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Kaphotics

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Everything posted by Kaphotics

  1. TRU Arceus has to have its own PID type, and TID/SID combo. There are no PID generators for Dynamic Mystery Gifts.
  2. Over spring break I went back and abused them. You can find them here. http://sites.google.com/site/kaphotics/resources
  3. I think it has to do with scripting, because the only multi trainer battles are scripted in the game. All of the regular trainer double battles are twins, who share the same sprite. There is a dual battle with Cheren against Team Plasma right after the first gym in the cave. If you can find that trainer ID for that event, it might help.
  4. Most likely, might only be for Jap versions. Nobody's tested it.
  5. Does it even mention title screen in the first post?
  6. You probably gave it a combination of moves it cannot have. Probably the whole Stealth Rock / Leech Seed Spikes conundrum.
  7. 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/
  8. Take the decimal pokedex # and convert it to hex...
  9. I think so, but I don't own one so I can't recommend. I think it's NDS Save adapter plus or something
  10. SMS4 (49$) can read the save file and write it from and to the cart. It comes with a program (Neo2 Pro Manager) Use PokeGen. Pokemon Mystery Gift Editor 1.4.3 by Grovyle91 No risk with PokeGen
  11. An update for the first use of trash bytes in gen 5... When evolving an English Pokemon on a Japanese game, un-overwritten hexes of the old name get left as trash. This may only occur in WiFi trades. Attached is my Gurdurr evolved into Conkeldurr in a friend's Japanese game via WiFi trade. As you can see... Full Hex of Namefield: ED 30 FC 30 D6 30 B7 30 F3 30 FF FF 72 00 FF FF 00 00 00 00 FF FF Unterminated Japanese Name for Conkeldurr: ED 30 FC 30 D6 30 B7 30 F3 30 FF FF Unterminated English Name for Gurdurr: g u r d u r 72 00 FF FF r 72 00 is 'r' And then they are terminated. As you can see, the Japanese game only cares about the 5 characters and the terminator, and leaves everything else as "trash". conk.pkm
  12. Nice job Kazo Andibad, I am pretty sure those lines don't matter at all, that NPC does not walk anywhere so there are technically all 4 sprites there if you flip the leftfacing one right via symmetry. That NPC doesn't move, so it doesn't have those sprites BWOE - a/0/4/9 BWSE - a/0/7/2 BWTE - a/0/9/2 and a/0/9/3 BWME - a/1/8/0
  13. 02 -- 00010 -- First 0A -- 01010 -- Second 12 -- 10010 -- Third 1A -- 11010 -- Fourth Look at the 2 uppermost bits, they are 0-3 in binary. Instead of the usual 0x0, 0x8, 0x10 for formes, the lowest 2 binary for these is always 10.
  14. Deposit it into the PC and then withdraw it, it will work on WiFi if everything is correct. PokeGen AR output has a problem with party data, doing this makes the game delete and recreate the proper data.
  15. Looking at the filename extensions for the a/0/5/7 narc... it's just Kiwi DS adding on filenames based on the first few bytes. Oops
  16. 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/
  17. Yeah we know about this (reported here), PokeGen doesn't output the party stats right. If you could do a PokeGen stats and imported ingame stat, it'd help fix the party stats AR code output error IV Pokegen Imported HP bla bla ATK bla bla DEF bla bla SpA bla bla SpD bla bla Spe bla bla
  18. No, I was just comparing the structure of the Encounter / Trainer data to this narc's structure. The Encounter / Trainer files have a constant size across all of the files. These do not. Encounter / Trainer data is like filling out a Bio on yourself, it has information in a very readable manner. Script data is like an essay, a computer can't really interpret it without advanced programming because the information is scattered. ===== What I'm trying to say is that this narc is just a script folder. The "78 01 (dex #) (level)" line signifies the game triggering an encounter with a stationary Pokemon. Wild encounters are not in this narc, but stationary ones are (because they use scripts).
  19. Pokegen does it for you if you leave the PID blank for gen 5 originated Pokemon. If you want to know how it works, convert the PID to hex, delete the 4 furthest right hex, and convert to binary. The lowest binary will be 0 or 1. Class 1 or Class 2.
  20. unreleased DW Pokemon are just universally banned from Random battles over Wi-Fi
  21. It looks like this narc is entirely scripts. By changing these scripts you change what Pokemon appears. The game calls a script, say when encountering Terrakion. It loads up 7_458, and the Pokemon that is scripted to appear is Terrakion. Changing the hex Terrakion is present at (78 01 7F 02 2A) allows you to change what appears. I have no experience scripting, but all I can say is that there is absolutely no relation structure wise compared to Encounter Slots and trpoke/trdata. Those are a set size with easily interpretable meaning, scripts are not a rigid size/structure!
  22. Looks like this is a general script bundle for the game, as the files for the events with Pokemon are hardly a fair portion of the data. Important script files related to this thread: Adding some ones I forgot are stationary in the wild, they are in the same region of the ROM but have odd level hexes... same region. Kyurem ---- 78 01 86 02 4B Zoroark ---- 78 01 3B 02 19 Foongus ---- 78 01 4E 02 20 ---- Not sure why it's 20 hex. Amoongus ---- 78 01 4F 02 21 ---- Not sure why it's 21 hex. Looking at a/0/5/7, there's a whole 899 files. Breaking down the distribution.
  23. We don't support Pokesav, we use PokeGen.
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