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Silver Mirage

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About Silver Mirage

  • Birthday 01/01/1987
  1. Ok, so I'm having an issue. I would like to make Blast Burn a Physical Move, rather than a Special Move. I know which offset it's at in the game, namely it starts at $1D6FC1C and it ends at $1D6FC2E. Now I have edited Blast Burn so far with the following traits using Attack Edit DS, which unfortunately cannot change a move's Special/Physical/Support trait. Base Power: 90 Accuracy: 100 Always Attacks First PP: 5-8 Type Fire However when I reload the save, it still shows as Special, which has me baffled I've have even edited the hex string pertaining to it using the attack data section of this guide from Pokecommunity 67 - Effect (Always Hits first) 00 - ?? 01 - ?? (I'm wondering if this is the thing that is setting it to special, cause the value on mine is 01, and the one on Fire Punch for example is 00) 5A - Power (90) 0A - Type (Fire) 64 - Accuracy (100) 05 - PP (5) 00 - Chance of Effect (Should be 0 for attacks like this) 00 - Target (One Opponent) 00 - Move's Speed (For Quick Attack, and Extremespeed) 00 - ?? 13 - Contact 11 - ?? (No clue what this is for) 01 - ?? (No clue what this is for either, either way I set it to this value) 00 - ?? 00 - ?? Am I doing something wrong here, I've got a hunch it's that 01 thats listed as the third value on the Hex string above. I may try this.
  2. Sorry for the double post, the edit function wont work for me, and for some strange reason logging in is glitchy. Anyway, I solved the issue of the imported image looking like tv static by opening a non-greyscale image of kotone, and by reffering to it and the greyscale one I imported from PokeDSPic. I changed all of the colors on the Kris sprite to correspond to colors similar to the ones on kotone, but of course in those shades of grey. Now I only need to know what file controls the other frames of her backsprite animation. Namely the 3rd frame where you send a pokemon out with no ball, and the frames from when you actually throw the ball.
  3. That would work wonders, except for the fact that I need to load the pallete for the Female Hero first in PokeDSPic. I haven't the slightest clue what file that is. Otherwise I get nothing but a grey messed up version of it. On the plus side I finally got the image to 8bbp indexed by using Infranview.
  4. Hi, I'm assuming this is the right place to post this. Recently, I have decided to replace Kotone, the new Heroine with Kris. So far everything has worked properly, save for a few minor OW sprite glitches (Kris appears to bop her head slightly when walking to the left), those minor glitches I'm not concerned with. My issue lies within PokeDSPic. I know that a/0/0/6 is the file that controls the first two frames of Trainer Backsprites. I haven't any clue what file in the a folder controls the palletes for these backsprites. I need this because without it I cannot alter the backsprites of Kris to meet Kotone's pallete (Oddly enough, Kotones pallete seems in-game to have enough colors to use when recoloring Kris) This is probably the only way I can get it to work, and stop giving me the "png isn't 8bbp indexed" error. I also still do not know what file controls the rest of the frames for the trainer backsprite when the ball is tossed. If anyone could inform me of what these files are, that would be great. So to wrap this up, I need to know what files control the following. The female hero's backsprite pallete The female hero's 3rd and other backsprite animation frames (When she actually throws the ball, or simply sends the pokemon out without it) The female hero's trainer card sprite The female hero/heroine's trainer card sprite's pallete
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