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Posts posted by Kaphotics
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post the pkm or the code please
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So if I were to carry on with this, I'd need to know how to insert an all new NPC into the map. Nobody is capable of doing such a thing, correct?
However, there's still the somewhat simpler solution that I mentioned earlier in this thread. If anybody knew how to insert inanimate objects that only took up a single block of space, like chairs, signposts or trashcans, into the game's map, then I could rip Drayden's Overworld sprite and place it as an accessory right next to Gym Leader Iris. Dialogue, mugshots, in-battle sprites and double battles are all doable, so it appears to me that the only remaining obstacle is a bit of light map editing.
I haven't particularly studied or looked into map editing, but I've heard enough to know that Gen 5 uses a radically different graphics system than the previous games. It's certainly possible with the Gen 4 PPRE, but is there any way that some of those techniques could carry over into Gen 5?
Currently out of the reach of anyone I've heard of, so it'd take the discovery of some new information in scripting or map editing to begin to even attempt such a feat.
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The Roughneck Couple is actually one sprite, like how Cool Couples were back in DPtHGSS, instead of a 'Multi' battle, it's a normal double battle against 1 opponent whose name and sprite gives the appearence of 2.
Drat, thanks for clearing that up metalflygon08
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Now if only we had a clue how the scripts worked... encountering one forces the other one to join in I'd bet.
I didn't mean that the sprites were identical, but I can see how it could have come off that way
Good work!
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Has anybody who's tested this found out the % probability of any wild pokemon carrying its held item?
50% and 5%
Might just be 45 and 5, but yeah.
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That's why you use PokeGen
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I've tried my best to make it look good, but it failed the checker.
I am pretty new to pokesav, so I probably missed some things.
The met place is currently "Poke Shifter", which I assume is right.
Does the secret ID have to be a specific number?
Thanks in advance!
TRU Arceus has to have its own PID type, and TID/SID combo.
There are no PID generators for Dynamic Mystery Gifts.
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Can someone please upload a 4th gen .pkm?? Thanks guys and great work
Over spring break I went back and abused them.
You can find them here.
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I think it has to do with scripting, because the only multi trainer battles are scripted in the game. All of the regular trainer double battles are twins, who share the same sprite.
There is a dual battle with Cheren against Team Plasma right after the first gym in the cave. If you can find that trainer ID for that event, it might help.
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I suppose if you evolve a non-nicknamed gen4 pokemon with trash bytes, it will keep any remaining trash bytes after the length of the evolved form's name, if any, yes?
Most likely, might only be for Jap versions. Nobody's tested it.
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Does these tools help with the title screen?BWME edits trainer mugshot sprites.
BWOE edits trainer overworld sprites.
BWSE edit front trainer battle sprites.
BWTE edits trainers and their Pokemon.
Does it even mention title screen in the first post?
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Take the decimal pokedex # and convert it to hex...
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Wow, that was prompt; thanks! SMS4 sound expensive, though; are there cheaper alternatives?
I think so, but I don't own one so I can't recommend.
I think it's NDS Save adapter plus or something
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SMS4 (49$) can read the save file and write it from and to the cart.
It comes with a program (Neo2 Pro Manager)
Use PokeGen.
Pokemon Mystery Gift Editor 1.4.3 by Grovyle91
No risk with PokeGen
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An update for the first use of trash bytes in gen 5...
When evolving an English Pokemon on a Japanese game, un-overwritten hexes of the old name get left as trash. This may only occur in WiFi trades.
Attached is my Gurdurr evolved into Conkeldurr in a friend's Japanese game via WiFi trade. As you can see...
Full Hex of Namefield: ED 30 FC 30 D6 30 B7 30 F3 30 FF FF 72 00 FF FF 00 00 00 00 FF FF Unterminated Japanese Name for Conkeldurr: ED 30 FC 30 D6 30 B7 30 F3 30 FF FF Unterminated English Name for Gurdurr: g u r d u r 72 00 FF FF r 72 00 is 'r' And then they are terminated.
As you can see, the Japanese game only cares about the 5 characters and the terminator, and leaves everything else as "trash".
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Nice job Kazo
Andibad, I am pretty sure those lines don't matter at all, that NPC does not walk anywhere so there are technically all 4 sprites there if you flip the leftfacing one right via symmetry.
That NPC doesn't move, so it doesn't have those sprites
BWOE - a/0/4/9
BWSE - a/0/7/2
BWTE - a/0/9/2 and a/0/9/3
BWME - a/1/8/0
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02 -- 00010 -- First 0A -- 01010 -- Second 12 -- 10010 -- Third 1A -- 11010 -- Fourth Look at the 2 uppermost bits, they are 0-3 in binary. Instead of the usual 0x0, 0x8, 0x10 for formes, the lowest 2 binary for these is always 10.
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Deposit it into the PC and then withdraw it, it will work on WiFi if everything is correct.
PokeGen AR output has a problem with party data, doing this makes the game delete and recreate the proper data.
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Looking at the filename extensions for the a/0/5/7 narc... it's just Kiwi DS adding on filenames based on the first few bytes. Oops
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Pokesav is not a Project Pokemon supported software. For questions regarding issues or usage of Pokesav, please contact the original author at http://pokesav.umimi.com/
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Yeah we know about this (reported here), PokeGen doesn't output the party stats right.
If you could do a PokeGen stats and imported ingame stat, it'd help fix the party stats AR code output error
IV Pokegen Imported HP bla bla ATK bla bla DEF bla bla SpA bla bla SpD bla bla Spe bla bla
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So Encounter slot can be manipulate in this narc?
I found basculin have 2 HEX value (Blue strip form have different HEX value), deerling have 4 HEX Value (every seasonal deerling have different HEX value),
normal form XX YY ( Original YY XX)
BUT In form 2,3,4 just replace YY into 0A, ...(i forgot), 1A
so shiny pokemon have different HEX value too. yeah i just beginner in HEX editing / script editing.... i little confused because i no have data for that to identified every HEX value o.oa .
No, I was just comparing the structure of the Encounter / Trainer data to this narc's structure. The Encounter / Trainer files have a constant size across all of the files. These do not.
Encounter / Trainer data is like filling out a Bio on yourself, it has information in a very readable manner.
Script data is like an essay, a computer can't really interpret it without advanced programming because the information is scattered.
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What I'm trying to say is that this narc is just a script folder. The "78 01 (dex #) (level)" line signifies the game triggering an encounter with a stationary Pokemon.
Wild encounters are not in this narc, but stationary ones are (because they use scripts).
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kaph is there a way for it to have the right PID and keep the ablitity class that i want?
Pokegen does it for you if you leave the PID blank for gen 5 originated Pokemon.
If you want to know how it works, convert the PID to hex, delete the 4 furthest right hex, and convert to binary. The lowest binary will be 0 or 1. Class 1 or Class 2.
Pokémon B/W - Wild Pokemon Editing
in ROM - NDS Guides and Other Resources
Posted
It doesn't look like held items are stored in this narc at all.
I know the data is for any of the water encounters...
The 2nd hex after the dex is form for the land mons, but what is it otherwise? In addition to this, what do both of them mean?
http://pokemon.maruamyu.net/data/bw/enc_b.html
http://pokemon.maruamyu.net/data/bw/enc_w.html
Has all of the locations (000 is their Location 1, so 111 will be Location 112.)
They are translated and here, if you want a general location relation to ingame.
http://dl.dropbox.com/u/12206225/RNG/Black%20Slots.html
http://dl.dropbox.com/u/12206225/RNG/White%20Slots.html
There's also the first 8 bytes for each file... what do those signify?
This is present in the majority of the fishing routes. Undella Town and Location 74 (seasons) are the only ones that are different in the intro hexes.
The locations without fishing do not appear to have these 0x3-0x6 bytes, at least as far as the ones I randomly checked showed.
Looks like the 3rd hex is swirling sand/shaking grass toggle, while the 5th and 7th hex are for water spots.