Jump to content

aninymouse

Member
  • Posts

    371
  • Joined

  • Last visited

Everything posted by aninymouse

  1. I checked the header, and it's totally different between maps. In fact, the header is just as it should be. WSC B1F has all of the water encounter data grayed-out, however, despite all the flags for water being set to the normal or "on" position. I was able to change the cave encounters back to normal without effecting Victory Road Outside, though. Not sure what caused this weird bug, but it didn't cause any damage.
  2. Well okay... if it is the header, I've never had to hex edit that before. I'm going to try just changing Wellspring Cave's basement encounter info to see if that also changes the encounter info for Victory Road outside, but if the header is jacked up, then the water in WSC's basement will be devoid of Pokemon, like Andibad said...
  3. For some reason, Wellspring Cave B1F copies the pokemon from Victory Road Outside. What could be causing this error?
  4. That tool isn't meant to edit the Pokemon's sprites at all, actually; it edits Trainers.
  5. He just used some of the early translations, is all. If there's ever another update, hopefully he can include the full, official list of translated abilities.
  6. use PPRE, Project Pokemon's ROM Editor.
  7. I'd vote for this tool for the easy alternate form selection alone.
  8. Thanks duder. Your hacks have been inspirational to us all.
  9. Duh. Of course it would. That's why if all you're going to do is edit the power, pp, acc, type or effect (but not the damage class and the effects of certain complicated attacks like Volt Tackle), then use the move editor that works on diamond & pearl on one of those roms, extract the narc, and then reinsert it into hgss. However, hex editing attacks is actually really easy once you know what you're doing. SEARCH THIS FORUM. There are a lot of posts on this subject by me already. I'd advise extracting the narc first. For me, that makes it easier.
  10. Just so you know, I was editing in narc mode. The rom I took it from was clean, and the narc I've been editing had never been touched before by any version of Stats Editor, at all. The strange thing was, I got this error message about two or three times in a row (which forced me to close the program each time), but then... it was fine. I tried editing from Bulbasaur on down to like... Slowbro, I think? And I didn't have any more errors. Viewing Regice & Regirock also was fine, whereas even looking at Regice before gave me an error. Beats me how it got fixed...
  11. Everything has been going well with Stats Editor 2.1, but when I went to save Regice's ability changes that I made, I got this error: just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.OverflowException: Arithmetic operation resulted in an overflow. at Microsoft.VisualBasic.CompilerServices.Conversions.ToByte(String Value) at WindowsApplication1.Form3.SaveToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.225 (RTMGDR.030319-2200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- pkmn Black And white Stats Editor Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0
  12. Okay, so instead of hex editing a/0/2/1.narc as a whole, it works to expand level-up moves so long as you use kiwi.ds to extract the narc's files and edit those individually, right? Then you just have to use kiwi.ds again to re-pack the files into 1.narc, etc., right? Just making sure I understand what you're saying.
  13. The scripts in HGSS won't work for FireRed. GBA and DS games aren't compatible like that. You just can't have everything with a hack... sometimes the only way to do it is to make your own game from scratch. I tried getting into RPG Maker XP, but it takes a ton of work just to get the engine switched over to a Pokemon-style game at a Gen 4 level, let alone all the advancements of Gen 5. With a hack you can't have everything; with a custom-built game you can do anything, but the workload is tenfold.
  14. Can't wait for the update. I certainly don't want to seriously play test my rom edit if the exp is all messed up, since it would give an incorrect impression of the difficulty. Thanks for all your hard work, TwistedFatal.
  15. Haha, nice. Glad to see you're still working on this. I'm sorry that your family has split up, RyouChan.
  16. Pretty sure it's just part of the script at a/0/0/2, but you should probably message one of the dudes who did this: http://projectpokemon.org/forums/showthread.php?11746-Pok%E9mon-Black-and-White-Translation-Project-v3-%28Project-is-complete!%29
  17. Last gen, if you expanded any of the level-up learnsets, thus changing the size of the narc, you had to make sure none of them were at the max, or Pokemon would learn weird moves at random levels (like trying to learn Dragon Rage 5 times in a row, or Frenzy Plant, etc.). The max is 22 now, but I'm sure a similar rule still applies. This includes Pokemon that normally come maxed out at 22 as well, not just ones you alter - got to downsize all of 'em to 21 or less. What, specifically, is the problem you've encountered? You say Pokemon "aren't working," what does this mean exactly?
  18. I'm a little spoiled, so I never learned how to edit the hex myself... BUT take a look at this and see if it helps you: http://www.pokecommunity.com/showthread.php?t=131283
  19. I might be mistaken, but the encounter data for White Forest might be in a different location than the rest. Although I'm pretty sure the trainers of Black City are in the same place as the other trainers. I haven't looked into this information in a while, so I might be mistaken, like I said.
  20. I'll say this, though: editing of what moves go into what TMs isn't as bad as looking for the other information, since you can just decompress them one-by-one and search for 08 01 51 01 60 01 5B 01 2E 00 5C 00 02 01 53 01 4B 01 ED 00 and so on. Unless you are referring to editing the bag menu GUI for the TMs, in which case I have no idea... but that's not necessary. The color of the TM CDs won't change, but the rest will.
  21. Spiky-eared Pichu doesn't exist outside of HGSS. In fact, it'll probably never show up again... If your program edits the narc file, then it should be region-free. No worries.
  22. This as always been one of the things I wanted to be able to do, but never quite figured out. Others have done it in Gen 3, but I don't think anyone has ever explained how to do it for Gen 4 and on. I honestly have no idea, sorry.
  23. So I'm not incorrect in assuming that you can simply insert new values in the rom, in between existing values (and thereby expanding the rom size slightly)? Pretty sure that's how it was done in Gen 4 through PPRE, though of course PPRE was able to compile roms.
×
×
  • Create New...