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eworm

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Everything posted by eworm

  1. Seconding the question about randomizing overworld items, would be neat. But mostly I wanted to ask about the Berry piles in SM. The encounter tables of routes with Berry piles have sections with 100% Crabrawler, so I assumed changing those changes the Pokémon encountered via that method, simple as that. But despite my changing it, Crabrawler is still the only thing that appears. Is there something more I should do or is this maybe stored in another of those "a/" files, since I didn't copy all of them (I'm using the Luma patching).
  2. The type effectiveness table is in code.bin (in ExeFS this time) @ 0x497554 In 1.1 update it's 0x499550 I couldn't find the info, so I found it myself. Here it is for others who have been looking.
  3. Having the exact same issues. I have a 64bit system, the "December 10th" version, decrypted files, can't think what else I could be missing. I haven't, unfortunately. But well, now it's SM time anyway.
  4. It would be convenient if the editing of the trainer's clothes in XY was more clear than "insert random numbers and see what you find". Maybe with a "key" file that explains what value dictates what?
  5. I assume adding ΩRαS-exclusive Megas, forms and items to X/Y would be more complicated than just replacing a few select .cro files? How about at least the updated learnsets?
  6. ^I have made a hack that connects to the Internet by repacking the newest update's CIA and using these files to combine+replace the repacked game CIA's files before making my changes. The resulting hack still asks for an update, but works perfectly.
  7. Would it be possible to change the effect of some items with pk3DS?
  8. I created a hack based on Pokémon Omega Ruby and its 1.4 update - thanks to which, the hack allows me to go online. This got me thinking - what can and can't be done with this? If I tried to trade a Pokémon with hacked moves, stats, typing, Ability or anything of the above, would I be able to do so? Would Wonder Trading, GTS trading or local trading all be possible? And if so, would any of those elements return to normal on the receiving game? If I wanted to play a match with modified type chart, moves or Pokémon (types, stats, Abilities etc), would it be possible? Would local and online both work? If so, what would be the requirements? Would both games participating in the match have to be the hack or do I only need one to act as a "host" of sorts? Would both players' Pokémon be affected by the changes? Could challenging a passerby on PSS throw them into a surprise messed-up match? Would playing on Battle Spot also be possible? Or would it get me banned in a second? I'm particularly interested in the battling aspect - I've created a hack that attempts to balance out the type effectiveness and would love to try battling, either online or locally, to test how the meta would change.
  9. Normal/Ghost would, just like Fairy/Ghost, have no weaknesses indeed. So I decided to alter my chart a bit. After much deliberation, those are the changes I implemented, some of which are "going back to normal" actually. Enjoy the chain: no longer immune to Fairy, just resistant (-) now strong against Ghost (+) now weak to Grass (-) now strong against Steel (+) now weak to Ghost (-) back to not being weak to Dark (+) back to not being strong against Steel (-) no longer weak to Bug (+) no longer strong against Dark (-) now strong against Ground (+) now weak to Bug (-) back to being strong against Poison (+) back to being weak against Ground (-) back to not being resisted by Psychic (+) back to not resisting Poison (-) back to not being weak to Dragon (+) back to not being strong against Psychic (-) no longer ineffective against Fairy, just resisted by it (+) no longer immune to Dragon, just resistant (-) no longer ineffective against Grass, just resisted (+) The link in the first post updated with a new PDF. Now Normal/Ghost and Fairy/Ghost do have a weakness (Grass), while Shedinja doesn't go back to having five. Immunities are made into resistances and the new weakness of Steel is changed from Dark to Ghost. Psychic loses the "weird" Dragon weakness, Grass having an advantage over Ghost is a basic "life vs death" concept and Bug now beats Ground, like I actually wanted from the start, but didn't know how to balance it out.
  10. Oh hey, someone actually read this. Let me address a few things: · I admit I missed the Fairy/Ghost lack of weaknesses. Even though such a Pokémon doesn't exist (though it's coming and it's adorable), it is in fact possible to use Trick-or-Treat on a Fairy-type this gen. I do think having a combination with absolute zero weaknesses means risking creating something too good... But in this case, such a Pokémon would have no resistances either - only immunities to Dragon, Normal and Fighting. And even those are offset by how both its STAB options can be completely ineffective against Normal or Grass Pokémon. All in all, I don't think this would be a huge problem, but I might try to do something about it if I have the time. Every change here has to be balanced by other changes and it always creates a chain reaction, it's not that simple. · Shedinja indeed loses a weakness, my mistake - but I don't think that's actually a bad thing. The poor mon could use a little something, it's already killed by every kind of passive damage (or any Mold Breaker) and even lacks in offensive stats to make it usually worth it. · Personally, I am quite against adding new types - eighteen is already a huge number (ask any newcomer to the franchise, but even long-time fans can forget some resistances and such) and the very reason behind me creating this chart was to balance them without another addition. Fairy is still very fresh anyway. · Poison Heal Breloom does sound hilarious in this chart, I admit. · Psychic being weak to Dragon is almost a necessity - if any type I'm afraid could be broken in my chart, it's Psychic. It's now great defensively and can only be resisted by itself, Dark (but commonly learned Focus Blast or Dazzling Gleam make it a non-issue) and Bug. So I needed it to have a weakness, and since the Dragon type makes sense, I took the opportunity. It stands to reason the "strongest" type would be super-effective against the potentially actually strongest type. Because my console is using the newest firmware (11.0.0), I am unable to install custom firmware. Thus, I'm unable to play .cro-edited hacks and those are the only ones that can change the type chart. But if someone else is able to and wishes to play with my chart, please do (I can supply the edited DllBattle.cro file even) and by all means, keep me notified here if at any point something seems unfair or broken or otherwise unbalanced.
  11. Adding to the above question, could pk3DS allow for editing what items can be found in Rock Smash rocks? Or maybe it already does and I'm just missing it?
  12. Say, could pk3DS make HMs work like TMs - as in, make the moves removable without the Move Deleter? Or is that programmed somewhere we have no access to?
  13. How un-researched is it? Do we know at least if it's in the .cro files or not?
  14. We know pk3DS is able to edit moves. It also is able to edit the type chart. But the latter requires cro editing, which renders the hacks unusable without the right custom firmware. Looking for an alternative, I came upon an idea. Is it possible to add special type-effectiveness for attacks? Surely, You know what I mean. Freeze-Dry is an Ice attack, yet it's super-effective on Water-types, ignoring the chart. Flying Press is a Fighting attack, yet it has an added Flying-type effectiveness, resulting in a completely different offensive capabilities. Would it be possible - and if so, how - to modify the effectiveness of other moves? Say I want to modify the type chart, but I can't afford cro editing - changing all the attacks in this way, while tedious, would accomplish the exact same thing. Has anybody looked into this? Does anyone know if it's doable?
  15. Sorry for double-posting but something came to mind - would it be possible, at all, to - instead of changing the type chart in the DllBattle.cro file - add special type-effectiveness to moves? Flying Press and Freeze-Dry, for example, clearly work differently - would it be possible to freely adjust the effectiveness of other moves? Or are those exceptions impossible to replicate in any way?
  16. ^Sorry, I meant not CIA, but CRO. Edited cro files.
  17. So... I looked into it quite a lot and it would seem that at the moment there is absolutely no known way to play a CIA-edited game on a 11.0.33 console without messing with the hardware (in order to downgrade in order to install custom firmware). Is this correct? Or did I miss some weird possibility?
  18. Would it be possible to add a type effectiveness editor and play with a different type chart? I'd like to adjust it in a way that gives all types the exact same number of strengths and weaknesses - and see whether it feels more balanced or just ridiculous. Also @Asia81 (up), the links in Your signature don't work. Which is a shame, I'm interested in those tutorials.
  19. We probably all know that some types are objectively better or worse than others - so as a mental exercise I've tried to change the type chart and make every single type equally good, with the same amount of strong and weak points. I am aware that stats, Abilities, movesets and more are all elements that will still make some Pokémon better than others, but it's a step in the right direction. Now I'd love to see a rom edit of XY and/or ΩRαS that uses my new type chart. No other changes necessary, just modified type effectiveness. First of all, my thought process. Every existing type I gave points according to the following: STRENGTHS: - resisting a type = +1 point - being super-effective = +1 point - being immune = +2 points WEAKNESSES: - being hit super-effectively = -1 point - being resisted = -1 point - being immune'd = -2 points And here is what I found: STEEL — 15 strengths VS 7 weaknesses | Overall score: +8 FAIRY — 8 strengths VS 5 weaknesses | Overall score: +3 FIRE — 10 strengths VS 7 weaknesses | Overall score: +3 GHOST — 8 strengths VS 5 weaknesses | Overall score: +3 GROUND — 9 strengths VS 7 weaknesses | Overall score: +2 WATER — 7 strengths VS 5 weaknesses | Overall score: +2 FLYING — 8 strengths VS 6 weaknesses | Overall score: +2 ROCK — 8 strengths VS 8 weaknesses | Overall score: 0 DARK— 6 strengths VS 6 weaknesses | Overall score: 0 POISON — 7 strengths VS 8 weaknesses | Overall score: -1 ELECTRIC — 5 strengths VS 6 weaknesses | Overall score: -1 DRAGON — 5 strengths VS 6 weaknesses | Overall score: -1 FIGHTING — 8 strengths VS 10 weaknesses | Overall score: -2 ICE — 5 strengths VS 8 weaknesses | Overall score: -3 PSYCHIC — 4 strengths VS 7 weaknesses | Overall score: -3 NORMAL — 2 strengths VS 5 weaknesses | Overall score: -3 BUG — 6 strengths VS 10 weaknesses | Overall score: -4 GRASS — 7 strengths VS 12 weaknesses | Overall score: -5 Next was the difficult part - changing type effectiveness in a way that would make all type come to zero points, perfectly balanced. I tried for my changes to make as much sense as possible, though the results are debatable - and that's why I feel a hack is necessary. To test it out and see whether or not doing it this way would make the game more fair. Here it is: Potentially Perfect Type Chart Important: The below changes were the first version, see this post below for a revised one (link leads to the revised version). Other things to do in the hack would include: - changing the effectiveness of Flying Press accordingly; - make Scald a reverse Freeze-Dry? I mean, it would be weird if that attack was resisted by Ice; - no need to worry about Shedinja, no weaknesses were gained or removed from either Bug and Ghost type; - make sure Will-O-Wisp still hits Rock-types, despite the new immunity; - make sure Steel remains immune to poisoning as a status, despite losing the Poison-type immunity. - maybe change some related NPC dialogue? At least the Gym Guide Guy could be checked for possible lies.
  20. Is there a way You could explain how to change the type effectiveness in Your new chart? Sure, the majority stays the same, just adding Fairy-type as an attacking type - but the hex chart is 18x17, so I can't figure out how to change Fairy-type's defensive properties. I'm trying to modify Black 2 in order to test my theoretically-perfectly-balanced type chart... My only guess is that the Fairy-type's weaknesses, resistances and immunities are somehow hidden in this part: 0×0C312 : 112A 08D0 => 122A 08DA 0×11226 : 1128 02D1 => 1228 02DB 0×21884 : 11 => 12 0×21896 : 11 => 12 0×218A2 : 1129 06D1 => 1229 06DB 0×218A6 : 1128 01D1 => 1228 01DB 0×218B4 : 1128 00D1 => 1228 00DB 0×218DA : 112C 0ED0 => 122C 0EDA 0×23A20 : 1128 01D0 => 1228 01DA 0×23A24 : 1129 01D1 => 1229 01DB 0×23A2C : 0201 8218 => 1222 4243 0×23B98 : 11 => 12 0×260E2 : 112E 1ED0 => 122E 1EDA 0×306F0 : 112C 3CD0 => 122C 3CDA 0×306F6 : 11 => 12 0×23A6C (B2) : 00751D02 => 40971902 (W2) : 40751D02 => 80971902 0×23BA4 (B2) : 00751D02 => 40971902 (W2) : 40751D02 => 80971902 But it's way different than the rest of the chart and I have no idea what means what and for what attacking type. :confused:
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