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aninymouse

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Everything posted by aninymouse

  1. Is there anything at all that can be done to allow you to re-learn attacks once the level-up move list has been altered? I'd say a good percentage of the time I've been tooling around has been solely on this aspect, and this is a pretty big problem. Basically, I'm forced to either A) Alter the levels everything learns attacks to coincide with the levels they're found in the wild, or B) Players are forced to hatch their pokemon from eggs in order to have access to all the Pokemon's moves Neither is a true solution, however, since sometimes you want to change your Pokemon's moveset as you progress into the after-game portion, and you would be forced to basically discard your Pokemon up to that point and start over. So, instead of just having one Pokemon with two easily switchable movesets, realistically you'd have to have two of the same Pokemon, which doubles your time investment! I mean, not everyone just Pokesavs up a team, sometimes you just wanna go at it the old fashioned way! You know? If there's any way I could HELP you fix this, for instance, I'd be more than happy to do anything I could!
  2. thank you kindly maybe i can find a use for this one...
  3. A new issue: while play-testing, I came across a nasty side effect of the level-up move editing: it erases the part of the rom the the Move Relearner calls on. You know, the guy who collects Heart Scales? Only Pokemon that I had edited the level-up moves for had their movelists deleted here: upon opening the re-learn menu, the first attack's flavor text is visible, but the info on the left [the attack's name and type] is missing. Moving the D-pad or touching the screen causes this info to disappear as well. The entire list is simply blank. Those Pokemon that I hadn't altered yet had functioning move lists, however, so I know it has to do with how PPRE writes this data.
  4. Thanks for the heads-up! I figured that value had something to do with this, but just never got around to messing with it yet.
  5. Posting to confirm that in my own test play-through, I have run into a very similar problem as Oxnite: Two of my six pokemon have consistently learned bizarre moves at levels they shouldn't, such as my Meganium learning Dragon Rage about 12 times, my Red Gyarados learning Guillotine, and both learning Sand Tomb & Frenzy Plant. I hadn't ever had this problem, however, until my most recent edit. This consisted of altering the wild pokemon in a few random locations and changing the level-up moves of Spearow & Fearow, if memory serves. Could this be due to overlap, caused by adding too much information into an area of the rom that originally was much more concise? What are your opinions on this, Alpha or SCV?
  6. haha, wow. at least you picked such and easy one, right?
  7. Well, the short version is, simply, "PPRE does not currently support that option." In fact, any location with wild pokemon that also contains certain kinds of scripts and events (to my knowledge, ones involving NPCs) will not allow you to alter the availability of wild pokemon. From the one post on the subject that comes to mind, this was done due to a conflict in the program that caused nasty errors.
  8. All of the entries for Silver are tripled. You know that, right? It's because the team he has depends on your starter. If it's an actual problem with PPRE's ability to edit that file correctly, though, I wouldn't know, since I haven't gotten to editing those yet.
  9. Other than telling you that you must replace one of the old Pokemon in order to add in new ones, this is an aspect of the hobby I purposefully haven't dabbled in.There's a lot of info over at the PokeCommunity, but ultimately you're going to have to get someone with a lot of know-how to help you along, and you're gonna have to tool around a lot by yourself.
  10. What pokemon, what moves, what level are they learned, etc.? I think more info is needed to diagnose your issue. I've tried many of my edits and they all seem to work just fine.
  11. PPRE doesn't support move editing yet. PM me to discuss some of the options you have in this regard, if you wish.
  12. Once more I'm coming to this forum for a topic of discussion that just doesn't seem to exist in the public eye, namely, editing the type chart in Gen 4 - HG/SS, specifically. Searching forums and loads of googling have, of course, turned up no leads, and so I turn to the experts in the hope of a few pointers, to get me started. The only information I've been able to find was in regards to Gen 3 or below, and I'm not sure if the information has changed much since then, e.g. is it stored in the main body of the rom data with other things like scripts, pokemon, items, etc., what might be the starting point of this string of data, what bytes can or should be changed, are offensive and defensive effectiveness/resistances stored in the same area of the rom or are they stored separately, etc. I'm not sure if anyone who is well versed in advanced rom manipulation has ever bothered to mess with the type chart in Gen 4 or not, but since this is kind of a "New Frontier," so to speak, I certainly don't mind doing the leg work! But I am going to need some help to get started.
  13. Whoa, hey! A built-in patch creator? Nice! Heh, this makes things slightly easier, legally, among other benefits.
  14. to your first question: yes moves cannot be edited at this time, but you can use any 4th gen attack editor, since the file containing move data is 100% compatible between all 4th gen games. to my knowledge, the most readily available programs only work with diamond or pearl, so to do some edits for platinum or heart gold/soul silver, you just have to extract the edited file from a d/p rom and then reinsert it into the other. this requires yet another program of your choice. i like to use Nitro Explorer, but there are several programs that work similarly.
  15. To the people who are having issues with editing wild pokemon: tell us some more about the roms you're using. Are these Japanese or American copies? Are they unpatched and otherwise unedited?
  16. Alright, I've been tooling around for a while and I feel like I'm still missing a step, here. For both the Japanese & USA versions of HG, I have extracted the arm9 file and tried to find the offset/value that poryhack specified: 0x107A60, 98000000009B000000009E00000000. Neither exist. The offset doesn't exist because there aren't near enough lines to constitute such an offset, and the hex values simply aren't there like I've been told. The arm9 file I extracted caps out @ B9CA9. I've tried searching the entire rom for the specified hex values, but the search function always finds nothing. Going to the offset specified when I open the entire rom also doesn't work. I must still be doing something wrong! If what I'm doing (changing the starter pokemon) is as simple as changing 6 little values to 85, then why is it impossible to find where these values are located in the rom? You guys make it sound like this is a pretty obvious thing, but I've been trying to make this work, with what little free time I have, for quite a few days now. It's not that I'm not trying, it's just that everything you tell me to do doesn't work. So, once again, I know there's got to be more information needed on my part. I'm not an idiot, I simply have no experience with this sort of thing, so I would appreciate any help on the matter you guys can offer.
  17. I'd say that the Hoenn gym leaders ought to remain double battles, like in Emerald. It keeps things interesting, and Liza & Tate are a forced double battle regardless. Since there was no Gen 4 Hoenn game, we should go on what we last saw in Emerald and build from that. I'll deliver what I promised shortly.
  18. Just save the new rom under a new filename, and delete your old one. Keep a backup in another folder somewhere in case you have to revert your work.
  19. Thanks so much! Come to think of it, I remember someone mentioning CrystalTile over at TPC, but they didn't really say what it did specifically, so I kind of passed by it.
  20. A friend of mine found an excerpt that he thought would solve my problems. Is this the direction I need to go in?
  21. Admittedly, I haven't checked to see if it still works that way in version 12. It definitely behaved in this manner back in version 10, however. Regardless, it's not a big deal.
  22. I'd be able to drum up teams/movesets for all of these trainers by this time tomorrow. I'll post everything in this thread when I'm done. But... can I make a request? If possible, could I implement the final product into my own hack project? It's just going to be privately distributed amongst some of my friends, not necessarily open to the public, so it wouldn't be like I was trying to take away from your hard work or steal your ideas or anything... I'm simply not good enough yet at hacking to be able to do something like this on my own... You see, my project is basically made up of three parts: one, a revamped battle system (attacks, pokemon types/abilities/stats/movepools); two, all 3 starters will be Eevee; three, each gym leader/elite four trainer with a custom team and the name of a friend of mine (because they are the ones who will be playing it along with me). Now, I was already planning on using the built-in rematches, but something like THIS would be a lot of fun for them, since they could skip the phone call system and go fight their virtual avatars immediately. So, what do you say?
  23. I've been PMing Poryhack about this topic, since he was the one who posted about it over at TPC. However, since I've been having trouble understanding what exactly it is that I need to do, I thought I'd ask publicly over here: Alpha tells me that the copy of the arm9 that PPRE creates in the tmp folder is compressed, and Poryhack has told me that the file must be decompressed for it to be edited properly... however, I've tried a lot of different file compression programs (Winrar, Winzip, ALZip, and a few others), and none of them are able to interpret/process the file at all, let alone decompress it. Do I need to rename arm9.bin to another filetype? Do I need to use a specific decompression program? Have I misunderstood an unspoken middle step, here? My understanding is that most of the time, when people talk about compressing or decompressing .bin files, they're talking about things like data CD rips and things of that nature. I'm not sure exactly how a DS card works, but I'm assuming it doesn't necessarily have the same digital image kind of setup as a CD, right? My goal is just to replace three 32bit numbers so that I can replace the starters in HG (J). I've messed around enough with Hex Workshop to know how it works and what I can do to search for the correct offset/value. I just need to know from someone with more experience what it means to "decompress the arm9 file," since nothing I do seems to work properly. Thanks.
  24. There's a lot of community involvement of this nature that goes on over at The Pokemon Community forums. Just putting that out there, in case you don't get many interested parties on this forum. I'm learning, slowly, how these kinds of things work, but I think I'm still too green to be able to take on a project for somebody else. Besides, I'm already working on a hack project of my own.
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