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Kaphotics

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Everything posted by Kaphotics

  1. No, you need either your Save file (extract it with an external device like SMS4 or NDS Save Adapter Plus), an Action Replay, or using Willaien's GTS to distribute PKMs to your game.
  2. Pokesav is not a Project Pokemon supported software. For questions regarding issues or usage of Pokesav, please contact the original author at http://pokesav.umimi.com/ == Pokegen is the newest replacement for Pokesav and is much better. Pokegen is the only save editor supported by Project Pokemon. Information here: http://is.aweso.ms/pokegen
  3. Gen 4 you have to have the same TID for the Pokemon to be recognized as yours. Gen 5 you have to have the exact same OT/TID/SID/Gender for the Pokemon to be recognized as yours.
  4. It's the Encounter Type hex. read:http://projectpokemon.org/wiki/Pokemon_NDS_Structure#Encounter_Types
  5. http://webcache.googleusercontent.com/search?sourceid=chrome&ie=UTF-8&q=cache%3Ahttp%3A%2F%2Fwww.smogon.com%2Fforums%2Fshowthread.php%3Ft%3D83057 It's the 5th Gen PRNG Information thread, in which RNG Reporter is the program used.
  6. Super old bump there Kazo The Battle RNG calculations probably carried over from gen 3, which you can see at TASVideos by FractalFusion. Gen 3 used the main LCRNG for the battle determinations, and iirc so did gen 4. Gen 5 uses a new seed generated when the battle scene is loaded (after the flash), so it'd be much harder to cheat with. %100 and *100 respectively for accuracy, %16 and *16 for everything not a multiple of 5%.
  7. Make sure you save the settings for your DNS. If you set both the Primary and Secondary to the same DNS and can still can't connect to the GTS, the GTS is down.
  8. Be sure you used the correct code for your version and language. There is one for black and one for white.
  9. It's for the English Version only, and it reverses the "Complete Pokedex" code by setting that area back to zeroes instead of ones. Activator is select, and you have to catch 1 Pokemon as Mewtwo Ex said. Mewtwo Ex posted the White Version of it. ======= White Version of the Code: Black Version of the Code: All it does is delete your Pokedex and put it back to 0 seen. There's no way to revert back to your original dex, you overwrote it with the original Complete Pokedex code.
  10. Anyone gotten the Victini skin from the Japanese DW?
  11. Everything here is RNG'd, not created. I RNG'd that Trainer ID for my game.
  12. OH BOY THAT WAS A HARD GOOGLE SEARCH http://www.youtube.com/watch?v=wvzmLQFcPGw&feature=related
  13. Use PokeGen, PokeSav is not supported here.
  14. V aren't method, you leave them blank.
  15. they have to be be one of the following: 1. Released in the Dream World for receiving in the Entralink Forest (ONLY GEN 1-4 POKEMON) 2. Darmantian/prevo 3. Musharna/prevo There will be no gen 5 DW Pokemon besides Darmantian and Musharna until a special wondercard (highly unlikely) or a new version is released.
  16. most likely.... Pidove, Axew, and Pansage. Just like the Japanese ones, so much for seekret
  17. The headers are the first 8 hexes in each extracted file. I conveniently pasted them in my post when I was analyzing them
  18. May 5th is when the minigame ends and the Eeveelutions will be available for download.
  19. Updated my post with the header data structure.
  20. Header data for the encounter slots... # -- Meaning (Hexes) [b][u]0x0 -- Regular Encounter Tile Type[/u][/b] 00 = 00000000 -- Disabled 03 = 00000011 -- Sand/Cave/Building 06 = 00000110 -- Cave == Force all shaking spots to be on land only. 08 = 00001000 -- Short Grass 0F = 00001111 -- Tall Grass [b][u]0x1 -- Double Battle Tile Type[/u][/b] 00 = 00000000 -- Disabled 08 = 00001000 -- Short Grass 0F = 00001111 -- Tall Grass [b][u]0x2 -- Shaking Spot Enabler[/u][/b] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled (If 0x0 is 06, force all to be land) [b][u]0x3 -- Surfing Tile Type[/u][/b] 00 = 00000000 -- Disabled 03 = 00000011 -- Regular Surfing Waters 05 = 00000101 -- Regular + Deep/Current Surfing Water [u][b]0x4 -- Water Slots Present[/b][/u] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled [b][u]0x5 -- Fishing Tile Type(s)[/u][/b] 00 = 00000000 -- Disabled 32 = 00110010 -- Regular Fishing Waters 50 = 01010000 -- Regular + Deep/Current Fishing Water [b][u]0x6 -- Fishing Slots Present[/u][/b] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled [u][b]0x7 -- Toggle Flag (Items and Pokemon)[/b][/u] 00 = 00000000 -- Disabled 01 = 00000001 -- Cave Items and Pokemon (Spots, in Cave Only) 02 = 00000010 -- Bridge Items and Pokemon (Spots, on Bridge Only) Raw header data:
  21. Awesome Andi, thanks for clearing that up with the levels... totally derp on my part. Gonna look at the headers, even though they aren't useful now because we can't map edit (for the future).
  22. Nice stuff Andi! Each duplicate file corresponds to a different corridor for the maze, and then there's a few alternate passages as well. It also happens for the Victory Road rooms, where only a few rooms actually have Deino. Your post indicates you know this, but I'm just putting it here for anyone else who is lurking. http://pokemon.maruamyu.net/data/bw/enc_b.html http://pokemon.maruamyu.net/data/bw/enc_w.html Find the locations they appear in, and -1 from the location listed there. That is the file you need to edit. I had a list of all of the Locations -> Ingame Locations, but I misplaced it
  23. It doesn't look like held items are stored in this narc at all. I know the data is for any of the water encounters... [color="red"]Dex Dex aa bb Dex Dex cc dd -- Surfing Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb[/color] [color="teal"]Dex Dex cc dd -- Surfing on Water Spots Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb Dex Dex cc dd[/color] [color="lime"]Dex Dex aa bb Dex Dex cc dd -- Fishing Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb[/color][color="orange"] Dex Dex cc dd -- Fishing out of Water Spots Dex Dex aa bb Dex Dex cc dd Dex Dex aa bb Dex Dex cc dd[/color] The 2nd hex after the dex is form for the land mons, but what is it otherwise? In addition to this, what do both of them mean? http://pokemon.maruamyu.net/data/bw/enc_b.html http://pokemon.maruamyu.net/data/bw/enc_w.html Has all of the locations (000 is their Location 1, so 111 will be Location 112.) They are translated and here, if you want a general location relation to ingame. http://dl.dropbox.com/u/12206225/RNG/Black%20Slots.html http://dl.dropbox.com/u/12206225/RNG/White%20Slots.html There's also the first 8 bytes for each file... what do those signify? xx xx xx 01 32 01 xx This is present in the majority of the fishing routes. Undella Town and Location 74 (seasons) are the only ones that are different in the intro hexes. The locations without fishing do not appear to have these 0x3-0x6 bytes, at least as far as the ones I randomly checked showed. 03 00 01 00 00 00 00 01 -- Cave Wild and Swirling Sand (41) 08 08 01 00 00 00 00 00 -- Outside Wild, Shaking Grass 08 00 01 00 00 00 00 00 -- Outside Wild Grass, Seasonal changes (48) 03 00 00 00 00 00 00 00 -- Inside Dragon Spiral Tower, no sand 08 00 00 00 00 00 00 00 -- Victory Road Exterior, just crag. 06 00 01 03 01 32 01 01 -- Victory Road Interior, fishable cave with sand swirls and fishing spots. 03 00 01 00 00 00 00 00 -- Cave and Swirling Sand (54) 03 00 01 03 01 32 01 01 -- (71) 00 00 00 03 01 32 01 00 -- (0) Straitron City, only water. Looks like the 3rd hex is swirling sand/shaking grass toggle, while the 5th and 7th hex are for water spots.
  24. post the pkm or the code please
  25. I replied to one of your other 2 threads with some of the problems I saw. Reposting it here in the bumped thread
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