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aninymouse

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Everything posted by aninymouse

  1. pokeDSpic is what's holding you up? you know, as far as i know, all you have to do to make it work with anything in HG/SS is to rename the extracted file "4.narc", etc., instead of just "4."
  2. You seriously included WonderTomb?
  3. Haha, this is a pretty cool project! When I edit Pokemon roms, I usually edit them similar to how you have, which I find fascinating. Actually, I completed a preliminary version of HG a while back that was strikingly similar, but never finished it, due to me learning how to do certain things better than i did. Great minds think alike, right? haha.
  4. Thanks so much for finding which one it was! That's a great Christmas present in itself! Now I'm all set to take on HGSS... finally.
  5. In DPP, it's a cinch! Open the (unedited) rom up in any hex editor - no need to decompress anything - and simply do a search for "00 05 05 00 08 05 0A 0A 05 0A 0B 05 0A 0C 14", @ pointer 0x1DE1B8, which, if i'm not mistaken, is located in one of the .bin overlay files (but i might be wrong, there. nevertheless, a simple search WILL turn up the correct result). it works like this: 00 (Normal) attacks 05 (Rock) and does 05 (50%) damage, 0A (Fire) attacks 0C (Grass) and does 14 (200%) damage, etc. Neutral hits (Ghost vs. Fire, for example) aren't shown, but are simply "default," blank, no entry. 00 - Normal 01 - Fighting 02 - Flying 03 - Poison 04 - Ground 05 - Rock 06 - Bug 07 - Ghost 08 - Steel 09 - ???-type 0A - Fire 0B - Water 0C - Grass 0D - Electric 0E - Psychic 0F - Ice 10 - Dragon 11 - Dark I've already deduced, like I posted long ago, that the type chart isn't present (uncompressed, at least) in this form in HGSS. I even checked for other orders, by searching for "0A 0A 05," one-by-one, without any luck.
  6. After learning a little bit more about rom editing in general, I tried again to find the "type chart" data in HGSS, but still no results. I'd assume it's in one of the overlay .bin files like DPP, but I searched the entire rom... do I have to unpack all the .bin files? It wasn't necessary in DPP... Anyone else found this data in HGSS?
  7. aha! i just never tried selecting the (U) option since it wasn't translated from chinese.
  8. Yeah, even with that post by Poryhack from so long ago, I've never been able to figure out how exactly to do it like he says. I've tried all kinds of things, but any search I do in hex never turns up the results he claimed. I'm not saying that his post isn't true, but perhaps he has access to a certain program that I haven't tried for processing the data. Or maybe he ripped his own copy of the game from a legit copy through the use of some hardware, or a wifi program, and therefore isn't using exactly the same rom that most of us may or may not have access to. Only he knows.
  9. That's found in the same file as the Pokemon themselves. You know, where all the info is stored about their type, moves, weight, capture chance, base experience, etc.
  10. As far as I know, all scripts are up for grabs... though, of course, I have never tired to do something like that. In fact I've never heard of anyone else doing so, either, but that doesn't mean it's impossible. Heh, but at least let us know if and when you complete a project like that, since I'd love to play it!
  11. Thanks for the map locations. I noticed that they weren't there, myself (in fact, several maps are missing in Platinum, too), so this helps me a lot.
  12. PPRE just can't edit certain routes AT ALL without causing crashes unless you get rid of the culprit scripts manually.
  13. Hit the "create patch" button, I assume.
  14. HG/SS seems to be a bit more touchy when it comes to scripts, but perhaps that's only because there seem to be a greater number of locations with both wild pokemon and scripts in HG/SS, as opposed to Platinum, which keeps most of its routes and caves neat and tidy. Regardless, you have to be very careful when editing those kinds of areas, obviously. Sometimes all you can do is "disable" the scripts for that area if you want to edit the route/cave, but you have to be careful you don't eliminate something crucial to the story, like an NPC giving you a key item, etc. As for the number of characters per line, I think it's maxed at 36 or so.
  15. Make sure you give each edit a new name. If you try to reuse old names and over-write the old one, you'll have to delete the "tmp" folder by that name to edit a file by that name again. Understand?
  16. Honestly, I think attacks are the easiest things to hex edit (now that I've learned how)... you just have to make sure to do it before using PPRE. Or just do it on a clean copy and import the file to one edited by PPRE. Ask me how!
  17. Thanks for the upload, SCV. Hopefully hacking in Gen 5 will be less of a headache when it comes to scripts. But let's not totally give up on Gen 4 just yet, aye?
  18. Bumping just to point out that it's the 11th value that determines move priority, not the 10th.
  19. http://www.pokecommunity.com/showthread.php?t=131283 that link has become indispensable to me. i'd suggest saving a copy of it on your hard drive somewhere in case thepokecommunity trims off the thread or their server crashes, etc.
  20. use attack editor DP on a mint-condition DP rom, extract the file from poketool, reinsert it into your new rom of choice if you want to be able to change the physical/special aspect of a move (or the effects of Volt Tackle, Fly, Bounce, Surf, and a few others) then you're going to have to hex edit the attacks in a mint-condition rom, extract and reinsert it.
  21. use attack editor DP on a mint-condition DP rom, extract the file from poketool, reinsert it into your new rom of choice if you want to be able to change the physical/special aspect of a move (or the effects of Volt Tackle, Fly, Bounce, Surf, and a few others) then you're going to have to hex edit the attacks in a mint-condition rom, extract and reinsert it.
  22. Okay, FINALLY I was able to find some information for D/P, but I still can't find the type chart in HG/SS, even in an untrimmed file! I searched for 00 05 05 00 08 05 0A 0A 05 0A 0B 05, ETC., with no luck. Finding this data in D/P is a cinch, but in HGSS... I just can't seem to find it. Why is this? Anyone know? Did they change the order of the type chart? I tried just searching for a one "cell" of the chart (00 05 05), but with such a general search term, I came up with so many results... and if they indeed changed the order, then I'm not sure I even know what I'm looking for. I don't even know what approximate sector of the untrimmed file to look in!
  23. There's some relevant information in the "Trainer Battle Script" thread, just below this one, pertaining to finding your x,y,z, coordinate. Alternatively, you can position your character in the desired location on your map, save you game, and use Pokesav to view your current x,y,z coordinate by opening up your save file.
  24. Thanks for this. I actually learned a lot, so I really appreciate you writing out this basic tutorial.
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