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Kaphotics

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Everything posted by Kaphotics

  1. Nice Back when I ripped the stationary encounter data, it was all from scripts; I just searched the "wild battle" script command after I figured out what it was in B2W2. As for the other flag commands, they'd probably be adjacent to the setflag, and in the <0x0030 range. If it's any confirmation, 1E/1F/20 handled flags in DPPt.
  2. I believe this is the Charmander you are referring to. All other uploads were not traded (egg receiver was the one who hatched), so there's nothing else I can reference. Nice!
  3. The best way to figure out script command codes is by finding an area with as little scripts as possible; find the NPC that uses said script and try to identify what the overall purpose of the script is. Then you figure out the overall structure based on known commands, then find the areas that are unknown... By fiddling with them a bit in the RAM, you can see how they break the script if changed. Take a piece of the script (32 bits) and search it with DeSmuME after you've made the game use one script on the currently loaded map. (The game doesn't load the script file for a given location unless a script is called for that location!) I suggest looking at an NPC that trades, and says certain lines based on if the trade was completed or not.
  4. the other one is marked private AND public. Meaning other people can download and see the LA, but not find it in the search results. It only appears once in the search, but there's 2 uploads marked public.
  5. Finished translating everything! Added in all the formes, PokeStar romanizations, locations for encounter tables; adjusted the interface to account for longer English descriptions. pretty sure that's it prc_bw2..zip prc_bw2(src)..zip
  6. Decided to do my own translation; starting from Andibad's csv's. Translated the program's files myself starting from bond697's source, using Microsoft Visual C# 2010 Express on win7 ult. Everything should be translated... all that's left is a few kinks with the CSVs like Location identifying and new formes. -- Species Editor Evolution Editor Encounter Slot Editor Move Editor edit: updated download links to fully translated versions at my later post
  7. Finished translating the .csv's for the most part. Using andibad's .exe from this post. prc2..zip
  8. PokeMart file# -> ingame location Wasn't completely sure on Aspertia/Floccesy town, so I went with the general naming order in the ROM. They both sell the same things... Additionally there's a double for Victory Road's ball selling, wasn't sure on that one either (pre/post e4?) html page with it parsed for data with each location I think you can have a mart sell more than they allot; but it might be best for an editor to do up to 20 (the location currently with the most items sold in the ROM is the default 8 badges @ 19).
  9. PWT doesn't allow editing. Only saving/inserting.
  10. just enable the RTC on the emulator, change the time via your computer or make a tas movie with a specified start time
  11. Not exactly thread related; but it's having a little bit of issues as of late. Always check back in a few minutes if you can't connect. Also, level matches threshold means current exp exactly matches the level threshold for what level it is currently at.
  12. Didn't see anyone mention PokeBtl. It's a PWT Download Tournament backup tool that just extracts (and or writes) any of the 5KB tournaments (3 total); nothing beyond that as far as I can tell.
  13. 0x37 = 00, so they are anti shiny when they are generated. You have to do the whole egg trade for shiny thing.
  14. I don't have a direct answer for your question~ Tutor move allowance are in the regular Pokemon /a/0/1/6 personal.narc. (structure is here) Tutor Moves (should match your data) are here \ I'm not sure where this was ripped from. Moves -> PKM here. You mentioned PokeMart data; I ninja edited the above thread with that narc (/a/2/8/2 - PokeMart Data)
  15. The relationship isn't traceable, so essentially it's random for generating purposes. the game takes the top 5 bits from consecutive random numbers and then does the PID. smogon research psot
  16. Yes. The game uses two different RNGs to determine PIDs and IVs for everything but wondercards. The IVs are set by a 32 bit Mersenne Twister; the rest is determined by the "PIDRNG", which is a 64 bit Linear Congruential RNG.
  17. Again, this event's wondercard has not been contributed.
  18. If OP opened it with a hex editor it would usually default 1 byte view in that order
  19. This is not a bug. When trash bytes match a unicode character, PokeGen displays that unicode character instead of displaying hex. \FFFF = FF FF (not a unicode character) \0211 = 11 02 (not a unicode character) A = \0041 = 41 00 (a unicode character!) It just so happens that the trashbytes match a unicode character, that's all.
  20. fake wireless distro ROM, otherwise no.
  21. Like I said, the European English B/W is the exact same cartridge that was sold in the US (english). We don't support PokeSAV, use PokeGen as it actually is a competent save editor / code generator.
  22. US english=EU english
  23. you can set the starting frame above the max to get beyond that. also, the RNG is circular, any seed will reoccur in FFFFFFFF iterations.
  24. first bit is for DW flag, second bit is for N's Pokemon. The darmanitan has both flagged, hence 0x3
  25. 147 395 748 0 m x y z
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