - ???? 0x08-0x09 - ???? 0x0A-0x0B - X Coordinate (16bit) 0x0C-0x0D - Y Coordinate (16bit) 0x0E-0x0F - Z Coordinate (16 Bit) 0x10-0x11 - ???? 0x12-0x13 - ???? 0x14-0x15 - ???? Extra Stuff (Trigger Related?) 0x06 long 0x00-0x01 - Selects One of something 0x02-0x05 - Does something to it [u]00 00 00 00 = end of overworld (at the end of every OW file), sometimes 00 00 [/u] for parsing: Furniture Start (if readbyte(0x04)>0): 0x08 NPC Start (if readbyte(0x05)>0): 0x08+readbyte(0x04)*0x14 Warp Start (if readbyte(0x06)>0): 0x08+readbyte(0x04)*0x14+readbyte(0x05)*0x24 Trigger Start (if readbyte(0x07)>0): 0x08+readbyte(0x04)*0x14+readbyte(0x05)*0x24+readbyte(0x06)*0x14 Extra/End: 0x08+readbyte(0x04)*0x14+readbyte(0x05)*0x24+readbyte(0x06)*0x14+readbyte(0x07)*0x16 BW Movement Permissions ~ via Oxnite 02 00 Looking AROUND (randomly) 03 00 Walking AROUND randomly till max 04 00 Looking UP and DOWN 05 00 Looking LEFT and RIGHT 06 00 Looking UP and LEFT 07 00 Looking UP and RIGHT 08 00 Looking LEFT and DOWN 09 00 Looking RIGHT and DOWN 0A 00 Looking UP, DOWN and LEFT (randomly) 0B 00 Looking UP, DOWN and RIGHT (randomly) 0C 00 Looking UP, LEFT and RIGHT (randomly) 0D 00 Looking DOWN, LEFT and RIGHT (randomly) 0E 00 Looking UP 0F 00 Looking DOWN 10 00 Looking LEFT 11 00 Looking RIGHT 12 00 Looking UP, LEFT, DOWN, RIGHT (counter-clockwise) 13 00 Looking UP, RIGHT, DOWN, LEFT (clockwise) 20 00 Running DOWN till max, RIGHT till max; then returns + repeats 21 00 Running RIGHT till max, UP till max; then returns + repeats ezmeh tutorial video
  16. The patched ROM is not compressed, it's trimmed. There's not that much data inside the ROM; there's just meaningless padding to reach 512 MB. You can still extract narcs with editor.exe / Tinke.
  17. Nah, I haven't dabbled in overworld editing. Drayano has added NPCs but we're not totally sure on what the overall structure is. Since I'm home on break I can't really give anything to help but I can tell you what I know: If you open an overworld file (similar to a script file), it's essentially a list that tells the game what (and how much) to load when it comes to NPCs, objects, etc. There's a header at the top which contains a bunch of #'s similar to how Advance Map has a NPC counter and other counts. The game then loads the overworld occupants/objects depending on how many it is instructed to load. All one would have to do is add the desired hex string in the proper format and edit the header setting. Identification and editing is similar to script editing. Use my zone data Lua script (B/W Lua scripts w/e) and it will tell you what overworld file is loaded in the game. You then extract the narc and open the overworld file that is used. For NPCs there's a certain structure (I think there's a thread on Moving Overworld NPCs) which has XZY coordinates, sprite, script assignment, and movement leashes. Drayano could possibly have something to help, but when he made BBVW2 he didn't really document the exact structure afaik. Figuring out the structure wouldn't take too much time so long as you know how to look!
  18. That question was asked already (post #33) and I provided an answer. Not possible atm, feel free to research it yourself.
  19. narc locations: http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info Evolution Editing: http://projectpokemon.org/forums/showthread.php?17426-Pokemon-ROM-Changer There isn't any info on how to edit overworlds but it's pretty easy. You just have to add in the string for a NPC at the end of the NPC list, and increase the header's NPC_count by 1.
  20. k (note: nationality is kept when hatching a traded egg; presumably the origin game doesn't either). Gen IV ~= Gen V
  21. >Pal Parked using DeSmuMe. There's your problem. We don't support it because they are so wildly variant... we just support Retail resultant trash bytes (and a few emulator ones); just run them through trashbytes.exe if you want to fix them.
  22. You said you edited it to Hydreigon. You made no mention of fixing its level >=64. Plus it doesn't help when I have nothing to reference; it's not on your account.
  23. You probably didn't change the level to be legal. Pokecheck is set up to try and find a valid encounter (place, and level), and when it fails it gives that message.
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