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MeroMero

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  1. Hi. First, what version are you using (Black, White, Black2 or White2)? Also what region? This tutorial is for Black 2 (U) only so far. Did you change the RAM offset of overlay 167 from 021998C0 into 02199700 like specified? This is essential because if you don't change this it will cause the code to try and read instructions at incorrect address, since the game doesn't know what to do it crashes. Awaiting your response.
  2. DISCLAIMER: As of now, this is only a beta (revision 4 since the Pokémon summary freeze fix), but at the very least the type chart works. NEW: Download link at the bottom of this post! You read it right, we're going to make the game take into account the Fairy-type! Also, STAB works too. But keep in mind this is still primitive and the Hall of Fame freeze on a NDS need to be addressed ASAP. While it may seem it is a one-man project, it is not; anyone who knows how to ameliorate the code or knows something useful is a welcome guest (credits will be given where they are due obviously). Part 1: Extraction Step 1: First and foremost open your Pokémon Black 2 or White 2 ROM with CrystalTile2. Step 2: Click the NDS icon (or alternatively click Ctrl+N). Step 3: Right-click on each of the following files and click Extract. arm9.bin overlay9_0167.bin overlay9_0168.bin overlay9_0207.bin overlay9_0265.bin Likewise, right-click on each of the following files and click Export. a/0/1/1 a/0/8/2 a/1/2/5 a/2/1/3 Note 1: File Reinsertion will be done on the last Part. Note 2: As a rule of thumb, overlays, arm9 and fat are NOT interchangeable between versions, but narcs are safe. Part 2: Updated type chart Step 1: Open overlay 167 with an Hex editor. Step 2: Add this at the beginning of overlay 167, yes by that I mean to add (not replace) this at offset 0×0: 04 04 04 04 04 02 04 00 02 04 04 04 04 04 04 04 04 04 08 04 02 02 04 08 02 00 08 04 04 04 04 02 08 04 08 02 04 08 04 04 04 02 08 04 02 04 04 08 02 04 04 04 04 04 04 04 04 02 02 02 04 02 00 04 04 08 04 04 04 04 04 08 04 04 00 08 04 08 02 04 08 08 04 02 08 04 04 04 04 04 04 02 08 04 02 04 08 04 02 08 04 04 04 04 08 04 04 04 04 02 02 02 04 04 04 02 02 02 04 08 04 08 04 04 08 02 00 04 04 04 04 04 04 08 04 04 04 04 04 08 04 04 02 04 04 04 04 04 04 08 04 04 02 02 02 04 02 04 08 04 04 08 04 04 04 04 04 02 08 04 08 02 02 08 04 04 08 02 04 04 04 04 04 04 08 08 04 04 04 08 02 02 04 04 04 02 04 04 04 04 02 02 08 08 02 04 02 02 08 02 04 04 04 02 04 04 04 04 08 04 00 04 04 04 04 04 08 02 02 04 04 02 04 04 04 08 04 08 04 04 04 04 02 04 04 04 04 02 04 04 00 04 04 04 08 04 08 04 04 04 02 02 02 08 04 04 02 08 04 04 04 04 04 04 04 04 04 04 02 04 04 04 04 04 04 08 04 00 04 02 04 04 04 04 04 08 04 04 04 04 04 08 04 04 02 02 04 08 04 02 04 04 04 04 02 02 04 04 04 04 04 08 08 04 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF Step 3: After inserting the new type-chart, change the following: 0×0C312 : 112A 08D0 => 122A 08DA 0×11226 : 1128 02D1 => 1228 02DB 0×21884 : 11 => 12 0×21896 : 11 => 12 0×218A2 : 1129 06D1 => 1229 06DB 0×218A6 : 1128 01D1 => 1228 01DB 0×218B4 : 1128 00D1 => 1228 00DB 0×218DA : 112C 0ED0 => 122C 0EDA 0×23A20 : 1128 01D0 => 1228 01DA 0×23A24 : 1129 01D1 => 1229 01DB 0×23A2C : 0201 8218 => 1222 4243 0×23B98 : 11 => 12 0×260E2 : 112E 1ED0 => 122E 1EDA 0×306F0 : 112C 3CD0 => 122C 3CDA 0×306F6 : 11 => 12 0×23A6C (B2) : 00751D02 => 40971902 (W2) : 40751D02 => 80971902 0×23BA4 (B2) : 00751D02 => 40971902 (W2) : 40751D02 => 80971902 Step 4: Save the changes done on overlay 167. The file size should go from 268,096 bytes to 268,480 bytes. Part 3: Fairy-type icon Step 1: Open a/0/8/2 with an Hex editor. Step 2: Go to offset 0×6A84 and change 1F7C1F7C into 9CF20EB9. What you did here is a change to the type-icons' palette so that it takes into account the colors for the Fairy-type. Step 3: Go to offset 0×8094 and change this: 00 00 00 00 10 11 11 11 21 22 22 22 22 22 22 22 22 22 22 FF 22 22 F2 EE 22 22 F2 2E 22 22 F2 2E 00 00 00 00 11 11 11 11 22 22 22 22 22 22 22 22 2E 22 FF 2E EF F2 EE EF EE F2 2E EF 22 F2 2E EF 00 00 00 00 11 11 11 11 22 22 22 22 22 22 22 22 22 FF 2E F2 F2 EE EF F2 F2 2E EF F2 F2 2E EF F2 00 00 00 00 11 11 11 01 22 22 22 12 22 22 22 22 2E 22 22 22 2E 22 22 22 2E 22 22 22 2E 22 22 22 22 22 F2 2E 22 22 F2 2E 22 22 E2 FF 22 22 22 EE 22 22 22 22 23 22 22 22 30 33 33 33 00 00 00 00 22 F2 2E EF EF F2 2E EF EE E2 FF EE 2E 22 EE 2E 22 22 22 22 22 22 22 22 33 33 33 33 00 00 00 00 F2 2E EF F2 F2 2E EF F2 E2 FF EE F2 22 EE 2E E2 22 22 22 22 22 22 22 22 33 33 33 33 00 00 00 00 2E 22 22 22 2E 22 22 22 FF EF 22 22 EE EE 22 22 22 22 22 22 22 22 22 32 33 33 33 03 00 00 00 00 into this: 00 00 00 00 00 00 00 00 99 99 99 99 89 88 88 88 89 88 FF FF 89 88 EF EE 89 88 EF 88 89 88 FF EF 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 8E FF 8E FF FE EE EF FE F8 8E EF F8 F8 8E EF F8 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 EF FF EF F8 EE EF FE FE 8E EF F8 EE 8E FF EF 88 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 98 8E F8 8E 98 8E F8 8E 98 EF EF 88 98 FE 8E 88 98 89 88 EF EE 89 88 EF 88 89 88 EF 88 89 88 EE 88 89 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 FF EF F8 F8 EE EF F8 F8 8E EF FF E8 8E EE EE 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 8E EF EF 88 8E EF FE 8E EF EF F8 8E EE EE E8 8E 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 8E 88 98 F8 8E 88 98 F8 8E 88 98 E8 8E 88 98 88 88 88 98 99 99 99 99 00 00 00 00 00 00 00 00 in other words (or rather images), into . Step 4: Save the changes done on a/0/8/2. Step 5: Open a/1/2/5 with an Hex editor. Step 6: Go to offset 0×BCB8 and change 1F7C1F7C into 9CF20EB9. Step 7: Go to offset 0×CF98 and change this: 00 00 00 00 00 00 00 00 33 33 33 33 43 44 44 44 43 44 44 44 43 44 44 F4 43 44 44 F4 43 44 44 44 00 00 00 00 00 00 00 00 33 33 33 33 44 44 44 44 FF 4E 44 F4 EE EF 44 EF 4E EF 44 EF F4 4E 44 44 00 00 00 00 00 00 00 00 33 33 33 33 44 44 44 44 EF 44 44 FF FE 4E F4 EE F4 4E F4 4E EF 44 44 F4 00 00 00 00 00 00 00 00 33 33 33 33 44 44 44 34 4E 44 44 34 EF 44 44 34 EF 44 44 34 4E 44 44 34 43 44 44 44 43 44 44 44 43 44 44 44 43 44 44 44 43 44 44 44 33 33 33 33 00 00 00 00 00 00 00 00 F4 4E 44 44 E4 4E 44 44 F4 4E 44 44 E4 4E 44 44 44 44 44 44 33 33 33 33 00 00 00 00 00 00 00 00 EF 44 44 F4 EE 44 44 E4 EF 44 44 F4 EE 44 44 E4 44 44 44 44 33 33 33 33 00 00 00 00 00 00 00 00 4E 44 44 34 4E 44 44 34 4E 44 44 34 4E 44 44 34 44 44 44 34 33 33 33 33 00 00 00 00 00 00 00 00 into this: 00 00 00 00 00 00 00 00 99 99 99 99 89 88 88 88 89 88 FF FF 89 88 EF EE 89 88 EF 88 89 88 FF EF 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 8E FF 8E FF FE EE EF FE F8 8E EF F8 F8 8E EF F8 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 88 EF FF EF F8 EE EF FE FE 8E EF F8 EE 8E FF EF 88 00 00 00 00 00 00 00 00 99 99 99 99 88 88 88 98 8E F8 8E 98 8E F8 8E 98 EF EF 88 98 FE 8E 88 98 89 88 EF EE 89 88 EF 88 89 88 EF 88 89 88 EE 88 89 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 FF EF F8 F8 EE EF F8 F8 8E EF FF E8 8E EE EE 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 8E EF EF 88 8E EF FE 8E EF EF F8 8E EE EE E8 8E 88 88 88 88 99 99 99 99 00 00 00 00 00 00 00 00 F8 8E 88 98 F8 8E 88 98 F8 8E 88 98 E8 8E 88 98 88 88 88 98 99 99 99 99 00 00 00 00 00 00 00 00 Which will transform into . Step 8: Save the changes done on a/1/2/5. Step 9: Open arm9.bin with an Hex editor. Step 10: Go to offset 0×8E09D (B2) / 0×8E0C9 (W2) and change 00 into 02. Step 11: Save the changes done on arm9.bin. Part 4: Fairy-type template Step 1: Open a/0/1/1 with NDSeditor. Step 2: Double-click the file to open this window. Step 3: Tick the box and click on the leftmost icon (Extract selected) NDSeditor will extract all the files in the same folder a/0/1/1 is located at. Step 4: Move a/0/1/1 out of the folder so that only the extracted files stays. Step 5: Copy file a/0/1/1-570 (or any file ending with .rlcn) and rename it a/0/1/1-572. This will be our palette for the Fairy-type template. Step 6: Open file 572 in a Hex editor. Step 7: Wipe out the contents and paste this: 52 4C 43 4E FF FE 00 01 28 02 00 00 10 00 01 00 54 54 4C 50 18 02 00 00 03 00 00 00 00 00 00 00 00 02 00 00 10 00 00 00 CD 75 29 25 08 21 E7 1C C6 18 A5 14 84 10 63 0C 7D EE 5B 66 39 5E F6 D5 D4 C9 B1 41 1F 7C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Step 8: Save and close your Hex editor. Step 9: On NDSeditor, click Tools and 'Make Narc file' Step 10: Select the folder where your extracted files are located and click OK. Step 11: Close NDSeditor. Step 12: Open overlay 168 with your Hex editor. Step 13: Go to offset 0×15E48 and change 0000 into 3C02. Step 14: (optional) Go to offset 0×13F0A and change 0127 into 0000. This will disable the 'Low HP' music, which I personally don't like for killing the 'tension' of fights. Step 15: Save the changes done on overlay 168. End-results: => Part 5: Hall of Fame Explanation: Step 1: Open overlay 265 with your Hex editor. Step 2: Go to offset 0×06B4 and change: CC(B81902) into C8(B81902) if B2; 0C(B91902) into 08(B91902) if W2; Step 3: Go to offset 0×2008 and change this: 00 00 00 00 2D 00 00 00 26 00 00 00 28 00 00 00 2E 00 00 00 2B 00 00 00 30 00 00 00 22 00 00 00 29 00 00 00 31 00 00 00 27 00 00 00 32 00 00 00 2A 00 00 00 25 00 00 00 2F 00 00 00 2C 00 00 00 24 00 00 00 23 00 00 00 into this: 2D 00 00 00 26 00 00 00 28 00 00 00 2E 00 00 00 2B 00 00 00 30 00 00 00 22 00 00 00 29 00 00 00 31 00 00 00 27 00 00 00 32 00 00 00 2A 00 00 00 25 00 00 00 2F 00 00 00 2C 00 00 00 24 00 00 00 23 00 00 00 [u]XX[/u] 00 00 00 What you did there really is a circular shift by 32 bits to the left, no more no less. XX can be any value between 0×22 and 0×32. Step 4: Go to offset 0×21DC and change 09 into 04. Go to offset 0×221C and change 00 into 09. Step 5: Save the changes done on overlay 265. Step 6: Open a/2/1/3 in a Hex editor. Step 7: Go to offset 0×513C and paste this: 52 4C 43 4E FF FE 00 01 28 02 00 00 10 00 01 00 54 54 4C 50 18 02 00 00 03 00 00 00 00 00 00 00 00 02 00 00 10 00 00 00 87 1A 9C 72 F5 55 B2 49 6F 3D 2D 35 EA A8 A7 9C 65 94 22 88 00 00 1F 7C 1F 7C 1F 7C 1F 7C 1F 7C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Step 8: Save the changes done on a/2/1/3. The end result will look like this: This is a temporary fix as of now, the ideal fix would be to create a particle (.spa) specifically for the Fairy-type. The template is there to stay though. Part 6: Pokémon summary emergency freeze fix This is not a perfect fix, since what it does is that if it detects a Fairy-type icon that should be loaded, it will instead load the Normal-type icon. But at least when it comes to preventing a freeze when trying to view a Pokémon summary, it gets the job done. Step 1: Open overlay 207 with your Hex editor. Step 2: Change the following: 0×3C20 : 0698 AF21 0022 AF24 => 0049 0847 F13B0902 0×3C30 : 3118 AF20 8130 0858 => 0049 0847 033C0902 0×5EA8 : 051C 201C AF21 0022 => 0049 0847 273C0902 0×5EB8 : A800 3118 AF20 8130 => 0049 0847 393C0902 0×7888 : B000 2918 1320 0001 => 0049 0847 153C0902 Step 3: Save the changes done on overlay 207. Step 4: Open arm9.bin with an Hex editor. Step 5: Go to offset 0×8FBF0 and paste this for B2: 11 2D 00 DB 00 25 06 98 AF 21 00 22 AF 24 13 4F 38 47 11 2F 00 DB 00 27 31 18 AF 20 81 30 08 58 0F 49 08 47 11 2E 00 DB 00 26 B0 00 29 18 13 20 00 01 0C 4D 28 47 05 1C 11 2D 00 DB 00 25 20 1C AF 21 00 22 08 4C 20 47 11 2F 00 DB 00 27 A8 00 31 18 AF 20 81 30 08 58 04 49 08 47 A9 6B 1B 02 B9 6B 1B 02 11 A8 1B 02 31 8E 1B 02 43 8E 1B 02 or this for W2: 11 2D 00 DB 00 25 06 98 AF 21 00 22 AF 24 13 4F 38 47 11 2F 00 DB 00 27 31 18 AF 20 81 30 08 58 0F 49 08 47 11 2E 00 DB 00 26 B0 00 29 18 13 20 00 01 0C 4D 28 47 05 1C 11 2D 00 DB 00 25 20 1C AF 21 00 22 08 4C 20 47 11 2F 00 DB 00 27 A8 00 31 18 AF 20 81 30 08 58 04 49 08 47 E9 6B 1B 02 F9 6B 1B 02 51 A8 1B 02 71 8E 1B 02 83 8E 1B 02 Step 6: Save the changes done on arm9.bin. Part 7: Reinsertion Reinserting files will require you to first right-click and then: use Compression if you're reinserting overlays or arm9; use Import if you're reinserting anything else. Step 1: Open your Pokémon Black 2 or White 2 ROM with CrystalTile2. Step 2: Click the NDS icon (or alternatively click Ctrl+N). Step 3: Reinsert overlay 168 with the Compression option. Step 4: Extract overlay 168 but this time exceptionally with Export, you'll see why later. Step 5: Go to offset 0×363F40 and change 00 3C 1B 00 into 00 3D 1B 00, this will change the ROM (not RAM) address of overlay 168. Go to offset 0×364530 and change 00 9A E5 08 into 00 99 E5 08, this will change the ROM address of narc a/0/1/1. Step 6: Right-click on overlay9_167.bin and click 'distribution Overlay file location and space'. Step 7: Change 021998C0 into 02199740 (B2) / 02199780 (W2) and click OK. Step 8: Right-click on each of the following files and click Compression. arm9.bin overlay9_0167.bin overlay9_0207.bin overlay9_0265.bin Likewise, right-click on each of the following files and click Import. overlay9_0168.bin (this time only) a/0/1/1 a/0/8/2 a/1/2/5 a/2/1/3 Note: If you omit Steps 3 and 4 and try to reinsert overlay 168 using Compression AFTER the fat.bin has been changed, then CrystalTile2 will crash for some reason. Otherwise using Compression on overlay 168 is fine. Urgent to do: Try to load Hall of Fame Fairy-particle with a custom file, and try to get the Hall of Fame working on a real NDS. To do: Try to load the Fairy-type icon in the Pokémon summary (While I did build a workaround so that it doesn't freeze anymore on a NDS, the Fairy-type icon still cannot be loaded without throwing an error). Load the Fairy-type icon in the PC, while deactivating it if the Pokémon is not Fairy-type. Try to load the Fairy-type icon in the Pokédex. Make Struggle type 0×12, as it stands right now Struggle is considered Fairy-type. Hope you enjoyed reading. A little video to see the Fairy-type in action: [video=youtube;QE-HvGAAJnA]
  3. Thanks! What I find more impressive of a feat is that this glitch managed to go undetected for this many years. But at the same time I can't really blame the players either, I mean who in their right mind would try to use a weather-inducing move when its ability's counterpart is already in effect? I only managed to stumble upon it because I wanted to test a custom piece of code, one who boost by 50% the Physical Defense of Ice-type mons under hail, that's why.
  4. There is a glitch on all 5 versions of Gen IV with the move 258, AKA Hail. Basically you can use the move Hail even when Snow Warning has been activated, resetting to 5 turns of Hail in the process. To fix this oversight from GameFreak: _Go to the move behavior narc, so either battle/skill/be_seq.narc (DPPt) or a/0/3/0 (HGSS) _Go to file 164 The string should begin with 20 00 00 00 04 00 00 00 07 00 00 00 40 00 00 00, etc. Change the 13th byte from 40 to C0. What you did here is fixing the trigger for hailing so that the game calls the code correctly. Here are the triggers for each of the weathers: 01 : Rain Dance 02 : Drizzle 04 : Sandstorm 08 : Sand Stream 10 : Sunny Day 20 : Drought 40 : Hail 80 : Snow Warning For some reason the 3 other weather-inducing moves checked for both their respective timed and permanent weather, but Hail only checked for timed hailstorm.
  5. When you add new trainers to fight against, there's usually no text associated with them while fighting. The solution is found on narc a/0/5/7. The file itself, without the header, is 6868 bytes long. Each reference is 4 bytes long. 6868 / 4 = 1717 references. Each of these references points to its corresponding message on text file 728 from narc a/0/2/7. To add a new message on text file 728, use Spiky's DS Map Editor. Format is TT TT MM PP TT TT is the Trainer slot number (little endian, as always). MM is the condition for the text to display. PP is the padding (always 00). Conditions for the message to display (in hex): Single Battle: 00 Trainer text upon noticing you or if you talk to him/her (overworld) 01 Trainer text if you defeat him/her (fight) 02 Trainer text after you defeated him/her (overworld) 0F Trainer text if he sends in his/her last conscious Pokémon (fight) 10 Trainer text if his/her last conscious Pokémon is on critical health (fight) 14 Trainer text if you lose or draw (fight) Double Battle: 03 First trainer text upon noticing you or if you talk to him/her (overworld) 04 First trainer text if you defeat him/her (fight) 05 First trainer text after you defeated him/her (overworld) 06 First trainer text if you only have 1 conscious Pokémon before engaging the fight (overworld) 07 Second trainer text upon noticing you or if you talk to him/her (overworld) 08 Second trainer text if you defeat him/her (fight) 09 Second trainer text after you defeated him/her (overworld) 0A Second trainer text if you only have 1 conscious Pokémon before engaging the fight (overworld) I seem to run into some problems though when appointing new Trainers: _I only got condition 01 to work so far; _0F, 10 and 14 just don't trigger at all, so there must be something else still… To do: Test the rest.
  6. I see what the problem is, and you're right in saying that the origin is the colors. More specifically the slots order for your shiny palette is wrong. To put it simply, each of the 16 colors of the shiny palette that replaces their respective color from the normal palette must be given the same slot number, otherwise you might end up with some discrepancies. For example the color of the mouth in your normal palette is given the slot number 6 (beginning from the left), so you want to have the mouth's color for your shiny sprite as slot number 6. Right now the color in slot number 6 for your shiny sprite is grey, not red as you intended.
  7. Change FFFFFF into F8F8F8 and it will work, the difference in shading will be negligible.
  8. Hi. Make sure that you don't use more than 16 colors at time. Make sure that each of the RGB values are divisible by 8, which means in hexadecimal each value should end with a 0 or a 8. The background color should always be index number 0 to ensure transparency If your image isn't already in indexed mode: Go to Image > Mode > Indexed Go to Windows > Dockable Dialogs > Colormap There you can modify each of the indexes to make sure that the 2nd and 3rd criteria are fulfilled.
  9. First of all credits go to Andibad for kindly lending me the source to work with. I merely interpreted the data for anyone to see clearly. #001 Bulbasaur: Skull Bash Charm Petal Dance Magical Leaf Grass Whistle Curse Ingrain Nature Power Amnesia Leaf Storm Power Whip Sludge Endure Giga Drain Grassy Terrain #004 Charmander: Belly Drum Ancient Power Bite Outrage Beat Up Dragon Dance Crunch Dragon Rush Metal Claw Flare Blitz Counter Dragon Pulse Focus Punch Air Cutter #007 Squirtle: Mirror Coat Haze Mist Foresight Flail Refresh Mud Sport Yawn Muddy Water Fake Out Aqua Ring Aqua Jet Water Spout Brine Dragon Pulse Aura Sphere #016 Pidgey: Pursuit Feint Attack Foresight Steel Wing Air Cutter Air Slash Brave Bird Uproar Defog #019 Rattata: Screech Flame Wheel Fury Swipes Bite Counter Reversal Uproar Last Resort Me First Revenge Final Gambit #021 Spearow: Feint Attack Scary Face Quick Attack Tri Attack Astonish Sky Attack Whirlwind Uproar Feather Dance Steel Wing Razor Wind #023 Ekans: Pursuit Slam Spite Beat Up Poison Fang Scary Face Poison Tail Disable Switcheroo Iron Tail Sucker Punch Snatch #027 Sandshrew: Flail Counter Rapid Spin Metal Claw Crush Claw Night Slash Mud Shot Endure Chip Away Rock Climb Rototiller #029 Nidoran♀: Supersonic Disable Take Down Focus Energy Charm Counter Beat Up Pursuit Skull Bash Iron Tail Poison Tail Endure Chip Away Venom Drench #032 Nidoran♂: Counter Disable Supersonic Take Down Amnesia Confusion Beat Up Sucker Punch Head Smash Iron Tail Poison Tail Endure Chip Away Venom Drench #037 Vulpix: Feint Attack Hypnosis Flail Spite Disable Howl Heat Wave Flare Blitz Extrasensory Power Swap Secret Power Hex Tail Slap Captivate #041 Zubat: Quick Attack Pursuit Feint Attack Gust Whirlwind Curse Nasty Plot Hypnosis Zen Headbutt Brave Bird Giga Drain Steel Wing Defog Venom Drench #043 Oddish: Razor Leaf Flail Synthesis Charm Ingrain Tickle Teeter Dance Secret Power Nature Power After You #046 Paras: Screech Counter Psybeam Flail Sweet Scent Pursuit Metal Claw Bug Bite Cross Poison Agility Endure Natural Gift Leech Seed Wide Guard Rototiller Fell Stinger #048 Venonat: Baton Pass Screech Giga Drain Signal Beam Agility Morning Sun Toxic Spikes Bug Bite Secret Power Skill Swap Rage Powder #050 Diglett: Feint Attack Screech Ancient Power Pursuit Beat Up Uproar Mud Bomb Astonish Reversal Headbutt Endure Final Gambit Memento #052 Meowth: Spite Charm Hypnosis Amnesia Assist Odor Sleuth Flail Last Resort Punishment Tail Whip Snatch Iron Tail Foul Play #054 Psyduck: Hypnosis Psybeam Foresight Future Sight Cross Chop Refresh Confuse Ray Yawn Mud Bomb Encore Secret Power Sleep Talk Synchronoise Simple Beam Clear Smog #056 Mankey: Foresight Meditate Counter Reversal Beat Up Revenge Smelling Salts Close Combat Encore Focus Punch Sleep Talk Night Slash #058 Growlithe: Body Slam Crunch Thrash Fire Spin Howl Heat Wave Double-Edge Flare Blitz Morning Sun Covet Iron Tail Double Kick Close Combat #060 Poliwag: Mist Splash Bubble Beam Haze Mind Reader Water Sport Ice Ball Mud Shot Refresh Endeavor Encore Endure Water Pulse #063 Abra: Encore Barrier Knock Off Fire Punch Thunder Punch Ice Punch Power Trick Guard Swap Skill Swap Guard Split Psycho Shift Ally Switch #066 Machop: Meditate Rolling Kick Encore Smelling Salts Counter Close Combat Fire Punch Thunder Punch Ice Punch Bullet Punch Power Trick Heavy Slam Knock Off Tickle Quick Guard #069 Bellsprout: Encore Synthesis Leech Life Ingrain Magical Leaf Worry Seed Tickle Weather Ball Bullet Seed Natural Gift Giga Drain Clear Smog Power Whip Acid Spray Belch #072 Tentacool: Aurora Beam Mirror Coat Rapid Spin Haze Confuse Ray Knock Off Acupressure Muddy Water Bubble Aqua Ring Tickle #074 Geodude: Mega Punch Block Hammer Arm Flail Curse Focus Punch Rock Climb Endure Autotomize Wide Guard #077 Ponyta: Flame Wheel Thrash Double Kick Hypnosis Charm Double-Edge Horn Drill Morning Sun Low Kick Captivate Ally Switch #079 Slowpoke: Belly Drum Future Sight Stomp Mud Sport Sleep Talk Snore Me First Block Zen Headbutt Wonder Room Belch #083 Farfetch'd: Steel Wing Foresight Mirror Move Gust Quick Attack Flail Feather Dance Curse Covet Mud-Slap Night Slash Leaf Blade Revenge Roost Trump Card Simple Beam #084 Doduo: Quick Attack Supersonic Haze Feint Attack Flail Endeavor Mirror Move Brave Bird Natural Gift Assurance #086 Seel: Lick Perish Song Disable Horn Drill Slam Encore Fake Out Icicle Spear Signal Beam Stockpile Swallow Spit Up Water Pulse Iron Tail Sleep Talk Belch Entrainment #088 Grimer: Haze Mean Look Lick Imprison Curse Shadow Punch Shadow Sneak Stockpile Swallow Spit Up Scary Face Acid Spray #090 Shellder: Bubble Beam Take Down Barrier Rapid Spin Screech Icicle Spear Mud Shot Rock Blast Water Pulse Aqua Ring Avalanche Twineedle #092 Gastly: Psywave Perish Song Haze Astonish Grudge Fire Punch Ice Punch Thunder Punch Disable Scary Face Clear Smog Smog Reflect Type #095 Onix: Flail Block Defense Curl Rollout Rock Blast Rock Climb Heavy Slam Stealth Rock Rototiller #096 Drowzee: Barrier Assist Role Play Fire Punch Thunder Punch Ice Punch Nasty Plot Flatter Psycho Cut Guard Swap Secret Power Skill Swap #098 Krabby: Haze Amnesia Flail Slam Knock Off Tickle Ancient Power Agility Endure Chip Away Bide Ally Switch #102 Exeggcute: Synthesis Moonlight Ancient Power Ingrain Curse Nature Power Lucky Chant Leaf Storm Power Swap Giga Drain Skill Swap Natural Gift Block Grassy Terrain #104 Cubone: Ancient Power Belly Drum Screech Skull Bash Perish Song Double Kick Iron Head Detect Endure Chip Away #108 Lickitung: Belly Drum Magnitude Body Slam Curse Smelling Salts Sleep Talk Snore Amnesia Hammer Arm Muddy Water Zen Headbutt Belch #109 Koffing: Screech Psywave Psybeam Destiny Bond Pain Split Grudge Spite Curse Stockpile Swallow Spit Up Toxic Spikes #111 Rhyhorn: Crunch Reversal Counter Magnitude Curse Crush Claw Dragon Rush Ice Fang Fire Fang Thunder Fang Skull Bash Iron Tail Rock Climb Rototiller Metal Burst Guard Split #113 Chansey: Present Metronome Heal Bell Aromatherapy Counter Helping Hand Gravity Mud Bomb Natural Gift Endure Seismic Toss #114 Tangela: Flail Confusion Mega Drain Amnesia Leech Seed Nature Power Endeavor Leaf Storm Power Swap Giga Drain Rage Powder Natural Gift #115 Kangaskhan: Stomp Foresight Focus Energy Disable Counter Crush Claw Double-Edge Endeavor Hammer Arm Focus Punch Trump Card Uproar Circle Throw #116 Horsea: Flail Aurora Beam Octazooka Disable Splash Dragon Rage Dragon Breath Signal Beam Razor Wind Muddy Water Water Pulse Clear Smog Outrage #118 Goldeen: Psybeam Haze Hydro Pump Sleep Talk Mud Sport Mud-Slap Aqua Tail Body Slam Mud Shot Skull Bash Signal Beam #122 Mr. Mime: Future Sight Hypnosis Mimic Fake Out Trick Confuse Ray Wake-Up Slap Teeter Dance Nasty Plot Power Split Magic Room Icy Wind #123 Scyther: Counter Baton Pass Razor Wind Reversal Endure Silver Wind Bug Buzz Night Slash Defog Steel Wing Quick Guard #127 Pinsir: Fury Attack Flail Feint Attack Quick Attack Close Combat Feint Me First Bug Bite Superpower #131 Lapras: Foresight Tickle Refresh Dragon Dance Curse Sleep Talk Horn Drill Ancient Power Whirlpool Fissure Dragon Pulse Avalanche Future Sight Freeze-Dry #133 Eevee: Charm Flail Endure Curse Tickle Wish Yawn Fake Tears Covet Detect Natural Gift Stored Power Synchronoise Captivate #138 Omanyte: Bubble Beam Aurora Beam Slam Supersonic Haze Spikes Knock Off Wring Out Toxic Spikes Muddy Water Bide Water Pulse Whirlpool Reflect Type #140 Kabuto: Bubble Beam Aurora Beam Rapid Spin Flail Knock Off Confuse Ray Mud Shot Icy Wind Screech Giga Drain Foresight Take Down #142 Aerodactyl: Whirlwind Pursuit Foresight Steel Wing Dragon Breath Curse Assurance Roost Tailwind Wide Guard #143 Snorlax: Lick Charm Double-Edge Curse Fissure Whirlwind Pursuit Counter Natural Gift After You Belch #147 Dratini: Mist Haze Supersonic Dragon Breath Dragon Dance Dragon Rush Extreme Speed Water Pulse Aqua Jet Dragon Pulse Iron Tail #152 Chikorita: Vine Whip Leech Seed Counter Ancient Power Flail Nature Power Ingrain Grass Whistle Leaf Storm Aromatherapy Wring Out Body Slam Refresh Heal Pulse Grassy Terrain #155 Cyndaquil: Fury Swipes Quick Attack Reversal Thrash Foresight Covet Howl Crush Claw Double-Edge Double Kick Flare Blitz Extrasensory Nature Power Flame Burst #158 Totodile: Crunch Thrash Hydro Pump Ancient Power Mud Sport Water Sport Ice Punch Metal Claw Dragon Dance Aqua Jet Fake Tears Block Water Pulse Flatter #161 Sentret: Double-Edge Pursuit Slash Focus Energy Reversal Trick Assist Last Resort Charm Covet Natural Gift Iron Tail Captivate #163 Hoothoot: Mirror Move Supersonic Feint Attack Wing Attack Whirlwind Sky Attack Feather Dance Agility Night Shade Defog #165 Ledyba: Psybeam Bide Silver Wind Bug Buzz Screech Encore Knock Off Bug Bite Focus Punch Drain Punch Dizzy Punch Tailwind #167 Spinarak: Psybeam Disable Sonic Boom Baton Pass Pursuit Signal Beam Toxic Spikes Twineedle Electroweb Rage Powder Night Slash Megahorn #170 Chinchou: Flail Screech Amnesia Psybeam Whirlpool Agility Mist Shock Wave Brine Water Pulse Soak #172 Pichu: Reversal Bide Present Encore Double Slap Wish Charge Fake Out Thunder Punch Tickle Flail Endure Lucky Chant Bestow Disarming Voice #173 Cleffa: Present Metronome Amnesia Belly Drum Splash Mimic Wish Fake Tears Covet Aromatherapy Stored Power Tickle Misty Terrain Heal Pulse #174 Igglybuff: Perish Song Present Feint Attack Wish Fake Tears Last Resort Covet Gravity Sleep Talk Captivate Punishment Misty Terrain Heal Pulse #175 Togepi: Present Mirror Move Peck Foresight Future Sight Nasty Plot Psycho Shift Lucky Chant Extrasensory Secret Power Stored Power Morning Sun #177 Natu: Haze Drill Peck Quick Attack Feint Attack Steel Wing Feather Dance Refresh Zen Headbutt Sucker Punch Synchronoise Roost Skill Swap Simple Beam Ally Switch #179 Mareep: Take Down Body Slam Screech Odor Sleuth Charge Flatter Sand Attack Iron Tail After You Agility Eerie Impulse Electric Terrain #183 Marill: Present Amnesia Future Sight Belly Drum Perish Song Supersonic Aqua Jet Superpower Refresh Body Slam Water Sport Muddy Water Camouflage #185 Sudowoodo: Self-Destruct Headbutt Harden Defense Curl Rollout Sand Tomb Stealth Rock Curse Endure #187 Hoppip: Confusion Encore Double-Edge Amnesia Helping Hand Aromatherapy Worry Seed Cotton Guard Seed Bomb Endure Grassy Terrain #190 Aipom: Counter Screech Pursuit Agility Spite Slam Double Slap Beat Up Fake Out Covet Bounce Revenge Switcheroo Quick Guard #191 Sunkern: Grass Whistle Encore Leech Seed Nature Power Curse Helping Hand Ingrain Sweet Scent Endure Bide Natural Gift Morning Sun Grassy Terrain #193 Yanma: Whirlwind Reversal Leech Life Signal Beam Silver Wind Feint Feint Attack Pursuit Double-Edge Secret Power #194 Wooper: Body Slam Ancient Power Curse Mud Sport Stockpile Swallow Spit Up Counter Encore Double Kick Recover After You Sleep Talk Acid Spray Guard Swap Eerie Impulse #198 Murkrow: Whirlwind Drill Peck Mirror Move Wing Attack Sky Attack Confuse Ray Feather Dance Perish Song Psycho Shift Screech Feint Attack Brave Bird Roost Assurance Flatter #200 Misdreavus: Screech Destiny Bond Imprison Memento Sucker Punch Shadow Sneak Curse Spite Ominous Wind Nasty Plot Skill Swap Wonder Room Me First #203 Girafarig: Take Down Amnesia Foresight Future Sight Beat Up Wish Magic Coat Double Kick Mirror Coat Razor Wind Skill Swap Secret Power Mean Look #204 Pineco: Pin Missile Flail Swift Counter Sand Tomb Revenge Double-Edge Toxic Spikes Power Trick Endure Stealth Rock #206 Dunsparce: Bide Ancient Power Bite Headbutt Astonish Curse Trump Card Magic Coat Snore Agility Secret Power Sleep Talk Hex #207 Gligar: Metal Claw Wing Attack Razor Wind Counter Sand Tomb Agility Baton Pass Double-Edge Feint Night Slash Cross Poison Power Trick Rock Climb Poison Tail #209 Snubbull: Metronome Feint Attack Present Crunch Heal Bell Snore Smelling Salts Close Combat Ice Fang Fire Fang Thunder Fang Focus Punch Double-Edge Mimic Fake Tears #211 Qwilfish: Flail Haze Bubble Beam Supersonic Astonish Signal Beam Aqua Jet Water Pulse Brine Acid Spray #213 Shuckle: Sweet Scent Knock Off Helping Hand Acupressure Sand Tomb Mud-Slap Acid Rock Blast Final Gambit #214 Heracross: Harden Bide Flail Revenge Pursuit Double-Edge Seismic Toss Focus Punch Megahorn Rock Blast #215 Sneasel: Counter Spite Foresight Bite Crush Claw Fake Out Double Hit Punishment Pursuit Ice Shard Ice Punch Assist Avalanche Feint Icicle Crash #216 Teddiursa: Crunch Take Down Seismic Toss Counter Metal Claw Fake Tears Yawn Sleep Talk Cross Chop Double-Edge Close Combat Night Slash Belly Drum Chip Away Play Rough #218 Slugma: Acid Armor Heat Wave Curse Smokescreen Memento Stockpile Spit Up Swallow Rollout Inferno Earth Power Guard Swap #220 Swinub: Take Down Bite Body Slam Ancient Power Mud Shot Icicle Spear Double-Edge Fissure Curse Mud Shot Avalanche Stealth Rock Icicle Crash Freeze-Dry #222 Corsola: Screech Mist Amnesia Barrier Ingrain Confuse Ray Icicle Spear Nature Power Aqua Ring Curse Bide Water Pulse Head Smash Camouflage #223 Remoraid: Aurora Beam Octazooka Supersonic Haze Screech Rock Blast Snore Flail Water Spout Mud Shot Swift Acid Spray Water Pulse Entrainment #225 Delibird: Aurora Beam Quick Attack Future Sight Splash Rapid Spin Ice Ball Ice Shard Ice Punch Fake Out Bestow Icy Wind Freeze-Dry Destiny Bond Spikes #226 Mantine: Twister Hydro Pump Haze Slam Mud Sport Mirror Coat Water Sport Splash Wide Guard Amnesia #227 Skarmory: Drill Peck Pursuit Whirlwind Sky Attack Curse Brave Bird Assurance Guard Swap Stealth Rock Endure #228 Houndour: Fire Spin Rage Pursuit Counter Spite Reversal Beat Up Fire Fang Thunder Fang Nasty Plot Punishment Feint Sucker Punch Destiny Bond #231 Phanpy: Focus Energy Body Slam Ancient Power Snore Counter Fissure Endeavor Ice Shard Head Smash Mud-Slap Heavy Slam Play Rough #234 Stantler: Spite Disable Bite Extrasensory Thrash Double Kick Zen Headbutt Megahorn Mud Sport Rage Me First #236 Tyrogue: Rapid Spin High Jump Kick Mach Punch Mind Reader Helping Hand Counter Vacuum Wave Bullet Punch Endure Pursuit Feint Ally Switch #238 Smoochum: Meditate Fake Out Wish Ice Punch Miracle Eye Nasty Plot Wake-Up Slap Captivate #239 Elekid: Karate Chop Barrier Rolling Kick Meditate Cross Chop Fire Punch Ice Punch Dynamic Punch Feint Hammer Arm Focus Punch #240 Magby: Karate Chop Mega Punch Barrier Screech Cross Chop Thunder Punch Mach Punch Dynamic Punch Flare Blitz Belly Drum Iron Tail Focus Energy Power Swap Belch #241 Miltank: Present Reversal Seismic Toss Endure Curse Helping Hand Sleep Talk Dizzy Punch Hammer Arm Double-Edge Punishment Natural Gift Heart Stamp Belch #246 Larvitar: Pursuit Stomp Outrage Focus Energy Ancient Power Dragon Dance Curse Iron Defense Assurance Iron Head Stealth Rock Iron Tail #252 Treecko: Crunch Mud Sport Endeavor Leech Seed Dragon Breath Crush Claw Worry Seed Double Kick Grass Whistle Synthesis Magical Leaf Leaf Storm Razor Wind Bullet Seed Natural Gift Grassy Terrain #255 Torchic: Counter Reversal Endure Smelling Salts Crush Claw Baton Pass Agility Night Slash Last Resort Feint Feather Dance Curse Flame Burst Low Kick #258 Mudkip: Refresh Uproar Curse Stomp Ice Ball Mirror Coat Counter Ancient Power Whirlpool Bite Double-Edge Mud Bomb Yawn Sludge Avalanche Wide Guard Barrier #261 Poochyena: Astonish Poison Fang Covet Leer Yawn Sucker Punch Ice Fang Fire Fang Thunder Fang Me First Snatch Sleep Talk Play Rough #263 Zigzagoon: Charm Pursuit Tickle Trick Helping Hand Mud-Slap Sleep Talk Rock Climb Simple Beam #270 Lotad: Synthesis Razor Leaf Sweet Scent Leech Seed Flail Water Gun Tickle Counter Giga Drain Teeter Dance #273 Seedot: Leech Seed Amnesia Quick Attack Razor Wind Take Down Worry Seed Nasty Plot Power Swap Defog Foul Play Beat Up Bullet Seed Grassy Terrain #276 Taillow: Pursuit Supersonic Refresh Mirror Move Rage Sky Attack Whirlwind Brave Bird Roost Steel Wing Defog Boomburst #278 Wingull: Mist Twister Agility Gust Water Sport Aqua Ring Knock Off Brine Roost Soak Wide Guard #280 Ralts: Disable Mean Look Memento Destiny Bond Grudge Shadow Sneak Confuse Ray Encore Synchronoise Skill Swap Misty Terrain Ally Switch #283 Surskit: Foresight Mud Shot Psybeam Hydro Pump Mind Reader Signal Beam Bug Bite Aqua Jet Endure Fell Stinger Power Split #285 Shroomish: Fake Tears Charm Helping Hand Worry Seed Wake-Up Slap Seed Bomb Bullet Seed Focus Punch Natural Gift Drain Punch #287 Slakoth: Pursuit Slash Body Slam Snore Crush Claw Curse Sleep Talk Hammer Arm Night Slash After You Tickle #290 Nincada: Endure Feint Attack Gust Silver Wind Bug Buzz Night Slash Bug Bite Final Gambit #293 Whismur: Take Down Snore Extrasensory Smelling Salts Smokescreen Endeavor Hammer Arm Fake Tears Circle Throw Disarming Voice #296 Makuhita: Feint Attack Detect Foresight Helping Hand Cross Chop Revenge Dynamic Punch Counter Wake-Up Slap Bullet Punch Feint Wide Guard Focus Punch Chip Away #298 Azurill: Encore Sing Refresh Slam Tickle Fake Tears Body Slam Water Sport Soak Muddy Water Copycat Camouflage #299 Nosepass: Magnitude Rollout Double-Edge Block Stealth Rock Endure Wide Guard #300 Skitty: Helping Hand Uproar Fake Tears Wish Baton Pass Tickle Last Resort Fake Out Zen Headbutt Sucker Punch Mud Bomb Simple Beam Captivate Cosmic Power #302 Sableye: Recover Moonlight Nasty Plot Flatter Feint Sucker Punch Trick Captivate Mean Look Metal Burst Imprison #303 Mawile: Poison Fang Ancient Power Tickle Sucker Punch Ice Fang Fire Fang Thunder Fang Punishment Guard Swap Captivate Slam Metal Burst Misty Terrain Seismic Toss #304 Aron: Endeavor Body Slam Stomp Smelling Salts Curse Screech Iron Head Dragon Rush Head Smash Superpower Stealth Rock Reversal #307 Meditite: Fire Punch Thunder Punch Ice Punch Foresight Fake Out Baton Pass Dynamic Punch Power Swap Guard Swap Psycho Cut Bullet Punch Drain Punch Secret Power Quick Guard #309 Electrike: Crunch Headbutt Uproar Curse Swift Discharge Ice Fang Fire Fang Thunder Fang Switcheroo Electro Ball Shock Wave Flame Burst Eerie Impulse #311 Plusle: Wish Sing Sweet Kiss Discharge Lucky Chant #312 Minun: Wish Sing Sweet Kiss Discharge Lucky Chant #313 Volbeat: Baton Pass Silver Wind Trick Encore Bug Buzz Dizzy Punch Seismic Toss #314 Illumise: Baton Pass Silver Wind Growth Encore Bug Buzz Captivate Fake Tears Confuse Ray #315 Roselia: Spikes Synthesis Pin Missile Cotton Spore Sleep Powder Razor Leaf Mind Reader Leaf Storm Seed Bomb Giga Drain Natural Gift Grass Whistle Bullet Seed #316 Gulpin: Acid Armor Smog Pain Split Curse Destiny Bond Mud-Slap Gunk Shot Venom Drench #318 Carvanha: Hydro Pump Double-Edge Thrash Ancient Power Swift Brine Destiny Bond #320 Wailmer: Double-Edge Thrash Snore Sleep Talk Curse Fissure Tickle Defense Curl Body Slam Aqua Ring Soak Zen Headbutt Clear Smog #322 Numel: Howl Scary Face Body Slam Rollout Defense Curl Stomp Yawn Ancient Power Mud Bomb Heat Wave Stockpile Swallow Spit Up Endure Iron Head Growth #324 Torkoal: Eruption Endure Sleep Talk Yawn Fissure Skull Bash Flame Burst Clear Smog Superpower #325 Spoink: Future Sight Extrasensory Trick Zen Headbutt Amnesia Mirror Coat Skill Swap Whirlwind Lucky Chant Endure Simple Beam #327 Spinda: Encore Assist Disable Baton Pass Wish Trick Smelling Salts Fake Out Role Play Psycho Cut Fake Tears Rapid Spin Icy Wind Water Pulse Psycho Shift Guard Split #328 Trapinch: Focus Energy Quick Attack Gust Flail Fury Cutter Mud Shot Endure Earth Power Bug Bite Signal Beam #331 Cacnea: Grass Whistle Acid Teeter Dance Dynamic Punch Counter Low Kick Smelling Salts Magical Leaf Seed Bomb Nasty Plot Disable Block Worry Seed Switcheroo Fell Stinger Belch Rototiller #333 Swablu: Agility Haze Pursuit Rage Feather Dance Dragon Rush Power Swap Roost Hyper Voice Steel Wing #335 Zangoose: Flail Double Kick Razor Wind Counter Curse Fury Swipes Night Slash Metal Claw Double Hit Disable Iron Tail Final Gambit Feint Quick Guard #336 Seviper: Stockpile Swallow Spit Up Body Slam Scary Face Assurance Night Slash Switcheroo Iron Tail Wring Out Punishment Final Gambit #339 Barboach: Thrash Whirlpool Spark Hydro Pump Flail Take Down Dragon Dance Earth Power Mud Shot Muddy Water #341 Corphish: Mud Sport Endeavor Body Slam Ancient Power Knock Off Superpower Metal Claw Dragon Dance Trump Card Chip Away Double-Edge Aqua Jet Switcheroo #345 Lileep: Barrier Recover Mirror Coat Wring Out Tickle Curse Mega Drain Endure Stealth Rock #347 Anorith: Rapid Spin Knock Off Screech Sand Attack Cross Poison Curse Iron Defense Water Pulse Aqua Jet #349 Feebas: Mirror Coat Dragon Breath Mud Sport Hypnosis Confuse Ray Mist Haze Tickle Brine Iron Tail Dragon Pulse Captivate #351 Castform: Future Sight Lucky Chant Disable Amnesia Ominous Wind Hex Clear Smog Reflect Type Guard Swap Cosmic Power #352 Kecleon: Disable Magic Coat Trick Fake Out Nasty Plot Dizzy Punch Recover Skill Swap Snatch Foul Play Camouflage #353 Shuppet: Disable Destiny Bond Foresight Astonish Imprison Pursuit Shadow Sneak Confuse Ray Ominous Wind Gunk Shot Phantom Force #355 Duskull: Imprison Destiny Bond Pain Split Grudge Memento Feint Attack Ominous Wind Dark Pulse Skill Swap Haze #357 Tropius: Headbutt Slam Razor Wind Leech Seed Nature Power Leaf Storm Synthesis Curse Leaf Blade Dragon Dance Bullet Seed Natural Gift #358 Chimecho: Disable Curse Hypnosis Wish Future Sight Recover Stored Power Skill Swap Cosmic Power #359 Absol: Baton Pass Feint Attack Double-Edge Magic Coat Curse Mean Look Zen Headbutt Punishment Sucker Punch Assurance Me First Megahorn Hex Perish Song Play Rough #361 Snorunt: Block Spikes Rollout Disable Bide Weather Ball Avalanche Hex Fake Tears Switcheroo #363 Spheal: Water Sport Stockpile Swallow Spit Up Yawn Curse Fissure Signal Beam Aqua Ring Rollout Sleep Talk Water Pulse Belly Drum #366 Clamperl: Refresh Mud Sport Body Slam Supersonic Barrier Confuse Ray Aqua Ring Muddy Water Water Pulse Brine Endure #369 Relicanth: Magnitude Skull Bash Water Sport Amnesia Sleep Talk Aqua Tail Snore Mud-Slap Muddy Water Mud Shot Brine Zen Headbutt #370 Luvdisc: Splash Supersonic Water Sport Mud Sport Captivate Aqua Ring Aqua Jet Heal Pulse Brine Entrainment #371 Bagon: Hydro Pump Thrash Dragon Rage Twister Dragon Dance Fire Fang Dragon Rush Dragon Pulse Endure Defense Curl #387 Turtwig: Worry Seed Growth Tickle Body Slam Double-Edge Sand Tomb Seed Bomb Thrash Amnesia Superpower Stockpile Swallow Spit Up Earth Power Wide Guard Grassy Terrain #390 Chimchar: Fire Punch Thunder Punch Double Kick Encore Heat Wave Focus Energy Helping Hand Fake Out Blaze Kick Counter Assist Quick Guard Focus Punch Submission #393 Piplup: Double Hit Supersonic Yawn Mud Sport Mud-Slap Snore Flail Agility Aqua Ring Hydro Pump Feather Dance Bide Icy Wind #396 Starly: Feather Dance Fury Attack Pursuit Astonish Sand Attack Foresight Double-Edge Steel Wing Uproar Roost Detect Revenge Mirror Move #399 Bidoof: Quick Attack Water Sport Double-Edge Fury Swipes Defense Curl Rollout Odor Sleuth Aqua Tail Rock Climb Sleep Talk Endure Skull Bash #403 Shinx: Ice Fang Fire Fang Thunder Fang Quick Attack Howl Take Down Night Slash Shock Wave Swift Double Kick Signal Beam Helping Hand Eerie Impulse Fake Tears #406 Budew: Spikes Synthesis Pin Missile Cotton Spore Sleep Powder Razor Leaf Mind Reader Leaf Storm Extrasensory Seed Bomb Giga Drain Natural Gift Grass Whistle #408 Cranidos: Crunch Thrash Double-Edge Leer Slam Stomp Whirlwind Hammer Arm Curse Iron Tail Iron Head #410 Shieldon: Headbutt Scary Face Focus Energy Double-Edge Rock Blast Body Slam Screech Curse Fissure Counter Stealth Rock Wide Guard Guard Split #417 Pachirisu: Covet Bite Fake Tears Defense Curl Rollout Flatter Flail Iron Tail Tail Whip Follow Me Charge Bestow Ion Deluge #418 Buizel: Mud-Slap Headbutt Fury Swipes Slash Odor Sleuth Double Slap Fury Cutter Baton Pass Aqua Tail Aqua Ring Me First Switcheroo Tail Slap Soak #420 Cherubi: Razor Leaf Sweet Scent Tickle Nature Power Grass Whistle Aromatherapy Weather Ball Heal Pulse Healing Wish Seed Bomb Natural Gift Defense Curl Rollout Flower Shield #422 Shellos: Counter Mirror Coat Stockpile Swallow Spit Up Yawn Memento Curse Amnesia Fissure Trump Card Sludge Clear Smog Brine Mist Acid Armor #425 Drifloon: Memento Body Slam Destiny Bond Disable Haze Hypnosis Weather Ball Clear Smog Defog Tailwind #427 Buneary: Fake Tears Fake Out Encore Sweet Kiss Double Hit Low Kick Sky Uppercut Switcheroo Thunder Punch Ice Punch Fire Punch Flail Focus Punch Circle Throw Copycat Teeter Dance Cosmic Power Mud Sport #431 Glameow: Bite Tail Whip Quick Attack Sand Attack Fake Tears Assurance Flail Snatch Wake-Up Slap Last Resort #433 Chingling: Disable Curse Hypnosis Wish Future Sight Recover Stored Power Skill Swap Cosmic Power #434 Stunky: Pursuit Leer Smog Double-Edge Crunch Scary Face Astonish Punishment Haze Iron Tail Foul Play Flame Burst Play Rough #438 Bonsly: Self-Destruct Headbutt Harden Defense Curl Rollout Sand Tomb Stealth Rock Curse Endure #439 Mime Jr.: Future Sight Hypnosis Mimic Fake Out Trick Confuse Ray Wake-Up Slap Teeter Dance Healing Wish Charm Nasty Plot Power Split Magic Room Icy Wind #440 Happiny: Present Metronome Heal Bell Aromatherapy Counter Helping Hand Gravity Last Resort Mud Bomb Natural Gift Endure #441 Chatot: Encore Night Shade Agility Nasty Plot Supersonic Steel Wing Sleep Talk Defog Air Cutter Boomburst #442 Spiritomb: Destiny Bond Pain Split Smokescreen Imprison Grudge Shadow Sneak Captivate Nightmare Foul Play #443 Gible: Dragon Breath Outrage Twister Scary Face Double-Edge Thrash Metal Claw Sand Tomb Body Slam Iron Head Mud Shot Rock Climb Iron Tail #446 Munchlax: Lick Charm Double-Edge Curse Whirlwind Pursuit Zen Headbutt Counter Natural Gift After You Self-Destruct Belch #447 Riolu: Cross Chop Detect Bite Mind Reader Sky Uppercut High Jump Kick Agility Vacuum Wave Crunch Low Kick Iron Defense Blaze Kick Bullet Punch Follow Me Circle Throw #449 Hippopotas: Stockpile Swallow Spit Up Curse Slack Off Body Slam Sand Tomb Revenge Sleep Talk Whirlwind #451 Skorupi: Feint Attack Screech Sand Attack Slash Confuse Ray Whirlwind Agility Pursuit Night Slash Iron Tail Twineedle Poison Tail #453 Croagunk: Me First Feint Dynamic Punch Headbutt Vacuum Wave Meditate Fake Out Wake-Up Slap Smelling Salts Cross Chop Bullet Punch Counter Drain Punch Acupressure Quick Guard #455 Carnivine: Sleep Powder Stun Spore Razor Leaf Slam Synthesis Magical Leaf Leech Seed Worry Seed Giga Drain Rage Powder Grass Whistle #456 Finneon: Sweet Kiss Charm Flail Aqua Tail Splash Psybeam Tickle Agility Brine Aurora Beam Signal Beam #458 Mantyke: Twister Hydro Pump Haze Slam Mud Sport Mirror Coat Water Sport Splash Signal Beam Wide Guard Amnesia Tailwind #459 Snover: Leech Seed Magical Leaf Seed Bomb Growth Double-Edge Mist Stomp Skull Bash Avalanche Natural Gift Bullet Seed #495 Snivy: Captivate Natural Gift Glare Iron Tail Magical Leaf Sweet Scent Mirror Coat Pursuit Mean Look Twister Grassy Terrain #498 Tepig: Covet Body Slam Thrash Magnitude Superpower Curse Endeavor Yawn Sleep Talk Heavy Slam Sucker Punch #501 Oshawott: Copycat Detect Air Slash Assurance Brine Night Slash Trump Card Screech #504 Patrat: Foresight Iron Tail Screech Assurance Pursuit Revenge Flail #506 Lillipup: Howl Sand Attack Mud-Slap Lick Charm Endure Yawn Pursuit Fire Fang Thunder Fang Ice Fang After You #509 Purrloin: Pay Day Foul Play Feint Attack Fake Tears Charm Encore Yawn Covet Copycat #511 Pansage: Covet Low Kick Tickle Nasty Plot Role Play Astonish Grass Whistle Magical Leaf Bullet Seed Leaf Storm Disarming Voice #513 Pansear: Covet Low Kick Tickle Nasty Plot Role Play Astonish Sleep Talk Fire Spin Fire Punch Heat Wave Disarming Voice #515 Panpour: Covet Low Kick Tickle Nasty Plot Role Play Astonish Aqua Ring Aqua Tail Mud Sport Hydro Pump Disarming Voice #517 Munna: Sleep Talk Secret Power Barrier Magic Coat Helping Hand Baton Pass Swift Curse Sonic Boom Healing Wish #519 Pidove: Steel Wing Hypnosis Uproar Bestow Wish Morning Sun Lucky Chant Night Slash #522 Blitzle: Me First Take Down Sand Attack Double Kick Screech Rage Endure Double-Edge Shock Wave Snatch #524 Roggenrola: Magnitude Curse Autotomize Rock Tomb Lock-On Heavy Slam Take Down Gravity Wide Guard #527 Woobat: Charm Knock Off Fake Tears Supersonic Synchronoise Stored Power Roost Flatter Helping Hand Captivate Venom Drench Psycho Shift #529 Drilbur: Iron Defense Rapid Spin Earth Power Crush Claw Metal Sound Submission Skull Bash Rock Climb #531 Audino: Wish Heal Bell Lucky Chant Encore Bestow Sweet Kiss Yawn Sleep Talk Healing Wish Amnesia Draining Kiss #532 Timburr: Drain Punch Endure Counter Comet Punch Foresight Smelling Salts Detect Wide Guard Force Palm Reversal Mach Punch #535 Tympole: Water Pulse Refresh Mud Sport Mud Bomb Sleep Talk Snore Mist Earth Power After You #540 Sewaddle: Silver Wind Screech Razor Wind Mind Reader Agility Me First Baton Pass Camouflage Air Slash #543 Venipede: Twineedle Pin Missile Toxic Spikes Spikes Take Down Rock Climb #546 Cottonee: Natural Gift Encore Tickle Fake Tears Grass Whistle Memento Beat Up Switcheroo Worry Seed Captivate #548 Petilil: Natural Gift Charm Endure Ingrain Worry Seed Grass Whistle Sweet Scent Bide Healing Wish #550 Basculin: Swift Bubble Beam Mud Shot Muddy Water Agility Whirlpool Rage Brine Revenge #551 Sandile: Double-Edge Rock Climb Pursuit Uproar Fire Fang Thunder Fang Beat Up Focus Energy Counter Mean Look Me First #554 Darumaka: Sleep Talk Focus Punch Focus Energy Endure Hammer Arm Take Down Flame Wheel Encore Yawn Snatch #556 Maractus: Bullet Seed Bounce Worry Seed Leech Seed Seed Bomb Wood Hammer Spikes Grass Whistle Grassy Terrain #557 Dwebble: Endure Iron Defense Night Slash Sand Tomb Counter Curse Spikes Block Wide Guard Rototiller #559 Scraggy: Drain Punch Counter Dragon Dance Detect Fake Out Fire Punch Ice Punch Thunder Punch Amnesia Feint Attack Zen Headbutt Quick Guard #561 Sigilyph: Stored Power Psycho Shift Ancient Power Steel Wing Roost Skill Swap Future Sight #562 Yamask: Memento Fake Tears Nasty Plot Endure Heal Block Imprison Nightmare Disable Ally Switch Toxic Spikes #564 Tirtouga: Water Pulse Knock Off Rock Throw Slam Iron Defense Flail Whirlpool Body Slam Bide Guard Swap #566 Archen: Steel Wing Defog Dragon Pulse Head Smash Knock Off Earth Power Bite Ally Switch Switcheroo #568 Trubbish: Spikes Rollout Haze Curse Rock Blast Sand Attack Mud Sport Self-Destruct #570 Zorua: Detect Captivate Dark Pulse Snatch Memento Sucker Punch Extrasensory Counter Copycat #572 Minccino: Iron Tail Tail Whip Aqua Tail Mud-Slap Knock Off Fake Tears Sleep Talk Endure Flail #574 Gothita: Mirror Coat Uproar Miracle Eye Captivate Mean Look Dark Pulse Heal Pulse #577 Solosis: Night Shade Astonish Confuse Ray Acid Armor Trick Imprison Secret Power Astonish Helping Hand #580 Ducklett: Steel Wing Brine Gust Air Cutter Mirror Move Me First Lucky Chant Mud Sport #582 Vanillite: Water Pulse Natural Gift Imprison Autotomize Iron Defense Magnet Rise Ice Shard Powder Snow #585 Deerling: Fake Tears Natural Gift Synthesis Worry Seed Odor Sleuth Agility Sleep Talk Baton Pass Grass Whistle #587 Emolga: Roost Iron Tail Astonish Air Slash Shock Wave Charm Covet Tickle Baton Pass Ion Deluge #588 Karrablast: Megahorn Pursuit Counter Horn Attack Feint Attack Bug Bite Screech Knock Off Drill Run #590 Foongus: Gastro Acid Growth Poison Powder Stun Spore Rollout Defense Curl Endure Body Slam #592 Frillish: Acid Armor Confuse Ray Pain Split Mist Recover Constrict #594 Alomomola Pain Split Refresh Tickle Mirror Coat Mist Endure #595 Joltik: Pin Missile Poison Sting Cross Poison Rock Climb Pursuit Disable Feint Attack Camouflage #597 Ferroseed: Bullet Seed Leech Seed Spikes Worry Seed Seed Bomb Gravity Rock Climb Stealth Rock Acid Spray #605 Elgyem: Teleport Disable Astonish Power Swap Guard Swap Barrier Nasty Plot Skill Swap Cosmic Power Ally Switch #607 Litwick: Acid Armor Heat Wave Haze Endure Captivate Acid Clear Smog Power Split #610 Axew: Counter Focus Energy Reversal Endure Razor Wind Night Slash Endeavor Iron Tail Dragon Pulse Harden #613 Cubchoo: Yawn Avalanche Encore Ice Punch Night Slash Assurance Sleep Talk Focus Punch Play Rough #616 Shelmet: Endure Baton Pass Double-Edge Encore Guard Split Mind Reader Mud-Slap Spikes Feint Pursuit #618 Stunfisk: Shock Wave Earth Power Yawn Sleep Talk Astonish Curse Spite Spark Pain Split Eerie Impulse Reflect Type Me First #619 Mienfoo: Endure Vital Throw Baton Pass Smelling Salts Low Kick Feint Me First Knock Off Ally Switch #621 Druddigon: Fire Fang Thunder Fang Crush Claw Feint Attack Pursuit Iron Tail Poison Tail Snatch Metal Claw Glare Sucker Punch #624 Pawniard: Revenge Sucker Punch Pursuit Headbutt Stealth Rock Psycho Cut Mean Look Quick Guard #626 Bouffalant: Stomp Rock Climb Headbutt Skull Bash Mud Shot Mud-Slap Iron Head Amnesia Belch #629 Vullaby: Steel Wing Mean Look Roost Scary Face Knock Off Fake Tears Foul Play #631 Heatmor: Pursuit Wrap Night Slash Curse Body Slam Heat Wave Feint Attack Sucker Punch Tickle Sleep Talk Belch #632 Durant: Screech Endure Rock Climb Baton Pass Thunder Fang Feint Attack #633 Deino: Fire Fang Thunder Fang Ice Fang Double Hit Astonish Earth Power Screech Head Smash Assurance Dark Pulse #636 Larvesta: String Shot Harden Foresight Endure Zen Headbutt Morning Sun Magnet Rise #650 Chespin: Synthesis Belly Drum Curse Quick Guard Spikes Defense Curl Rollout #653 Fennekin: Wish Hypnosis Heat Wave Magic Coat #656 Froakie: Bestow Mind Reader Toxic Spikes Mud Sport Camouflage Water Sport #659 Bunnelby: Spikes Defense Curl Rollout #661 Fletchling: Tailwind Snatch Quick Guard #664 Scatterbug: Stun Spore Poison Powder Rage Powder #667 Litleo: Entrainment Yawn Snatch Fire Spin #670 Flabébé: Copycat Captivate Camouflage #673 Skiddo: Defense Curl Rollout Milk Drink #675 Pancham: Quash Me First Quick Guard Foul Play Storm Throw #676 Furfrou: Role Play Work Up Mimic Captivate Refresh #677 Espurr: Trick Yawn Assist Barrier #679 Honedge: Metal Sound Shadow Sneak Destiny Bond Wide Guard #682 Spritzee: Disable Wish Captivate Refresh #684 Swirlix: After You Yawn Belly Drum Copycat #686 Inkay: Simple Beam Power Split Camouflage Flatter Destiny Bond #688 Binacle: Tickle Switcheroo Helping Hand Water Sport #690 Skrelp: Toxic Spikes Play Rough Haze Acid Armor Venom Drench #692 Clauncher: Aqua Jet Entrainment Endure Crabhammer Helping Hand #694 Helioptile: Agility Glare Camouflage Electric Terrain #696 Tyrunt: Dragon Dance Thunder Fang Ice Fang Poison Fang Rock Polish Fire Fang Curse #698 Amaura: Haze Barrier Mirror Coat Magnet Rise Discharge #701 Hawlucha: Agility Me First Ally Switch Entrainment Mud Sport Baton Pass Quick Guard #702 Dedenne: Eerie Impulse Covet Helping Hand Natural Gift #704 Goomy: Acid Armor Curse Iron Tail Poison Tail Counter Endure #707 Kelfki: Switcheroo Thief Lock-On Iron Defense #708 Phantump: Grudge Bestow Imprison Venom Drench #710 Pumpkaboo: Disable Bestow Destiny Bond #712 Bergmite: Recover Mist Barrier Mirror Coat #714 Noibat: Switcheroo Snatch Outrage Tailwind The only egg move not reported here (as far as I noticed) is Ally Switch for Tyrogue. And for good reason, the only way for Tyrogue to get Ally Switch as an egg move would be for one of the hitmons to learn the move, which none can (whether it is by level-up or by TM51 in BW/B2W2). This probably foreshadows a level-up change for the hitmons in ORAS.
  10. Complete title: Treat two different lines as the same species for breeding purposes Disclaimer: For now this goes for games in: English French German Spanish (SS only) We already have the Nidos and Volbeat+Illumise. This time we're going to add (not replace mind you) two new rules for breeding (males on the left, females on the right): the controversial Tauros+Miltank Gyarados+Milotic Decompress arm9.bin First we're going to change the pointer so that it points to the new piece of code, go to offset 0×6CA88 and change FFF7AEFE into 91F0F6FF At offset 0×FEA78 add this: F8 B5 84 B0 0D 1C 01 A9 00 90 6D F7 A1 FB 00 24 01 AF A6 00 B8 59 05 21 00 22 6F F7 D5 FD 61 00 03 AA 50 52 10 1C 40 5A 84 28 04 D1 01 20 60 40 28 70 6C 70 08 E0 B8 59 71 F7 6E FA 01 28 03 D1 01 20 2C 70 60 40 68 70 60 1C 00 04 04 0C 02 2C DF D3 28 78 41 00 03 A8 40 5A 72 F7 B3 FB 04 1C 1D 2C 09 D1 00 98 2A F7 15 FC 02 21 89 03 08 42 01 D0 20 24 00 E0 1D 24 F1 2C 09 D1 00 98 2A F7 09 FC 02 21 89 03 08 42 01 D0 80 24 00 E0 F1 24 1C 48 84 42 09 D1 00 98 2A F7 FC FB 02 21 89 03 08 42 01 D0 81 24 00 E0 16 4C 13 48 84 42 09 D1 00 98 2A F7 EF FB 02 21 89 03 08 42 01 D0 0F 4C 00 E0 0D 4C 0E 48 84 42 00 D1 44 1E 68 78 41 00 03 A8 40 5A 84 28 0B D1 28 78 81 00 01 A8 40 58 71 F7 1A FA 01 28 03 D0 69 78 28 78 68 70 29 70 20 1C 00 00 04 B0 F8 BD 3A 01 00 00 39 01 00 00 EA 01 00 00 5D 01 00 00 This is it, or it is? Not quite, remember that in gen IV if you try to breed male Nidoran / Volbeat with a Ditto the offspring will always be male. This is because the code checks when the offspring is female Nidoran or Illumise, if it is the case then the egg has a 50 % of hatching into either the species of the female or the species of the male. To fix this follow the following steps: Open your ROM in CrystalTile2 Extract the folder poketool/personal/pms.narc: This is what the game use to tell the offspring that the a given species of Pokémon will produce. We're going to change the following: 20 00 into 1D 00 (3 times) 80 00 into F1 00 (once) 81 00 into 5D 01 (twice) 39 01 into 3A 01 (once) Note: you can also give Tauros egg moves now.
  11. Main effect: The probability is PP/65536. PP is equal to 08 by default. You can now put the value 10 (16 chances in 65536), like in Gen VI. Decompress arm9.bin. Go to offset 0×70080* and change the value 08 into QQ. QQ can take any value from 00 (no shiny at all) to FF (roughly 1 in 257 chance). *Regions' differences: Language Shiny chance Japanese 0×6FAC0 Spanish HG 0×70078 Korean HG 0×7017C Korean SS 0×70174 Others 0×70080 Side-effect: Formula reminder: (Trainer ID ⊕ Secret ID) ⊕ (16 leftmost bits of PID ⊕ 16 rightmost bits of PID) = CID What I call the CID (stands for Color ID) must be a number between 0 and 7 included for its bearer to be shiny. For example let's say you decided to update the value from 0×08 to 0×10, what will happen you may ask? Any caught Pokémon who happens to have their CID between 8 and 15 included and who weren't shiny before the update will turn shiny!
  12. Credits go to PowMikelan98 for discovering this and giving me permission to post this. Original post: http://wahackforo.com/t-21923-pag20#195 Open your HeartGold or SoulSilver ROM with CrystalTile2 Go to folder a/1/8/0 right-click and then click on sub-file sort. The data is 89 bytes for each Pokémon, the first bunch of data being that of Pokémon with ID 0. For example to go to the data of Milotic (ID 350), we do this simple operation: 350×89=31150 31150 is 79AE in hexadecimal, thus you add 79AE to 3C to get the relative address for Milotic's data. Note: first byte is labelled as byte 0, not byte 1. For each Pokémon: byte 1 governs the movement's type when a Pokémon is sent out (for example 0×13 (19) makes the Pokémon flash with electricity, like Raichu or Jolteon for example). byte 86 is the sprite's position on the Y-axis, a signed value who moves the sprite from 128 pixels down (80) to 127 pixels up (7F). byte 87 is the shadow's position on the X-axis, a signed value who moves the shadow from 128 pixels to the left (80) to 127 pixels to the right (7F). byte 88 is the shadow's size: 0=none 1=small 2=medium 3=big
  13. Main feature Awwww… too bad that Deoxys' stats are not recalculated after each fight like in Gen III, otherwise I would have used that. First and foremost, you have to know that the game double-checks for the 100 EV limit: the first check is triggered by the corresponding vitamin, the second check is run no matter the used vitamin. Now we choose a value to replace 64 (100) with, might as well use FC (252) for convenience's sake. Here's how you proceed to lift the limit: Decompress arm9.bin Case-by-case checks Go to offset 0×90034* and change the value 64 into FC, this is the check for the HP Up Go to offset 0×900A0* and change the value 64 into FC, this is the check for the Protein Go to offset 0×9010C* and change the value 64 into FC, this is the check for the Iron Go to offset 0×9017A* and change the value 64 into FC, this is the check for the Carbos Go to offset 0×901E8* and change the value 64 into FC, this is the check for the Calcium Go to offset 0×90254* and change the value 64 into FC, this is the check for the Zinc * Regions' differences Language Offset 1 Offset 2 Offset 3 Offset 4 Offset 5 Offset 6 Japanese 0×8F910 0×8F97C 0×8F9E8 0×8FA56 0×8FAC4 0×8FB30 Spanish HG 0×9002C 0×90098 0×90104 0×90172 0×901E0 0×9024C Korean HG 0×90728 0×90794 0×90800 0×9086E 0×908DC 0×90948 Korean SS 0×90720 0×9078C 0×907F8 0×90866 0×908D4 0×90940 Others 0×90034 0×900A0 0×9010C 0×9017A 0×901E8 0×90254 [*]Global check Go to offset 0×90A96* and change the value 64 into FC Do the same at offset 0×90ABC* and offset 0×90AC0* * Regions' differences Language Offset 1 Offset 2 Offset 3 Japanese 0×90372 0×90398 0×9039C Spanish HG 0×90A8E 0×90AB4 0×90AB8 Korean HG 0×9118A 0×911B0 0×911B4 Korean SS 0×91182 0×911A8 0×911AC Others 0×90A96 0×90ABC 0×90AC0 Bonus feature 1: Change how many EV are given by each vitamin Open the folder a/0/1/7. The amount of EV added for one given stat W by its respective vitamin X is located at byte Y on file Z. Stat Vitamin Byte File (W) (X) (Y) (Z) HP HP Up 21 45 Attack Protein 22 46 Defense Iron 23 47 Speed Carbos 24 48 Sp.Atk. Calcium 25 49 Sp.Def. Zinc 26 52 Note: First byte is assumed to be byte 0, not byte 1. That byte always has a value of 10 (0A), it's a signed value who can subtract as much as 128 EV (80) or add as much as 127 EV (7F). We're going to change that value to one who can divide 252 (FC) while staying very close to 10 (0A). Why not 12 (0C)? But what if you want to put EV not divisible by 12 in one particular stat? Well, that's what EV-reducing Berries are for Since the Vitamins are set up to give 12 EV now, it means the modulo applied here is a modulo 12. But at Lv.100 1 point in a stat equals 4 EV, thus we have to apply a modulo 3 instead (12/4). Modulo 3 is 0 => remainder of Wanted_EV/12 is 0 => no correction needed. Modulo 3 is 1 => remainder of Wanted_EV/12 is 4 => give 2 Vitamins (+24) and then 2 EV-reducing Berries (-20). Modulo 3 is 2 => remainder of Wanted_EV/12 is 8 => give 4 Vitamins (+48) and then 4 EV-reducing Berries (-40). Don't forget this is meant as an emergency feature to give the player a mean to EV-train a Lv.100 Pokémon, hence why you are allowed to complicate the feature. Bonus feature 2: Lower the EV limit from 255 to 252 Yep, we're borrowing that feature from Gen VI. Decompress overlay9_0012.bin. Go to offset 0×EC9C* and change the value FF into FC. Do the same at offset 0×ECA0*. * Regions' differences Language Offset 1 Offset 2 Japanese 0×ECA4 0×ECA8 Korean 0×ECA0 0×ECA4 Others 0×EC9C 0×ECA0 Decompress arm9.bin. Go to offset 0×4B948* and change the value FF into FC. Do the same at offset 0×4B94C*. * Regions' differences Language Offset 1 Offset 2 Japanese 0×4B3DC 0×4B3E0 Spanish HG 0×4B940 0×4B944 Korean HG 0×4BA44 0×4BA48 Korean SS 0×4BA3C 0×4BA40 Others 0×4B948 0×4B94C
  14. I wasn't kidding when I said that I had a load of tutorials to write down. Decompress arm9.bin Go to offset 0×FF4AE* You should see this: 68 01 FF 00 CA 00 2A 01 FE 00 B7 00 B7 01 3A 01 7A 00 B6 01 3B 01 B9 00 BE 01 3C 01 8F 00 CA 01 3D 01 E2 00 96 01 3E 01 3B 01 B8 01 3F 01 71 00 B1 01 40 01 66 01 Format is BB BB II II DD DD. BB BB is the baby produced when at least one parent holds the corresponding item. II II is the item that at least one parent has to hold. DD DD is the default baby when none of the parent holds the corresponding item. For example we’re going to dissect the 7th row, shall we? 96 01 is a Pokémon ID. Invert the 2 bytes and you get 01 96. Converting from base 16 to base 10 we get 406. Oh, it’s Budew! This is the same principle with the item ID and the default baby ID. Item ID: 3E 01 => 01 3E => 318 => Rose Incense Default baby ID: 3B 01 => 01 3B => 315 => Roselia The instruction is as follows: If at least one of the Parents hold the Rose Incense, Budew will hatch from the egg, otherwise Roselia hatch from the egg. So if you have understood, it means we basically have to replace all 9 instances of DD DD by their corresponding BB BB. By changing the aforementioned bytes you get this: 68 01 FF 00 68 01 2A 01 FE 00 2A 01 B7 01 3A 01 B7 01 B6 01 3B 01 B6 01 BE 01 3C 01 BE 01 CA 01 3D 01 CA 01 96 01 3E 01 96 01 B8 01 3F 01 B8 01 B1 01 40 01 B1 01 Neat, now how about you go and hatch that Budew without a Rose Incense, hum? * Regions’ differences: Language Offset Japanese 0×FFEC2 English 0×FF4AE French 0×FF492 German 0×FF462 Italian 0×FF426 Spanish HG 0×FF496 Spanish SS 0×FF49E Korean HG 0×FFB5A Korean SS 0×FFB52
  15. I know, I'm on thread-spree lately, and it's not over since I have at least 4 more tutorials to get down! Disclaimer: Read all the paragraph before attempting any manipulation. Decompress overlay9_0012.bin Go to the very bottom of the file You should see something like that: 2D 00 2E 00 2F 00 30 00 67 00 AD 00 FD 00 3F 01 40 01 30 01 95 01 C0 01 Q: What are those? A: Those are the very moves blocked by Soundproof. Each move is 2 bytes long, for example let’s try this one: 30 01. Invert the 2 bytes and you get 01 30. Now convert from hex to decimal and you get 304. 304 is the ID number for the move Hyper Voice! Well what move are we trying to break already? Oh yes, Heal Bell. So the move Heal Bell has been assigned the ID number 215. Okay 215 in hexadecimal is D7, since moves are 2 bytes long instead let’s go with 00 D7. Invert the 2 bytes and you get D7 00. Time to go and check against the previous string… … … HEY! But there’s no bytes equal to D7 00 in there! Explanation: Actually this string lists the moves blocked by an opponent’s Soundproof! Have you ever tried to use Heal Bell against that Exploud? Believe it or not but it will work. When it comes to the move Heal Bell, the game will instead perform a check against all of your team members’ abilities, and if a Pokémon affected by a major status condition happens to have Soundproof, it will not be healed. Tough luck, huh? But this will come to an end with those simple-to-follow steps. Decompress overlay9_0012.bin Go to offset 0×98A0* and change the value D7 into 00 Do the same at offset 0×21ADE* Go to offset 0×98B0* and change the value 2B into FF (anything between 7C and FF included will do the trick) Do the same at offset 0×9906* and offset 0×21AE4* Offset 0×98A0 is the check for Heal Bell’s execution for the Pokémon on the battlefield, on the side of the Heal Bell’s user. Offset 0×21ADE is the check for Heal Bell’s execution for the remaining team members of the Heal Bell’s user team. Offset 0×98B0 is the check for Soundproof against the Heal Bell’s user. Offset 0×9906 is the check for Soundproof against the teammate of the Heal Bell’s user (Double battle only). Offset 0×21AE4 is the check for Soundproof against the remaining team members of the Heal Bell user’s team. Basically the new instruction is: check if [Pokémon] used move with ID 0 and check for every instance of ability with ID 255. Note: You shouldn’t replace 2B by 00, because the ability with ID number 0 is used in-game when an ability gets cancelled (Gastro Acid comes to mind), whereas you can replace D7 by 00 since there is no legitimate way to get the move with ID number 0. * Regions’ differences: Language Offset 1 Offset 2 Offset 3 Offset 4 Offset 5 Japanese 0×98A8 0×98B8 0×990E 0×21AE6 0×21AEC Korean 0×98A4 0×98B4 0×990A 0×21AE2 0×21AE8 Others 0×98A0 0×98B0 0×9906 0×21ADE 0×21AE4
  16. So today we're going to restore the missing code needed to evolve some Pokémon by leveling them up in a specific location. More specifically Eevee into Leafeon, Eevee into Glaceon, Magneton into Magnezone and Nosepass into Probopass. As it is, there's currently no way to obtain those evolutions on a retail card without trading them to DPPt. This is the code for the location-specific evolution (this comes from Platinum btw): 07 4B 00 22 19 88 88 42 04 D1 50 1C 41 00 04 48 40 5A 70 47 92 1C 1B 1D [b][u]YY[/u][/b] 2A F3 D3 00 20 70 47 [b][u]XX XX XX XX[/u][/b] XX XX XX XX is the offset for the following data : 81 01 1A 00 CB 00 19 00 CF 00 18 00 D0 00 18 00 D1 00 18 00 D2 00 18 00 D3 00 18 00 D4 00 18 00 D5 00 18 00 D6 00 18 00 D7 00 18 00 D8 00 18 00 D9 00 18 00 DA 00 18 00 DB 00 18 00 DC 00 18 00 DD 00 18 00 FE 01 18 00 FF 01 18 00 48 02 18 00 49 02 18 00 Format is MM MM EE EE MM MM is the map number EE EE is the evolution method For example the first 4 bytes are read like this: 81 01 => 01 81 => map 385 which is Route 217 (oustide) 1A 00 => 00 1A => evolution method 26 which is used to evolve Eevee into Glaceon Ergo if you level up Eevee on Route 217, it will evolve into Glaceon. YY is the total of map-related evolution, times 2. Map-related evolutions are 4 bytes long each, the total is 84 bytes long. 84 / 4 = 21 Then multiply by 2. 21 × 2 = 42 42 is 2A in hex, thus in Pokémon Platinum YY is equal to 2A. As surprising as it may be, the function still exists in HGSS, or rather the leftovers. So how are we going to restore the code ? Step 1: Open Pokémon HG or SS with CrystalTile2. Step 2: Decompress the arm9 by right-clicking and then selecting Extract(U). Step 3: We're going to search for a place to fit in the new code, a place with enough unused FF FF should do the trick. Why not for example the address 0×11025C ? Step 4: Copy and paste this string: 07 4B 00 22 19 88 88 42 04 D1 50 1C 41 00 04 48 40 5A 70 47 92 1C 1B 1D [b][u]12[/u][/b] 2A F3 D3 00 20 70 47 [b][u]C8 02 11 02[/u][/b] Step 5: We need to paste the new map-data too. But wait a second, none of Leafeon, Glaceon, Magnezone or Probopass are listed in the Johto Dex! To alleviate that issue, map-specific evolution are going to be Kanto-only. Eevee into Leafeon : Virdian Forest (that one is a given) Eevee into Glaceon : Seafoam Islands except the Gym part (again, a given) Magneton into Magnezone and Nosepass into Probopass : Route 10 and Power Plant (reasoning being that Power Plant used to be home to Magnemite and Magneton) That makes for 9 maps in total, thus 36 bytes in total, hence why YY in this code is equal to 12. Copy and paste this string at address 0×1102C8 (thus XX XX XX XX is equal to C8 02 11 02 which is 021102C8 in little-endian): 92 00 1A 00 C5 01 1A 00 C6 01 1A 00 C7 01 1A 00 C8 01 1A 00 93 00 19 00 12 00 18 00 84 01 18 00 D3 01 18 00 Step 6: A problem arises, there are 3 routines who use a Branch linking to the map-evo function, thus we have to modify the pointers: Go to address 0×3CE04 and change FEFC02FC into D3F02AFA. Go to address 0×51E5C and change E9F7D6FB into BEF0FEF9. Go to address 0×81E6E and change B9F7CDFB into 8EF0F5F9. This is only for English versions for now, I will eventually update with offsets for all regions. Step 7: Save your modified arm9 and close the Hex editor. Step 8: Reinsert the arm9 into your ROM. Now you won't need to transfer the aforementioned Pokémon to DPPt with this trick, so go and evolve that Eevee / Magnemite / Nosepass.
  17. Oops! Seems like Poetic Justice did another victim, me. In my case it was my clear lack of Foresight. Jokes aside, I overlooked something; while the string FFFF is important since it marks the end of the type chart, I would have never guessed that the string FEFE00 would be equally important. Turns out that the code checks for that particular string when it comes to the moves Odor Sleuth and Foresight as well as the ability Scrappy (Miracle Eye has its own check and thus is not affected). It affects every relation between types after the string FEFE00. When I found out, my brain went "Uh, oh…" My apologies, here's the fixed version of the type chart: 00000A00010A00020A00030A00040A00050500060A00080500090A000A0A000B0A000C0A000D0A000E0A000F0A00100A00110A 01001401010A01020501030501040A010514010605010814010905010A0A010B0A010C0A010D0A010E05010F1401100A011114 02000A02011402020A02030A02040A02050502061402070A02080502090A020A0A020B0A020C14020D05020E0A020F0A02100A02110A 03000A03010A03020A03030503040503050503060A030705030800030914030A0A030B0A030C14030D0A030E0A030F0A03100A03110A 04000A04010A04020004031404040A04051404060504070A04081404090A040A14040B0A040C05040D14040E0A040F0A04100A04110A 05000A05010505021405030A05040505050A05061405070A05080505090A050A14050B0A050C0A050D0A050E0A050F1405100A05110A 06000A06010506020506030506040A06050A06060A060705060805060905060A05060B0A060C14060D0A060E14060F0A06100A061114 07000007010A07020A07030A07040A07050A07060A07071407080A07090A070A0A070B0A070C0A070D0A070E14070F0A07100A071105 08000A08010A08020A08030A08040A08051408060A08070A080805080914080A05080B05080C0A080D05080E0A080F1408100A08110A 09000A09011409020A09030509040A09050A09060A09070A09080509090A090A05090B0A090C0A090D0A090E0A090F0A091014091114 0A000A0A010A0A020A0A030A0A040A0A05050A06140A070A0A08140A090A0A0A050A0B050A0C140A0D0A0A0E0A0A0F140A10050A110A 0B000A0B010A0B020A0B030A0B04140B05140B060A0B070A0B080A0B090A0B0A140B0B050B0C050B0D0A0B0E0A0B0F0A0B10050B110A 0C000A0C010A0C02050C03050C04140C05140C06050C070A0C08050C090A0C0A050C0B140C0C050C0D0A0C0E0A0C0F0A0C10050C110A 0D000A0D010A0D02140D030A0D04000D050A0D060A0D070A0D080A0D090A0D0A0A0D0B140D0C050D0D050D0E0A0D0F0A0D10050D110A 0E000A0E01140E020A0E03140E040A0E050A0E060A0E070A0E08050E090A0E0A0A0E0B0A0E0C0A0E0D0A0E0E050E0F0A0E100A0E1100 0F000A0F010A0F02140F030A0F04140F050A0F060A0F070A0F08050F090A0F0A050F0B050F0C140F0D0A0F0E0A0F0F050F10140F110A 10000A10010A10020A10030A10040A10050A10060A10070A100805100900100A0A100B0A100C0A100D0A100E0A100F0A10101410110A 11000A11010511020A11030A11040A11050A11060A11071411080A110905110A0A110B0A110C0A110D0A110E14110F0A11100A111105 FEFE00000700010700FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
  18. Greetings everyone. I'm MeroMero (member on Smogon who responds by the same name) I joined Project Pokémon just so I could share my findings. Some notes: When an offset is followed by an asterisk (*) ,it means that the offset differs between different regions (and sometimes between games of the same region). Complete type chart This is the type-chart: 000505 000805 0A0A05 0A0B05 0A0C14 0A0F14 0A0614 0A0505 0A1005 0A0814 0B0A14 0B0B05 0B0C05 0B0414 0B0514 0B1005 0D0B14 0D0D05 0D0C05 0D0400 0D0214 0D1005 0C0A05 0C0B14 0C0C05 0C0305 0C0414 0C0205 0C0605 0C0514 0C1005 0C0805 0F0B05 0F0C14 0F0F05 0F0414 0F0214 0F1014 0F0805 0F0A05 010014 010F14 010305 010205 010E05 010605 010514 011114 010814 030C14 030305 030405 030505 030705 030800 040A14 040D14 040C05 040314 040200 040605 040514 040814 020D05 020C14 020114 020614 020505 020805 0E0114 0E0314 0E0E05 0E1100 0E0805 060A05 060C14 060105 060305 060205 060E14 060705 061114 060805 050A14 050F14 050105 050405 050214 050614 050805 070000 070E14 071105 070805 070714 101014 100805 110105 110E14 110714 111105 110805 080A05 080B05 080D05 080F14 080514 080805 FEFE00 000700 010700 FFFF Here is its format : AA DD EE _AA : attack type _DD : defender type _EE : effectiveness those 3 bytes are repeated consecutively for basically each type, and the table will end at the first occurrence of AA DD equal to FF FF. AA and DD can take one of the following values : _0×00 : Normal _0×01 : Fighting _0×02 : Flying _0×03 : Poison _0×04 : Ground _0×05 : Rock _0×06 : Bug _0×07 : Ghost _0×08 : Steel _0×09 : ??? _0×0A : Fire _0×0B : Water _0×0C : Grass _0×0D : Electric _0×0E : Psychic _0×0F : Ice _0×10 : Dragon _0×11 : Dark EE can take one of these 4 values : _0×00 : ineffective _0×05 : not very effective _0×0A : normal damage _0×14 : super effective As you have guessed, EE is actually a multiplier, but before the effect is applied, EE is divided by 10, thus the origin of the coefficients ×0, ×0.5, ×1 and ×2 ! But there's a first problem, if you try to search for 00 05 05 00 08 05 0A 0A 05, etc. in the ROM, your hex editor of choice will return no results! This is because the overlay that contains the table (overlay 12 here) is LZ-compressed. Decompress it with Crystal Tile 2 for example. Okay now you search through the decompressed overlay 12 with your hex editor, and now you have found the string, great; but there's a second problem! Look at the table, there's no EE bytes whose value is equal to 0×0A! That's because 0A is the default multiplier in Gen 4 Pokémon games, which is why ???-typed moves/Pokémon deal/take neutral damage to/from everything. But unlike Gen 2 and Gen 3, thanks to the Physical-Special split, ???-typed moves are actually able to deal damage greater than 1HP (read real damage). How is it going to affect us? Well you're going to have a hard time if you want to port the Fairy-type's effectiveness in HGSS (for the sake of an example). If you try to add (DON'T !) even only one more relationship, once you get into a fight you will break the game since the code will read wrong instructions from everything in the overlay 12 that come after the type table… How to trick the game then? First you have to understand how the game works: Let's say you have 2 main states in Pokémon games, the overworld and the fights. The game needs to load the following overlays for the overworld: 1, 2, 3 and 27 (Group 1) And it needs to load these for the fights : 6, 7, 10, 12, and 18 (Group 2) Actually the overlay 10 is loaded every time you get to choose your action, the overlay 7 when you have chosen said action (and initially at the beginning of the fight too). Once you press continue on the menu screen, the game will load the group 1, and when you get in a fight, it will load the group 2, once you are finished with your fight the game will load again the group 1, etc. You can see that with the RAM Viewer around address 0×021D0E00 for those who are curious It's something like this: Overworld: 01 00 00 00 01 00 00 00 02 00 00 00 01 00 00 00 03 00 00 00 01 00 00 00 1B 00 00 00 01 00 00 00 Fight: 0C 00 00 00 01 00 00 00 12 00 00 00 01 00 00 00 06 00 00 00 01 00 00 00 0A 00 00 00 01 00 00 00 If you parse through the RAM, you'll see that when the overlays from one group are loaded, the previous overlays who happened to be there will be overwritten. The trick here is to find a place in the RAM that is not used during the fights and that could be used to fit in the new table. And such an area exists! It just so happen that overlay 18 and overlay 1 have the same offset in the RAM, but ovl_1 is much longer than ovl_18! That's exactly what we need. What does it means? It basically means that the ovl_1 leftovers is basically free space during the fights! That's something easy to prove, fill the bottom of overlay 18 with FF's until overlay 18 is the same size as overlay 1, reinsert the overlay 18 in the ROM and when you go into a fight, you'll see by yourself that the game doesn't crash! Modus Operandi Step 1 Open your Pokémon HeartGold or Pokémon SoulSilver ROM in Crystal Tile 2. Step 2 Click the NDS icon (or alternatively click Ctrl+N). Expand the window if necessary. Step 3 Right-click on overlay_0012.bin and click Extract (not Export !), this will actually decompress the overlay. Step 4 Do the same for overlay_0018.bin. Step 5 Open both decompressed files in a hex editor. Step 6 Add your improved type-chart at the end of overlay_0018.bin I advise you to make a full chart with all 324 relationships from the get-go, so that if you want to change something, you won't have to go through all the trouble again. Or you can take mine, which is up to date with the relationships according to Gen 6 : 00000A00010A00020A00030A00040A00050500060A00080500090A000A0A000B0A000C0A000D0A000E0A000F0A00100A00110A 01001401010A01020501030501040A010514010605010814010905010A0A010B0A010C0A010D0A010E05010F1401100A011114 02000A02011402020A02030A02040A02050502061402070A02080502090A020A0A020B0A020C14020D05020E0A020F0A02100A02110A 03000A03010A03020A03030503040503050503060A030705030800030914030A0A030B0A030C14030D0A030E0A030F0A03100A03110A 04000A04010A04020004031404040A04051404060504070A04081404090A040A14040B0A040C05040D14040E0A040F0A04100A04110A 05000A05010505021405030A05040505050A05061405070A05080505090A050A14050B0A050C0A050D0A050E0A050F1405100A05110A 06000A06010506020506030506040A06050A06060A060705060805060905060A05060B0A060C14060D0A060E14060F0A06100A061114 07000007010A07020A07030A07040A07050A07060A07071407080A07090A070A0A070B0A070C0A070D0A070E14070F0A07100A071105 08000A08010A08020A08030A08040A08051408060A08070A080805080914080A05080B05080C0A080D05080E0A080F1408100A08110A 09000A09011409020A09030509040A09050A09060A09070A09080509090A090A05090B0A090C0A090D0A090E0A090F0A091014091114 0A000A0A010A0A020A0A030A0A040A0A05050A06140A070A0A08140A090A0A0A050A0B050A0C140A0D0A0A0E0A0A0F140A10050A110A 0B000A0B010A0B020A0B030A0B04140B05140B060A0B070A0B080A0B090A0B0A140B0B050B0C050B0D0A0B0E0A0B0F0A0B10050B110A 0C000A0C010A0C02050C03050C04140C05140C06050C070A0C08050C090A0C0A050C0B140C0C050C0D0A0C0E0A0C0F0A0C10050C110A 0D000A0D010A0D02140D030A0D04000D050A0D060A0D070A0D080A0D090A0D0A0A0D0B140D0C050D0D050D0E0A0D0F0A0D10050D110A 0E000A0E01140E020A0E03140E040A0E050A0E060A0E070A0E08050E090A0E0A0A0E0B0A0E0C0A0E0D0A0E0E050E0F0A0E100A0E1100 0F000A0F010A0F02140F030A0F04140F050A0F060A0F070A0F08050F090A0F0A050F0B050F0C140F0D0A0F0E0A0F0F050F10140F110A 10000A10010A10020A10030A10040A10050A10060A10070A100805100900100A0A100B0A100C0A100D0A100E0A100F0A10101410110A 11000A11010511020A11030A11040A11050A11060A11071411080A110905110A0A110B0A110C0A110D0A110E14110F0A11100A111105 FEFE00000700010700FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF Step 7 In overlay_0012: search for 7CCC2602* and change it for 60BE1F02* (4 occurrences) search for 7DCC2602* and change it for 61BE1F02* (3 occurrences) search for 7ECC2602* and change it for 62BE1F02* (3 occurrences) Language original pointers updated pointers Japanese 78C12602 E0B01F02 79C12602 E1B01F02 7AC12602 E2B01F02 English 7CCC2602 60BE1F02 7DCC2602 61BE1F02 7ECC2602 62BE1F02 French 9CCC2602 A0BA1F02 9DCC2602 A1BA1F02 9ECC2602 A2BA1F02 German 5CCC2602 60BA1F02 5DCC2602 61BA1F02 5ECC2602 62BA1F02 Italian 1CCC2602 20BA1F02 1DCC2602 21BA1F02 1ECC2602 22BA1F02 Spanish HG 9CCC2602 A0BA1F02 9DCC2602 A1BA1F02 9ECC2602 A2BA1F02 Spanish SS BCCC2602 C0BA1F02 BDCC2602 C1BA1F02 BECC2602 C2BA1F02 Korean 80D62602 A0C41F02 81D62602 A1C41F02 82D62602 A2C41F02 As you have guessed, the pointers will point to the type table, what you did here is relocating the pointers to the new and (admittedly) more complete table. Step 8 Save both files and close your hex editor. Step 9 Back to Crystal Tile, right-click on overlay_0012.bin and click Compression, this will actually import the LZ-compressed of your file back into the ROM. Step 10 Do the same for overlay_0018.bin, but be careful now the file is too large to be contained between ovl_17 and ovl_19 even when compressed ! Don't panic, Crystal Tile will take care of that for you. Just click OK. Step 11 Close Crystal Tile 2, and now your ROM is ready. Want to make Poison super-effective against Water ? Sure thing mate. Want to make Ice resistant to Dragon ? Knock yourself out ! Want to add all the Fairy type relationships ? That's the reason that drove me to think outside the box and find a way to present you this. Wow ! And I'm still not done, but others discoveries will be for another time, I think those will take enough of your time to swallow. Other discoveries include: Change this into this . Adding a functional item (why not, the Pixie Plate). Adding sprites for items. Adding an item's effect ID to the list of ×1.2 type-enhancer items. Editing the Incense-babies. Edit the move Judgment so it takes into account the Fairy-Type, yes the case for type 9 is not taken into account in the move's code. Edit the checks for Heal Bell against Soundproof so that Heal Bell acts exactly like Aromatherapy. Restoring the destroyed code to trigger Evolution methods 18, 19 and 1A. Edit Pokémon coordinates and shadow on the battlefield (not by me). And last but not least, a teaser for what's new to come, and yes you'll see I'm definitely NOT Hollywood tier when it comes to teasers/trailers: [video=youtube;BHOG8QNhkJY]
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