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Kaphotics

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Everything posted by Kaphotics

  1. Trainer ID and Secret ID are just the same 32 bit number. They don't change and they are exclusive to you.
  2. The ends justify the means... Moved around some of the UI to allow for more space for the more descriptive classes. BWTE for Black 2 and White 2 trdata: /a/0/9/1 trpoke: /a/0/9/2 Every Trainer Class (including Gen 1-4) named, with help from Drayano. New Icon by Drayano. If you're wondering about how the game handles Challenge Mode: For extra Pokemon, the game detects what mode you are playing with and will make you face an entirely different trainer file. Levels in game are adjusted (depending on mode) and will be different from what is programmed in these files. If you have added more trainers to your game (you can call for a trainer beyond 813 with your own event scripts!), you can edit them with this expanded version up to 1000 trainers. EDIT: Added Gender/Form/Ability editing. BWTE 2..zip BWTE_2_src..zip
  3. Had the source for BWTE and just expanded the Name/Class table it takes from. Since B2W2 has more trainers and different Names -> Trainer #, I just left it without names for class & names for trainers for now. edit: attachment deleted, see later post for the real deal
  4. Use PokeGen and copy over the PID; both are displayed in decimal anyways.
  5. 1) you'd like to make a _legal_ one. it's BACD (restricted to 0-FFFF seeds) for almost all of them; certain "average joe" ones are just normal wild type and mass generated ones are for MYSTRY etc.
  6. Not at the moment.
  7. Yep. Just a hack. For the record, it's been implemented already. (private pkm but just saying it's been working for a while) Please, don't trust @caldemc for any uploads because they're (almost) always hacked.
  8. Sorting actions by priority and speed... Get stat(5) on Graveler = 36 Get stat(5) on Excadrill = 308 Get stat(5) on Excadrill = 308 Get stat(5) on Ditto = 47 Get stat(5) on Graveler = 36 Get stat(5) on Ditto = 47 Get stat(5) on Ditto = 47 Get stat(5) on Excadrill = 308 Get stat(5) on Graveler = 36 Get stat(5) on Ditto = 47 Next in speed: Excadrill Next in speed: Ditto Next in speed: Graveler Resorting actions after turn start trigger... Get stat(5) on Excadrill = 308 Get stat(5) on Ditto = 47 Get stat(5) on Excadrill = 308 Get stat(5) on Graveler = 36 Get stat(5) on Ditto = 47 Get stat(5) on Graveler = 36 Affected(10): Ditto Scotty's Excadrill used Aerial Ace on Ditto. Pretty sure it's just because when it transformed it didn't copy the speed stat over to Ditto. No speed tie ever happened :}
  9. I've been using NPRE's source and improving it to read B2W2 script commands and output the script's function. It's now way better than the Lua script I previously posted. http://dl.dropbox.com/u/12206225/NPRE-1226.zip To see scripts, open ROM, navigate to /a/0/5/6, right click and Open As [script (narc)]. Dropdown on the top left to change what script you are viewing. Since NPRE is open source, I included the source that I compiled from. With this and pretty good knowledge of commands, it's possible to make in-game events. [video=youtube;8tBDVstp1hM] (script that is executed, commented). Image is just flashy to not give away the premise of the video, but to whore views on YouTube. note~ overworld and text edits were done, using HxD and the structure I posted at B2W2 General ROM Info && PPTXT.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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)
  15. 2+ years ago when B/W first came out I just observed what hexes were different for legitimate DW mons.
  16. PPTXT is only used to change text, or edit lines for event scripts. It can't add battle features.
  17. 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+.
  18. 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.
  19. 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.
  20. Games aren't localized to Continent, they are localized to languages. So any English tool will work on your (U) ROM.
  21. 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.
  22. 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.
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