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RyouChan

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About RyouChan

  • Birthday 06/09/1990

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  1. Thanks guys, I figured it was something to do with a bigger ending size breaking pointers but wasn't sure since another thread (that wasn't about overlays, that must be the difference?) mentioned something about the NDS file system being fine with changing the sizes of files. I guess it's just going to not be worth it for my current project unless I can also think of type relationships I want to remove, since I'm unaware of any documentation or tools that will help with repointing everything and I'm not exactly cool enough to figure it out myself. I'd need to grow like, at least 30 more functional brain cells for that.
  2. Basically just the title. I've unpacked overlay 12 and decompressed it (tried both ct2 and BLZ), edited it to include an extra rule (for testing purposes, that ice resists dragon) 10 0f 05 in between two of the other entries, 10 10 14 (dragon se vs self) and 10 08 05 (dragon nve vs steel). When I try to run the ROM with the recompressed file in it, it always crashes when a battle starts. Replacing one typing rule with another works just fine, if I wanted to remove a rule and add one in its place, but I don't really want to remove any of them just to add the few that I want. Does anyone have any idea of how to make this work? I heard ct2 has some problems with decompression/recompression so I tried the same using BLZ (tool by CUE) since someone mentioned that on another thread as being useful for overlay files, but it crashes all the same.
  3. Sometimes PPRE messes up scripts that you didn't even edit. Replace the script files with ones from a clean version of platinum.
  4. Hex editing is fairly easy. You would have to do it a bit sometimes even if you're using DP move editor because it does some things incompletely, like if you set a move's effect to "always goes first" like Quick Attack, it will set that as the effect ID, but it will not change the priority. DP move editor also does not change move categories (Special/Physical/Status).. You can PM me if you want any advice on editing moves.
  5. Thanks and don't worry. It was not very unexpected.
  6. This one should have it. Used Sogard's instead of the one I had before. Reuploaded. Also I have played it quite a bit on Desmume without actually needing an AP patch - But it might be because my play on emulators tends to be short bursts (reloading the same save state for only about 30 seconds at a time) that I haven't run into any freezes with it. Random preview - Solrock and Lunatone Solrock - Tackle - Harden - Rock Throw 9 Light Screen 12 Will-O-Wisp 17 Flame Wheel 20 Rock Polish 25 Rollout 31 Sunny Day 34 Cosmic Power 38 Morning Sun 42 Heal Block 45 Rock Slide 48 Psycho Cut 53 Earthquake 56 Explosion 60 Flare Blitz* *Decided on this over Overheat because Solrock is physically based. Lunatone - Tackle - Harden - Confusion 9 Reflect 12 Hypnosis 17 Icy Wind 20 Rock Polish 25 Psybeam 31 Trick Room 34 Cosmic Power 38 Moonlight 42 Heal Block 45 Psychic 48 Power Gem 53 Ice Beam 56 Explosion 60 Sheer Cold* *Note that Sheer Cold is now the equivalent of Overheat except Ice typed. As a sidenote Lunatone is an interesting Pokemon, being a rock type that could learn both Blizzard and Ice Beam via TM. It's cold on the moon. Probably gonna make Lunatone slower to take advantage of trick room and give slight buffs to both. Each one has the screen that matches the WEAKER of their defensive stats, Solrock has low special defense but can Light Screen, Lunatone has low physical defense but can Reflect. Solrock is the sun and it makes its own screen of light but Lunatone, being the moon, only reflects light. Strange how much random sense that makes.
  7. Thanks. I'll try and take a look at the encounters file tonight after microbiology final. I'm not TOO worried about gen 5 taking over completely yet.. I still see generation 3 hacks! Though one good thing is that by the time this is finished, Black and White hacking tools will probably be far more advanced than they are right now and I'll be able to hop right into the next project. Some Kanto gym teams are already preliminarily drawn up, and Kanto will probably be much faster than Johto due to its non-linear nature. To keep my partner and I interested we tend to switch up what we're working on from day-to-day, moves, Pokemon, routes, trainers, gyms, research (hex, scripting) so progress is, as always, plodding along at a steady pace. The alternative would probably be getting bored... In addition, we are simultaneously testing with two teams- Mine is a team of 4 Pokemon so they tend to be leveling too much, and his is a standard team of 6, so we're busy going through areas and balancing levels to be not far above his team and the same or not far below my team, you know, for balance reasons. Of course the long hiatus didn't help. I'm hoping that doesn't need to happen again, even though I may be moving soon for reasons of family issues (divorce) and not sure where I'm going to end up. But if I'm hex editing at school, so be it, hm? I've really been enjoying playing the game myself, too. Sometimes it's hard to stop playing it and go back to editing it. Anyways I'm glad you're still around. Your feedback has been especially useful in many ways.
  8. What's meant by "Up to Olivine" in the current release is all of the routes until, actually. Sort of a "less than" vs "less than or equal to" thing. Anything past that I'd currently consider unfinished. I probably should have been more clear considering the "looping" nature of that area.. 39 - olivine - 40/41 - cianwood - 40/41 - olivine - lighthouse - jasmine etc but to be fairly honest I didn't think anyone was playing anymore because it's been so long! My current edit has both Chuck and Jasmine (and routes 40-41) finished but is currently undergoing some testing to make sure they're a reasonable challenge and to make sure the levels are in the right place. I also have to wait to hear back from my partner on how his team did. The version of Chuck in current is sort of a beta release, I have him 1-2 levels higher with a few moveset changes. (Taunt + Sucker Punch Croagunk is infinitely cooler than Poison Jab Croagunk) The Pidgey guy is also fixed. Not sure how he slipped through but my partner noticed him quickly on his playthrough. I'm not sure what I'm doing with the rival yet as his Pokemon are sort of.. iconic. Sort of. Eusine is probably less so as he was only in Crystal and I don't think he has as much of a character as Silver. I don't know if I want to see random Hoenn etc Pokemon pop out when fighting Silver, one thing I've considered is keeping his overall roster but giving him his Pokemon sooner to fill in more slots. i.e. he could have Sneasel already in the burned tower and others (pre-evolved forms) to make a full team. As a random sidenote, I'm currently researching overworld encounters as a method of providing missing legendaries instead of random encounters, but current tools leave a bit to be desired. The next edit is not quite ready at this time and I'd like to test a little more before release. As for the level 0, which route/area name exactly was that on? Doing a brief go-over of those routes I don't see any empty slots but maybe I need to open up the hex editor to double check. Editor does wonky things sometimes. Edit: Also was it during the morning, day, or night?
  9. Hey all, I'm currently scripting some overworld legendaries and other encounters for my Soul Silver edit. However, I am unsure which flags are safe to use and don't want to interfere with any other events ingame. Has any research been done into which flags are actually used? Is above a certain number safe? Thanks in advance for anything useful.
  10. Wilds have been edited up to the same point and so far version exclusives have been eliminated. So, despite this being based on Soul Silver, the Heart Gold exclusives, Mankey, Growlithe, Spinarak, Mantine, and Phanphy have been re-added so far. I have a checklist somewhere. All routes are more varied to eventually allow all 493 to fit. As an example, here's the current incarnation of route 31 in the latest patch (which I am going to put up right now because a lot has been done since the patch that's up here) Grass (Morning): Ledyba (20%), Weedle (20%), Caterpie (20%), Bellsprout (20%), Sunkern (5%), Budew (5%), Azurill (4%), Poliwag (4%), Seedot (1%), Lotad (1%) Grass (Day): Pidgey (20%), Weedle (20%), Caterpie (20%), Bellsprout (20%), Sunkern (5%), Budew (5%), Azurill (4%), Poliwag (4%), Seedot (1%), Lotad (1%) Grass (Night): Spinarak (20%), Hoothoot (20%), Rattata (20%), Bellsprout (20%), Oddish (5%), Poochyena (5%), Azurill (4%), Poliwag (4%), Seedot (1%), Lotad (1%) VS what it was in Soul Silver originally.. Morning: Weedle (30%), Ledyba (30%), Bellsprout (20%), Kakuna (10%), Pidgey (10%) Day: Weedle (35%), Pidgey (30%), Bellsprout (20%), Kakuna (15%) Night: Hoothoot (40%), Rattata (40%), Bellsprout (20%)
  11. I had something like this happen when I accidentally clipped the items file. On a flash cart it caused an immediate freeze upon opening the bag in battle, however, on desmume, it continued for a while before freezing, filling the bags with random key items. I realized I had cut off the part of the items file containing the Johto-only balls, and the save I received from one of my testers had a lot of them in his Pokeballs bag, which is what caused the error. I find that a lot of crashes are easier to source on desmume vs a flash cart or no$gba because it will often take longer to freeze, allowing you to see exactly what is happening. I'm not familiar with PPTXT but this does sound like you managed to clip or corrupt a file. I would take a clean ROM and insert only the files you intentionally editted into it, one at a time, testing between each, to see which one causes the freezing, and then I'd compare that file to the clean version. If none of the files create a freeze, it may have just been some sort of error with one of the programs you used that corrupted a file.
  12. Hey there. For some reason, at times PPRE will mess up a script just by pressing save even if you didn't edit it. I have no idea why this is. My advice: Open a copy of the ROM where the event still works without a freeze. Edit the things you want to edit on that route, and then, BEFORE pressing save, go to scripts, and type in a bunch of gibberish underneath one of them. Just like "29489ew5idtoidf6456ryfdHRD" whatever. Save the route. When you save, it will NOT save the script as your gibberish is not a valid command, but it will still save say, if you made changes to wild Pokemon. If you're adding NPCs to the route I've noticed that can also cause a crash and I haven't figured out how to get around it myself, but this workaround should allow you to at least do basic things like edit wilds on the route. I pretty much never hit save in PPRE without doing something to prevent it from saving scripts, since there are many routes and areas that it will mess up. An alternative plan, if you know which NARCs contain your edits, is that you can use a program to insert only the files you meant to edit into a clean ROM, for example if you only editted moves, you could take a clean Diamond and throw in your editted waza_tbl, etc. This would guarantee that no file you didn't intend to edit will be editted.
  13. Hey there all. I've been away for a while, and have found out A LOT of new things while I was gone. I went back and have been fixing up a few early game things and... LOTS of move edits have happened in the meantime. I am actually currently preparing a new patch. I know it's been forever! A LOT OF THINGS have changed. Like tons. I finally got off my lazy butt and figured out how to edit text descriptions of moves so some moves have undergone more drastic changes in effect now that I'm able to change the description to more accurately describe them. This has lead to changing a lot of hyper beam-type and OHKO moves into more interesting things that suck less. Examples: -Pursuit is now a Dark type "Quick Attack" move. -Sheer Cold is now an Ice type Overheat move. -Rock Wrecker is now a Rock type Outrage. -Hydro Cannon, Blast Burn, and Frenzy Plant are now all 100 base power 100 accuracy moves that do not require a recharge turn. They have additional effects (10% chance) of lowering opponent's special defense, causing a burn, and causing a flinch, respectively. There are many more and bear in mind that not all of the text is edited yet. I want to get as much done as possible before posting a new patch but it is COMING, I promise! I'm currently editting route 40 as we speak and doing Chuck and Jasmine's teams. As a sidenote.. If you feel like exp is particularly slow during a specific part of the game and you're falling behind a lot, PM me the number of Pokemon you're using, what part of the game it is, and which wild Pokemon you feel are too low level to provide reasonable exp. As only a few people have playtested, exp is not quite balanced yet and your experiences will vary wildly depending on your choice of Pokemon, how many total Pokemon you're using, and your general playstyle. Ex: Someone like me who tends to only use 4 Pokemon or so might be way ahead in exp compared to someone who uses all 6 all the time. Thanks.
  14. I totally missed this post. Er, it depends on what you wanted to do, but the patch contains only the data needed to go between the clean unpatched ROM and exactly what I edited it to. Results are not necessarily predictable if you "stack" patches. If you wanted to use mine but edit a few more things, I'd suggest editing directly from your fully patched version of mine and making the patch from that. If you want only part of what I edited, that's a bit more complicated and you'd probably be better off doing only the edits you want on your own copy. Unless you only want the move edits or something simple like that, all contained in one file. Then you'd use nitroexplorer, find out what file the things you want to change are on (this is the hard part as I don't even know a lot of them ) and extract it from mine and replace the version in yours... It'd be kind of annoying though as you would not really be able to upgrade as the hack progresses. Not sure, I'd probably recommend waiting if you still want to be able to update patch it. The patches are somewhat specific and basically only contain "replace exactly this with exactly this" sorts of datumz. I sort of glossed over the rival on my first go-through, really only raising his levels at the battle that's right after Bugsy and not otherwise doing much. It's placeholder for now as I am not sure I want to change any of his Pokemon. At least species. The battle in burned tower is currently edited (only on my copy, not in a release version) to have more customized movesets. I totally forgot Froslass existed. I like her. I am not sure how competent the AI is at properly utilizing things like Destiny Bond. Even relatively decent AI settings sometimes do really dumb things with moves that are a bit more arcane and predictive in use. I'll have to test that a few times. I was already using a Spiritomb. Great Pokemon. He does still have his signature Gengar as well. He should definitely have all 6 slots filled. Edit: Pachirisu is going to be available as of next time (1% rare somewhere obviously) so I decided I'd make him.. okay. "Pachirisu has gained a boost to HP and Attack at the cost of some of its unnecessary Special Defense. It now has the abilities Cute Charm and Serene Grace instead of Pickup and Run Away. I wouldn't call it a good Pokemon, but I wouldn't say it's unusuable. It gets some new moves as level up, like Tickle, Seed Bomb, Hyper Fang, elemental fangs.. Even Volt Tackle if you're crazy enough to level one to 54." It has huge teeth, so I gave it the fangs and some other stuff.
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