cpan1
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Posts posted by cpan1
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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
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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...)
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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.
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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...
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Go to aura sphere and change the base power to 120...
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Base Power: How much base damage it does
Accuracy: Chance of hitting
PP: How much power points it has (how many times you can use the move
Priority: Does it move normally, or does it move first (e.g. quick attack) or last (e.g. roar) - Higher -> First, Lower -> Last (More)
Multihit: Is it a move like double-slap, pin-missle, etc, etc. If so, how many times max?
Trap Turns: Does it trap you like fire spin and the like? If so, min/max?
Crit Stage: http://www.serebii.net/games/criticalhits.shtml <-Check stages
Flinch %: Chance that opponent will flinch
Effect Code: Move effect codes (special things it will do) I can't find the list right now so I'll just leave it at that...
DMG Heal %: How much will it heal the target?
Quantity: Not sure
Type: Fire, water, etc, etc
Category: Does it do damage? Or status? Or both?
Class: Physical Attack or Special Attack
Targeting: Does it hit your allies? Foes? And which ones?
Inflict: What status can it inflict?
Inflict %: Chance of above.
Stat, Stage, %: Which stat, how much to rise/fall, chance of it.
If you are not sure of anything, use Bulbapedia, Serebii, Smogon, etc, and look up battle system mechanics.
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Check the B2W2 General ROM Info thread for structure.
Also check out KazoWAR's NPC editor.
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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.
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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.
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Your choices:
1. hex edit the personal.narc (/a/0/1/6)
2. use tools like PRC (Pokemon ROM Changer)
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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.
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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.
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This link can help get started (for sprite/image replacement) when the images are found. It lacks images, but I'll add images eventually.
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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.
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1. AdvancedTrainer
2. AdvanceMap + XSE
I'll post link soon.
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Mugshot: use BWME for BW, Tinke for B2W2 due to BWME bug.
Video by Videomixer:
Also, shouldn't this be in the ROM help sub-category?
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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.
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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...
typedef enum
{
TYPE_NORMAL = 0x0,
TYPE_FIGHT = 0x1,
TYPE_FLY = 0x2,
TYPE_POIS = 0x3,
TYPE_GROUND = 0x4,
TYPE_ROCK = 0x5,
TYPE_BUG = 0x6,
TYPE_GHOST = 0x7,
TYPE_STEEL = 0x8,
TYPE_FIRE = 0x9,
TYPE_WATER = 0xA,
TYPE_GRASS = 0xB,
TYPE_ELEC = 0xC,
TYPE_PSY = 0xD,
TYPE_ICE = 0xE,
TYPE_DRAGON = 0xF,
TYPE_DARK = 0x10,
} PokeType;
The Table:
0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x10 <- Defending Type 0x00: 0x04 0x04 0x04 0x04 0x04 0x02 0x04 0x00 0x02 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x01: 0x08 0x04 0x02 0x02 0x04 0x08 0x02 0x00 0x08 0x04 0x04 0x04 0x04 0x02 0x08 0x04 0x08 0x02: 0x04 0x08 0x04 0x04 0x04 0x02 0x08 0x04 0x02 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x03: 0x04 0x04 0x04 0x02 0x02 0x02 0x04 0x02 0x00 0x04 0x04 0x08 0x04 0x04 0x04 0x04 0x04 0x04: 0x04 0x04 0x00 0x08 0x04 0x08 0x02 0x04 0x08 0x08 0x04 0x02 0x08 0x04 0x04 0x04 0x04 0x05: 0x04 0x02 0x08 0x04 0x02 0x04 0x08 0x04 0x02 0x08 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x06: 0x04 0x02 0x02 0x02 0x04 0x04 0x04 0x02 0x02 0x02 0x04 0x08 0x04 0x08 0x04 0x04 0x08 0x07: 0x00 0x04 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 0x08: 0x04 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 0x02 0x02 0x04 0x02 0x04 0x08 0x04 0x04 0x09: 0x04 0x04 0x04 0x04 0x04 0x02 0x08 0x04 0x08 0x02 0x02 0x08 0x04 0x04 0x08 0x02 0x04 0x0A: 0x04 0x04 0x04 0x04 0x08 0x08 0x04 0x04 0x04 0x08 0x02 0x02 0x04 0x04 0x04 0x02 0x04 0x0B: 0x04 0x04 0x02 0x02 0x08 0x08 0x02 0x04 0x02 0x02 0x08 0x02 0x04 0x04 0x04 0x02 0x04 0x0C: 0x04 0x04 0x08 0x04 0x00 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x02 0x04 0x04 0x02 0x04 0x0D: 0x04 0x08 0x04 0x08 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x00 0x0E: 0x04 0x04 0x08 0x04 0x08 0x04 0x04 0x04 0x02 0x02 0x02 0x08 0x04 0x04 0x02 0x08 0x04 0x0F: 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x04 0x02 0x04 0x04 0x04 0x04 0x04 0x04 0x08 0x04 0x10: 0x04 0x02 0x04 0x04 0x04 0x04 0x04 0x08 0x02 0x04 0x04 0x04 0x04 0x08 0x04 0x04 0x02 ^Attacking Type
With 0x00 = No Damage, 0x02 = 1/2 Damage, 0x04 = Normal Damage, and 0x8 = 2x Damage
Makes Perfect Sense: Attacking Type: 0x08 (Steel), Defending Type 0xA (Water): You get 0x02 - > 1/2 Damage (Steel isn't very effective against water)
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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.
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Just noticed, you're on the original B1W1, not B2W2 right? If so, FYI
** the type chart in white 1 is @ 21F049C. 3A37C in overlay 93 in white 1.
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.
3rd gen FireRed Overworld sprite editing tools
in ROM - NDS Discussion & Help
Posted
Try Nameless Sprite Editor.