-
Posts
7826 -
Joined
-
Last visited
-
Days Won
449
Content Type
Profiles
Pokédex
Portal
Technical Documentation
Pages
Tutorials
Forums
Events
Downloads
Gallery
Blogs
Everything posted by Kaphotics
-
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
Again, Pokecheck uses wondercards to check events. Since Gen 3 didn't have wondercards, it is up to the person checking to verify that their moves are legal. Making a table with all the special moves for gen 3 for exceptions is an annoyance and instead should be evaluated on a case by case basis by the user, not the server. -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
No. Event checks are against valid Wonder Cards, not a handmade database. It's up to the person checking to make sure it's a valid move. edit: But seriously, that thing is hacked. 31/31/31/31/31/31 unknown GBA PID + 508 EVs you can't fool me. -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
It's an event with a special event move, but Hacked / Event only (298) doesn't suffice? nah. -
news Black and White Sequels: [Black 2 - White 2] News Thread
Kaphotics replied to Guested's topic in Generation 5
I uploaded an extended version of the Hoenn Trainer music [video=youtube;AAdNIs3XUKU] In Homika's gym, this is the background music. She plays "Dogarf", the romanization of Koffing with her band. -
click on the sprite in game, you keep flipping it.
-
you might want to confirm like so anyways I found a match but your HP IV is probably wrong (should be 23) 21984
- 14 replies
-
- emerald
- help or questions
-
(and 1 more)
Tagged with:
-
Beta: the Pokécheck VS. Player (battle video parser)
Kaphotics replied to xfr's topic in RAM - 3DS Research & Development
03:35 Kaphotics heh battle video #2 is broken 03:35 Kaphotics http://vsplayer.pokecheck.org/?bid=2 03:36 Kaphotics Looks like it's because endeavor took one to many calls on turn 5 03:36 Kaphotics it shouldnt have a Random event(16) for a crit/damage since it's fixed -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
Ice Body Dewgong http://www.pokecheck.org/?p=detail&uid=1479622 Ice Body Seel http://www.pokecheck.org/?p=detail&uid=1256412 ice body dewgong comes up as hacked even though seel was released with DW ability awhile ago (thanks nixhex for bringing this up) -
Beta: the Pokécheck VS. Player (battle video parser)
Kaphotics replied to xfr's topic in RAM - 3DS Research & Development
It serves no purpose for the general user. It's the decrypted data that the game reads to re-create the battle. You don't have to worry about it. -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
OT name has leading/trailing spaces. = you have a space in front/at the end of your OT. It's orange, not red. A warning is still legal. -
nobody knows how item scripts work, but it should be possible.
-
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
Serebii and other sites kind of share information between themselves; mistakes can be spread. Veekun says otherwise, and that's a data rip from the game itself. If you can prove otherwise, do tell Thanks guys! -
0085 xxxx yyyy ???? - opponent0, opponent1, ???? 0086 xxxx yyyy zzzz ???? - ally, opponent0, opponent1, ???? No idea what ???? is for. some script commands with some sense so far 0000 nop 0001 nop1 0002 -- 000C XXXX XXXX 0012 xxxx 001A xxxx 001E XXXXXXXX 002F - 0030 - doinstant 0032 - waitbuttonthen 003C 0400 xxxx yyyy zzzz aaaa textA 003D 0400 xxxx yyyy zzzz textB 003E - 003F - 0046 xx xx 0049 textC 004C xx 0057 xx XXXX Text Variables 0085 xxxx xxxx zzzz start 1v# battle with ???? 0086 yyyy xxxx xxxx zzzz start 2v# battle with ???? 0098 xxxx PlayBGM 00BE mmmm xxxx yyyy ffff f2b mapchange nosound 00BF mmmm xxxx yyyy ffff spinwarp 00C0 soundless variable door warp 00C1 sandpit 00C2 mmmm xxxx yyyy ffff f2b mapchange with sound 00C3 goto union 00C4 instant change, bad 00C5 play surf anim 00C6 gooey push 00C7 play cut anim 0178 dddd ll wildencounter dex level
-
Is it possible to send pkm files to retail 3rd generation pokemon games?
Kaphotics replied to Danstrife7's topic in PKM
there's no way to send files to a 3rd gen game, as there is no GTS in game. IR-GTS is capable of sending a 3rd gen pkm format to a 4th gen game. Your intentions are not possible. -
Beta: the Pokécheck VS. Player (battle video parser)
Kaphotics replied to xfr's topic in RAM - 3DS Research & Development
above ^ dry skin not yet implemented (don't know if other typebased absorbs are either) Random event(1) at the end of turn 2 when Volcarona faints looks to be the error -- life orb recoil faint? the first sign of the desync is when Haxorus is put 38 HP instead of 32 (vsplayer predict) -
tool Pokemon ROM Changer
Kaphotics replied to Kaphotics's topic in ROM - NDS Research and Development
http://min.us/mfHXAhBE6 -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
If it has an illegal ribbon and the Pokemon is in your battle box (for battling) = DQ ONLY IF IT IS USED FOR BATTLING (and you get hack checked). Any stuff in your boxes won't be checked. you can clone on GTS if you register your save file, and those won't come with ribbons. Alternatively, you can download the PKM and use another fakegts to deliver without a ribbon. -
Error 13275: "The Nintendo Wi-Fi Connection is currently experiencing problems due to a high amount of players, or is temporarily down. Please try again later." you should set both your primary and secondary to ensure you're connecting to Pokemon selector. Please refrain from bumping a thread
-
Teleportation script 2E 00 - Start Interaction Script .. other data BF 00 - Warp (spinning upwards, fade, spinning downwards, land) MXYF 89 00 - M 1F 00 - X 30 00 - Y 00 00 - Face 30 00 - Do Instant 2F 00 - Close Crap 02 00 - End BE - Soundless Map Change (no animation, just fade to black and to new position) C0 - Door exit sound warp, might use stored variables for positions (doesn't MXYF) After checking the DPP scripting wiki, I noticed that most of BW's are in the same relative order as DPPHS's format. Of course there are new/deleted commands & parameters, but it's a good resource to get a general idea of what a particular command does.
-
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
there's nothing wrong with it it's just a notice that it doesn't have typical trashbytes & was renamed. default strain is the most commonly hacked strain edited/rng abused only appears with ~5 IVs >=30 they aren't issues, just things to watch out for. -
so many post bumps, but hey im doin shit [video=youtube;SYCTHahfzFA] Getting into more custom stuff: Modified zonedata to change the battlepads and allowing the bike on the map Modified overworld to change the NPC sprite to Mew Modified script to trigger encounter with a level 10 Mew Didn't bother trying to change the playsound to mew's cry, rather not waste time searching for that hex... additionally didn't bother changing the text as it's trivial 002F - close text 0178 - proc battle 0097 - pokemon # 000A - level 8021 - I have no idea what this shit is but it makes the overworld pop back up after the battle 017B - it also removes the NPC from the map 8010 - since the NPC spawn doesn't depend on any flags, the NPC will re-appear when the map is refreshed. 0009 - taken from musharna's spawn, maybe each map has its own set of flags which can disable events? 8010 0008 0001 0011 0001 001F FF 0010 0000 006C - this might be the flag setting to prevent re-spawning 0000 0023 02EC 0179 0002 - originally 001E, changing to 0002 gave player control back asap 0002 - end
-
more scripting adventures; this time: warping other commands functions I've finally nailed down: 2F 00 - clear dialog box After recording that video, I realized I forgot to clear the text from the screen. So, I added that line right before the warp script after the 0030... so the proper ending part of her script was 0030 - do instant 002F - clear dialog 00C2 - warpto with fadetoblack (64 bits following with conditions m,x,y,f) 0078 - map 01A9 - x coord 00AE - y coord 0000 - facedirection (0 up, 1 down, 2 left, 3 right) 0002 - end ====== I looked at other scripts and there's some that determine the variables for the displayed text. The Rotom for Ditto trade has this: 57 00 01 DF 01 Trade Recieve Rotom -- TextVar1 = Rotom 57 00 00 84 00 Trade Give Ditto -- TextVar0 = Ditto thus, 0057 xx YYYY is the structure of this function 0057 - get-text pokedex(i) 01 - text variable number 01DF - i ~ pokemon hex This makes it display what Pokemon the person wants to trade. edit: some more instructions similar to the warp command, haven't bothered figuring out the condition structure after the instruction though: C1 SandPit Falling (directionals?)->position C2 WarpTo M,X,Y,Face (auto level) With FadeToblack/Sound C3 WarpTo Union Room C4 WarpTo MXYZ,Face No FadeToBlack/Sound change C5 Start Surfing? C6 Gooey Directional? (Bug Gym) C7 Cut Animation and Subsequent text? C8 Warp Out animation.... maybe the undersea "out of breath"?
-
Is it possible to send pkm files to retail 3rd generation pokemon games?
Kaphotics replied to Danstrife7's topic in PKM
no that person said IR-GTS can send 3rd gen PKM files to 4th gen. -
Still looking at script structures, namely the headers this time. As we already know, there's data before 0xFD13. But what does it mean? It's the offset pointers for each script. Here's an example image -- first portion being for the above post (with only one script for one NPC on the map). ============ ============ As you can see, the NPC scriptstart pointer is 0x00000002, which means "2 bytes after this position, my script starts". ~~ For the latter 3 examples, we have 3 NPCs in the Rest Home @ Route 6. Script0 has a value of 0x0000000A, and the image confirms this is where the script starts (with 2E 00) Script1 has a value of 0x00000091, and the image confirms this is where the script starts (...) Script2 has a value of 0x00000022, and ..... As you can see, when adding new scripts to the script file, you have to insert the offset distance to it correctly! edit: make sure the script file is padded correctly at the end such that (amount of data after pointers)%4 = 0, pad with 00 as necessary..... (this would include FD13 and all following data in the total amount) basically just ensure that the file has n amount of dwords. ~~~~~~~~~~~~~ pretty much that's it for 'hacking' the scripts and overworlds, all that's left is to pound out the rest of the script functions (like above post) and have tools
-
Lostlorn Forest -- Inside the Motor Home, not the Zoroark Script. Trying to figure out more structure of scripts scriptfile_772 02 00 00 00 (Header) 13 FD (START Scripts) 2E 00 (Script Start) A6 00 (Start NPC Interaction) 47 05 (Play Sound, 0547) 74 00 (Turn NPC to face Player)? 3D 00 (Open White Text Dialog with)~couldnt get 3C to do anything.. 00 04 (Text Line)~ 00 00 (0) 00 00 (Screen Anchor Bitflag) 00 00 (Special Textbox Flag) 32 00 (WaitForInput) 3E 00 (WindowClose?) 30 00 (DoInstantly) 2F 00 (RestorePlayersAbilitytoMove) 02 00 (End Script) 00 00 (nothing) Now that I kind of know scripts a little better, going to mod certain ones: ~~~~ A6 set to anything else makes the NPC not interact with you, the script goes off but nothing happens. This means that this is the "Start NPC Interaction" line. ~~~~ 0547 -> 0546 == soundless textbox pops up, changing it to 48 makes it play a different clonk sound, 49 makes it bzzbep etc So this part determines what sound is played for the textbox ~~~~ Screen Anchoring of text message: 00 00 displays it where the player isnt (so the interaction between NPC and player is shown) 01 00 always has it anchored to the top 02 00 always has it anchored to the bottom ~~~~ Textbox Flag 00 00 has the default chat bubble 01 00 plays the !!! jagged edge sound and window border, imagine Belle's father. 02 xx is broken Essentially these are just bitflags that cause something else to happen for the displayed text. Regardless of start sound, the game plays the jagged box sound instead. ~~~~ 32 means wait for input (AB) to proceed 31->2E & 33 is close ASAP without input (there might be a slight variation in text speed) 34++ breaks ~~~~ 30 is do instantly. Right after 2F looks like it restores player input for movement. So long as the script doesn't call the game to hang, the 02 00 at the end restores movement so I really couldn't figure out what the ending hexes signified Here's a little demo of the special textbox editing. For now it's simple hacks [video=youtube;p19VtiuMLNY]