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Kaphotics

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Everything posted by Kaphotics

  1. Use Pokemon ROM Changer. It's main feature is a personal.narc editor.
  2. Tutorial on adding NPCs to an Overworld with hex and simple tools [video=youtube;5gDf4Qr0roc]
  3. well you just so happened to bump a thread that was dead for 2.5 years... is it that hard to magically pick a random ID/SID yourself?
  4. no, the original name should be Dusselgurr\xFFFF not Dusselgurr\x0000 You can't magically lose the terminator. cough cough pokegen
  5. When the game renames something, any overwritten character gets replaced. Any character that isn't changed doesn't get effected. ABCDEFG\ffff\0000\ffff name abc->write abc\ffff to nick field abc\ffff\EFG\ffff\0000\ffff The new name string overwrites the old, but only for how many bytes the new name is. If the new string is shorter than the previous, there's stuff left over. Most names are capped at the final character with \ffff depending on the method of generation. This thread is not for discussing how Pokecheck exposes hacks, only to expose flaws in how it does it.
  6. you have to start with a save file loaded
  7. Rebattle Kyurem 94000130 FFFB0000 B2000024 00000000 10036D18 00000000 D2000000 00000000 Rebattle Kyurem Fusion (Not capturable, w2=reshfusion | b2=zekfusion) 94000130 FFFB0000 B2000024 00000000 10036C1C 00000000 D2000000 00000000 I advise against using this code as it prompts a battle with Ghetsis afterwards, and any subsequent events might be re-enabled. Hold select while you enter the room. Note: this will work on any language and either version.
  8. 94000130 FFFB0000 B2000024 00000000 10036C0C 00000000 D2000000 00000000 Hold select while you enter the top floor. Sprite might not appear, but fear not... it is there! You'll bump into it, just interact with it. Note: this will work on any language and either version (b2 or w2, w2 gets reshiram).
  9. Use the corresponding Pokemon ROM Changer I've provided in the tool's thread. If you use the proper tool, you can change the evolution method (easily dropping the required level of evolving). If you have v1.1 complete, this is the program you want.
  10. To answer the underlying question: Pokecheck only supports Retail cartridge Pal Parking, which entails retail GBA cart to retail DS cart. (3g pkm's & trash bytes) Not sure. Export a 3gpkm with a save editor and check the character map.
  11. It really isn't. Easiest way to learn scripting is to look at preexisting scripts in game and internalizing the logic that they use. It's pretty simple "if->then" logic with commands doing the work. Overworlds are easily add-able if you follow the structure that has been posted. Just decompile the overworld file into the header and each overworld category and it's easy. Assign a new overworld the sprite you have inserted with BWOE and you're good. Not sure what you mean regarding Ice Beam, but to change the PokeMart vendors there's a certain narc file you have to change. All narc locations and their functions are in the B2W2 General ROM Info thread. The only problem is that there's no program (yet) to edit and place overworlds, so it's time consuming to do via hex. PPRE will eventually have this function (similar to advance map)
  12. I have a backup...here you go!
  13. it's the AR code that you're referring to
  14. Trainer names in the text narc iirc.
  15. When you posted you said that you captured it; but now you say that this 'mon was bred. If you were breeding, then that's probably what happened. Egg PIDs are not too easy to detect (legal.exe couldn't). If it's a R/S one there is a particular breeding method but you probably had a split in an odd place... I dunno.
  16. "The Battle of Legendary Pokémon!" ~ Serebii. It should be the same as the one released in Japan. Good on them for at least releasing it elsewhere!
  17. ..wut Not entirely convinced on the "legitimacy" of this, but... Ran the PID through SCV's IVPID, no match. Ran the IVs to search for any nature... Original: E50282AC 3223498677 - C022AFB5 2947912866 - AFB594A2 2700492741 - A0F63FC5 1069878321 - 3FC50C31 1590528366 - 5ECD896E 2305730599 - 896EA827 2821184918 - A827DD96 2177552340 - 81CACFD4 3486811072 - CFD483C0 1075982261 - 40222FB5 800396450 - 2FB514A2 553041861 - 20F6BFC5 3217394737 - BFC58C31 3737979246 - DECD096E 158214183 - 096E2827 673668502 - 28275D96 30035924 - 01CA4FD4 1339294656 - 4FD403C0 no match/close similarity. Likely another RNG formula if this is legitimate. Pretty certain that it is not a PIDIV derived from the gen3/4 LCRNG formula.
  18. Overworld Editing for BW/B2W2 Edits a single memory value of all overworlds of a certain type (say NPC->Overworld Sprite) to help the user position/assign overworlds properly. Pretty useful in finding out overworld sprite values. Enable (and keep on) before a fade2black map change, not a seamless route change. Even though the pic is B2W2, it works in BW. Current setup is to edit the sprite of all overworld NPCs. Event Script writer for BW & B2/W2 Replaces the first script of the current map with a customized event script. Be sure the current event script file is loaded before enabling in order to write to the proper area. Allows a user to test an event script in real time, and change up instructions on the fly rather than tinker with the ROM. Be sure to buffer the event script file that is being edited with zeroes such that a long custom script won't overwrite other important memory locations. This is how I tested both of on my YouTube channel.
  19. Orange color isn't a flag for "Hacked", it's a caution. If it were illegal, you'd get the red color. (There's no false positive here!)
  20. The game has sanity checks and knows when stats are illegal. So it resets them ingame.
  21. hello old thread B2W2 structure is the same as BW, if anyone was wondering. Posting a list of the offsets of videos within the save file. Good on GameFreak for eliminating some dead space in B2W2. Black/White: 0x4A000 - Native Video Ends: 0x4B913 0x4C000 - Video 1 Ends: 0x4D913 0x4E000 - Video 2 Ends: 0x4F913 0x50000 - Video 3 Ends: 0x51913 ======================= Black 2/White 2: 0x4C000 - Native Video Ends: 0x4D913 0x4DA00 - Video 1 Ends: 0x4F313 0x4F400 - Video 2 Ends: 0x50D13 0x50E00 - Video 3 Ends: 0x52713
  22. You have to edit the overworld file of the current map. I have posted a Lua script to be used with DeSmuME which tells you what overworld/text/script entry is being used on the current map. What you want to do is open the overworld file in a hex editor, and figure out where all the NPCs are. Since there's no editor yet, you have to just duplicate a pre-existing NPC (or just add the proper length of hex) and then place the NPC based on the X/Y/Z coordinates; assign it a script and a sprite and you're good to go. For actually battling the trainer, it requires a script. On my YouTube channel shows a custom encounter+battle with Colress. What's neat is that the game's Zone Data decides what background pads to use for the battle. In that video I post the script; the way Drayano and I have added extra NPCs to battle is essentially copying pre-existing scripts and slightly altering their instructions to call a different trainer file. 85 00 2D 03 00 00 00 00 This script instruction tells the game to prompt a battle (0x0085) with trainer # 0x032D, which is Trainer 813 in Kazo's BWTE 2. I was lazy and just edited Colress' previous battle; if one were to copy other files (to make a Trainer 814 exist), then you can also reference that too. That's what Drayano had done for BBVW2. From that pasted script in the description of the video, your script should different as I remove overworld NPCs during the battle.
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