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Abacus

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Everything posted by Abacus

  1. Edit: Scratch what I previously wrote; it's perfectly possible to just type in a regular name in the jumbled-up mess of section 190 and have it come out normally. The trick is knowing which line of jibberish corresponds to which name. Japanese ROMs with fan translation patches come in handy here, as does the "Go to Line" feature in MS word. The sprite in my picture may be way off-center, and his team hasn't been edited yet, but at least the name's right. Andibad, is there no way you can reformat it?
  2. Ah, very logical. I suppose that you're just more clever than I am
  3. TwistedFatal, is there any way that your program could be made to work on a ROM that's been previously modded? I would very much like to try out your program, but it seems like a rather big hassle to download a clean ROM, edit it with your program, then rip every single narc that I've touched out of my old ROM and put it into the new one...
  4. I'm currently checking out http://gbatemp.net/index.php?showtopic=84933 for LZ77 decompression tools, but a lot of it is over my head. Perhaps one of you guys who happens to be more savvy and well-informed and I am, might be able to make sense of it.
  5. This is a bit embarassing, but I still haven't managed to find where all the names are located. I swear I've scoured a002 and a003 from top to bottom and back. Twice.
  6. Glad to help, Andibad. You too, Wyndam And Andi, thanks for that list of narc locations. I'll have some fun exploring them tonight.
  7. So if I were to carry on with this, I'd need to know how to insert an all new NPC into the map. Nobody is capable of doing such a thing, correct? However, there's still the somewhat simpler solution that I mentioned earlier in this thread. If anybody knew how to insert inanimate objects that only took up a single block of space, like chairs, signposts or trashcans, into the game's map, then I could rip Drayden's Overworld sprite and place it as an accessory right next to Gym Leader Iris. Dialogue, mugshots, in-battle sprites and double battles are all doable, so it appears to me that the only remaining obstacle is a bit of light map editing. I haven't particularly studied or looked into map editing, but I've heard enough to know that Gen 5 uses a radically different graphics system than the previous games. It's certainly possible with the Gen 4 PPRE, but is there any way that some of those techniques could carry over into Gen 5?
  8. IIRC there's a double battle against a biker/roughneck duo on Route 9 by the shopping mall, so not all double battles are against two identical sprites. I checked the Wellspring Cave double battle with Kazo's Trainer Editor, and there are two separate entries, one for each grunt. They're number 62 and 63 on the BWTE list - is that what you meant by finding their trainer IDs?
  9. Has anybody who's tested this found out the % probability of any wild pokemon carrying its held item?
  10. I'm sadly not the guy to go to for a narc file update, but I do have a bit more info for ya on ability editing. CrystalTile2 is great because it not only has the raw list of narc values, but also a sort of directory that pops up along side them. To my knowledge, many hex editors lack this. This "File Information" directory comes with a list of numbers, and each one corresponds to a pokemon's nationaldex entry. Double-click on a number and it takes you directly to the part of the hex jumble that contains the info on the pokemon. The first six values dictate the pokemon's stats, the next two control its primary and secondary typing, and near the end you'll find three that dictate the pokemon's first, second, and DW ability. Find them by looking up the pokemon's 3 abilities on Serebii or wherever, then searching for the matching hex value of said abilities. The hex values are: 00 — None 01 — Stench 02 — Drizzle 03 — Speed Boost 04 — Battle Armor 05 — Sturdy 06 — Damp 07 — Limber 08 — Sand Veil 09 — Static 0A — Volt Absorb 0B — Water Absorb 0C — Oblivous 0D — Cloud Nine 0E — CompoundEyes 0F — Insomnia 10 — Color Change 11 — Immunity 12 — Flash Fire 13 — Shield Dust 14 — Own Tempo 15 — Suction Cups 16 — Intimidate 17 — Shadow Tag 18 — Rough Skin 19 — Wonder Guard 1A — Levitate 1B — Effect Spore 1C — Synchronize 1D — Clear Body 1E — Natural Cure 1F — Lightningrod 20 — Serene Grace 21 — Swift Swim 22 — Chlorophyll 23 — Illuminate 24 — Trace 25 — Huge Power 26 — Poison Point 27 — Inner Focus 28 — Magma Armor 29 — Water Veil 2A — Magnet Pull 2B — Sound Proof 2C — Rain Dish 2D — Sand Stream 2E — Pressure 2F — Thick Fat 30 — Early Bird 31 — Flame Body 32 — Run Away 33 — Keen Eye 34 – Hyper Cutter 35 — Pickup 36 — Truant 37 — Hustle 38 — Cute Charm 39 — Plus 3A — Minus 3B — Forecasst 3C — Sticky Hold 3D — Shed Skin 3E — Guys 3F — Marvel Scale 40 — Liquid Ooze 41 — Overgrow 42 — Blaze 43 — Torrent 44 — Swarm 45 — Rock Head 46 — Drought 47 — Arena Trap 48 — Vital Spirit 49 — White Smoke 4A — Pure Power 4B — Shell Armor 4C — Air Lock 4D — Tangled Feet 4E — Motor Drive 4F — Rivalry 50 — Steadfast 51 — Snow Cloak 52 — Gluttony 53 — Anger Point 54 — Unburden 55 – Heatproof 56 — Simple 57 — Dry Skin 58 — Download 59 — Iron Fist 5A — Poison Heal 5B — Adaptability 5C — Skill Link 5D — Hydration 5E — Solar Power 5F — Quick Feet 60 — Normalize 61 — Sniper 62 — Magic Guard 63 — No Guard 64 — Stall 65 — Technician 66 — Leaf Guard 67 – Klutz 68 — Mold Breaker 69 — Super Luck 6A – Aftermath 6B — Anticipation 6C — Forewarn 6D — Unaware 6E — Tinted Lens 6F — Filter 70 — Slow Start 71 — Scrappy 72 — Storm Drain 73 — Ice Body 74 — Solid Rock 75 — Snow Warning 76 — Honey Gather 77 — Frisk 78 — Reckless 79 — Multitype 7A — Flower Gift 7B — Bad Dreams 7C — Pickpocket 7D — Sheer Force 7E — Contrary 7F — Unnerve? 80 — Defiant 81 — Defeatist 82 — Cursed Body 83 — Healer 84 — Friend Guard 85 — Weak Armor 86 — Heavy Metal 87 — Light Metal 88 — Multiscale 89 — Toxic Boost 8A — Flame Boost 8B — Harvest 8C — Telepathy? 8D — Moody 8E — Overcoat 8F — Poison Touch 90 — Regenerator 91 — Big Pecks 92 — Sand Rush 93 — Wonder Skin 94 — Analytic 95 — Illusion 96 — Imposter 97 — Infiltrator 98 — Mummy 99 — Moxie 9A — Justified 9B — Rattled 9C — Magic Bounce 9D — Sap Sipper 9E — Prankster 9F — Sand Force A0 — Iron Barbs A1 — Zen Mode A2 — Victory Star A3 — Turboblaze A4 — Teravolt Hope this helps and good luck! Edit: Just in case you didn't know, the narc for this is a/0/1/6.
  11. Wyndamn, it's possible to edit abilities right now. I use CrystalTile2 to do the editing, and instructions are floating around this board somewhere. Hex editing is a bit more complicated, but the result is the same.
  12. Level-up moves are located in a/0/1/8, and if you use Crystal Tile to edit them, then you'll get a side window full of values ranging from 1 to 649+. Click on value #1 to check out Bulbasaur, and you'll see what moves he learns at what levels.
  13. Kazo, now that we know where overworld sprites, in-battle sprites, and pre-battle mugshots are all located, is that enough info for you to work your wizarding ways?
  14. But in order to manually edit them, you would have to decompress them first, right? How did you decompress the trainer sprites in CrystalTile? Andibad, I swear, if you help me through this I *will* name my firstborn child after you
  15. What's the "right method" for decompressing in CrystalTile? I just used editor.exe to decompress my a/0/7/2 narc, then opened it in Crystal tile. None of the options would let me export/decompress the images. What did i do wrong? And just what do you mean by "I pick crystal tile, need time to reinsert for complete?" That one flew right over my head. Cheers, mate!
  16. Cool, Kaphotics! Nice job. Is this in the a/0/1/6 folder, too?
  17. Very nice! I found that you can also edit your overworld sprites in PokeTEX, as long as you add "start, 14" to the beginning of list.txt. Andibad, how do you get the a/0/7/2 sprites out of ConsoleTool to edit them in photoshop? Is TileMolester involved in any way?
  18. So, mugshots are now editable, but has anyone besides this fellow figured out how to edit in-battle sprites or overworlds? Now I can at least view the frontal, in-battle sprites enough to know that each sprite has 7 components. The first two being images, the last being a palette, and the remaining four being dedicated to animation even though they're motionless. And I can load a palette and get a bunch of correctly-colored pixels in TileMolester. Has anybody who's willing to talk figured out more than this? And has anybody located the correct narc location for overworlds? Are the .btx files in a/0/1/4 the OW's? Cheers!
  19. I've noticed that if you try to make a lone NPC fight a double battle against you, they'll lose all of their dialogue and/or simply not fight you - could this be related to the trainer's "Unknown" value?
  20. This too interests me. Any wise souls out there with the know-how to do this?
  21. Hey there, Has anybody found the narc location or the means to modify wild pokemon that you find waiting around for you in the overworld? The catchable Zekrom/Reshiram, the lvl 70 Volcarona, the Dream World Musharna, etc. I'm only looking to change their levels; nothing else too fancy. Any clues?
  22. Awesome job, Kazo! So, I was tinkering around with the "unknown" value on the individual pokemon tab and found out some fairly simple things relating to gender/abilities. While the vast majority of trainers have all of their pokemons' unknown value set to 0, many of the harder trainers have it at either 16 or 32. I didn't get a chance to actually test this out by modding a random trainer's pokemon then checking with Synchronize, but I did cross-reference the values of every single Rival, Villain, Gym Leader and E4 member's pokemon with their pages on Serebii. With only two exceptions, all pokemon with an unknown value of 16 use their first ability, and those with 32 use their second one. As for the exceptions, Elesa's Emolga/Emolga/Zebstrika were male/female/male and had values of 1/2/1. This one I actually tested out - pokemon will be male with an unknown value of 1 and female with a value of 2. The other exception was Shauntal's Jellicent, with an unknown value of 34. It's a female with Cursed Body (Jellicent's second ability). This most likely has something to do with Jellicent's differing male/female forms. One final thing I noticed was that Grimsley's two Scrafty both have Moxie and the same unknown value, though one's a dude and the other's a chick.
  23. In my foolhardy noobishness I seem to have made a lengthy post in the wrong board, so I'm posting this here in the hopes that a moderator will move said thread to this board where it belongs. The original thread. I'm loathe to break forum etiquette by plugging the same topic in two separate threads, but if anybody has any insights as to making B/W's 8th Gym battle a 2-on-1 match, then by all means feel free to spread the love.
  24. I'm gonna have do disagree with you, Andibad. I think that all of the tools are out there already, and all that's needed is a little creative thinking and a lot of know-how. I've done a bit more research, and have come a step or two closer to solutions to my initial questions. I still doubt that I can pull this off without the community's help, so here's a friendly call-out to my fellow board-members to share our collective wisdom! Now, as to my findings on my original queries: 1 - There is indeed a way to change both the overworld and in-battle sprites of B/W trainers, as evidenced here. Sadly, the wise soul behind that video failed to explain what tools he used to do so. 2 - Ditto with the pre-Gym-Battle "mugshots." If only the ArcNecrotech fellow who posted the video explained how he pulled it off... 3 - It seems that my original idea of the "statue" Iris going to be a lot tougher than I originally thought. 5th Gen map hacking is apparently far more difficult, due to the higher usage of 3D elements. This thread seems to have the most advanced map editor currently out there, and the main programmer is nowhere near getting the info needed to make big changes to the Opelucid city gym, so it'd be quite the task to figure out where to place her. Since we're working in three dimensions, somebody *might* might know how to figure out the X,Y, and Z coordinates of where Drayden stands, then place an inanimate Iris model one space directly to his right. This would also involve finding the Iris overworld sprite, saving her image as a new piece of terrain (or using it to replace one that we never see, if such a piece of terrain exists) before we insert it. I do have another idea on how to get around this, though this one also seems fairly complicated. It's easy to notice that the Reshiram/Zekrom overworld sprites both fill four "spaces" instead of the usual one that's taken up by trainers, so we know that 2x2 sprites exist in the game's code. If somebody were to find out where the Reshi/Zek overworld sprites were located, we could copy them and modify the copies - an immobile copy of Iris' overworld sprite would take up one quadrant, Drayden's would take up another, and the back two would be be the palette's translucent color. The two trainers would form a single, giant, hive-minded entity. If neither of these ideas pan out, it's not the end of the world. As long as they both get dialogue, pokemon, mug shots and pre-battle sprites, it'd be fairly clear that you're fighting both of them at once. Hell, give Iris some lines about how she likes to hide to surprise challengers. 4 - I've yet to dabble with PPTXT, but if it can be used to replace Japanese kanji with good old English letters, then it should be a piece of cake to tweak a line or two of dialogue. As long as it doesn't require very complicated hex editing, I'm confident that I can pull the dialogue changes off. As for the B/W Trainer Editor, I can only say that Kazowar deserves a spot in MIT's code-writing department. My one qualm with it is the lack of gender determination - Drayden does use an all-guy team while Iris uses gals, after all. It'd also be nice to control pokemon abilities, but hey - I'm thankful for what I can get. I wonder if the "unknown" variable in the BWTE has something to do with it: 5 - Is this a manageable project or have I bitten off more than I can chew? Not a clue, but I pray to Odin that it's the former. And so, my good folks, have you any clues as to how I might go about accomplishing any of these goals? Cheerio!
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