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KazoWAR

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Posts posted by KazoWAR

  1. I need to fix the checksums myself.

    I have a lua script I use with DeSmuME that injects 6 random pkm files into the battle box by editing RAM. I want to do this on hardware, I was going to write a small homebrew app that would inject 6 pkm files in to the battle box by editing the sav file. but to do that I also need to fix checksums.

    I been comparing some sav files and found what I need to edit. I need to know how to calculate the battle box checksum which are at 0x20D5E, 0x23F62, 0x44D5E, and 0x47F62, as well as another checksum at 0x23F9A and 0x47F9A.

  2. Here is some stuff I was messing with about a month ago.

    Pokemon%20Black_49_24504.png

    [video=youtube;ajSTTmq-1bM]

    I just tried kazo's editor but I don't know which rgcn goes with which rlcn, I tried rgcn file 12 and rlcn file 0 and got this[ATTACH]9709[/ATTACH] which looks kind of like Snivy. Any more advice/suggestions would be appreciated.

    It might not have been programmed for that image size/format.

    *edit* going to be releasing bwse 2, might not be perfect but i am sure a lot of people may want to use it. it uses DSDecmp and it a lot more user friendly now. just select the folder with the unpack files check pokemon if it is for pokemon sprites, unchecked for trainer. use the list for the different images. sync pal is used when importing a second, third, etc sprite of a new sprite and forces the program to use the palette from the rlcn file instead of making a new palette for the image, this is so all the sprites a Pokemon has uses the same palette. but make sure if you use it that all the colors the image has is apart of the original image other wise those pixels are skipped because there is no color for them.

    http://dl.dropbox.com/u/3706406/Files/BWSE%202.rar

  3. With this article posted pokebeach. I decided to try to see If I could modify and even add new formes to the game.

    The data chart in the article can be found in a/0/1/6, the stats files. The files in the narc match up to each Pokemon's national pokedex number. after 649 are the stats for formes. I am not sure what file 668 is, I added my two new files as file 669 and 670. For the Pokemon you want to add a forme too, open the file that matches there pokedex number and edit these offsets.

    offset 0x1C(2 byte) = Nobis

    offset 0x1E(1 byte) = Sprite

    offset 0x20(1 byte) = Formes

    Make the Nobis equal the file in a/0/1/6 you want its stats to be, leave it at 0 if the stats do not change.

    The Sprite is the number for what sprite to use. You can only use sprites that come after Genesect. using 1 will use the first sprite after Genesect. The sprite files are in a/0/0/4. Each Pokemon uses 20 files for their set of sprites. After Genesect's last forme sprite, there is some other data there and a long list of palette files. Not 100% sure what these are for, might be used for Arceus and all his alternate forme's colors. I added 15 dummy files to pad it to 14300 files so it would take up the space of 3 sprites(60 files) and make my added sprites be align to the 20 files per sprite rule. For this example I copied Reshiram and Zekrom's sprites. You also need to add sprites for the part icon. These files can be found in a/0/0/7. The first file is a pal file, followed by 2 files per sprite. Since there is 60 files (3 sprites) of dummy data after Genesect's last forme sprite, we must also add 6 dummy files (3 sprites) to the party icon file before adding our own. For this example I also copied Reshiram and Zekrom's sprites.

    Forme is the number of formes a pokemon has. If the pokemon has no extra formes this number is 0. If the Pokemon has 1 or more alternate formes then the number is the number for extra formes plus the base form. Shaymin has this value as 2 for it's Land and Sky forme. Pokemon who have a 1 here only have 1 forme in the current game and extra formes in future games. If a Pokemon has more that 1 extra forme, when it is in the first alternate forme it uses the data for the Nobis and Sprite Bytes. The next forme will use the data after those. Example would be Nobis of 669 and Sprite of 63 will cause the first alternate forme to use Nobis 669 and Sprite 63, the second alternate forme will use Nobis 670 and Sprite 64.

    I do not have any idea how to change formes in game with pokemon who have new forme, but you can have them appear in the wild in the forme and it will keep the forme once captured.

    Here is a video showing the results.

    [video=youtube;Wj1l99dB1Zk]

  4. Is this what you where looking for?

    Pokemon%20Black_55_7119.png

    This code will set the Pokemon level rule on any No Restrictions battle to Becomes 100. Unlike the old code, you do not need both players using the code to work, but the code only affects the user. If both players need their pokemon boosted to level 100, both players need to use the code.

    Black
    522D8F04 00000101
    022D8F00 00000464
    D2000000 00000000
    522D8874 00000101
    022D8870 00000464
    D2000000 00000000
    
    White
    522D8F24 00000101
    022D8F20 00000464
    D2000000 00000000
    522D8894 00000101
    022D8890 00000464
    D2000000 00000000
    

  5. The random match up, Battling with strangers, not people you swapped Friend Codes with, will temporarily change the name of your pokemon to the games internal species name for that pokemon. I think its used to block any attempts to show strangers personal information or foul language.

  6. Program was updated to V1.0b

    nice work.. I'll like to know how does it handle held items and hm moves? As pokemon with these cannot be transfer over to 5g.

    What are some of the known bugs in version 1.0? If you need help, do pm me.

    Thanks.

    Items and most HMs are removed.

    Hey, found a .pkm that doesn't go through for some reason, thought I'd share it.

    Don't care if it's transferred, just contributing.

    It has 1250000 exp but max is 600000. It was causing the program to go in to an infinite loop, I fixed it in V1.0b

  7. Pokemon BW Random Encounters Lua Script

    This is a Lua script for DeSmuME to be used with Pokemon Black and White. The Lua dlls need to be placed in the DeSmuME folder. It modifies the encounter data to make random Pokemon appear in the wild. The Pokemon are always at their first stage. Most water Pokemon appear while surfing and fishing, but some can still be found on grass. Legendary Pokemon appear in shaking grass and surfing or fishing spots. Most Pokemon with alternate forms can be found in any of their forms.

    Please report any bugs to KazoWAR@yahoo.com

    http://dl.dropbox.com/u/3706406/Files/BW%20Random%20Encounters.rar

    Pokemon BW Random Encounters Lua Script 2

    This is a Lua script for DeSmuME to be used with Pokemon Black and White.

    The Lua dlls need to be placed in the DeSmuME folder.

    It modifies the encounter data to make random Pokemon appear in the wild.

    The Pokemon are found at appropriate levels. Example: Bulbasaur can be found in level ranges of 2 - 15, 16 - 31 for Ivysaur, and 32+ for Venusaur. Pokemon with evolution requirements that are not level based have a set of level ranges based on evolution requirement.

    Most water Pokemon appear while surfing and fishing, but some can still be found on grass.

    Legendary Pokemon appear in shaking grass and surfing or fishing spots.

    Most Pokemon with alternate forms can be found in any of their forms.

    Please report any bugs or suggestions to improve this script to KazoWAR@yahoo.com

    http://dl.dropbox.com/u/3706406/Files/5th%20Gen%20Random%20Encounters.rar

  8. There is also Ciro's Pokemon Maker, that generates Pokemon with AR codes. Also there is a program I have been making that edits save files of emerald that would support a full Pokemon editor, but don't know if I will ever finish it.

  9. Are you using one of the GTS programs to send them to your game? if so its a bug with them, not PokeGen, just put them in to your PC and take them back out to your party. In the future make sure you have a full party when you send more Pokemon to your game so that they go to the PC first.

  10. In all the pokemon I've created/transferred it was just a cookie cutter method and some worked some didn't.

    I've been getting pokemon met at lv. 105 after using transfer.

    Before - [ATTACH]8072[/ATTACH]

    After - [ATTACH]8073[/ATTACH]

    Also getting boxes in the OT.

    Before - [ATTACH]8074[/ATTACH]

    After- [ATTACH]8075[/ATTACH]

    Edit* Added another issue I came across.

    Your Lucario has 1250000 exp while it only needs 1059860 exp to reach level 100.

    and your Groudon's OT name has a bunch of white spaces in front of the name

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