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cpan1

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Everything posted by cpan1

  1. http://projectpokemon.org/forums/showthread.php?16634-Pokemon-B-W-Lua-scripts/page2&highlight=lua51.dll http://projectpokemon.org/forums/showthread.php?28194-Help-creating-trainer-house-Black2&p=161487&viewfull=1#post161487 Be sure that your dll matches with your version.
  2. Overworld + Scripting Check here for overworld: http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info&p=161070&viewfull=1#post161070 Here for scripting: http://projectpokemon.org/forums/showthread.php?29456-B2W2-Scripting-Thread
  3. If you would like to do a full sprite replacement, then it would be best to have all the sprites you need (running, walking, surfing, etc., etc.) As for locations, I'm not so sure... (don't have the files right now...)
  4. Any specific problems? But in a nutshell, open up narc with BWOE and extract the images you need. If the images are of different formats (e.g. different sizes) then you need to copy sprites from Bianca's pngs to Rosa's png files. Make sure that the images match up (face direction, walking, etc), and that you use only a maximum of 16 colors (1 background + 15 for actual image). Reinsert narc.
  5. Have you checked the link I posted before? It might help. If all fails, you could try to import all/similar files. I would try files 4-6 (rcmn to bin) though I'm not sure sure right now...
  6. Go to aura sphere and change the base power to 120...
  7. If you are not sure of anything, use Bulbapedia, Serebii, Smogon, etc, and look up battle system mechanics.
  8. Check the B2W2 General ROM Info thread for structure. Also check out KazoWAR's NPC editor.
  9. Missingno's sprites are in pokemon sprites. http://projectpokemon.org/forums/showthread.php?17602-Modding-B-W-Pokemon-Sprites&p=134718&viewfull=1#post134718 for animation file info.
  10. Do you not understand some of the terms? (e.g. Trap moves, etc.) Google can help with those. The UI of PRC should be pretty straightforward.
  11. Check http://projectpokemon.org/forums/showthread.php?30178-B-W-flying-sprites-help for flying sprites
  12. Your choices: 1. hex edit the personal.narc (/a/0/1/6) 2. use tools like PRC (Pokemon ROM Changer)
  13. For pallet and image matching, I just guess and check (please correct me if I am wrong). I'll check things out later when I get to my computer.
  14. Use this as a starting point. http://projectpokemon.org/forums/showthread.php?27020-title-screen-edit&p=157932&viewfull=1#post157932
  15. Could you upload the picture and state which .RGCN file you are replacing? Be sure to check the color limits. That might prevent image upload.
  16. http://projectpokemon.org/forums/showthread.php?29651-BW-B2W2-General-FAQ&p=165197&viewfull=1#post165197 This link can help get started (for sprite/image replacement) when the images are found. It lacks images, but I'll add images eventually.
  17. Hmm... On B2W2, it's on (/a/0/8/2 ********* UI tiles, PC box tiles, type sprites) I believe. I'm not so sure on normal BW. I'll search around and update this post if I find anything interesting.
  18. 1. AdvancedTrainer 2. AdvanceMap + XSE I'll post link soon.
  19. Mugshot: use BWME for BW, Tinke for B2W2 due to BWME bug. Trainer Card: http://projectpokemon.org/forums/showthread.php?26755-Does-any-one-know-there-is-the-Trainer-Card-files-location-in-B2-W2&p=156934&viewfull=1#post156934 Video by Videomixer: Also, shouldn't this be in the ROM help sub-category?
  20. Nothing is wrong. You don't need the extra 00 00 00 0F 00 00 00 though. 0x00, 0x02, etc. is 00, 02, etc. all you have to do is edit the table now. Edit: Also, I would make the table 17x17 format.
  21. Yes, extract and decompress. Otherwise, there will be no offset 0x3A37C. The entire table is based off of 0x0, 0x2, 0x4, and 0x8. I'm not really sure where that 14 came from...
  22. You can get the libraries (*.dll's) through the Lua for Windows installer http://code.google.com/p/luaforwindows/ I used Desmume 0.9.7 nosse version.
  23. Just noticed, you're on the original B1W1, not B2W2 right? If so, FYI Anyways, you need to uncompress the overlays with Blz (see here for more info: http://projectpokemon.org/forums/showthread.php?27143-How-do-you-edit-TM-moves&highlight=overlay), open up the correct overlay, and go to the offset. The subtraction was based off of this: In the grand scheme of things, file A starts at offset X and file B starts at offset Y, with Y>X (so B is located in A); You need to find where B is relative to A, so you do Y - X = Z which is the location of B within A.
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