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Kaphotics

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Posts posted by Kaphotics

  1. what does it mean if there is: Unknown GBA PID and why does it sometimes say: Unknown Location?

    And why do i get this error: Error 13267 when trying to upload Shaymin Landforme with legal teached Earthpower from G4 SS Movetutor? and same on a Darkrai not editet or suited with moves other than the ones he comes with?

    hacks, they don't even pass the GTS's check.

  2. 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?

  3. 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.

  4. 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.

  5. Getting to your question now that I have documented a lot of new stuff :P

    Map 319 corresponds to Route 2. Thus Line 319 of zonedata will contain the script reference at 0x3BD0 of the zonedata narc.

    "00 01 06 00 00 00 7E 02 7F 02 5F 01 0E 04 0F 04 10 04 11 04 4E 00 3F 01 3F 01 0F 04 40 00 00 EC 00 00 00 00 FA 02 00 00 00 00 00 00 91 02 00 00"

    As you can see, it's referencing scripts 027E and 027F (638 and 639). So, if you have an object on overworld_319, it would access the script index number of scriptfile_638.

    My question is: how is the overworld data calling up scripts from the script narc?

    Answered!

    That's half the puzzle so far (what scripts an overworld map uses, thus where to edit); we still need to know HOW to edit the scripts!

    slightly related tangent: I'm sure that a lot more cool stuff can come from editing the zonedata!

  6. Oh, I just pasted the darmanitan data starting at it's dex #. the whole string was

    "78 01 2B 02 23 00 20 80 7B 01 23 80 09 00 23 80 08 00 01 00 11"

    From the overworld data I just searched for the nearest 2B 02, and ^ came up. Once I saw the 78 01 right before it, it hinted that it could be right, so I went with it and found that data in the ROM, and it ended up being in a/0/5/7-316.

    Just updated the post about 0x013C about how I couldn't find it in a/1/2/5...

    Copying the zonedata from the RAM as it contained the data for the script number, and look for it in the ROM/narcs.

    "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" is at 0x0225B92BE for a total size of 30 bytes. Andibad noted that "zonedata" is a/0/1/2 in this thread. This data I found is indeed at a/0/1/2, which is one large file. Looks like this controls the selection of data like scripts, pads, (encounter slots?) etc.

    a/0/1/2 IS A VERY IMPORTANT FILE.

    View as 48 bytes each, 427 lines. Remember that a/1/2/5 has 427 files? Each line corresponds to a certain overworld file!

    Back checking now, we have our Desert Resort data at 0x1DA0, which is line 158. Bingo. So now you can get a list of what map overworlds reference what scripts. lolol

    Now we know the meaning of the zonedata narc and part of it's structure; it determines what map uses what script!

    Now that's one structure that would be VERY useful to catalog and have an editor for!

  7. I'm not really keen on ROM editing; I tend to stick with sav/RAM editing myself. As such I try to edit these scripts in game -- the best (and only) time to apply these changes is when the overworld loads. The overworld won't re-load if you view the party screen, so you have to physically leave the map.

    I'll be taking a RAM editing approach instead of ROM editing, however it should be easy to apply the following to the ROM instead. Since I don't know how this stuff works at all I might as well catalog my learning process.

    setup & learning the ropes:

    I was able to find Drayano's example Desert Resort overworld at the offset 0x02250244 in my unmodified copy of English White. This area is right after eventdata_system.c, so we know this is the right place. (0x02250000).

    now, I just start toying with the scripts that are loaded, by applying a cheat code right before the game interprets the script to show what's on the overworld. I apply an internal code of 13631494 (dec, which is 00D00006) at 02250244 to change up the sprite that's loaded.

    MVP3g.png

    shazam, I can edit the scripts without editing the ROM directly. Much quicker than editing the ROM in my opinion. So now that I've explained that, we can see that the overworld is present here and can be changed, but that stuff is already known.

    establishing that this is the a/1/2/5 overworld data file:

    now, by copying and searching, we see that the ROM mirrors the RAM:

    0x02250114 (RAM)

    0x083B4400 (ROM) - starting data - AC 04 00 00 04 1C 03 02

    So, we now know that this data is loaded from the a/1/2/5 narc, but which file? 158, the map ID! duh...

    Ok, so the map event file is loaded into the memory, and it then calls for reference scripts. That's the ultimate goal.

    Script File and Memory Locations

    So, we know that Darmanitan is what you encounter from the statue. So, knowing that it has to call the Pokemon Index Hex (0x022B) to get one to appear and the memory has to have the Scripts loaded already, we look for Darmanitan's hex further in the memory.

    I find 2B 02 23 00 20 80 7B 01 23 80 09 00 23 80 08 00 01 00 11 later on, and search for that in a/0/5/7. Found a match in file 316. We find the 78 01 pokemonhex for each of them, so this is the right file.

    Note that the entire script file for the map is loaded at offset 0x0225CB44 (there's a pointer at 0x0225C614 that points here). However, this isn't what we're looking for.

    We instead look for 0x013C (the Script File number) after the overworld data. We find it at 0x022592C2. Change this on the fly, and you access different scripts!

    Ok, so that's pretty cool. But just for fun, what's around this area? "zonedata.c", cool. Lets corrupt some crap.

    Went into the ruins, and encountered a Pokemon.

    WVWLi.png

    yeeeeeee. Changed up the pads of WILD POKEMON. Zone data!

    Back to our intentions:

    The overworld data has to point to the script file somehow. We know that overworld_158 must point to script_316. So we search for 3C 01 in the overworld file...

    not found. well fuck, gotta figure out wat do.

  8. It doesn't look too complicated but I am totally clueless on how Kaphotics (or anyone else, for that matter) is able to figure out those offsets...

    better late than never on a response :P

    I used Pokesav which gave me the MXYZ coords of the save file, then searched for them in the memory when I entered the game. Moved around -> save -> get MXYZ -> search again. Ended up with the offsets I needed.

    Usually you can do "different by 1" for each step and you'll eventually get a list of locations to narrow down by hand. Finding other offsets is just a memory search on certain values you expect to be related to what you want... then you corrupt them and see what they do!

  9. this is pretty much untouched as people haven't really investigated like they've done in gen3/4.

    i'll help later today and over the weekend, I'm actually kinda interested in this :)

    drayano and others have done some work on 0/5/7, I think that understanding the format of the script narc first will help understand the overworld->script fetch

    http://projectpokemon.org/forums/showthread.php?21828-Moving-Stationary-Pokemon-B-W

    http://projectpokemon.org/forums/showthread.php?15806-NPCs-Giving-Multiple-Items

    http://projectpokemon.org/forums/showthread.php?17968-List-Hex-for-each-pok%E9mon-in-a-0-5-7&p=136085&viewfull=1#post136085

    http://projectpokemon.org/forums/showthread.php?22329-Pok%E9mon-Black-and-White-Script-NARC

    as drayano said, using a Lua script to quickly fetch overworld position & map is verrry helpful. the script setup might be very similar to gen 4 as BW is essentially the same engine.

  10. pman1117, this thread is not to figure out why you can't pass the legality check -- it's to report things that are improperly reported illegal.

    To the two above posters with evolved Pokemon failing:

    A recent change in the LA is making it come up hacked. They are legal (and legitimate) encounters, and it should be eventually fixed.

    -- for the record, Zelen's pre-Evolved Haxorus as an Axew, which passes (currently private).

  11. I have noticed something odd with my Excadrill. As a Drilbur infected with pokerus I get a type 1.2 strain. http://www.pokecheck.org/?p=detail&uid=1390389

    As an Excadrill with cured pokerus the checker says it's a default strain. http://www.pokecheck.org/?p=detail&uid=1390284

    In your case you have strain 1 with 2 days duration on your Drilbur -- when it is cured it turns to 1.0, default=strain1.

    Strain duration is determined as strain%4+1... 1%4+1=2, so it's a typical gen 5 infection, however strain 1 is just the default strain that AR codes/sav editors use. Light Orange messages are just cautions, not implying something is illegal.

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