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KazoWAR

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Everything posted by KazoWAR

  1. use bwoe, bwse is for the pokemon and trainer batte sprites. also new upload. i added a b2w2 mugshot editor, it more of a test. it works but not in a fully user friendly state.
  2. Did you ever send the Japanese Keldeo to your game on the flashcart? It shares the same ID as this one.
  3. i think that pokebeach article was bogus, when other new formes where revealed i went to check the data and it turn out in bw all pokemon without new forme have a 1 for forme count.
  4. i took a quick look at some files in pl_personal.narc and did find anything, either it stored elsewhere or i didn't look hard enough.
  5. all the different sprites work off 2 palette files, shiny and non shiny.
  6. are you using 1.2? if you used 1.1 then you will need to use a new narc.
  7. Are you trying to insert sprite of the same size?
  8. just over write all the files for a sprite with a sprite from BW and then edit the image, and it should be static trainer sprite like in bw
  9. my programs use dsdecmp automatically. if you want to use it for your own reasons, try using dsdecmp -help
  10. just updated bwse to include static sprites, also that narc is damaged, i am surprised it not causing the game to crash.
  11. I herd that if you bridge hamachi lan with wlan and use hamachi lan in desmume it worked, but i never tested myself , you could give it a try.
  12. Added B2W2 narc locations for BWSE and BWOE, updated BWOE to work with B2W2, also added BWWE (BW Wild Pokemon Editor) with support for BW and B2W2
  13. try downloading the updated version in original post. I updated some of the programs a while back, and updated the dropbox link, but i guess i didn't use dropbox for this thread and had to re upload the new file.
  14. http://projectpokemon.org/forums/showthread.php?21101-Adding-Formes-to-Black-and-White this is basically it, but there might be some other files you may need to edit, like level up moves, learn able TMs, etc. BUT i do no now how to trigger a transformation in game.
  15. i need to hurry up and add support for the static sprite.
  16. sorry http://dl.dropbox.com/u/3706406/Files/5th%20Gen%20Random%20Encounters.rar
  17. Find the initial value it starts with, then use that as the seed. have a program seeded with that seed and have it advance until it matches the current value, the advances it took to get to the current value is the frames.
  18. cleaned up the source and added comments for the nds file, the source for the exe is included too but i didn't touch it up. The original link was updated.
  19. http://dl.dropbox.com/u/3706406/BW%20Roulette.rar
  20. No, I do not plan to cheats at tournaments, I have no plans to enter any official tournaments at all. I am not as serious as I was in competitive battling as I was in 4th gen. I do not make teams anymore. whenever I battle I just bring 6 random competitively viable pokemon. There is a type of battling called roulette battles where each player ends up with 6 random pokemon to battle with and try to make the best of it. that is how I always battle in 5th gen even if the other player i am battling is using a solid planed out team. I just use 6 random pokemon and make the best of it. I battle alot on DeSmuME emulator and had a script that would take 6 random encrypted pkm files and inject it into the battle box data in ram and when i go to battle i just pick to use battle box and start the match with 6 randoms. but i want to have this work also on a DS as well, since i cannot have the program run while the game is running i need to instead edit the save file before i start the game to have the 6 random pokemon. as of now i have the hombrew app correctly calculating the crc of the battle box data and the list of checksums. now i just need to get it to write the data back to the file properly.
  21. thanks for the info, ill see if i can get it the checksum calculated in the hombrew app.
  22. battle box is standard 136 byte storage pkm. both pokesav and pokegen fixed the checksum for the battle box data. I can edit the battle box data with encrypted pkm files just fine. but the battle box checksum located at the end of the data at save file offset 0x20D5E and mirrored at 0x23F62 for the list of checksums and the checksum for the list of checksums at 0x23F9A i do not know how to calculate them.
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