Jump to content

Kaphotics

Helpful Member
  • Posts

    7825
  • Joined

  • Last visited

  • Days Won

    449

Everything posted by Kaphotics

  1. sparse list of map -> location (~26%, major locations) 0 White Forest 1 Black City -- 6 Striaton City 28 Castelia City 36 Castelia Left Pier (victini) 37 Castelia Leftmid Pier 38 Castelia Mid Pier 62 Nimbasa City 63 Nimbasa Gym 64 Outside Ferris Wheel 65 Nimbasa Pokecenter 66 Gear Station 67 Single Line (regular) 68 Super Single Line 69 Double Line (regular) 70 Super Double 71 Multi 72 Super Multi 73 WiFi Train 74 Train to Anville 77 Musical Building 79 Big Staduim Lobby 80 Big Stadium Bleachers 82 Big Stadium Field 84 Small Stadium Lobby 85 Small Stadium Bleachers 87 Small Stadium Field 88 House where Guy gives strength HM 91 Route Link Left from Nimbasa 92 Route Link Right from Nimbasa 93 Battle Institute 94 House next to guy who gives STR 96 Driftveil Town 97 Driftveil Town B1F++ 98 Driftveil Gym Ground Floor 99 Driftveil Pokecenter 100 Driftveil House (2nd right above with patrat) 101 Driftveil House (right above) 102 Driftveil House (2nd right) 103 Driftveil House (rightmost) 104 Driftveil Advice House (town hall?) 105 Driftveil Market 106 Driftveil House (left above) 107 Mistralton City 109 Mistralton Pokecenter 120 Opelucid City 136 Pokemon League 152 Dreamyard 154 Pinwheel Forest 157 Desert Resort 158 Desert Resort Deep 159 Desert Resort Route Link 160 Relic Castle 1F 191 Cold Storage (South Driftveil) 192 Cold Storage Interior 193 Cold Storage Crate (sage) 194 Chargestone Cave Exterior 195 Chargestone Cave Interior (1F) 198 Twist Mountain 205 Dragonspiral Tower 214 Victory Road 230 Giant Chasm 235 Liberty Garden 236 Victini Outer Chamber 237 Victini Inner Chamber 238 P2 Lab 240 Undella Bay 249 Skyarrow Bridge 253 Driftveil Drawbridge 255 Village Bridge 263 Marvelous Bridge 279 Entralink 317 Route 1 319 Route 2 321 Route 3 323 Inside the Daycare 324 Wellspring Cave 326 Route 4 329 Route 5 330 Route 5 Motor Home (ingredient) 331 Route 6 332 Season Research Lab 333 Mistralton Cave 336 Route 6 Rest House 337 Route 7 352 Challenger's Cave 355 Route 10 365 Route 11 368 Route 12 370 Route 13 374 Route 14 375 Route Link above White Forest 376 Abundant Shrine 378 Route 15 379 Route Link Left White Forest 380 Marvelous Bridge Route Link to Route 15 381 Poketransfer Place 382 Motor Home on Route 15 (Rotom Ditto Trade) 383 Route 16 384 Marvelous Bridge Route Link to Route 16 385 Lostlorn Forest 386 Lostlorn Forest Motor Home (Zoroark Event) 387 Route 18 389 Numeva Town 397 Accumula Town 406 Lacunosa Town 412 Undella Town 418 Anville Town 419 Middle House in Anville 420 Bottom Left house in Anville 421 Bottom Right house in Anville (lost item guy) 423 Route 17 425 White Forest Pokecenter 426 White Forest House
  2. k so the daycare has 0xA-0xB = 0x163, which corresponds to text file 355. The first four bytes of this text file are [01 00 01 00], which means there is one line of text script for the one roughneck NPC -- I'm sure you already know this! We need to add 8 lines to the text file in addition to the 1 pre-existing line... so we need a 9 long text file! Search the narc for [01 00 09 00]... The first text file with 9 lines is file 31; so we copy it, make it the new 355, and then restore the old 355 text line that it had to restore compatibility. Here's the new text file for 355 if you want to rebuild the narc with this one and test it out.
  3. flame orb inflicts a burn after the burn 10% damage check happens, that's why that error is also present in GBZero's video -- other errors in his video are flame body trying to burn an already statused Conkeldurr and heat wave trying to status a mon whose substitute faded from the attack
  4. So I took the time to figure out why PPTXT is refusing to add the lines... here's why. The amount of lines in the file is predetermined from the header of the text file. PPTXT won't edit it, and makes sure that the amount of lines is the same. So PPTXT can't directly add or remove lines. However, I was able to think up a little trick to change the amount of lines a given file has: Create a backup copy of the text script narc, dubbed "dummy". Extract all a/0/0/3 text files into a folder. Open up the dummy narc file in PPTXT, find the text file you have to edit, then determine how many new lines you have to add. Close PPTXT Open the individual text file (from step 2) in HxD or hex viewer, and look at 0x2. That's how many lines are currently programmed into that file. Current Lines Lines + New Lines Required = Total Lines Find a Text File with 0x2 == Total Lines Required Open the dummy narc in HxD and search hex "01 00 XX 00", where XX is for how many lines you want (in hex) -- you'll find it right after encrypted hex not in the middle of other similar hex. That is the start of a given text file; open kiwids with the dummy narc and find what file has that region of data... Make a copy of this text file that has the total lines required (files from step 2) Delete the textfile you want to expand, and rename the copy from the above step to effectively replace the deleted file. kiwids make a new narc of all the text files Open new narc with PPTXT, go to the textfile that you originally intended to edit. In another PPTXT window (run 2 copies), open original narc with PPTXT, go to the textfile that you originally intended to edit. Restore the dummy narc with the text from the original; you will be left with extra lines of text from the copied textfile. The remaining lines of text are yours to edit! Dummy narc becomes the actual narc with the extended lines!!! with this you essentially copy other textfiles with bigger linecounts. copypaste restore the original text back and do whatever with the remaining lines, new lines to play with!
  5. Bulbapedia and Veekun note that Toxicroak can learn Helping Hand by tutor, while Croagunk cannot. if what you say is true, then those ^ pages are wrong (upokecenter and legendarypokemon say Helping Hand CAN be tutored to Croagunk)
  6. Oh right I totally forgot about the dialog file! Zonedata determines which one is pulled up -- it's 0xA-0xB to decide which text file is loaded. I've updated my post with the zonedata structure with this info. I didn't do anything related to translations so I have no experience with that narc, but I can help with that! Text Script Codes -- With this you should be able to format your text to a readable string, and I don't think there's any sort of syntax for new line. After looking at the structure of what's displayed with PPTXT, it looks as if just pressing enter creates a new line. But that doesn't work! I believe it's because PPTXT doesn't allow the change of line length, because it simply isn't expected with all the past use. I'mma take a look at the src
  7. from the .dbv file, the battle instructions: 92 TURN 1 02 11 1C 00 00 E1 38 00 00 22 E1 2C 00 00 A1 76 00 00 12 SWITCH ON TURN 1 01 00 00 00 00 21 83 01 00 00 92 TURN 2 02 31 1C 00 00 E1 39 00 00 22 01 DB 00 00 13 01 00 00 12 SWITCH ON TURN 2 01 00 00 00 00 21 13 01 00 00 92 TURN 3 02 31 1C 00 00 11 65 00 00 22 01 DB 00 00 01 DE 00 00 12 SWITCH ON TURN 3 01 00 00 00 00 21 03 04 00 00 92 TURN 4 02 11 1C 00 00 E1 38 00 00 22 81 24 00 00 00 00 00 00 92 TURN 5 02 11 1D 00 00 91 86 00 00 22 E1 5F 00 00 00 00 00 00 92 TURN 6 02 11 1D 00 00 11 65 00 00 22 21 B4 00 00 00 00 00 00 12 SWITCH ON TURN 6 01 [u]03 01 00 00[/u] - Player0 switches Politoed out. 21 03 04 00 00 As you can see there's no switch on turn 3 for player0, so Politoed must not have been KO'd on turn 3. My guess is a misplaced RNG call, probably with the Stone Edge crit not happening.
  8. Most of the time, Pokemon with near-perfect IVs are either hacked or RNG abused. Since this isn't always the case, it's depicted as a warning which is nothing to worry about. Everything is still legal. Be proud that your breed came out great!
  9. ► IVs This Pokémon is likely edited or RNG abused. RNG Abuse is not illegal; the reason this message appears is that you have 5 stats >=30. Key word: LIKELY!
  10. In general, please post links, even if they are private (we can see them). Trash bytes are just an example check; it is one possibility, but not always the origin. Mimic glitched moves are not legal. Gen 3 events aren't checked thoroughly as it's pretty trivial; if they are battle legal -- meh
  11. no, 13267 is the game refusing to upload it, not Pokecheck refusing to accept it. They could have ribbons or just something wrong like a missing fateful encounter; again it is not Pokecheck refusing.
  12. Trash bytes are overwritten when you rename, so there is no problem there Pokerus strain 0 is a hacked strain; when cured it becomes strain 1. So your currently infected have the hacked strain, while the cured ones have the default strain. I suggest you discard all of the currently infected ones as they are only spreading a hacked strain!
  13. >extensive edit yeah, you broke something. With what you've told us so far it's unclear what exactly you broke. What exactly did you edit? (narc)
  14. zonedata.lua detects if it is black or white (english for now), and displays the zonedata. tip: use the town map to see a whole load of map IDs rather than manually going to them; when you select a location the game pops up the zonedata!
  15. The English Virtuoso Victini (Movie14) is available to download again. just downloaded it ; same Wonder Card, different date.
  16. For those wondering, no he does not have the ability to get the wondercard data off of his save. So it won't be contributed by him unless he gets a save reader, which is unlikely.
  17. nobody knows the structure of scripts in BW. edit: not anymore LOLOL
  18. hacks, they don't even pass the GTS's check.
  19. save all pertains to a save file. you cannot save an imaginary box in an imaginary save file. solution: click & drag to a folder, or save individually
  20. Local: Judging from the fact that it is now deleted indicates that it was a hack trying to pass off as legit. While I can't know if it was your hack, please take the time to make sure that the upload is indeed legitimate. Hozu: I'm pretty sure the party data portion of the Darmanitan is stripped away whilst the forme data stays when it is uploaded. That's at least how a .pkm upload would work. I'd rather not give a definitive answer on that as it is just an educated guess... could someone could try to upload an active Zen one in-game?
  21. mmk so toying with the known behavior of the script, I see that each darmanitan script has 2 references to Ragecandybar (hex 0x01F8), after changing it to Life Orb (an item in my inventory), the game first checks if HEX is in your inventory, the second one is to remove HEX from your inventory. So I was able to encounter Darmanitan by consuming a life orb ^.^ In the above pattern map, the gold and dark blue highlights contain the part of the script. The rest of the script is almost exactly the same, bar some readlength data. Looking at the first darmanitan script, we see "DE 03", which tells us to do something 0x03DE... which just so happens to be right where a 02 00 happens. So this is either a readlength or jumpforward XX for data instruction. "28 00 77 40 02 00" (I didn't see this 02 00 at the time and didn't separate it out... oops!). However, there's another descending number that occurs before 03DE... "0397", this readlength points to some other data that is right below all 5 darmanitan scripts starting with 0x10; it also is right after 02 00. So, this pretty much confirms that "02 00" means end line/script... there arent many occurrences of 02 00 that aren't "ends", so it should be a good starting fact when figuring structures out. might as well look at scripts of a smaller map just to get my bearings... like in your starting room for starters.
  22. trying to wrap my head around the basic structure of scripts... picture below is notepad++ and the script file of 316 (for desert resort) split up into common pattern chunks. I wasn't sure on the endianness of the structure so I assumed nothing; but it looks like there is 1 byte instructions and 02 00 is "end" just like in gen 4.
  23. ... nobody can or will do it for you. with your current setup, no.
  24. instead of finding what line of zonedata to look at, I separated my english white narc into pieces for each zone; just a quick reference of what each zone is. http://min.us/mr1CGmENC alternatively, line separated pastebin (copy to notepad++ to get line numbers) For the structure of the map's zonedata, (desert resort, v v v ) 00 10 16 00 67 00 3C 01 3D 01 A6 00 36 04 36 04 36 04 36 04 08 00 9E 00 9D 00 22 04 00 00 40 6D 67 00 00 00 05 00 00 00 00 00 00 00 04 00 00 00 not 100% on this, might have made a mistake since I went hex by hex seeing what happened. 0x00-0x01 - ?? 0x02-0x03 - Tile Set Load (?) 0x04-0x05 - Map Terrain load [color="silver"]0x06-0x07 - Script Set A? 0x08-0x09 - Script Set B? [size="2"]usually blank?[/size][/color] 0x0A-0x0B - Text Script # Load 0x0C-0x0D - music set A? 0x0E-0x0F - music set B? 0x10-0x11 - music set C? 0x12-0x13 - music set D? [color="orange"]0x14-0x15 - Encounter Slot Table, 0xFFFF = no encounters[/color] [b][color="red"]0x16-0x17 - Map # Load ~ (0-426)[/color][/b] 0x18-0x19 - Map within Map ~ Currently loaded map is located within VALUE as a submap (Current Location). 0x1A-0x1B - ?? 0x1C-0x1D - controls camera angle 0x1E-0x1F - battle pads & background, other data: 7th bit: Bike [u]not[/u] allowed (0 = true, 1 = false) 10th bit: Flying [u]not[/u] allowed (0 = true, 1 = false) don't know exactly what the other bits do 0x20-0x21 - more camera angle crap, shifts the viewing position x y? 0x22-0x23 - always zero [color="blue"]0x24-0x25 - flyto-x coordinate 0x26-0x27 - always zero[/color] [color="green"]0x28-0x29 - flyto z coordinate (auto drops to floor I think) 0x2A-0x2B - always zero[/color] [color="orange"]0x2C-0x2D - flyto-y coordinate 0x2E-0x2F - always zero[/color] to allow people to bike everywhere, make 0x1E's 7th bit always 1.
×
×
  • Create New...