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MichiS97

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Everything posted by MichiS97

  1. HUGE UPDATE: Second generation support is DONE! I've decided to make a huge jump from version 0.2 to 1.0 beta for a couple of reasons. First and foremost, now that PKHeX supports saves from generations three to six, my motivation to make OmniEdit compatible with every gen has slightly decreased since PKHeX already does everything I'd like my tool to do and it has a very nice, slim GUI. Additionally, OmniEdit is now ready to be used without many issues like the almost completely broken Box interface in the first release. Everything should now be working just as you'd expect it to.
  2. I've uploaded a new version that supports automatic detection of the game version. Like previously stated, the file name must contain one of the words "yellow", "blue" or "red" (case insensitive of course). EDIT: I've also added a ZIP archive to the first post which only includes the executable.
  3. Partly. The 1st and 2nd gen saves are all 32kB in size, so when you open a file with that size the editor will ask you which game you are playing from the possible six. Though I am planning on implementing a feature that will automatically detect the game if the file name has one of the names of the games in it (e.g Yellow, Crystal,...).
  4. HUGE UPDATE: Second generation support is DONE! I've decided to make a huge jump from version 0.2 to 1.0 beta for a couple of reasons. First and foremost, now that PKHeX supports saves from generations three to six, my motivation to make OmniEdit compatible with every gen has slightly decreased since PKHeX already does everything I'd like my tool to do and it has a very nice, slim GUI. Additionally, OmniEdit is now ready to be used without many issues like the almost completely broken Box interface in the first release. Everything should now be working just as you'd expect it to. Here are some screenshots so you get an idea of how the editor looks like. There are some things I'd like to explain here: Shininess is still not handled perfectly. When all IVs except Attack are 10 and the Attack IV is at a non-shiny value, changing it to a shiny value (2,3,6,7,10,11,14,15) will automatically set it to 15. You can set it to a lower value afterwards, though. Clicking the "Add a Pokemon"-button in the party or box interface while a Pokemon is still selected in the list will edit the selected Pokemon instead of adding a new one. Double-Clicking the list will deselect the Pokemon. To make the editor automatically detect the version of your save file, put the name of the game into the file name, e.g. name it "Pokemon Crystal.sav", if you don't the editor will ask you which version you are playing. That's already it. I will try to fix these little bugs in a later version. Like I said, it currently supports Red, Blue, Yellow, Gold, Silver and Crystal. Some limitations are: Special characters in names are NOT supported The offsets I've used are from the North American release and have been successfully tested with the German version of the game by myself, but I can't guarantee that all regions are supported, Japanese versions of the 2nd gen games are definitely not supported! Although I've never experienced a save file being corrupted by the editor, it is still coded to always create a backup of your file when you open it (all of these can be easily deleted by clicking the "Delete All Backups" option in the File tab. So why should you use my editor instead of the ones currently released for the first generation? Well, it depends on if you like the way my GUI looks. Personally, I prefer my GUI to the one of PikaSav and Metropolis' editor, though Rhydon's is definitely superior. Apart from that, there's pretty much no reason to, my editor currently can't do anything you can't do with Rhydon (speaking of the 1st gen games, Rhydon doesn't support 2nd gen at the time I'm writing this) But still, I would really appreciate if you could help me in improving my programming skills by testing OmniEdit and reporting bugs to me either in this thread or via PM, I will set up a dedicated E-Mail account as well. I'd also appreciate any sort of requests or recommendations. So here is the beta release of OmniEdit 1.0, the ZIP is quite large because it includes all the necessary libraries for Qt: https://mega.nz/#!vYMQBYrL!BNaxUIKmMtyGjzrW_kpVRFHevfREZVNzQWvtCWU2TWE The zip file in the attachments only includes the executable for easier sharing and updating. I'm looking forward to hearing your feedback
  5. So I kinda have an update on this. Here's what I've tried just now: I went to Crescent Isle in the legit way and saved my game, then I determined my coordinates using PKHeX. Afterwards, I soared to Mauville City and saved the game again. I then tried to change the coordinates back to the values I had when I was on Crescent Isle. Doing that, Crescent Isle was shown as my location on the screen where you can load your save, however, trying to load the save only results in a blackscreen. Does anyone have an idea as to how this could be happening?
  6. I think I'm going to try this once I have the time. Thanks!
  7. Hey, I was just wondering if anyone here has done any research on what determines which Mirage Island shows up currently in ORAS? Would it be possible theoretically to change something in the save file so that, for example, Crescent Isle is accessible? Catching the legendaries is kind of my favourite part of any Pokemon game, but always being dependent on Homepass to reach Cresselia in ORAS is quite annoying for me. I guess it would be possible to warp yourself onto that island by editing your coordinates, I'm gonna try that once I'm done with my current playthrough of X. I've already tried looking at the flags currently set every day to see if the "active" island is stored in there but I didn't really find anything. But still, knowing the mechanism behind the Mirage Islands could come in handy. Thanks in advance, Michi
  8. Hi, I've just downloaded the latest commit from Github but Visual C# doesn't let me compile it and just spits out 114 errors, mostly for unexpected symbols. I can't really provide any screenshots because I'm using Visual C# in German and I doubt that would help anyone on here I'd be glad if someone could help me. Thanks in advance, Michael I should probably add that I haven't had any problems with compiling it in the past.
  9. DSV files have always been a little bit of a problem. You should convert them to .sav with the NDS Save Converter (google is your friend) or by simply using the "Export backup memory" option in Desmume.
  10. But no, I don't think I've seen one floating around
  11. This is a forum about Pokemon, so no, you're not in the right place at all. Ask at Gbatemp.
  12. Hey I was going through some scripts in my HeartGold ROM with PPRE yesterday when I found something quite interesting. When you open the map editor and open the map "Burned Tower R1-02" there's three scripts. The first one just checks a flag and the second one triggers Raikou and Entei to roam, the third one, however, is quite interesting. This is its code: Fanfare 1500 Lockall Faceplayer Cryfr 245 0 Waitcry Setflag 164 [b]WildBattle2 245 40 0 [/b] Clearflag 164 CheckTrainerLost 0x800c If 0x800c 0 CheckLR 1 func_4 StoreEmbStatus? 0x4002 If 0x4002 3 CheckLR 1 func_5 If 0x4002 4 CheckLR1 1 func_6 Releaseall End As you can see in the bold part, it uses the command WildBattle2 245 40 0. Now 245 is the number for Suicune in the Pokedex. Does that mean it was originally planned for Suicune to be catchable right in the Burned Tower like in Crystal? Interestingly enough, the flag 164 that it sets before and clears after the battle is the one that is also checked in the first script. As I said, I have only started to look into this yesterday so I don't have much knowledge about scripting in general (it's very hard to even find information about scripting for the fourth generation) but I guess my assumption is right? Well the command clearly triggers a battle with Suicune, that's for sure. Is there a way that we can find out the means to trigger this script in the game? Lastly I want to say that I'm sorry if this is an already well-known fact but a quick google search before posting this didn't bring up any results. I'd like to have your opinion on this. For reference, the ROM I looked into was the US version of HeartGold and I can guarantee that it was not modified in any way. I do not know if that script is also present in SoulSilver, might have to look into that.
  13. Hey guys I've got a question, as I absolutely hate catching roaming legendaries I wanted to ask if it is possible to modify a ROM file to make a roaming Pokemon stay in one specific place? If not, could it be achieved through RAM hacking? The game I'm asking this for in particular is HeartGold but it would be great if it could be achieved in any generation of course ^^ I know of a Action Replay code for FR/LG and Emerald which actually makes this possible but it only works for the German versions of the games (haven't tried porting the codes to the US ROM since I'm German anyway). This is the code for the German Emerald version which fixates Lati@s on Route 118: E8F3885D 719FA37D Maybe someone could look into that code since I'm not really familiar with GBA code types, NDS would be easier to understand for me. I'd be really glad if somebody could enlighten me on that. I know the basics of unpacking and repacking a DS ROM however I have never done any sort of ROM hacks so I wouldn't know where to start. Thanks in advance, Michael EDIT: I should probably also say that I do have some programming skills so scripting or the like shouldn't be too much of an issue. EDIT2: Well....that was easy.. 94000130 FFF30000 621D0594 00000000 B21D0594 00000000 00001A68 0000000F D2000000 00000000 : use this code in the US version of HeartGold to fixate Latias on Route 7, would still be nice to know if/how that could be achieved through ROM hacking to be able to do this with XY as well. EDIT3: So I played around with PPRE a bit and I found the scripts which trigger Raikou, Entei and Latias to roam. The scripts call a function which uses the command "ActSwarmPoke x" (x=3 for Latias, x=1 or 2 for Raikou/Entei, idk which one is which). Is there some way for me to edit what these ActSwarmPoke commands do? Or can I let the game automatically trigger a fight with them right away? (Which would be pretty problematic when two roamers are triggered at the same time as it is with Raikou and Entei, I guess). EDIT4: Sorry for all these edits but as I experiment more and more I'm coming closer to my goal. I've now set up a wild battle with Latias if I talk to a certain NPC. That battle works completely fine. However, is there a way for me to make the game check if the legitimate roaming Latias has been activated so that it only appears after talking to Steven in front of the fanclub in Vermillion. Also, how can I then deactivate Latias? I mean of course I have to set a specific flag but how can I determine which one it is? This is all an entirely new territory for me but I'd really appreciate it if you guys could give me some directions.
  14. This looks absolutely beautiful. A-Save actually has all the features I need but I'm not too fond of its GUI, might as well try your tool!
  15. 1. You can't ask for download links for ROMs on here. 2. Even if such a patch would exist and you'd catch a shiny Xerneas it wouldn't be legit and would probably be banned from any sort of online battles and trades. Why don't you just catch a regular one and make it shiny using PKHeX?
  16. Thanks for your investigation I got it working myself though. For some reason, after I loaded the save in VBA and not in VBA-M which I usually use and saved the game in that emulator it worked in both A-Save and your tool
  17. Sorry to bug you right again but I've got a serious issue with the latest version of the editor. For some reason it can't open my Emerald save file. When I open the file with your tool it asks me which game it is and when I choose Emerald the programme just completely quits without any error message whatsoever. I thought that it could be an issue related to the fact that I'm plyaing the German version of the game but then I started a game on my US copy and saved and it acts in the same way. What is weird is that the Legacy Edition of the Editor opens both save files flawlessly. Here's my save file of the US version of the game if it's any use for you: Pokemon Emerald.sav
  18. Ah okay, thank you! By the way, there is one little request I'd like to make. I hope I can put this into words correctly but when you are editing a Pokemon with your tool and you want to set the species or moves (essentially anything that has these pull-down menus) I usually expect to be able to type the name of the Pokemon or the name of the move in myself, without having to look for these names in the entire list since that is how it works with PokeGen or PKHeX and most other programmes that use pull-down-menus like this. In your programme, when I open one of those menus, e. g. the species one, I can type in a single letter on my keyboard and the list jumps to the next Pokemon in the list whose name starts with the letter I typed which is good but in other programmes like PokeGen you can type in the entire name of the Pokemon you're looking for and the list jumps straight to the Pokemon you typed in. Could you implement this in your editor? That would make creating Pokemon a lot faster and comfortable. Thanks in advance, Michael
  19. Just FYI: The different Mirage Spots don't trigger any flags either. I had hoped that we'd be able to get onto Crescent Isle that way more easily..
  20. I'm using 8.1 x64 too and it works flawlessly for me. Check if you have the 64-bit version of Java installed
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