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Kaphotics

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Everything posted by Kaphotics

  1. All breeders do this, they are programmed to be rebattleable.
  2. just find a pkm on pokecheck, there's really no point in the site hosting pkm files anymore.
  3. Yeah they're still encrypted. I personally dunno how to decrypt them.
  4. /a/1/3/2 ********* xtransciever NPC sprites via http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info
  5. We do not support emulator pal park trash bytes as they vary widely.
  6. Already been asked in another thread. They won't live update, just activate it before you open the trainer info.
  7. so you want it something like this? PokeGen is neat and compact. There are ways to scale up program sizes by either changing your resolution or by using other programs. The text size in PokeSAV is the same size as PokeGen. The UI is fine.
  8. Should probably just have 8888 be FFFF to terminate.
  9. http://projectpokemon.org/forums/showthread.php?17426-Pokemon-ROM-Changer
  10. There's no way you can get xFFFF\x0000\xFFFF as a trashbyte sequence since x0000 isn't a character. There's no way to naturally zero out a byte.
  11. As I already said, you have an illegal move and the Legality Analysis recognizes this. I will not tell you exactly what is tripping it because that is not the intent of this thread. It's hacked/edited/not legal, end of story. PokeGen has its own board; it is not the focus of this forum at all. Pokécheck is an entirely separate entity.
  12. Egg move on a captured Pokemon. He's hacked.
  13. This is not a thread to ask why hacks show up as hacked. Only legitimately obtained Pokemon that come up hacked.
  14. PokeGen only edits sav files. That's the antipiracy of the ROM; again that's not an issue with PokeGen.
  15. I've provided the source for the translated program; if you compare the two ROMs to find where it should read off of instead, you can replace that in the source and have a working one. public static int EVOLVE_B2 = 0xa78525c; public static int EVOLVE_W2 = 0xa78525c; public static int FAMILY_B2 = 0xa769664; public static int FAMILY_W2 = 0xa769664; public static int PLACE_B2 = 0xc876a6c; public static int PLACE_W2 = 0xc87686c; public static int SKILL_B2 = 0xa7901b4; public static int SKILL_W2 = 0xa7901b4; That's what it reads from in the English translation. Find the offsets needed for any other language and then replace & re-compile.
  16. PokeGen does not currently do this; in the future versions it is (probably) on the list.
  17. Example of Unicode characters that are of use. more here 0041 A 0042 B 0043 C 0044 D 0045 E 0046 F 0047 G 0048 H 0049 I 004A J 004B K 004C L 004D M 004E N 004F O 0050 P 0051 Q 0052 R 0053 S 0054 T 0055 U 0056 V 0057 W 0058 X 0059 Y 005A Z 0061 a 0062 b 0063 c 0064 d 0065 e 0066 f 0067 g 0068 h 0069 i 006A j 006B k 006C l 006D m 006E n 006F o 0070 p 0071 q 0072 r 0073 s 0074 t 0075 u 0076 v 0077 w 0078 x 0079 y 007A z Replace the #### with 007A to have z for that character. Character name: (1111)(2222)(3333)(4444)(5555)(6666)(7777)(8888) It's simple. Be sure to have FFFF after your last character to terminate the name field, then follow it by zeroes if space permits.
  18. There is no correlation.
  19. Change TID (Select) 94000130 FFFB0000 B2000024 00000000 100367B0 0000FFFF D2000000 00000000 Change SID (Select) 94000130 FFFB0000 B2000024 00000000 100367B2 0000FFFF D2000000 00000000 Change Trainer Name (Select) 94000130 FFFB0000 B2000024 00000000 000367A0 22221111 000367A4 44443333 000367A8 66665555 000367AC 88887777 D2000000 00000000 Change Rival Name (Select) 94000130 FFFB0000 B2000024 00000000 000244C4 22221111 000244C8 44443333 000244CC 66665555 000244D0 88887777 D2000000 00000000 works on any B2/W2 and every language. Desired IDs are in hex, so have your decimal ID -> convert to hex -> replace FFFF with the resulting hex SID. For names, use the Unicode or compatible text hexes to replace 1 2 3 4 5 6 7 8 of the namefield. Each text character is a half word (4 hexes).
  20. That's not the code for English versions. What you posted was the code for JP. Here's the actual code for English games. 52010500 42815880 12010504 000046C0 D2000000 00000000
  21. ^. This thread's purpose is to report false positives and detection methods, not how to generate legal Pokemon.
  22. Kaphotics

    Pokemon Level

    Experienced required for a certain level: Fast 0.8(Level^3) Medium (Level)^3 Slow 1.25(Level^3) Parabolic 1.2(Level^3) - 15(Level^2) + 100Level*- 140 source: http://www.math.miami.edu/~jam/azure/compendium/training.htm To solve level from XP... just input the experience you have = the formula from above. So, say you have 100,000 XP. With the fast growth method, you have: 100,000 = 0.8*(L^3), then solve for L. L=50. == For knowing what Pokemon has what growth method, it's set in the ROM per species, so you'd have to build a table of what species uses what method if you were aiming to make a program. Or you can just look up the species on any online dex like Serebii or Bulbapedia.
  23. GTS Pokemon appear like any other Pokemon you would encounter in game. There's no alteration done when trading on the GTS.
  24. The C-Gear skins are only allowed a certain amount of tiles. Too complex of an image makes it run out of unique tiles, hence why it stops generating an image. Remember, colors are limited to 16 unique.
  25. I haven't done a compare of the narcs, maybe the localization required some scripts to be changed. Might want to replace the individual script files first, if the script codes didn't change.
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