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Everything posted by Kaphotics
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answered B2/W2 BWME Full-body Shot Help
Kaphotics replied to Va13ntine's topic in ROM - NDS Discussion & Help
Well, it's obvious that the palette is wrong; it's up to you to figure out why it went wrong. Neongreen and the other colors aren't used by the original image, view the palette to see what colors it has. Chances are you edited the wrong palette (some palette files can have multiple subpalettes) -
"battle background mod codes" have been out there for some time. however, you can't get iris' background without editing your ROM
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answered B2/W2 BWME Full-body Shot Help
Kaphotics replied to Va13ntine's topic in ROM - NDS Discussion & Help
16 color limit ... -
Having some issues with ability and OT name legality.
Kaphotics replied to Princess Lilligant's topic in Pokémon Legality
No. We're not here to help you break the rules of another website. Trash bytes are irrelevant to battle legality so long as they are terminated once. -
>Playing in multiple trains implying subway >screenshots of BWTE totally different deal. it's the subway files you need to look at.
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no, it sets all the medals to be awarded by the NPC. When you receive them from him, the date is set. (the 00030000 is what sets "give this medal", it later turns into a datetime stamp once you get it from him)
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Receive all medals (255/255): 94000130 FFFB0000 B2000024 00000000 C0000000 000000F6 00025C3C 00030000 DC000000 00000004 D1000000 00000000 D2000000 00000000 He'll give you 248 medals at the Pokecenter. Go to the ceremony at Castelia if he says there's one (if you haven't gotten the participation medal); then return to the Pokecenter and he'll upgrade your medal box all the way to Legend rank. Once you've done that, he'll have an award ceremony at Castelia again, in which all the flags will be set properly and all of your medals will be awarded naturally. Works on all B2W2 games, any language. (if this somehow misses any medals , let me know)
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If you want something concrete, here's a program from 2004 that fixes the checksums for R/S https://dl.dropboxusercontent.com/u/12206225/PSavFixV2.zip included is a readme on how to use it, and the source code. How it calculates checksums: int Chksum(int length, int *Data) { int Chk,i,tmp; length = length>>2; Chk=0; for(i=0; i<length; i++) Chk += Data[i]; tmp = Chk>>16; tmp +=Chk; Chk = (tmp&0xFFFF); return Chk; }
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No. We're not here to help you break the rules of another website.
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Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
Mat487: My shiny Dragonite I received from Alder's grandson is a Pokestar, according to Pokecheck, but has never done anything to earn the title and plays the shiny animation when sent out, because it is shiny. What causes this? https://www.pokecheck.org/?p=detail&uid=4494544 Says it's a pokestar shiny, but 0x87 = 0x19 (not > 250) -
You posted a pic of you on an emulator... You can edit your save file. However, if you want to make a code: Take any save file. Edit MXYZ Compare before / after Make AR code ... You're probably better off just adding a teleport pkm to your party.
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Read post 3.
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already answered a long time ago: 8bit reads vs 16bit. Was never planned to have this degree of customization. Even if you manually edit it to be above 255, the game simply ignores the uppermost 8 bits - because it only reads the 8 bits at 0x2A.
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Pokémon Blaze Black 2 & Pokémon Volt White 2
Kaphotics replied to Drayano's topic in ROM - NDS ROM Hacks
Use DeSmuME. No$ is years out of date. -
Not looking hard enough.
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Graphics issues with double-battles in BWTE.
Kaphotics replied to Ayakura's topic in ROM - NDS Discussion & Help
shouldn't be BWTE's fault, so long as you only swapped out the trainer narc this won't happen. Looks like a certain layer is set from the battle UI and isn't removed. Code related / other narc related. Be sure you re-inserted everything properly. -
Use PikaEdit to change your MXYZ and Trainer name then. Dunno what you did, honestly.
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You can't go above 255 with sprites.
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Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
There's no trash bytes possible for a totally capped name, so if it was pal parked to an english game it'd be exactly the same as a german game nothing wrong here -
resource B2W2 Scripting Thread
Kaphotics replied to Kaphotics's topic in ROM - NDS Guides and Other Resources
. Testing custom scripts in real time Using a Lua script, you can write a script into the game in real time. Using Event Script Writer (scrins.Lua), the script writes a text string (of hex copypasted from a hex editor) directly into the memory. If an NPC were to initiate script 0, the game would read the inserted script rather than the one from the ROM. To use: Save state. Load the script. Stop it for now. Talk to the NPC once so that the default script data is loaded. Use the Overworld Editor script to force all NPCs to use Script 1 (offset 0xA = 0x1). Run the insertion script. Talk to the NPC, custom script runs. Dump of scripting related tutorial resources: ============ Feel free to ask questions related to scripting, whether it be how they work or how to script a certain event. -
resource B2W2 Scripting Thread
Kaphotics replied to Kaphotics's topic in ROM - NDS Guides and Other Resources
. Massive Script Examples Scripted Event [video=youtube;8tBDVstp1hM] Raw Script "Chargestone Cave: HACKED" [video=youtube;z0VLebo1mnk] Raw Script "DRAYNO60S MARVELOUS TRIP THROUGH ISSHU" [video=youtube;XiHALWTQ5Tc] BBVW2 Scripts (by me, not yet in public versions) Force save before continuing the script Random Baby Egg script -
resource B2W2 Scripting Thread
Kaphotics replied to Kaphotics's topic in ROM - NDS Guides and Other Resources
. NPC Manipulation (Add / Remove / MOVE) NPCs are referred to with an 8 bit number, based off of their overworld data. The hero is always 0xFF (entry 255), and the map's overworld NPCs start at 0x00+ Adding and Removing an NPC: Overworld Add/Remove: You can add and remove an NPC based on its overworld ID. [color="blue"]006B[/color] [color="red"]AddNPC[/color][color="green"] - u16: NPC ID[/color] [color="blue"]6B 00[/color] [color="green"]0A 00[/color] Add NPC ID=0x0A ===== [color="blue"]006C[/color] [color="red"]RemoveNPC[/color][color="green"] - u16: NPC ID[/color] [color="blue"]6C 00[/color] [color="green"]0A 00[/color] Remove NPC ID=0x0A Adding only works for NPCs that already exist in the overworld file, but aren't on the map (previously removed, or flag prevented spawn). In order to add a new NPC from scratch, use CreateNPC [color="blue"]0069[/color] [color="red"]CreateNPC[/color][color="green"] - u16: X coordinate - u16: Y coordinate - u16: Face direction - u16: Overworld ID - u16: Sprite Number - u16: Movement Permission[/color] [color="blue"]69 00[/color] [color="green"]01 00 02 00 03 00 41 00 53 00 02 00[/color] make NPC @ (X,Y)=(1,2) facing Right, NPC ID=0x41, sprite=SuitMan, looks around randomly Moving an NPC: You have three methods to move NPCs. 0064 - Applymovement - You can tell them what movements to perform. 006D - RelocateNPC - You can instantly relocate them to new coordinates. 024F - MoveNPC - You can tell them to move coordinates (over a time period) from their current coordinates. ========== 0064 - Applymovement Applymovement has many movement types. Give the NPC a movement and how many times it does that movement. ...time to move an NPC. [color="blue"]64 00[/color] [color="green"]FF 00[/color] [color="purple"]08 00 00 00[/color] ApplyMovement 0xFF~hero (jump 0x00000008, start those movements, continue script) [color="blue"]65 00[/color] WaitMovement [color="blue"]1E 00[/color] [color="purple"]16 00 00 00[/color] Jump (0x00000016) past the movement instructions [color="gold"]01 00 00 00[/color] Face Down for 0 iterations. [color="gold"]4B 00 00 00[/color] Exclamation for 0 iterations (0 or 1 is ok) [color="gold"]17 00 01 00[/color] Shuffle right 1 step (one can always have StoreHeroPosition -> different moves) [color="gold"]14 00 01 00[/color] Shuffle up 1 step [color="gold"]01 00 00 00[/color] Face Down for 0 iterations [u]FE 00 00 00[/u] End Movement Instructions ... continue script List of movement types ========== 006D - RelocateNPC - Used mainly for off-screen relocation of NPCs or between fadeouts. [color="blue"]006D[/color] [color="red"]RelocateNPC[/color][color="green"] - u16: Overworld ID - u16: X coordinate - u16: Y coordinate - u16: Z coordinate - u16: Face direction[/color] [color="blue"]6D 00[/color] [color="green"]00 41 01 00 02 00 00 00 02 00[/color] relocate NPC=0x41 to (X,Y,Z)=(1,2,0), facing left ========== 024F - MoveNPC [color="blue"]024F[/color] [color="red"]MoveNPC[/color][color="green"] - u16: Overworld ID - u16: X coordinate - u16: Y coordinate - u16: Z coordinate - u16: Rapidity (how fast) - u16: Face Direction (not used?)[/color] [color="blue"]4F 02 [/color] [color="green"]FF 00 19 00 0F 00 02 00 0C 00 02 00[/color] relocate NPC=0xFF to (X,Y,Z)=(0x19,0x15,0x02), at speed 0x0C -
resource B2W2 Scripting Thread
Kaphotics replied to Kaphotics's topic in ROM - NDS Guides and Other Resources
. Useful Large Scripts (Trainer / Wild Battles) Trainer Battle [color="blue"]85 00[/color] [color="green"]2D 03 00 00 00 00[/color] [color="red"]SingleTrainerBattle[/color] [color="orange"](813 - Colress), trainer2 = none, params=none[/color] ---Battle Ends, script continues--- [color="blue"]8D 00[/color] [color="green"]10 80[/color] [color="orange"]StoreBattleResult to var 0x8010[/color] [color="blue"]09 00[/color] [color="green"]10 80[/color] [color="orange"]StoreVar 0x8010[/color] [color="blue"]08 00[/color] [color="green"]01 00[/color] [color="orange"]CompareTo 0x01[/color] [color="blue"]11 00[/color] [color="green"]01 00[/color] [color="orange"]Condition 0x01 (notEQ)[/color] [color="blue"]1F 00[/color] [color="green"]FF[/color] [color="purple"]08 00 00 00 [/color] [color="orange"]Incapacitation logic (return to pokecenter, etc)[/color] [color="blue"]8E 00[/color] [color="orange"]and eventually restore to Overworld if won[/color] [color="blue"]1E 00[/color] [color="purple"]02 00 00 00[/color] [color="blue"]8C 00[/color] PKM Battle [color="blue"]74 01[/color] [color="green"]7D 02 41 00 01 00 [/color] [color="red"]StartWildBattle[/color] [color="orange"]dex=0x027D @ level 0x41, parameters=0x0001[/color] ---Battle Ends, script continues--- [color="blue"]77 01[/color] [color="green"]10 80[/color] [color="orange"]Check if KO'd[/color] [color="blue"]09 00[/color] [color="green"]10 80[/color] [color="blue"]08 00[/color] [color="green"]01 00[/color] [color="blue"]11 00[/color] [color="green"]01 00[/color] [color="blue"]1F 00[/color] [color="green"]FF[/color] [color="purple"]14 00 00 00[/color] [color="orange"]Incapacitation Logic[/color] [color="blue"]23 00[/color] [color="green"]A0 03[/color] [color="orange"]Set disablespawn flag[/color] [color="blue"]23 00[/color] [color="green"]94 01[/color] [color="orange"]Set encountered at least once flag[/color] [color="blue"]6C 00[/color] [color="green"]00 00[/color] [color="orange"]Remove NPC[/color] [color="blue"]75 01[/color] [color="red"]EndWildBattle[/color] [color="blue"]1E 00[/color] [color="purple"]02 00 00 00[/color] [color="blue"]76 01[/color] [color="red"]EndWildBattle1[/color] [color="blue"]78 01[/color] [color="green"]10 80[/color] [color="blue"]19 00[/color] [color="green"]10 80 00 00[/color] [color="orange"]Check if captured[/color] [color="blue"]1F 00[/color] [color="green"]01[/color] [color="purple"]06 00 00 00[/color] [color="blue"]1E 00[/color] [color="purple"]0A 00 00 00[/color] [color="blue"]23 00[/color] [color="green"]93 01[/color] [color="orange"]Set captured flag, goto end[/color] [color="blue"]1E 00[/color] [color="purple"]30 00 00 00[/color] [color="blue"]19 00[/color] [color="green"]10 80 01 00[/color] [color="orange"]Check if player was defeated?[/color] [color="blue"]1F 00[/color] [color="green"]01[/color] [color="purple"]13 00 00 00 [color="blue"]19 00[/color] [color="green"]10 80 02 00[/color] [color="orange"]Check if defeated[/color] [color="blue"]1F 00[/color] [color="green"]01 [color="purple"]06 00 00 00[/color] [color="orange"]Goto #defeated[/color] [color="blue"]1E 00[/color] [color="purple"]10 00 00 00 [/color] [color="orange"]Goto end[/color] [color="blue"]34 00[/color] [color="green"]01 00 02 00[/color] [color="orange"]#defeated pkm, message flew away.[/color] [color="blue"]32 00[/color] [/color] [color="blue"]36 00[/color] [/color] [color="blue"]1E 00[/color] [color="purple"]00 00 00 00[/color] [color="orange"]Goto end[/color] [color="blue"]30 00 2F 00 02 00[/color] 00 00 end --- Other Useful Scripts (Trades / PokeMart) .. coming soon .. -
resource B2W2 Scripting Thread
Kaphotics replied to Kaphotics's topic in ROM - NDS Guides and Other Resources
. Common Use Scripts & Snippets of Large Ones Simple NPC Interaction [color="blue"]2E 00[/color] -- [color="red"]LockAll[/color] [color="blue"]A6 00[/color] [color="green"]47 05[/color] -- [color="red"]PlaySound Clink[/color] [color="blue"]74 00[/color] -- [color="red"]FacePlayer[/color] [color="blue"]3D 00[/color] [color="green"]00 04 0A 00 00 00 00 00[/color] -- [color="red"]Message2[/color][color="orange"], current text file, text line 0xA, default settings[/color] [color="blue"]32 00[/color] -- [color="red"]WaitKeypress[/color] [color="blue"]3F 00[/color] -- [color="red"]CloseMessage2[/color] [color="blue"]30 00[/color] -- [color="red"]WaitDelay[/color] [color="blue"]2F 00[/color] -- [color="red"]UnlockAll[/color] [color="blue"]02 00[/color] -- [color="red"]End[/color] NPC that you didn't interact with says a message: ... You can't use FacePlayer. [color="blue"]3C 00[/color] [color="green"]00 04 02 00 01 00 00 00 00 00[/color] [color="red"]Message[/color] [color="orange"]current text file, line 0x0002, NPC 0x0001 (from overworld #), default view/type[/color] [color="blue"]32 00[/color] [color="red"]WaitKeypress[/color] [color="blue"]3E 00[/color] [color="red"]CloseMessage[/color] ... YesNo Box - Saying No ends the conversation ... [color="blue"]47 00[/color] [color="green"]10 80[/color] [color="red"]PopYesNo[/color] [color="orange"]Store Result@Var10[/color] [color="blue"]09 00[/color] [color="green"]10 80[/color] [color="orange"]Internalize Var10[/color] [color="blue"]08 00[/color] [color="green"]00 00[/color] [color="orange"]Compare to 0 (yes=true=0)[/color] [color="blue"]11 00[/color] [color="green"]01 00[/color] [color="orange"]Condition Equal[/color] [color="blue"]1F 00[/color] [color="green"][b][u]FF[/u][/b][/color] [color="purple"]06 00 00 00[/color] [color="orange"]If False, Jump 0x00000006 to #no[/color] [color="blue"]1E 00[/color] [color="purple"]14 00 00 00[/color] [color="orange"]Jump 0x00000014 to #body[/color] [color="blue"]3D 00[/color] [color="green"]00 04 02 00 00 00 00 00[/color] [color="orange"]##no Message (line 2)[/color] [color="blue"]32 00[/color] [color="red"]WaitKeypress[/color] [color="blue"]3F 00[/color] [color="red"]CloseMessage2[/color] [color="blue"]30 00[/color] [color="red"]WaitMoment[/color] [color="blue"]2F 00[/color] [color="red"]ReleaseAll[/color] [color="blue"]02 00[/color] [color="Red"]End[/color] [color="blue"]A6 00[/color][color="green"] 47 05[/color] [color="orange"]##body Sound Clink[/color] [color="blue"]3D 00[/color][color="green"] 00 04 03 00 00 00 00 00[/color] [color="orange"]Message (line 3)[/color] [color="blue"]32 00[/color] [color="Red"]WaitKeypress[/color] [color="blue"]3F 00[/color] [color="Red"]CloseMessage2[/color] ... proceed... YesNo box script in action: GiveItem ... [color="blue"]09 00[/color] [color="green"]00 80[/color] [color="red"]StoreVar[/color] [color="orange"]0x8000[/color] [color="blue"]09 00[/color] [color="green"]01 80[/color] [color="red"]StoreVar[/color] [color="orange"]0x8001[/color] [color="blue"]2A 00[/color] [color="green"]00 80 32 00[/color] [color="orange"]Item # to give[/color] [color="blue"]2A 00[/color] [color="green"]01 80 01 00[/color] [color="orange"]Amount to give[/color] [color="blue"]1C 00[/color] [color="green"]F5 0A[/color] [color="red"]CallStd[/color] [color="orange"]'give item'[/color] [color="blue"]0A 00[/color] [color="green"]01 80[/color] [color="red"]ClearVar[/color] [color="orange"]0x8000[/color] [color="blue"]0A 00[/color] [color="green"]00 80[/color] [color="red"]ClearVar[/color] [color="orange"]0x8000[/color] ... Another one which says the quantity but no colored item text ... [color="blue"]09 00[/color] [color="green"]00 80 [/color] [color="red"]StoreVar[/color] [color="orange"]0x8000[/color] [color="blue"]09 00[/color] [color="green"]01 80 [/color] [color="red"]StoreVar[/color] [color="orange"]0x8000[/color] [color="blue"]2A 00[/color] [color="green"]01 80 02 00 [/color] [color="orange"]Item # to give[/color] [color="blue"]2A 00[/color] [color="green"]00 80 0F 00 [/color] [color="orange"]Amount to give[/color] [color="blue"]1C 00[/color] [color="green"]01 0B[/color] [color="red"]CallStd[/color] [color="orange"]'give item2'[/color] [color="blue"]0A 00[/color] [color="green"]01 80[/color] [color="red"]ClearVar[/color] [color="orange"]0x8001[/color] [color="blue"]0A 00[/color] [color="green"]00 80[/color] [color="red"]ClearVar[/color] [color="orange"]0x8000[/color]