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aninymouse

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Everything posted by aninymouse

  1. YESSSSS. Thanks, Mr. Bond. Type effectiveness really was my biggest "want" in Gen 5. Now to go to work... EDIT: I'm having real trouble trying to retrace your steps in altering the types. I think if you gave an example of the actual hexadecimal in that overlay area, I'd have a better idea of what I'm looking for. I've gone to the sector of the rom that you specified, but the bytes I see are way off from I expected to see. This isn't a binary edit, it it, like with move tutors? I feel like I'm stupidly missing something, here.
  2. I'd say set up the attack as a regular draining attack, like Absorb or Horn Leech, and then just make the priority "1". Try it out in gameplay to verify that it works. It ought to. I made Shock Wave a never-miss 40 BP Electric Quick Attack. Slight variations in attack archetypes are fine... it's when you totally alter what an attack does that it takes extra care.
  3. I think you have a lot of good ideas and aspirations. I think that triple and rotation battles are definitely worthy of further exploration... though I do think that the power creep in Pokemon will keep them painfully short. Perhaps something to consider in a game where all trainer battles are double or more is to beef up defenses of Pokemon, or, perhaps to achieve a less subtle effect, to halve the BP of most attacks. If the base power of Close Combat is just 60, for instance, then Pokemon could keep the same stats and the battles would last long enough for there to be an increased reliance on strategy and swapping teammates from left to right and vice-versa. Right now, triple battles are so fast that swapping from left to right is almost never a good idea. But, that is only my opinion.
  4. If you'd like to help, go ahead and PM me some ideas and we can work together. Would you like to just give ideas, or do actual rom hacking? On another note... Since Bond 697 kindly found the Gen 5 type effectiveness information, this project WILL feature at least a few tweaks to the type chart, one way or another. I haven't decided on what the changes will be exactly, though. There were many times in the past when I would plan out this sort of thing, but since I had given up hope of doing this in Gen 5, I had gotten rid of many of my previous plans. I wouldn't worry too much... I think the changes will be conservative. Not many, just a few to make the game a little more fair.
  5. I was reading through this thread, and I found out that if you decompress with CT2, you shouldn't compress with another program and expect perfect results. According to this post: I haven't verified what he said, there, but if that's true, it might make things easier.
  6. Sounds fantastic I'm looking forward to the day that this is done. You've done an excellent job with all your tools thus far!
  7. There's a version specifically for Blaze Black 2 and Volt White 2... but that's it. If you patch your rom with some random changes, there's no telling if PRC will work with that rom anymore.
  8. Sorry to double-post, but while browsing articles on Bulbapedia, I came across this little gem: I guess this means the Dream World will remain relevant in Gen 6, or at the very least, Pokemon will be able to have up to 4 abilities... That's quite a lot! If this does happen, I honestly would hope for a method to switch abilities on your Pokemon, like Heart Scales for attacks. The LAST thing we need is for breeding to become even more complex and cumbersome...
  9. Good enough for me. I can always change it back later.
  10. Yes. Yes, if I understood your question correctly. Yup. Not sure on what card to get, really. I know I need a new one, myself. I got a DSTT a while back but it's such a pain in the butt to constantly fuss with it.
  11. Ah, that explains it. I mostly deal with White 2. I was wondering why that wasn't working... I thought I was using it wrong.
  12. You're on the right track, Everto. The value that PRC calls the "effect code" tells the game what the attack does. The animation of the attack is determined by the very first value of the attack, to my knowledge. In other words, If you used PRC to change Teleport into U-Turn and vice-versa, swapping every value perfectly (not making Teleport a clone of U-Turn, but actually swapping the attacks with each other), the animations still wouldn't switch because they are tied to the position of the attack in the list itself. But since you're not worried about attack animations, let's move on to your project at hand. If I was going to change Teleport into a Psychic-type U-Turn, I'd make the following changes: * Change effect code from 153 (Teleport) to 228 (U-Turn, Volt Switch) * Change category from "unique effect" to "DMG" (damage) * Change the class from "status" to "special" or "physical" (your preference) * Change targeting from "self" to "adjacent one ally/foe" * Change unknown bytes from 0 83 83 0 0 to either 0 83 83 72 0 (special) or 0 83 83 73 0 (physical) * Change base power, accuracy, pp, priority, and miscellaneous values to what you desire After you do all that, play test the changes you made. Does the attack work like it should? If it doesn't, then there must be an overlay component that needs to be changed as well, or some other area of the ROM that works in conjunction with this waza NARC that must be altered. Because to my knowledge, I just listed all the changes that are necessary to make it work how you'd like it to.
  13. The problem is that from gen 1-4, the data wasn't 17x17, but rather, all non-neutral match-ups had values, while neutral match-ups did not. Of course, we don't know if they continued this in Gen 5 or not, but if they did, that would mean a total of 110 values. http://bulbapedia.bulbagarden.net/wiki/Type_chart
  14. I think PPTXT can do that.
  15. You have to change the effect number as well as change to the appropriate "designation", i.e. "Attack & +User Stat", "Attack & -Target Stat", etc. It's sloppy to just change one little value and expect the game to fill in the blanks for you; you need to make sure you correctly fill out all the bytes and data fields, etc.
  16. Just an update: My sister, who's great with computer art, is helping me with concept art for the sprite re-colors I want to have commissioned. Once she's done, I'm going to start asking around the net for sprite artists to help with this part of the project I think I'm going to completely overhaul Marlon's script. I think, out of all the characters in BW2, he was the most inconsequential. Pretty sad, for an 8th Gym... Yeah, that part of the story needs a facelift. Editing is moving along at a comfortable clip. I like to switch around what I do from time to time so I don't get bored of any one thing. New tools from Andi and Alpha have really helped progress. Thanks, everybody! Couldn't be doing this without Project Pokemon As far as new discoveries go, for me, I'm excited to try and eliminate the need for Incense in breeding altogether. Not sure if I'm experienced enough to tackle it or not, but I'm thankful for Bond697's tip, there.
  17. That data has always been in the arm9, I believe, but the format changed for some unknowable reason in Gen 5, so we have no easy way to determine where that data is or what it looks like. I think analyzing the RAM is probably the only way to find it, which is something not many people have experience doing. Be patient. The type effectiveness info will come out before too long, so long as there are people like us who strive to know.
  18. I think the first time you meet Ghetsis face-to-face, in the Plasma Frigate? That was the most memorable, I suppose. Ghetsis really seems... scarier in bw2. I also remember quite vividly how vapid and empty Marlin was. Honestly... what an awful script for that character.
  19. Do you have action replay codes on? Some AR codes mess up the jump function, so you have to turn them off for that part.
  20. I was reviewing Mario With Lazer's post on personal.narc (/a/0/1/6), and I noticed that he wasn't certain on the height and weight values. Here's an explanation: For ease of explanation and argument, let's assume you extract 6.narc into the 710 individual files. File 208 is Steelix. At offset 0x0024, the height and weight begin. For Steelix, this looks like: 5C 00 A0 0F (which is actually 0FA0) This translates to, in decimal: 92 4000 Steelix is 9.2 m long, and is 400.0 kg. So you see, the decimal place determines the actual value. In other words, remove the decimal point on any metric height or weight and calculate into hex for the value you want. This is helpful for altering the power of Heavy Slam, Heat Crash, Low Kick and Grass Knot. It should be noted that the maximum height and weight for a pokemon is 6,553.5 m and 6,553.5 kg (14,447.9 ft and 14,447.9 lbs), which is FF FF, the maximum value. Also, these measurements will NOT carry over to the Pokedex, so you may want to edit those with PPTXT. The file is /a/0/0/2; file 451 for height, 471 for weight (USA games). This is mildly off topic, but I did some calculations, and really that weight limit is pretty fair. The only Pokemon that would weigh more than that, most likely, in real life, would be Wailord. I estimated that Wailord in real life would weight about 38,000 lbs (about the weight of a Sei Whale, which averages about 47 ft), which is more than double the maximum. Steelix and a few of the other more massive legendaries would probably weight close to the weight limit of 14,000 lbs. It goes without saying that Game Freak's weights are pretty wildly inaccurate at times, mostly for Rock or Steel types, or Pokemon like Hippowdon or Rapidash that are based off of megafauna. Most of the other weights are close enough, really. Even Garchomp's piddly weight of 200-some pounds is pretty close to a shark his size, if a bit on the skinny side. The heaviest Pokemon, according to the official weights, is Groudon, at 950.0 kg (4E 25). As a general rule, all the Rock-types are about 1,000 lbs underweight, with some Steel-types even moreso; mostly the ones that look like solid metal. The Pokemon that are barely Steel at all, like Empoleon, are close enough to the given weight, though. Yes, I did get bored enough to estimate their mass.
  21. Someone was making the case that the person in charge of programming Azurill's stats just copied Cleffa's stats and never changed them, since they match up. Since Azurill is such an anomaly, I think it makes sense that they just goofed up, like with Venomoth and Butterfree getting switched in gen 1. Either way... Luvdisc prevo with joint evolution to Alomomola is just wishful thinking, imo. I think we have more of a chance for a new Eevee than that.
  22. I think they had their chance to do something to tie Alomomola and Luvdisc together, and obviously they didn't. A baby Luvdisc would be so horribly weak.. and pointless... I mean, the two Pokemon's stats, move pools and even gender ratios are all different. Think of it as a Butterfree and Beautifly thing. I think there's nothing wrong with reinventing an animal already interpreted if it can be done a new way... in that regard, Butterfree and Beautifly are a bit too similar, but at least looks-wise they differ greatly. Volcarona! The most awesome bug-type ever. I'm glad we got him, too. I have no problem with there being a bunch of frogs or moths or snakes or bears or whatever... because in real life, that's the variety we have!
  23. After realizing that Chespin's "armor" is based on chestnuts... I'm going with him for now. I like spikey and spiny-looking Pokemon. Hopefully that theme will be carried on to his evolutions. For that matter... it'd be nice if these starters didn't have the Blaze, Torrent & Overgrow abilities, either.
  24. LOL, that's hilarious! I never noticed that error. Seems to me that Trainer customization will definitely be in this time. As soon as I saw that mirror, I had a hunch about that, too. That's cool, since it seems like the default trainer models are very bland and boring... more so than any recent generations, anyway. The guy kinda reminds me of the beta Gen 2 hero; specifically, his hat and hair: As far as HP and battle data displayed on the bottom screen... I think that'll be almost necessary, due to how chunky and detailed the 3D models are... the top screen is going to be packed with close-up views of those beautiful (we hope) Pokemon models. The HP and Exp bars would just get in the way of that. Even the battle backgrounds are interesting, like the Pokestar Studios backgrounds (whoever guessed that those were practice rounds for Gen 6 was a genius). And honestly....... I really do hope that EVs are visible now. Join Avenue had half the shops dedicated to EVs, and all the official guide books now talk about EVs. The only thing they've yet to do officially is to list the numerical values given by each Pokemon... and list that gained EVs in-game. I think they've been slowly but surely leading up to a full reveal of EVs. IVs... pretty sure they'll never reveal those in-game. But EVs, since thy are player-controlled? Yeah, I hope so. The Eeveelution movie short that's playing before the Genesect Movie is supposed to have a new Eeveelution in it. It makes sense. The Pikachu short before the first Pokemon movie had a bunch of new Pokemon it it to build hype (Marill, Donphan, Snubbull). Plus, I mean... who's going to go out to see the Genesect movie, otherwise? It looks boring already, and we've only seen a few seconds of footage. Compare to the Keldeo movie, which although it didn't really have any new Pokemon, still looked kind of interesting and exciting.
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