cpan1
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Posts posted by cpan1
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You can do this:
1. Use NitroExplorer to extract the SDAT file
2. Open it with VMGTrans
3. Play the sounds until you find it
Since this is a battle music, then it should have VS_ followed by some words. It's romanized Japanese so it should start out withVS_SHI... something like that (if I remember correctly that is; If it isn't then your best bet would be to play all the VS_ music). Once you find ittake note of the names and all the other files that are associated with that specific track. Then find the piece you want to replace with. Use something like Tinke to replace music.
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What goals are you trying to accomplish? If you are trying to use MP3, that will be difficult as the music files are in a different format.
But if you want to, say replace Elite 4 with Champion battle music, then just follow what this link tells you to do:
http://projectpokemon.org/forums/showthread.php?21005-B-W-Champion-Music
You can also use Tinke to modify the SDAT file. Extract the SDAT, open it with Tinke, and move things around. Be weary that the files come in three parts and you need to replace all three parts if you plan on moving music around. Just be sure to check up on the names.
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Most likely an issue with colors.
edit: decided to convert it myself. See if it works.
[ATTACH=CONFIG]11430[/ATTACH]
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In BW, they are in /a/0/0/2 - 189
http://projectpokemon.org/rawdb/black/msg/189.php
Ctrl/CMD - F to search.
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Currently, the only way would be via hex. Check out these links below to see if they help out.
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Don't know if there actually is one that can add moves... However, you can extend the attack table
http://www.pokecommunity.com/showthread.php?t=290135
Then you can use an editor (forgot which one) and edit the new moves to what you want them to be.
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Just like how Shyamin was 492 -> 0x1EC -> EC01
Charmander: 4 -> 0x04 -> 0400
Totadile: 158 -> 0x9E -> 9E 00
Treeko: 252 -> 0xFC -> FC 00
Take Pokedex #, convert to hex, they flip it. (e.g. 0x1EC is 01 EC -> EC 01)
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Try using Kazo's BWSE
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Try /a/1/2/7.
Check here for narc locations if that was wrong. http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info
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int x = 'A';
cout<<x;
OUTPUT: 65
[hgsssprite]065[/hgsssprite]
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The file size should be fine. The actual contents inside the ROM file is actually less than ~524mb (it's actually a little more than 262mb). However, filesizes have to follow multiples of 2 so that's why the ROM had to be buffered up to ~524mb.
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五十八!
58
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Miss. I'm wearing yellow.
The next person has installed and used Windows 3.x in one way or another.
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Pokemon Editor Pro
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40
[hgsssprite]040[/hgsssprite]
This sprite scared me in GSC...
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0x24 -> 36
[hgsssprite]036[/hgsssprite]
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3.14159265358
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Kaphotic's scripting tutorial most likely has what you need. http://projectpokemon.org/forums/showthread.php?29456-B2W2-Scripting-Thread
Check out his wild battle script.
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Hit.
The next person owns a chicken.
^Code Lyoko? Was my favorite show before (Then season one ended, and I back then, I thought it was the actual ending)
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Quinque! (5)
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Again!
1!
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Put the dll files with the emulator. Same folder. Don't put the dll in a separate folder.
(B2/W2) Static Front Trainer Sprites.
in ROM - NDS Discussion & Help
Posted
Given that they are in the same order, you could either
a)take the RCMN, RAMN, and bin files from missingno and replace the trainer's
b) take all of missingno's files and replace trainer and then reimport pallets/images
http://projectpokemon.org/forums/showthread.php?29429-(B2-W2)-Trainer-In-Battle-Front-Sprite-Help&p=164613&viewfull=1#post164613
See image