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Shiny Sheimi

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Everything posted by Shiny Sheimi

  1. If you've clicked on this, then there's a good chance then you know what it constitutes, so I'm not going to explain. If you don't know the theme from reading the title, then click the back button, because you are not needed here. I'll make some more detailed changes to this post later on when I know more, but for now I'll just outline the main plans and I've also attached the progress log, which I'll try to update regularly. Conveniently, there are 8 Gym Leaders and 4 members of the Elite Four, making a total of 12, so these 12 trainers will consist of trolls. I'll attach a file later detailing where each of the trolls will be and what their types will be, as they've pretty much been decided. That's still open for debate though. John/Rose as playable characters, Dave and Jade as rivals/friends, whatever they are. The plan is to create two edits - one where the trolls all have specified types, and one where they do not. In the latter, the Pokémon made available in the wild will be more varied. The mods will be more difficult than the original game. I feel like people who are interested in Pokémon, also interested in Homestuck and are using game hacks will generally be older than 16 and will be experienced playing Pokémon, so I'm sure they'd enjoy a challenge. I'm interested to hear from anybody who feels they have something to contribute to this project, or really anybody who's interested in the idea. Open to suggestions, because the edit is still in its early stages. Edit [19.03.2012]: 295 views and no replies? Seriously? Do we have NO Homestuckers in the house? Edit [21.03.2012]: No, I am not trolling. This webcomic has trolls in it. Edit #1 was an expression of my surprise at the fact that of 295 viewers, there were none that were familiar with Homestuck. I was not complaining about the lack of responses! progresslog 27 03.txt
  2. When it comes to adding new colours to the sprite, shouldn't it be possible with some sprites? I found when editing Pokémon sprites that there were "blank" colours on the palette - they weren't blank, but they were colours that were not being used on the sprite, there when the Pokémon had less than 16 colours. Would it be possible to edit the palette to change one of these unused colours and then use that on the sprite, or is there some other complication stopping you from doing this? Another issue - this is absolutely fantastic, a total breakthrough. The next step, however, would be to find out if it's possible to edit pixels outside of the already existing "sheets" while still making the pieces slide normally. For example, making Pikachu's ears longer, or, the opposite of this, shortening Pikachu's ears, presumably by creating blank or transparent pixels. It might be possible in practice, but the problem that it might cause is that the pieces of the sprite will no longer function in animation anymore. Do we know much about how the sheets function with each other, or is this still mostly a mystery?
  3. It's great to see you've returned, Abacus. Been waiting on this information for a long time, and I'm so glad it's finally arrived! Will be looking forward to your detailed guide!
  4. I don't know much about AR codes, but I can tell you that there are usually no differences between the hard copy and a ROM on an emulator unless the ROM is patched.
  5. Well, by my knowledge, Mt. Coronet isn't one single map, but lots of maps connected (aka you go through one of the cave doors and enter a new "room" of Coronet), so theoretically, it should be pretty easy to make some sort of connection; maybe it could work by adding an extra door that leads you directly to the final part of the map, rather than having to go through all the rooms before it. If you want to make it more realistic, you could make an extra door, build a new map that just consists of one very long corridor, and putting a door at the end leading you into the final room (although I don't know the practically of creating a new map section). If you do manage to do this then you could design it so that there were no wild Pokémon appearing in that map part, so you don't have to keep encountering them and being slowed down while trying to get to the top.
  6. Are you using PokéGen to make them?
  7. You probably wouldn't be able to change how the system works on Random Matchup, but I think that it would be possible to allow 6v6 flat battles in a normal WiFi room battle so long as both players' ROMs were edited to allow for it, because from what I can tell from my own experience editing ROMs, the game's only way of checking for a clash in the game during a WiFi battle is to cross-reference itself with the other player's ROM.
  8. Thought I'd give this a bump as it's something I'm not too sure on either. The subject is a bit misleading to the actual question, though, so you might wanna make a new thread with a relevant title, see if that gets you responses from people who know what they're talking about (*cough* Andibad *cough*).
  9. I don't know if you already have or not, but you might want to try editing Pearl/Diamond/Platinum first, then moving on to editing HeartGold/SoulSilver. Hex is being discussed a lot in Black and White because they're relatively new and there aren't that many complete, de-bugged tools out for it yet. P/D/Pl are pretty much finished in terms of the tools you have available. In Black/White you really need a good knowledge of hex if you want to help out in the development of the user-friendly tools. If you just want to make your own hack then I'd try hacking P/D/Pl and using the PPRE (Project Pokémon ROM Editor) which lets you edit without any real knowledge of hex.
  10. Ahh... I don't mean to sound like a backseat mod, but doesn't this belong in its own thread?
  11. I like your theory on replacing the move known by the parent, but I don't think it's quite right. Oxnite was previously working on a tool for this (think he might have discontinued, which is a shame) and it seems to me from what he was saying that each Pokémon has its own individual store of egg moves, and if the game sees that any of these moves are known by the father, then it learns the move. The egg move is stored as its own hex value within the species of the offspring Pokémon data. Sorry if I'm wording things a bit badly, but I hope it's making enough sense.
  12. Sorry to say, but this isn't true. Moves are inherited from the father only.
  13. Might be worth mentioning what you're supposed to do if you're not standing in front of the Pokécenter, or that you HAVE to be standing in front of it. That part was a little unclear. Otherwise, great job. A lot of people will appreciate this code!
  14. Because I don't know how! I created this code using PokéGen and I don't actually have any knowledge of how AR codes work. I only know how to make the original PKM file and PokéGen does the rest of the work for me.
  15. Is there a particular reason why it'll work on supercard and acekard but not on R4? I don't know much about parameters so is there a chance you could explain it to me in terms that I'll understand? Also, I did try that method and it didn't crash, but nothing happened for any of the codes when I tried that method.
  16. Someone please tell me if this is in the wrong thread, by the way. I'm pretty sure it is but not 100%, so let me know if I'm out-of-line. I use an R4 to play and to hack, and recently I decided to get into RNGing on Pokémon White (E), mainly because I'd like to be able to say that I know how to do it and that I've done it (plus I'd like to be able to provide some legitimate, or semi-legitimate, PKM files to people, depending on how you look at it). I've read all sorts of guides online about how to do it and I've played around with the RNG Reporter but I can't seem to get anything to work. The DS Parameters Search doesn't work - however accurately I use it and however many times I try, it doesn't yield any results. A few people (and I really do mean a few) are saying that you can't RNG on a flashcart. I would first like to know if this is true or not. I want to know for sure - I don't want to buy the game just to find out that it doesn't work on that either and that I was doing something wrong all along. That's my first question. My second question is: would I be able to RNG without finding my DS parameters providing I can find my initial seed using an AR code, and if so, does anybody know how I can do this? I found a few codes online (check frame, check seed (upper half), check seed (lower half), check MTRNG, check slot 1 PID and check slot 2 PID), but I don't know how to use any of them and I'm not even sure that they're working because sometimes when I press their allocated buttons (with the codes that have allocated buttons) the game crashes. Am I wasting my time with these or just useless at using them? I suppose my general problem is that I can't seem to get anything to work in the region of RNG and need the help of the Project Pokémon community, seeing as I can't seem to find much assistance on Google. I can understand why; most people RNGing don't use a flashcart, so it's possible that relatively, not many people would have encountered the same problems I'm having with mine. Help would be greatly appreciated!
  17. If you like, I can make you one. I have a couple of event Darkrai I could make a code for, and I could make you a custom Zorua and create an AR code for that. Would you like your Zorua to be flawless, with egg moves, etc? Bear in mind it would be a hacked one but it would be breedable in case you didn't want to use that one specifically. Edit: Never mind, I decided to go ahead and make the code anyway. The Darkrai is the Almia Darkrai, and I gave it an Enigma Berry for the lulz. The Zorua is near flawless, has 252 EVs in Speed and 252 in Sp. Atk (and 4 in HP but whatever), has Dark Pulse, Extrasensory, Hidden Power (Fighting) and Snarl, and is holding King's Rock (works well with Dark Pulse and Extrasensory). Oh, and it's shiny. Sorry if I went overboard with the Zorua! Activate the code by pressing Select, and the Pokémon will replace slots 5 and 6 in your party. 94000130 FFFB0000 02234D24 56E471FD 02234D28 FC370000 02234D2C CAB054F4 02234D30 BA459443 02234D34 4DBCF334 02234D38 7A2B100C 02234D3C C75491B9 02234D40 31351FDE 02234D44 4CFD3CA1 02234D48 FDE7DA18 02234D4C C142C0F3 02234D50 E5EF3CE6 02234D54 E586BC84 02234D58 2CFAD325 02234D5C 62482D79 02234D60 ECD86FC9 02234D64 E2C8C4E8 02234D68 603FAED6 02234D6C 8C4E95C7 02234D70 2CADE678 02234D74 7890CFE8 02234D78 00221DB3 02234D7C 4EFD9A63 02234D80 7A671598 02234D84 350A33CA 02234D88 2125228B 02234D8C 327D2868 02234D90 8CBCD2BF 02234D94 9269D9D5 02234D98 715CFFFA 02234D9C 581348FA 02234DA0 4349E523 02234DA4 AA965483 02234DA8 7BF8FFE5 02234DAC D5DD00AD 02234DB0 2D49AE3E 02234DB4 863A71C2 02234DB8 951F3B81 02234DBC FBE4EC92 02234DC0 9F462CCC 02234DC4 EA2DC1B0 02234DC8 672E5BAF 02234DCC E91F4759 02234DD0 1D2C6DEE 02234DD4 8B4DAC5D 02234DD8 1A084B68 02234DDC EB806237 02234DE0 2D14B4AC 02234DE4 0822412B 02234DE8 99A4BDBD 02234DEC 7FCBCAAE 02234DF0 77BD3119 02234DF4 831C2E05 02234DF8 6C0C1EF7 02234DFC 0FCBF32C 02234E00 CA815340 02234E04 181D0000 02234E08 35EC0B01 02234E0C C43EAA97 02234E10 840E5147 02234E14 C0E94498 02234E18 96864F0C 02234E1C 451686AE 02234E20 F3DCF78D 02234E24 880F99D7 02234E28 F27943E3 02234E2C 76EFFFBC 02234E30 D9818B4C 02234E34 585ACCDC 02234E38 3E14AE5D 02234E3C AD4106A5 02234E40 1E9187E3 02234E44 334E8F7D 02234E48 D1D2C313 02234E4C 15038B94 02234E50 5D94AEEA 02234E54 38A2EB8D 02234E58 38B9662F 02234E5C D703BA93 02234E60 79615D26 02234E64 D7AF2066 02234E68 50E69467 02234E6C C48F9E29 02234E70 AAD81264 02234E74 0A8AE505 02234E78 F7B29728 02234E7C E842943A 02234E80 E7399406 02234E84 22680606 02234E88 F31E43EE 02234E8C 40841F76 02234E90 188F492D 02234E94 C8D98EE4 02234E98 A599E5A6 02234E9C 62E2F4A8 02234EA0 4B88CC8E 02234EA4 5BC31924 02234EA8 B5EBF745 02234EAC 7BF0CA08 02234EB0 C20DE68F 02234EB4 64A6DD1A 02234EB8 87406C01 02234EBC 78BE104F 02234EC0 393F810E 02234EC4 F8557D81 02234EC8 267103E1 02234ECC 32AF955E 02234ED0 566E6D6C 02234ED4 F258D5A3 02234ED8 8CC1D4C1 D2000000 00000000
  18. AR codes are designed to edit RAM, not ROM, so no, this would not be possible as far as I know. AR codes are made to edit the game during gameplay, and the only things that can be edited via gameplay are strings of data on the save file. To edit the ROM itself, you'd need to do your editing on a copy of the game ROM, and using your computer to do so. If what you're trying to do is edit the ROM on a retail game cart, you're out of luck. Not trying to sound mean, but if you don't know much about how AR codes work or how to edit RAM, then you shouldn't really be trying to edit the ROM straight off the bat, especially with Pokémon Black/White. It's very tricky stuff with the new generation. In any case, doesn't this thread belong on the ROM forum? Edit: Oh, sorry. I did some re-reading and realised that I'd misread the question. Ignore me!
  19. Try this. 521A96D0 1C221C39 E2002200 00000028 4C08B57E 88248865 08ED4065 F1A7B40F 1C06FD8F 40410401 428D0CC9 D1F5BC0F BD7E1C30 0224F93C 021A96D4 FD94F658 D0000000 00000000 Edit: Thought it might be worth mentioning that this is a code that makes all wild Pokémon shiny - it doesn't make all Pokémon in the game shiny like some codes do. I haven't tested it, by the way.
  20. I would make a slight alteration to that theory, with "legal" meaning anything that could have been made using in-game methods, whether it's legitimate or not. Anyway, despite this flowchart, the Pokémon could still become illegal when the shiny code is used. I mentioned something in my earlier post: just because the Pokémon would not behave differently in battle due to it being shiny, that doesn't mean it's not illegal. There could be hidden values in its data that appear when you use the shiny wild encounter code that would be proof of it being obtained in a less-than-legitimate way. I wrote about this on my site - see the section at the bottom regarding relevant and irrelevant values.
  21. The 100% catch rate code for Virizion would be 100% fine as far as legality is concerned. Many people (including myself) believe that a Pokémon is only illegal if you can tell it was hacked in some way (yeah I'm going to pimp myself out and point you to this page on my website), and there isn't any stored data on the PKM file OR on any part of the save file that records how the Pokémon was caught or what AR codes were activated when you caught it, so that would be totally fine. However, wild shiny codes might not be as clean as they might seem. I don't know if you're familiar with the term PID - you might be, but just in case you're not, I'll explain what it is. It stands for Personality ID and it's a hidden eight digit number that was generated when you first encountered the Pokémon. Normally, when you encounter a Pokémon, the species is generated and then the PID is generated totally at random after that. The game then reads the PID and allocates the Pokémon's nature, gender, ability and shininess based on the PID. Now, I don't know very much about AR codes, but my suspicion is that the shiny wild Pokémon AR code doesn't change the PID to make it shiny, but rather tells the game to ignore the PID and make the Pokémon shiny anyway. (Like I said, I don't know for certain, but this seems to be the more likely option.) If my suspicions are correct, then with a wild shiny Pokémon code, it's likely that the Pokémon you catch will have a shininess status that does not match its PID, which would render it illegal because the shininess will not match the PID. This is such a tiny bit of invalid information that it won't matter on online tournaments or on random matchup, so you don't need to worry about that. In terms of morality, though, which is what you seem to be worried about, I don't see any problem with making the Virizion shiny (or whatever other Pokémon you wanted to catch). I personally don't like to use AR codes because almost all of them create invalid values in a Pokémon that make them unclean (for example, Pokémon Modifiers will usually get you a Pokémon that has totally false encounter location data). If you don't worry too much about this kind of thing then don't worry - make your Pokémon shiny. The unmatching PID and shininess is a piece of data that won't be obvious in-game and it won't be detected by online tournaments (at the moment - don't quote me on it for the future in case they change things, which they probably won't). The only way you'd be able to tell was if you extracted the Pokémon from the game and looked at its data via something like PokéGen or PokéSav, and even then you'd have to do some extensive maths problems to find out whether or not the PID was a shiny one or not. Although, you might be at risk of being found out if your Pokémon turns up on Pokécheck.org, which has a legality checker for users to see. But again, you'd have to extract the Pokémon or trade it away or upload it yourself to Pokécheck to see this data anyway, so if you intend to keep it for yourself, then don't worry about it. If you want to see whether or not my theory about the matching PID is correct, then you could always upload the Pokémon to Pokécheck and have a look at the data. If the PID doesn't match the shininess then it'll tell you, in big bold red letters, too (but you have to click "show legality analysis" at the bottom). Good luck, and if you have any more questions about legality, don't hesitate to PM me. I happen to be a legality boffin.
  22. Which hex editor are you using? I'd suggest using CrystalTile2 if you aren't already, although I'm not sure if CrystalTile is capable of adding in new hex values rather than just replacing. Out of interest, what aspects of the .sav file are you trying to edit? If you want to edit the Pokémon via hex without using a program like PokéSav or PokéGen, then I did recently put together an image that might help you - I literally just scanned the forum looking for someone who might be able to put it to use. It's essentially a .pkm file (136 byte) structure map that covers the basics. There's some data not filled in, like the parts of the hex that have to be translated to binary before you even wanna think about editing them, but I should be able to include information on that soon. Edit: Just thought I should let you know that I made this mainly for my own use, so feel free to ask if there's anything I haven't made clear on the image.
  23. I hacked this Charmander and put it into an egg and, so that it had valid nickname trash bytes, I loaded it into the game, hatched it, and nicknamed it there legitimately, but it shows as having an invalid terminator sequence. http://www.pokecheck.org/?p=detail&uid=451640
  24. I think what Andibad was saying was that you shouldn't try to use Advance Map as a baseline for making a tool for NDS because of the fact that NDS and GBA have totally different structures and you'd be wasting your time. I'm used to taking brilliant advice from Andibad so it's a lot easier now to understand what he's saying!
  25. I can't help you on where the information is stored but I can imagine editing type effectiveness information on B/W will be a tricky task - there's discussion on this thread on the mechanics of Gen IV type effectiveness data and somebody did ask if the B/W mechanics were the same, but unfortunately they are not and as it says on the thread, nobody has been able to find the data as of yet. Good luck finding this though, I'd be interested to see how you dealt with it.
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