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Team Plasma's King

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  1. Spiky DS's Map Editor

    This program, henceforth called SDSME, promises to be the first real tool that can allow users to modify, to the limit of the current possibilities of hacking ROMs for the Nintendo DS games Pokémon in Generation 4.

    Author of this fantastic tool is Spiky-Eared Pichu, a very talented boy.

    The tutorial refers to the version 1.8.1 of the tool.

    What you need

    Latest version of SDSME - You can get the tool from the download in the green box. (Version 1.1 minimum required)

    MKDS Course Editor.

    Blender - You can get the open source software from the official website .

    Map of the region

    With this tool, you can edit individual and the position of the header of each map, so you can get an overall picture. Let's start with the load the ROM of the game that we want to modify, open the tool, click on "Load ROM ..." and choose your ROM (there is full compatibility with the ROM Pokémon Italian). After fully charged the ROM, see 4 main tabs:

    Map headers - Headers maps: they are shown the main properties of each map.

    Matrix Editor - Matrices: allows you to view maps in arrays. (Array)

    Map Editor - Map Editor: allows you to view and modify parts of the maps.

    Text Editor - Text Editor: allows you to replace any text belonging to the ROM.

    In order to see the map of the region, just move the tab Matrix Editor;

    each 3D map external (belonging to the region, not the interiors of buildings) occupies the same space in the map, then we can consider each location as a collection of many blocks map, all the same size. See the image below.

    Senzanome-1.png

    The first matrix (Matrix 0), strangely resembles the present routes of Pokémon HeartGold Version. In fact it is the graphical layout of each block map, you can see it in 3 ways:

    Map Headers - Lists the header of the maps (so the ID in the Map tab Headers, useful for editing maps and understand, seeing the region, which we are changing the map).

    Clicking twice on a white block you will be taken to the number of the map in the Map tab Headers.

    Border Map Height - Lists the maps of the "edges", ie those maps which have a block of trees, a block of the sea, a block of rock, etc. ... to continue the maps. Each block has its own height. In this view, the height is indicated. Each block is a real map editable.

    Map Files - Lists the maps is that the blocks that surround them.

    Clicking twice on a white block will open the map in the Map Editor tab.

    If we were to add a new ID map (take the map of New Bark Town, its ID number is 0 map, while the map is his number 60) over the number of IDs already present (the last one is the HG 675), the tool we would signal an error.

    Evidently the author did not allow the inclusion of new maps in new places, but this does not mean that it is possible to move the maps.

    Indeed, we can change the numeric values ​​and then "move" the positions of the maps in the region.

    Attention: without being able to modify the anchor points of the MN Flight, you can not take full advantage of these changes.

    Exporting a map

    From the overview map of the region, double click on a map in the Map Files tab, you'll go in the Map tab Editor: The central part of the tool. Within this tab there are other 3 sub:

    Move Permissions - Modify the movements permits.

    3D View - View the map in 3D through the different tilesets.

    Tileset Editor - Amend the different tilesets.

    Even changing the card, rimmarà left column for Import / Export, like the image below.

    Senzanome-2.png

    What we are interested to export a map are the Export button. Indeed, we can export:

    the "move permission" - will be saved to a file. containing the table for movement permits.

    the "buildings" - will be saved to a file. bld containing all models of buildings (eg, houses, signs, wind turbines, etc. ..).

    the "3D model" - will be saved to a file. nsbmd for the entire model including texture, or a file. obj with textures attached to the same folder (useful for editing the file. obj using 3D editing programs).

    the "terrain settings" - export the file. bdhc containing the table settings for every type of terrain in the map (eg lawn when walking to hear that sound, sand where you leave your footprints walking with that particular animation, etc. ..).

    Edit a map

    This tool allows you to do a lot, but does not include an editor of 3D objects inside. After exporting our map in a folder and format. Obj (the only editable by 3D programs), we open Blender and using File >> Import >> Wavefront (. Obj) import our model.

    Main article: Blender

    After making the necessary changes, export the model in. Obj through File >> Export >> Wavefront (. Obj) overwriting the previous year.

    Attention: the only programs that allow, through the extensions provided by Nintendo, to export your models in. Nsbmd Maya and 3DS Max 6 (versions that may activate the plugin ranging from 6 to 8).

    Without one of these two programs pay, you can not export maps to import them in your ROM.

    Import a map

    Import a map is simple if you already have at you disposal the related model. Nsbmd. If we change one, I will do click Import (3D Model) to replace the map.

    One thing not to be overlooked is able to import and export maps from versions Pokémon Pearl, Diamond and Platinum Pokémon HeartGold and SoulSilver Versions.

    In fact, the basis of the ROM has not changed significantly from Nintendo and you can change maps from various games (eg bring the Casino in DPPt HGSS, etc. ..).

    In order to successfully import a map from one game to another you need to export all over the map: permits movement patterns, objects, pattern map, textures, terrain tags.

    Movements allowed

    The movements allowed are the most important part of each map. In fact, through these you can determine where you will find the grass after you can use Surf MN, where travano slides of sand (Pokémon DPPt, slides that you can only go with the second gear of the bike), and more. To change the movement permits, return to the Map Editor tab of the map you have chosen. All the different blocks of various colors representing the movements allowed.

    Senzanome-3.png

    To change a movement permit, click on a block, then changes its value with one in the spoiler above. Changed the number, hit enter and you will have successfully changed the lock. You can also change the step for each block, in two ways:

    Using the three options in the upper right corner of the window, Free Passage, No Passage and Grass Sound.

    In order: you can pass, you can not switch when switching is made to hear the sound of the grass.

    Using the Toggle button: in the lower part of the column Import / Export is a part Paint, just as in AdvanceMap will be possible, by choosing the ID of the tile and the type of step, to click on each block to set its properties.

    After making changes, click Save Current to save your progress (to save the ROM then you need to click on "Save ROM ...").

    3D view

    The second sub-tab of the Map Editor allows you to view the map you are editing.

    Here are the basic commands of the viewer:

    W - rotates the map clockwise along the x axis.

    S - rotate the map counter-clockwise along the x axis.

    A - rotate the map in a clockwise direction on the z axis.

    D - rotate the map counter-clockwise on the z axis.

    mouse wheel - change the zoom.

    Wireframe button - changes from viewer to viewer with textured "wires".

    button-down Tileset - allows you to choose the tileset of the map.

    Edit a tileset

    To edit a tileset is not enough to use SDSME, there will also serve the tool MKDS Course Editor.

    That said, let's move tab Tileset Editor.

    Senzanome-4.png

    From here we will have the chance to see and edit all the tilesets in the ROM.

    Each tile set consists of textures and every texture has typically associated with a scoop (pallets of Nintendo DS games are not restricted in 16 RGB tone, in fact provide different kinds of colors, eg: rgb with 256 colors, 256 colors with rgba, 4x4TexelCompressedTexture, etc. ..).

    We can import / export a tileset using Import / Export, and we can save a texture format. Png in order to edit with graphics programs.

    To edit a tileset will need to export it as a. Nsbtx and open it with another tool.

    Open MKDS Course Editor, open the tileset exported as file1.

    In the left column, at the top there is a list of textures, while at the bottom of the list of palette (palette texture and its almost always have the same name).

    After changing the image. Png exported from SDSME with a graphics program can import it and replace it with a texture.

    We can also choose to import it as a new pallet to leave intact the original colors of the image. After this, save the tileset and import it into SDSME.

    Remember to click Save Current before doing anything else.

    Objects and buildings

    The objects are all models of additional maps, may therefore include buildings (eg Pokémon Center, Laboratory, Pokéathlon, etc. ..), facilities (eg, fountains, wind turbines, signs, street lights, etc. ..) and also contain the 3D models of the interior (red carpets for doors, stairs, machines to treat pokémon, tables, etc. ..) as well as maps of the interior is fully 3D games on Pokémon 4th Generation (would have been more difficult to create a scene map 2D and 3D for programmers of Game Freak).

    Click on the Edit tab Buildings Map Editor to display two new windows.

    Senzanome-6.png

    Model List - Lists all models in the ROM, broken down by external and internal (click on "Inside Models" to change).

    You can import and export models, but for the moment it is not possible to create new ones other than those already present. You can also create animated models with 4 sequences.

    Buildings Editor - View the map with the colors of the blocks movement permits. Lists all the objects in the map, you can remove and add new ones. Each object has its own model (choosing the index from the list of the other window), its coordinates (can be entered numerically or by simply moving the green block on the map), its size (width, height and length indicates how many blocks must occupy an object).

    Remember that the coordinates X, Y and Z refer to the axis in order left-right, superior-inferior axis plane, the up-down axis.

    Make your changes and click on Save Current Save Current Map Editor tab as well.

    Headers and matrices of the maps

    The headers are numbers that allow you to choose which background music to hear in a map, weather, set of scripts, and more. To choose correctly in the header of the map that you want to change, it is advisable to go in the Matrix Editor tab, sub Map Headers.

    Just double-click on a block to be transported in its own row highlighted in the Map tab Headers.

    Senzanome-7.png

    Credits

    Special thanks to:

    The creator of the tool and a friend of mine, Spiky-Eared Pichu

    The moderator of The PokéCommunity Forums, Team Fail

  2. all the narcs i know

    a/0/4/6: title screen

    a/0/5/8: trainer front sprites

    a/0/8/1: overworld sprites

    a/0/9/3: fly overworlds

    a/1/2/0: new game screen

    a/1/5: pokeathlon

    a/1/7/4: ...

    a/1/8/6: other overworlds

    pbr/pokegra.narc: pokemon battle sprites

    but, in a/0/0/4 are also pokemon battle sprite

    /a/0/1/5 contains the D/P/Pt bag and some other stuff

    /a/0/3/9 has the tabs from the D/P/Pt (and HG/SS?) Pokémon summary screen

    /a/0/4/9 contains an animation of the Zephyr Badge rotating?

    /a/0/5/8 contains the trainers from the front

    /a/0/6/4 contains the icons on the D/P menu, both above and under ground

    /a/0/7/1 contains an HP gauge, so probably the rest is in-battle stuff. Whether it's DP/Pt or HG/SS, I have no idea.

    /a/1/0/9 contains battle transitions: the Galaxy logo, the Rocket logo, the VS image, various gym leader headshots

    /a/1/2/0 contains Oak, Oak's Marril, full-size shots of Gold and Kotone, and animations for them shrinking to game-size

    /a/1/2/2 is probably the D/P ending; has the D/P trainers riding bikes.

    /a/1/2/6 has big tilesets for.. a Charizard.. some leaf patterns..

    /a/1/2/7 has a Smeargle from behind, LCD numbers, and a little vertical strip of "Replay", Pikachu, Marill, a Pokéball, etc. I assume this is game corner stuff

    /a/1/4/2-9 are all tilesets.

    /a/1/5/5 has some Japanese text and a logo on fire

  3. Here is the SCRIPT STUFF and the Sprite Hex below by Me

    Lockall-Locks NPCs and starts script.

    Faceplayer-Makes NPC face you.

    Message #-Assign a text number, it will bring up that line of dialouge.

    WaitButton-Waits until you press A or B

    CloseMsgOnKeyPress-Closes the message upon pressing A or B (goes with waitbutton)

    TrainerBattle # 0 1-Assign a trainer's number to have the battle against that trainer

    Releaseall-(must be there with lockall) allows other NPCs to move again.

    End-ends script, must have too

    Applymovement # mov_#-applies movement to the OW the # is assigned to, and applies the movement set assigned to the mov_#

    Waitmovment-waits til movement is finished before continueing the script.

    Removepeople #-removes the NPC assigned to it

    Receive MEgg-recieve the Togepi Egg

    GiveEgg 175 11-Cynthia's egg script from platinum

    Setflag 106-?Gives Pokemon option?

    Setflag 283-Gives Bag Option

    Setflag 284-Gives Trainer Option

    Setflag 285-Gives Save option

    Serflag 286-Gives Option option

    Setflag 156-Gives PokeGear

    ActPkgrFunction 1-Loads Town Map into Pokegear

    GiveRShoes-Gives Running Shoes

    PlayMusic 1067-Plays Oak's theme

    ActPokedex-Activates the Pokedex

    Setflag 107-Gives Pokedex Option

    MOVEMENT COMMANDS

    Exclaim

    SeeUp

    SeeRight

    SeeDown

    SeeLeft

    WalkUpFast/Normal/Slow

    WalkRightFast/Normal/Slow

    WalkDownFast/Normal/Slow

    WalkLeftFast/Normal/Slow

    RunUp

    RunRight

    RunDown

    RunLeft

    JumpFacingUp

    JumpFacingRight

    JumpFacingDown

    JumpFacingLeft

    Jumps one/two

    JumpUpOne/Two

    JumpRightOne/Two

    JumpDownOne/Two

    JumpLeftOne/Two

    PauseWalkUpFast/Normal/Slow

    PauseWalkRightFast/Normal/Slow

    PauseWalkDownFast/Normal/Slow

    PauseWalkLeftFast/Normal/Slow

    TEXT

    \n break, \r new text

    Sprites

    000 = Soul Silver Hero Male

    001 = Little Boy (Platinum)

    002 = Little Girl (Platinum)

    003 = Male School Kid (Platinum)

    004 = Youngster (Platinum)

    005 = Bug Catcher (Platinum)

    006 = Lass (Platinum)

    007 = Battle Girl (Platinum)

    008 = School Girl (Platinum)

    009 = Generic Male (Platinum)

    00A = Rocker (Platinum)

    00B = Ace Trainer Male (Platinum)

    00C = Generic Female (Platinum)

    00D = Beauty (Platinum)

    00E = Ace Trainer Female (Platinum)

    00F = Balding Male

    010 = Barry's Mom (Platinum)

    011 = Old Man (Platinum)

    012 = Old Woman (Platinum)

    013 = Fat Guy (Platinum)

    014 = Hiker

    015 = Biking Male Hero

    016 = Reporter (Platinum)

    017 = Camera Man (Platinum)

    018 = Store clerk 1

    019 = Store Clerk 2

    01A = FREEZE

    01B = FREEZE

    01C = FREEZE

    01D = Male Scientist (Platinum)

    01E = Female Scientist (Platinum)

    01F = Rough Neck (Platinum)

    020 = FREEZE

    021 = Female Skiier (Platinum)

    022 = Officer (Platinum)

    023 = Idol (Platinum)

    024 = Gentleman (Platinum)

    025 = Socialite (Platinum)

    026 = Male Biker (Platinum)

    027 = Female Biker (Platinum)

    028 = Engineer (Platinum)

    029 = Farmer (Platinum)

    02A = Cowgirl (Platinum)

    02B = Clown (Platinum)

    02C = Artist (Platinum)

    02D = Athlete Male (Platinum)

    02E = FREEZE

    02F = FREEZE

    030 = FREEZE

    031 = FREEZE

    032 = Ruin Maniac (Platinum)

    033 = Black Belt (Platinum)

    034 = Picnic Boy (Platinum)

    035 = Picnic Girl (Platinum)

    036 = Fisherman

    037 = Parasol Girl (Platinum)

    038 = Sailor

    039 = FREEZE

    03A = FREEZE

    03B = Waiter (Platinum)

    03C = Waitress (Platinum)

    03D = FREEZE

    03E = Rich Boy (Platinum)

    03F = Rich Girl (Platinum)

    040 = FREEZE

    041 = FREEZE

    042 = FREEZE

    043 = FREEZE

    044 = Blizzard Ace Trainer Male (Platinum)

    045 = Blizzard Ace Trainer Female (Platinum)

    046 = Psychic Male (Platinum)

    047 = Pikachu (Platinum)

    054 = Strength Boulder (Platinum)

    055 = Rock Smash Rock (Platinum)

    056 = Cut Bush (Platinum)

    057 = Item Pokeball

    061 = Soul Silver Hero Female

    062 = Biking Soul Silver Hero Female

    063 = Professor Elm

    07E = Roark

    07F = Gardenia

    080 = Crasher Wake

    081 = Maylene

    082 = Fantina

    083 = Candice

    084 = Byron

    085 = Volkner

    08D = Cheryl

    08E = Riley

    08F = Marley

    090 = Buck

    091 = Mira

    092 = School Boy (HG/SS)

    094 = Rival (Silver)

    0A8 = Gym Stalker Guy (HEYA FUTURE CHAMP!)

    0A9 = Tower Tycoon Paulmer

    0AF = Pokemon Mansion Maid (Platinum)

    0B0 = Diamond/Pearl Hero Male Holding Up Pokeball

    0B1 = Diamond/Pearl Hero Female Holding Up Pokeball

    0B2 = Soul Silver Hero Male Kneeling

    0B3 = Soul Silver Hero Female Kneeling

    0B4 = Diamond/Pearl Hero Male Watering Berries

    0B5 = Diamond/Pearl Hero Female Watering Berries

    0B7 = Book

    0BC = Soul Silver Hero Male Fishing

    0BD = Soul Silver Hero Female Fishing

    0C1 = Green Mystery Gift Man

    0C4 = Diamond/Pearl Hero Male Checking Watch

    0C5 = Diamond/Pearl Hero Female Checking Watch

    0C6 = Soul Silver Hero Male Kneeling

    0C7 = Soul Silver Hero Female Kneeling

    0C8 = Soul Silver Hero Male Handing Pokeballs

    0C9 = Soul Silver Hero Female Handing Pokeballs

    0D2 = Ruins Of Alph Wall

    0D3 = Red

    0DA = Thief

    0DB = Shrine Woman With Candles

    0DC = Sprout Tower Monk

    0DD = Female Rocket

    0DE = Male Rocket

    0DF = Rocket Executive Athena

    0E0 = Rocket Leader Apollo

    0E1 = Male Snowboarder

    0E3 = Pyro-Maniac

    0E5 = Biker

    0E8 = Kimono Woman

    0E9 = Kurt

    0EA = Clefairy Doll

    0EB = Bill

    0EC = SS Aqua Captain

    0ED = Red Gyarados

    0EE = Diamond/Pearl Hero Male

    0EF = Diamond/Pearl Hero Female

    0F0 = FREEZE

    0F1 = FREEZE

    0F2 = FREEZE

    0F3 = FREEZE

    0F4 = FREEZE

    0F5 = FREEZE

    0F6 = FREEZE

    0F7 = FREEZE

    0F8 = Soul Silver Hero Dancing?

    0F9 = Soul silver Female Dancing?

    0FA = Shrine Woman Without Candles

    0FB = Other Part of a Door (Left)

    0FC = Other Part of a Door (Right)

    0FD = Crate

    0FE = Magnet Train Support Beam

    0FF = Magnet Train Support Beam

    100 = Part of a Door

    101 = Part of another Door

    102 = Rocket Soul Silver Hero Male

    103 = Rocket Soul Silver Hero Female

    104 = Rocket Male Hero Handing Pokeballs to Nurse Joy

    105 = Rocket Female Hero Handing Pokeballs to Nurse Joy

    106 = ??? Apricorn Tree

    107 = Red Apricorn Tree

    108 = Yellow Apricorn Tree

    109 = Blue Apricorn Tree

    10A = Green Apricorn Tree

    10B = Pink Apricorn Tree

    10C = White Apricorn Tree

    10D = Black Apricorn Tree

    10E = Red Apricorn

    10F = Yellow Apricorn

    110 = Blue Apricorn

    111 = Green Apricorn

    112 = Pink Apricorn

    113 = White Apricorn

    114 = Black Apricorn

    115 = Factory Head Thorton

    116 = Hall Matron Argenta

    117 = Castle Valet Dirach

    118 = Arcade Star Dahlia

    119 = Lady Caitlin

    11A = Green Colored Frontier Worker

    11B = Maroon Colored Frontier Worker

    11C = Battle Frontier Entrance Worker

    11D = Male Wi-Fi Plaza Worker

    11E = Female Wi-Fi Plaza Worker

    11F = Persian Statue

    120 = Golden Dresser Hiding Rocket's Secret Base

    121 = Little Boy

    122 = Door Of Some Kind

    123 = Ruins Of Alph Podium

    124 = Patch of Dirt

    125 = Rocket Admin Lambda

    126 = Rocket Admin Lance (Rocket)

    127 = Platinum Hero Male

    128 = Platinum Hero Female

    129 = Kneeling Rocket Male Hero

    12A = Kneeling Rocket Female Hero

    12B = Orange Mystery Gift Man

    12C = FREEZE

    12D = FREEZE

    12E = FREEZE

    12F = FREEZE

    130 = FREEZE

    131 = FREEZE

    132 = FREEZE

    133 = FREEZE

    134 = FREEZE

    135 = FREEZE

    136 = FREEZE

    137 = FREEZE

    138 = FREEZE

    139 = FREEZE

    13A = FREEZE13B = Little Boy (HG/SS)

    13C = Little Girl (HG/SS)

    13D = Youngster (HG/SS)

    13E = Bug Catcher (HG/SS)

    13F = Mini-Skirt

    140 = Blonde Girl With Pig Tails

    141 = Brown Haired School Girl

    142 = Brown Haired Boy

    143 = Rocker

    144 = Elite Trainer Male

    145 = Generic Woman

    146 = Beauty (HG/SS)

    147 = Elite Trainer Female

    148 = Balding Man

    149 = House Wife

    14A = Old Man (Daycare Grandpa)

    14B = Old Woman (Daycare Grandma)

    14C = Fat Guy (HG/SS)

    14D = Hiker

    14E = Store Clerk 1

    14F = Nurse Joy

    150 = Downstairs Pokecenter Clerk

    151 = HG/SS GTS Clerk

    152 = Poke-Geek

    153 = FREEZE

    154 = FREEZE

    155 = Gentleman (HG/SS)

    156 = Male Swimmer

    157 = Female Swimmer

    158 = Black Belt (HG/SS)

    159 = Picnic Boy

    15A = Picnic Girl

    15B = Fisherman

    15C = Sailor

    15D = MISSINGNO.

    15E = Gold Trophy

    15F = Psychic Male (HG/SS)

    160 = Falkner

    161 = Bugsy

    162 = Whitney

    163 = Morty

    164 = Chuck

    165 = Jasmine

    166 = Pryce

    167 = Clair

    168 = Elite 4 Will

    169 = Elite 4 Koga

    16A = Elite 4 Bruno

    16B = Elite 4 Karen

    16C = Champion Lance

    16D = Your Mother

    16E = Professor Oak

    16F = Kid Playing DS

    170 = Lt. Surge

    171 = Sabrina

    172 = Misty

    173 = Erika

    174 = Janine

    175 = Brock

    176 = Blaine

    177 = Green

    178 = Silver Trophy

    179 = PokeManiac

    17A = Juggler

    17B = Bronze Trophy

    17C = Banette

    17D = Sudowoodo Tree

    17E = Eusine

    17F = Kobushi (Pokethlon Champion)

    180 = Hajime

    181 = Giovanni

    182 = Ruins Of Alph Researcher

    183 = Sprout Tower Master

    184 = FREEZE

    185 = DJ Kurumi (DJ Mary? Pink haired DJ)

    186 = Lapras

    187 = FREEZE

    188 = Daisy

    189 = Red's Mom

    18A = Bug Catching Contest Host

    18B = ???????

    18C = Pokethlon Medal

    18D = Pokethlon Scroll

    18E = Pokethlon Shoes

    18F = Pokethlon Jacket

    190 = Pokethlon Red Flag

    191 = Pokethlon Pokegear

    192 = Pokeball In a Glass Jar

    193 = Pokethlon Self Statue Male

    194 = Pokethlon Self Statue Female

    195 = FREEZE

    196 = Ice Block

    197 = Soul Silver Hero Male Pokethlon Outfit

    198 = Soul Silver Hero Female Pokethlon Outfit

    199 = Rotom Microwave

    19A = Rotom Fan

    19B = Rotom Fridge

    19C = Rotom Washer

    19D = Rotom Mower

    19E = Slowpoke

    19F = Bulbasaur

    1A0 = ???

    1A1 = ???

    1A2 = ???

    1A3 = ???

    1A4 = ???

    1A5 = Steven Stone

    1A6 = Cynthia

    1A7 = Soul Silver Hero Male Checking Watch

    1A8 = Soul Silver Hero Female Checking Watch

    1A9 = Ho-oh

    1AA = Lugia

    1AB = Radio Station Attendant

    1AC = Bulbasaur

    1AD = Ivysaur

    1AE = Venasaur

    1AF = Venasaur

    1B0 = Charmander

    1B1 = Charmeleon

    1B2 = Charizard

    1B3 = Squirtle

    1B4 = Wartortle

    1B5 = Blastoise

    1B6 = Caterpie

    1B7 = Metapod

    1B8 = Butterfree

    1B9 = Weedle

    1BA = Kakuna

    1BB = Beedrill

    1BC = Pidgey

    1BD = Pidgeotto

    1BE = Pidgeot

    1BF = Rattata

    1C0 = Ratticate

    1C1 = Spearow

    1C2 = Fearow

    1C3 = Ekans

    1C4 = Arbok

    1C5 = Pikachu

    1C6 = Pikachu

    1C7 = Raichu

    1C8 = Sandhsrew

    1C9 = Sandslash

    1CA = Nidoran Female

    1CB = Nidorina

    1CC = Nidoqueen

    1CD = Nidoran Male

    1CE = Nidorino

    1CF = Nidoking

    1D0 = Clefairy

    1D1 = Clefable

    1D2 = Vulpix

    1D3 = Ninetails

    1D4 = Jigglypuff

    1D5 = Wigglytuff

    1D6 = Zubat

    1D7 = Golbat

    1D8 = Oddish

    1D9 = Gloom

    1DA = Vileplume

    1DB = Paras

    1DC = Parasect

    1DD = Venonat

    1DE = Venomoth

    1DF = Diglett

    1E0 = Dugtrio

    1E1 = Meowth

    1E2 = Persian

    1E3 = Psyduck

    1E4 = Golduck

    1E5 = Mankey

    1E6 = Primape

    1E7 = Growlithe

    1E8 = Arcanine

    1E9 = Poliwag

    1EA = Poliwhirl

    1EB = Poliwrath

    1EC = Abra

    1ED = Kadabra

    1EE = Alakazam

    1EF = Machop

    1F0 = Machoke

    1F1 = Machamp

    1F2 = Bellsprout

    1F3 = Weepinbell

    1F4 = Victreebel

    1F5 = Tentacool

    1F6 = Tentacruel

    1F7 = Geodude

    1F8 = Graveler

    1F9 = Golem

    1FA = Ponyta

    1FB = Rapidash

    1FC = Slowpoke

    1FD = Slowbro

    1FE = Magnemite

    1FF = Magneton

    200 = Farfetch'd

    201 = Doduo

    202 = Dotrio

    203 = Seel

    204 = Dewgong

    205 = Grimer

    206 = Muk

    207 = Shellder

    208 = Cloyster

    209 = Ghastly

    20A = Haunter

    20B = Gengar

    20C = Onix

    20D = Drowzee

    20E = Hypno

    20F = Krabby

    210 = Kingler

    211 = Voltorb

    212 = Electrode

    213 = Exeggcute

    214 = Exeggutor

    215 = Cubone

    216 = Marowak

    217 = Hitmonlee

    218 = Hitmonchan

    219 = Lickitung

    21A = Koffing

    21B = Weezing

    21C = Rhyhorn

    21D = Rhydon

    21E = Chansey

    21F = Tangela

    220 = Kangaskhan

    221 = Horsea

    222 = Seadra

    223 = Goldeen

    224 = Seaking

    225 = Staryu

    226 = Starmie

    227 = Mr. Mime

    228 = Scyther

    229 = Jynx

    22A = Electabuzz

    22B = Magmar

    22C = Pinsir

    22D = Tauros

    22E = Magikarp

    22F = Gyarados

    230 = Lapras

    231 = Ditto

    232 = Eevee

    233 = Vaporeon

    234 = Jolteon

    235 = Flareon

    236 = Porygon

    237 = Omanyte

    238 = Omastar

    239 = Kabuto

    23A = Kabutops

    23B = Aerodactyl

    23C = Snorlax

    23D = Articuno

    23E = Zapdos

    23F = Moltres

    240 = Dratini

    241 = Dragonair

    242 = Dragonite

    243 = Mewtwo

    244 = Mew

    FREEZE freezes the game when you use it.

    PPRE can read only Dec numbers, but these are Hex numbers. So open up Calculator, and go to the Programmer Mode for Windows 7. I don't know what to press for the other software so you have to figure out yourself. Go to Hex and type in the number for the sprite. Click on Dec next to get the Dec number. Write this in PPRE.

  4. Hello Pals I'm Team Plasma's King. Also Know as Liam

    You May know me from PokeCommunity.

    I'm The Creator of Pokemon Fire Red DS And Pokemon White Gold DS

    So Nice to meet you Peoples of Project Pokemon

    And A Shout Out to SpikyEaredpichu and KAZOWAR and BrightShaderz.

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