Jump to content

Kaphotics

Helpful Member
  • Posts

    7842
  • Joined

  • Last visited

  • Days Won

    451

Everything posted by Kaphotics

  1. I have added links in the OP with versions of the program that can be used to further personalize Drayano's Blaze Black 2 / Volt White 2 ROM hacks.
  2. Shinies found with an action replay in the 5th gen can be legal, there's no PID-IV correlation as opposed to gen 3/4.
  3. I will post an updated Pokemon ROM Changer if you want to change up the default types/base stats etc. Changing starters is a no-go for now as it takes a lot more hacking. PRC for BBVW2 Complete 1.1 PRC for BBVW2 Vanilla 1.1 Pokemon ROM Changer's thread
  4. Yes, the Hidden Grotto narc is the same for both games. They crammed both games into the same file.
  5. Gen V RNG is much easier compared to Gen IV. It's easy enough to do on a cartridge so nobody really does it on an emulator. Yes it's possible (just widen your timer0 parameter search), but there's no guides. Use a .dsm movie to ensure you start at the right time (and get consistent timer0's at that). That's all you'll get
  6. stop sending gen4 pkm files to gen V games. they have to be poketransferred which you can do with pokegen.
  7. Just use dropbox In general, don't include any narcs or anything from the ROM.
  8. Looks like GTS visitors take the 0x60 sized visitor space, as the Metadata that generates them doesn't have the Trivia and activities. == Yeah I noticed the 8 bit limit on sprites... unfortunate
  9. /a/0/3/9 9_48.RCSN is the card itself, using different pallets with 9_33.RGCN you get something like: Trainer sprites are there too. 9_36.RGCN with pallet 9_23.RLCN
  10. Both participants can save battle videos. Even if privatization was allowed, your opponent could still print-screen and send an image to another person of the sets a player used. There's absolutely no point. For official Nintendo VGC events, we do impair the system for the day of the event such that no new battle videos are able to be cached/viewed.
  11. In the save file there's not enough room for 12 visitors and 8 fans. If it was like that, the first occupant would start at 0x24838 and everything else wouldn't fit. There's 0x620 for Visitors (0xC4 * 8), and 0x6C0 for Fans (0x60 * 12).
  12. There's a japanese site that also takes a battle video and tells you what sets were used. That's an issue you should take up with the Pokemon site you participated at.
  13. No, it's just trimmed. The actual retail ROM is ~286 MB, it's just padded to 512MB for the cartridge. Patching should result in a < 300MB ROM.
  14. Nice! quick way to see the level/shop/version: Version = SV / 0x50, 0=black, 1=white, 2=black2, 3=white2 Level = ((SV % 0x50) -1) % 0xA, 0-9 = (1,10) Type = (SV % 0x50) / 0xA, 0=raffle, 1=salon, 2 = market, 3=florist, 4 = dojo, 5=nurse, 6=antique, 7=cafe How to rebuild from choices: Version*0x50 + Type*0xA + Level say b2 level 8 salon: 2*0x50+1*0xA+8=0x00B2 check: 0xAB+(7 levels) = 0xB2
  15. You can have either fusion, but just one at a time.
  16. Wondercards exclusive to a certain region (and language) are impossible to get on any other language game. Since the Wondercards are not in the list of the upload's language, it won't pick up on it. To be legal, it has to be received on the language it was distributed to.
  17. Yeah they're there in the text file. I wasn't able to discern how to change my shop inventory. IIRC I changed my shop level and it didn't change my purchaseable choices, so it must be either in another hex or determined another way. HxD can open these files. I just assigned a file extension to differentiate the different file types stored in the block. Yeah some of those are 16bits in size. As for their choices / position / appearance, I couldn't figure out how that worked other than that's what they influenced. I set em to 0 and other values and saw that they differed from the original Join Avenue. Visitor structure is essentially the same as Occupant. I discovered it after I mapped the Occupant structure, and I was lazy. 0x00 - Visitor Name (0xE, 7 + terminator) 0x0E - Country 0x0F - SubLocation 0x10 - Visitor Shout (0x10, 8 characters) 0x22 - Gender (0x10 female, 0x00 male) 0x24 - Trainer ID 0x28 - Played Time 0x2A - Visitor Sprite (overworld) In general, via this sheet order. 0x2C - Restriction for Recruitment (based on level) 0x2E - Shop Choices (8 bits, not sure how it picks) 0x34 - Pokemon in Pokedex, uses lowest 2 bits from 0x35 as the uppermost bits for this number. 0x35 - Favorite Pokemon (0x2, Note: lowest 2 bits are used by 0x34. Chatot 0x1B9 = 0x6E4 (with pokedex=18d) 0x39 - Medals 0x3A - Adventure Start 0x3C - Hall of Fame Entry 0x40 - Link Trades (signed 0x4) 0x44 - Nicknames Given (signed 0x4) 0x48 - Customers (signed 0x4) 0x4C - Money Spent (signed 0x4) 0x50 - Passerby Met (signed 0x4) 0x54 - Link Battles (signed 0x4) 0x58 - Pokemon Caught (signed 0x4) 0x5C - Eggs Hatched (signed 0x4) 0x60 - Visitor Trivia Responses (see trivia structure) 0x70 - Visitor Activities (recent happenings) 0x7C - 00000000 0x80 - Greeting (0x10, 8 characters) 0x90 - Farewell (0x10, 8 characters) 0xA0 - IsPlayer Flag (00 - NPC, 01 - Met Human player) 0xA3 - Year Met 0xA4 - Month Met 0xA5 - Day Met 0xAB - Player's Join Avenue Rank (not in yours) Might be wrong on some of those (I copy pasted the Occupant structure and removed anything Store related). They're the same file size so (when recruited) the game just converts a visitor to an Occupant.
  18. 0x07 = Language 0x1 日本語 (Japan) 0x2 English (US/UK/AU) Haven't seen these yet, but theorized: 0x3 Français (France/Québec) 0x4 Italiano (Italy) 0x5 Deutsch (Germany) 0x7 Español (Spain/Latin Americas) 0x8 한국어 (South Korea) 0x08-0x09 = Tournament ID Pretty much the same as Wondercard ID, I guess it would ensure no current duplicate downloaded tournaments. It's like this for Live/WiFi tournaments. Check the ID on the Junior/Senior tournament, 10001 & 10002. 00001 - 2012 Japan Nationals 00002 - Challenge the Champion, Lance! 00003 - Gathered! Gym Leaders! 00004 - The Legendary Rotation Battle! 00005 - The Battle of Legendary Pokémon! 10001 - Junior Division Challenge 10002 - Senior Division Challenge 10004 - Junior Division Challenge (Fixed) Non-Canon 00001 - WCS2011 junior(English) 00002 - WCS2011 Senior(English) 00003 - WCS2011 master(English) 00004 - WCS2011 junior(English)★ 00005 - WCS2011 Senior(English)★ 00006 - WCS2011 master(English)★ == I think 0x0 might be BP rewarded. The rest might be for custom rewards instead of BP (and instead of shards on loss). May test later. nope. didn't see any effect
  19. Presenting (the first?) custom tournament... 2011 VGC World Champion Challenge.pwt Battle the Champions from the Pokémon World Championships in 2011! Steven, Cynthia, Blue and myself are not battleable, just the 3 champions edit: video of the tournament (with some funny business done by me) [video=youtube;OSnt5lwDlpo]
  20. Nah; the OP has the BW translation. The way the program works is by offsets in the ROM, and different games/versions/languages will have different offsets. I suppose B2W2->BW would just require re-pointing as is done for different languages, so you can give that a shot with the provided source code
  21. The AR codes for the unaltered games are the same for this hack. Nothing changed the layout of the RAM
  22. Check the link Drayano gave (my Text interpretation). It lists the % chance on the left side. Pokemon 1 (1%) Pokemon 2 (4%) Pokemon 3 (15%) Item 1 (1%) Item 2 (4%) Item 3 (10%) Item 4 (25%) Dowsing 1 (1%) Dowsing 2 (4%) Dowsing 3 (10%) Dowsing 4 (25%) Remember, there's 4 groups ~ the game does rand(4) to choose a group. So each group has a 25% chance of being the chosen group.
  23. Ok, I've toyed a little more with the 0x1C values. They're how the game rigs it to go against certain opponents. Recap of all the 0x1C's: In summary: XX YY ZZZZ * 7 participants (you are the 8th!) XX = PKM Data Setting 02 - Defined within .pwt 01 - Defined randomly within narc 2 00 - Defined randomly within narc 1 Note: I think the difference between 01 and 00 is just the NARC it grabs from. There's 2 that contain sets; the game would pick randomly. YY = Bracket Setting 00 - ?? 01 - Filler Trainer 02 - Possible First Battle 03 - Possible Whenever battle 04 - Semifinalist Battle 05 - Finalist Battle Note: If there are multiple entries with the same battle setting, the game randomly decides which ones you will face. Essentially the game just tiers them up ensuring the highest settings are faced last, and all defined battles happen. ZZZZ = Trainer Override As I mentioned above, there's certain #'s which correspond to trainers. I listed the XX=02 (Special/Defined Trainer) override values, I'd bet XX=01/00 are crappy trainers and not of interest. The 0x1C values from previous tournaments can be used as pre-sets for certain common scenarios.
  24. 0x3D4-0x3DF Trainer Settings 0x3D4 - Trainer Sprite The rest of this region determines their sayings as well! 0x3D5 - Greeting Text 0x3D6 - Loss Text 0x3D7 - Win Text 0x3D8 - InBattle Loss (displayed at end of battle) 0x3D9 - InBattle Win (displayed at end of battle) 0x3DA - Announcer Text 0x3DB - ??? Here's a list of the sayings sorted for each saying group. From /a/0/0/2_408 text file. There's 8 different groups but only 7 are set... dunno :\ The others might just be Win/Loss/Greeting settings if the G/L/W aren't set to 0. For the sake of editing, 3D5/3D6/3D7 should be set by the player, thus be 0. The only thing that isn't set is the Announcer Text, which can also be set to 0 since it calls the "Trainer Extra" (at the time I didn't know its function). So essentially all of these could be set to 0 and defined by the Editor. 0x3DC-0x3DF - ??? ~ no idea what this does. The 0x1C settings at the end is what allows the special names/sprites as seen in the Lance & Gym leader tournaments. I copy pasted the Gym Leader one onto the VGC and their names & sprites changed, also their Sayings changed too. So it looks to override it with a hard coded response. Looking at the 0x1C of the Gathered Gym leaders, we see:
  25. You can't convert backwards as far as I'm aware.
×
×
  • Create New...