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I am proud to present you the Gen VI mini icons (as per their ORAS incarnation) to use for NDS Pokémon games. How to use: 1°) Download the file Poké-icons.zip at the end of this post and extract its contents. It contains 5 icons files to use with the corresponding games, as well as a folder full of Pokémon icons in PNG format. 2°) Open your NDS Pokémon ROM with CrystalTile2. 3°) Click the NDS icon or Ctrl+N to open the file browser. 4°) Here is where the icons are located in each game: Diamond & Pearl: poketool/icongra/poke_icon.narc Platinum: poketool/icongra/pl_poke_icon.narc HeartGold & SoulSilver: a/0/2/0 Black & White: a/0/0/7 Black 2 & White 2: a/0/0/7 5°) Right-click on the corresponding narc and click Import to update it with the corresponding file for the game: Diamond & Pearl: Gen 4 (1-DP) Platinum: Gen 4 (2-Pt) HeartGold & SoulSilver: Gen 4 (3-HGSS) Black & White: Gen 5 (1-BW) Black 2 & White 2: Gen 5 (2-B2W2) 6°) Now Right-click on arm9.bin (located at the beginning of the file browser) and click Extract, unless you're using a Diamond, Pearl or Platinum ROM in which case you can click Export since the arm9 in those 3 games are not compressed. 7°) Open the extracted arm9 with a hex editor. 8°) Search for the following string: Gen 4: 00 01 01 01 00 00 00 00 02 02 01 01 00 01 02 02 Gen 5: 00 11 11 11 00 00 00 00 22 22 11 11 00 11 22 22 The hex editor should return 1 result only. The format for Gen 5 is slightly different, this is because Gen 5 icons have 2 files per Pokémon, one icon for the male and one for the female. The leftmost nybble is the palette for the female, while the rightmost nybble is the palette for the male. Usually the female-icon is an empty file, except for Unfezant, Frillish and Jellicent. 9°) Now that you have located the offset of the palettes, copy-paste this: Gen 4: [color="#000000"]00 01 01 01 00 00 00 00 02 02 01 01 00 01 02 02 00 00 00 02 01 00 00 02 02 02 00 02 02 00 00 00 02 02 02 00 00 02 01 00 00 02 02 01 00 00 00 00 00 02 02 02 01 01 01 00 01 01 00 00 00 00 00 02 02 02 00 02 00 01 01 01 00 00 00 00 02 00 00 01 01 00 00 01 02 02 02 02 02 02 00 00 02 02 02 02 02 01 00 00 00 00 00 01 01 01 02 02 01 02 02 00 01 00 00 02 00 00 00 00 02 02 00 01 02 01 00 02 02 00 00 00 02 02 00 00 00 00 00 00 01 02 02 02 00 00 00 00 00 00 02 00 01 01 01 00 00 00 00 00 00 02 02 02 02 00 00 01 00 02 00 00 01 00 01 00 00 01 01 00 00 00 01 00 00 01 01 01 01 00 02 01 01 01 00 00 02 02 00 01 00 00 00 02 00 02 00 02 01 00 02 00 00 01 00 00 00 02 00 00 02 02 00 00 00 00 00 00 00 00 00 00 00 00 02 01 02 02 01 01 01 00 01 02 02 02 01 01 01 00 01 01 01 01 01 00 00 00 00 00 00 02 02 02 02 00 02 00 02 01 00 01 01 01 01 01 00 00 00 00 01 01 01 00 00 01 01 02 02 02 01 01 01 01 02 02 02 02 00 00 00 02 02 02 02 02 02 00 00 01 00 00 00 00 02 00 01 02 00 00 02 00 01 00 00 00 02 01 00 01 01 01 01 00 00 00 02 01 00 00 00 00 00 01 00 00 01 00 00 02 02 00 01 00 00 00 01 01 00 00 00 02 00 00 00 00 00 00 00 01 00 00 02 00 00 00 00 02 00 00 00 00 02 00 01 00 00 01 01 01 01 00 02 00 00 00 00 00 00 02 02 01 01 00 00 00 01 00 00 00 01 01 01 01 00 00 00 00 00 00 01 00 00 00 02 02 02 02 02 02 00 00 02 00 02 02 00 00 01 00 00 00 01 00 00 00 02 00 00 01 01 00 02 00 00 01 00 00 00 01 01 00 00 01 00 00 01 00 00 01 01 00 00 02 00 01 00 02 02 00 00 00 00 00 02 00 00 00 00 00 00 00 01 01 01 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 01 00 00 00[/color] [color="#FF0000"]00 01 00 00 00 00 00[/color] [color="#008000"]00 00 00 01[/color] [color="#000000"]For DP, don't copy the red nor the green part at the end.[/color] [color="#FF0000"]For Pt, don't copy the green part at the end.[/color] [color="#008000"]For HGSS, copy all.[/color] BW: 00 11 11 11 00 00 00 00 22 22 11 11 00 11 22 22 00 00 00 22 11 00 00 22 22 22 00 22 22 00 00 00 22 22 22 00 00 22 11 00 00 22 22 11 00 00 00 00 00 22 22 22 11 11 11 00 11 11 00 00 00 00 00 22 22 22 00 22 00 11 11 11 00 00 00 00 22 00 00 11 11 00 00 11 22 22 22 22 22 22 00 00 22 22 22 22 22 11 00 00 00 00 00 11 11 11 22 22 11 22 22 00 11 00 00 22 00 00 00 00 22 22 00 11 22 11 00 22 22 00 00 00 22 22 00 00 00 00 00 00 11 22 22 22 00 00 00 00 00 00 22 00 11 11 11 00 00 00 00 00 00 22 22 22 22 00 00 11 00 22 00 00 11 00 11 00 00 11 11 00 00 00 11 00 00 11 11 11 11 00 22 11 11 11 00 00 22 22 00 11 00 00 00 22 00 22 00 22 11 00 22 00 00 11 00 00 00 22 00 00 22 22 00 00 00 00 00 00 00 00 00 00 00 00 22 11 22 22 11 11 11 00 11 22 22 22 11 11 11 00 11 11 11 11 11 00 00 00 00 00 00 22 22 22 22 00 22 00 22 11 00 11 11 11 11 11 00 00 00 00 11 11 11 00 00 11 11 22 22 22 11 11 11 11 22 22 22 22 00 00 00 22 22 22 22 22 22 00 00 11 00 00 00 00 22 00 11 22 00 00 22 00 11 00 00 00 22 11 00 11 11 11 11 00 00 00 22 11 00 00 00 00 00 11 00 00 11 00 00 22 22 00 11 00 00 00 11 11 00 00 00 22 00 00 00 00 00 00 00 11 00 00 22 00 00 00 00 22 00 00 00 00 22 00 11 00 00 11 11 11 11 00 22 00 00 00 00 00 00 22 22 11 11 00 00 00 11 00 00 00 11 11 11 11 00 00 00 00 00 00 11 00 00 00 22 22 22 22 22 22 00 00 22 00 22 22 00 00 11 00 00 00 11 00 00 00 22 00 00 11 11 00 22 00 00 11 00 00 00 11 11 00 00 11 00 00 11 00 00 11 11 00 00 22 00 11 00 22 22 00 00 00 00 00 22 00 00 00 00 00 00 00 11 11 00 11 11 11 00 00 00 00 00 00 22 22 22 22 22 00 00 11 11 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 11 11 22 00 00 00 11 00 11 11 11 11 22 00 11 11 11 11 00 11 11 00 00 00 11 00 22 11 00 00 00 00 00 00 00 00 11 11 00 00 00 00 22 22 22 11 11 11 00 00 00 00 00 11 11 00 00 00 11 00 00 00 00 00 22 11 11 00 00 00 00 00 00 00 11 22 22 22 11 11 22 00 00 00 11 11 22 00 22 00 00 00 00 00 22 00 00 11 11 22 00 22 22 22 00 00 00 22 11 11 00 00 00 00 00 00 11 22 11 22 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 11 00 11 00 11 00 00 00 00 00 00 00 00 11 00 00 11 00 22 11 11 11 00 22 22 22 22 B2W2: 00 11 11 11 00 00 00 00 22 22 11 11 00 11 22 22 00 00 00 22 11 00 00 22 22 22 00 22 22 00 00 00 22 22 22 00 00 22 11 00 00 22 22 11 00 00 00 00 00 22 22 22 11 11 11 00 11 11 00 00 00 00 00 22 22 22 00 22 00 11 11 11 00 00 00 00 22 00 00 11 11 00 00 11 22 22 22 22 22 22 00 00 22 22 22 22 22 11 00 00 00 00 00 11 11 11 22 22 11 22 22 00 11 00 00 22 00 00 00 00 22 22 00 11 22 11 00 22 22 00 00 00 22 22 00 00 00 00 00 00 11 22 22 22 00 00 00 00 00 00 22 00 11 11 11 00 00 00 00 00 00 22 22 22 22 00 00 11 00 22 00 00 11 00 11 00 00 11 11 00 00 00 11 00 00 11 11 11 11 00 22 11 11 11 00 00 22 22 00 11 00 00 00 22 00 22 00 22 11 00 22 00 00 11 00 00 00 22 00 00 22 22 00 00 00 00 00 00 00 00 00 00 00 00 22 11 22 22 11 11 11 00 11 22 22 22 11 11 11 00 11 11 11 11 11 00 00 00 00 00 00 22 22 22 22 00 22 00 22 11 00 11 11 11 11 11 00 00 00 00 11 11 11 00 00 11 11 22 22 22 11 11 11 11 22 22 22 22 00 00 00 22 22 22 22 22 22 00 00 11 00 00 00 00 22 00 11 22 00 00 22 00 11 00 00 00 22 11 00 11 11 11 11 00 00 00 22 11 00 00 00 00 00 11 00 00 11 00 00 22 22 00 11 00 00 00 11 11 00 00 00 22 00 00 00 00 00 00 00 11 00 00 22 00 00 00 00 22 00 00 00 00 22 00 11 00 00 11 11 11 11 00 22 00 00 00 00 00 00 22 22 11 11 00 00 00 11 00 00 00 11 11 11 11 00 00 00 00 00 00 11 00 00 00 22 22 22 22 22 22 00 00 22 00 22 22 00 00 11 00 00 00 11 00 00 00 22 00 00 11 11 00 22 00 00 11 00 00 00 11 11 00 00 11 00 00 11 00 00 11 11 00 00 22 00 11 00 22 22 00 00 00 00 00 22 00 00 00 00 00 00 00 11 11 00 11 11 11 00 00 00 00 00 00 22 22 22 22 22 00 00 11 11 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 11 11 22 00 00 00 11 00 11 11 11 11 22 00 11 11 11 11 00 11 11 00 00 00 11 00 22 11 00 00 00 00 00 00 00 00 11 11 00 00 00 00 22 22 22 11 11 11 00 00 00 00 00 11 11 00 00 00 11 00 00 00 00 00 22 11 11 00 00 00 00 00 00 00 11 22 22 22 11 11 22 00 00 00 11 11 22 00 22 00 00 00 00 00 22 00 00 11 11 22 00 22 22 22 00 00 00 22 11 11 00 00 00 00 00 00 11 22 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 11 22 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 11 00 11 00 11 00 00 00 00 00 00 00 00 11 00 00 11 00 22 11 11 11 11 00 00 00 00 00 00 22 22 22 22 10°) Save and close the hex editor. 11°) Now you can re-insert the arm9 in the ROM with CrystalTile2 by right-clicking Compression (if your ROM doesn't load then try Import instead). This is the end result: NDS Pokémon icons have to fit a rectangle of 32 by 24 pixels, so I did my best to port them within that limitation. Credits: _Zhorken for ripping the ORAS Pokémon icons. _MeroMero (myself) for porting the icons to use with older gens. _pleoNeX for Tinke. _the angel-team for CrystalTile2. Now enjoy the updated icons Poké-icons.zip
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Tutorial: Editing Battle Frontier/Tower Pokemon
MeroMero replied to Michielleus's topic in ROM - NDS Discussion & Help
Luckily for you, such a tool exists ;P http://projectpokemon.org/forums/showthread.php?46288 -
Responding in the appropriated thread. The movesets are alright, KazoWAR simply used the level-up list from the demo version of ORAS, which had limited movesets for some Pokémon to prevent finding the moves by grinding. You can check the list there: http://pastebin.com/16baa7Yk
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This post will explain everything you want to know. It only get better from there, since there is a tool to edit the TM and HM compatibility: http://dl.dropbox.com/u/12206225/PRC_0.7_build%208_USEU_En.7z My advice though would be to use a clean ROM to edit the TM/HM learnset, and once you're done transfer the narc a/0/1/6 from the clean ROM to your HackROM, as to prevent any unpleasant surprise.
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1. Shiny probability is located at offset 0×13F0C (arm9). Default is 08 (as in 8/65536), accepts numbers from 0 (0×0) to 255 (0×FF) included. 2. Are you familiar with Tinke ? Because this is what you will need to use to change the icons since no Icon Editor has been made for Gen IV+ as far as I am aware. But the process is a little tedious, also keep in mind that pre-Gen VI icons need to be 32×24 aligned to the bottom, even though the template allows 32×32 icons. Also this is what I am working at on my spare time, wait until I am done with it (as of now I have 181 icons ready for use). 3. TM/HM moves string is located at offset 0×9AAB8 (arm9), with the following order: firstly from TM01 to TM92, then from HM01 to HM06, and lastly from TM93 to TM95. Each move is two bytes long. You can also look at this page, which contains valuable information: http://projectpokemon.org/wiki/Notable_Breakpoints.
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You will have to add the Fairy-type manually, even for Pokémon who are canonically Fairy-typed nowadays, since the concept didn't exist back then. AFAIK, there's no tool to easily edit Pokémon typing, and even if there is one it wouldn't take into account the Fairy-type anyways. You have to hex edit them with CrystalTile2. To do so: _click CTRL+N and search for narc a/0/1/6. _right click on a/0/1/6 and a new window will open, each file points to an individual Pokémon. Byte 0 is the HP stat. Byte 1 is the Attack stat. Byte 2 is the Defense stat. Byte 3 is the Speed stat. Byte 4 is the Special Attack stat. Byte 5 is the Special Defense stat. Base stats range from 0 to 255 included (00 to FF in hex). Byte 6 is the first type. Byte 7 is the second type. 00 = Normal 01 = Fighting 02 = Flying 03 = Poison 04 = Ground 05 = Rock 06 = Bug 07 = Ghost 08 = Steel 09 = Fire 0A = Water 0B = Grass 0C = Electric 0D = Psychic 0E = Ice 0F = Dragon 10 = Dark 11 = Fairy* *doesn't exist in a vanilla Gen V game. If Byte 7 is equal to Byte 6, then the Pokémon is mono-typed, else it is dual-typed. For example if you click on file 6-282 (which refers to Gardevoir), the 8 first bytes will be : 44 41 41 50 7D 73 0D 0D To make Gardevoir Psychic/Fairy, you would change the second 0D into 11 thus: 44 41 41 50 7D 73 0D 11
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research Weird Script I Found in HeartGold
MeroMero replied to MichiS97's topic in ROM - NDS Research and Development
If you knock out Suicune on Route 25 and re-enter the Hall of Fame at least once, Suicune will respawn on the Burned Tower, hence the script. -
Text 195(Japan) / 196(South Korea) / 197(Others) Sub-text 816 Japanese: かぜは ねっぷうに なった! English: The wind turned into a heat wave! French: Le vent se transforme en Canicule! German: Der Wind wurde zu einer Hitzewelle! Spanish: ¡El viento se convirtió en una Onda Ígnea! Italian: Il vento si è trasformato in Ondacalda! Korean: 바람은 열풍이 되었다! I tried to use Wind moves like Ominous Wind, Air Cutter and Razor Wind during Sunny Day/Drought to try and transform them into Heat Wave but to no avail. So my question is as follows, are the above some unused fancy text or is there a way to actually trigger the messages? This is for Gen IV BTW.
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Maybe this was already known but I couldn't find anything about it on the Internet, so here I go. I think I may have found something weird about how the Counter / Mirror Coat / Metal Burst trio behaves against damage-reducing berries (including the Chilan Berry). Note that this behavior is for Gen IV only (Gen V onwards it behaves like one would expect it to.) What is already known: Counter sends back to the attacker 200% of the damage taken by a physical attack, and fails against special attacks and Ghost-type Pokémon. Mirror Coat sends back to the attacker 200% of the damage taken by a special attack, and fails against physical attacks and Dark-type Pokémon. Metal Burst sends back to the attacker 150% of the damage taken by an offensive move, provided the attacker was faster this turn. What I accidentally stumbled upon: Damage-reducing berries, when activated, doesn't touch the actual damage value (like it does with Focus Sash for example), rather it seems that the calculation for halving the damage is done separately from the actual damage value read by the game. Hence for example if a move was supposed to deal 200 HP damage, the berry will activate and will deal instead 100 HP damage (rounded down), but the game doesn't update the damage value (it still reads it as -200). Thus if a damage-reducing berry was activated this turn and the user happens to use one of the "Sends back to attacker" move, it will deal 200% damage (150% damage if Metal Burst) of the value stored in-game instead of the actual damage dealt. That is in this example, Counter/Mirror Coat (Metal Burst) would deal 400 HP (300 HP) damage and not 200 HP (150 HP) like one would expect! If this was already known, I'm sorry and you can slap me a thousand times.
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Everyone certainly remember about Wondertomb and Wondereye. You should also remember that in Gen IV, Fire Fang could get through Wonder Guard regardless of the type chart. I'm going to show you how to fix this glitch so that Fire Fang behaves correctly against Wonder Guard. Step 1: Open a Gen IV Pokémon ROM with CrystalTile2. Step 2: Extract the move behavior narc (codename: MovBhv), so either battle/skill/be_seq.narc (DPPt) or a/0/3/0 (HGSS). Step 3: Open MovBhv with NDSeditor. (The image shows narc a/0/1/1 but this is the exact same principle.) Step 4: Double-click the file to open this window. Step 5: Tick the box and click on the leftmost icon (Extract selected) NDSeditor will extract all the files in the same folder MovBhv is located at. Step 6: Move MovBhv out of the folder so that only the extracted files stays. Step 7: Copy file XXX-273 and rename the copy XXX-278. Step 8: On NDSeditor, click Tools and 'Make Narc file'. Step 9: Select the folder where your extracted files are located and click OK. Step 10: Close NDSeditor. Step 11: Re-insert MovBhv into the ROM. Step 12: With CrystalTile2, go to the moves narc, so one of poketool/waza/waza_tbl.narc (DP), poketool/waza/pl_waza_tbl.narc (Pt) or a/0/1/1 (HGSS). Step 13: Go to sub-file 424, this is the move Fire Fang. Step 14: Notice the first 2 bytes, 11 01, which is 273 in decimal. This number is the move behavior number (which, you have guessed, refers to the sub-file in the move behavior narc). Change this number from 273 to 278, so change 11 01 into 16 01. Step 15: Now you can save and test in-game to see by yourself that Fire Fang doesn't get granted special privileges anymore against Wonder Guard.
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I finally decided to jump the gun and go make my own tool. As of version 2.0, it works with DP Battle Tower, PtHGSS Battle Frontier, B(2)W(2) Battle Subway and B2W2 PWT. Compatible files: Diamond/Pearl: Battle Tower: battle/b_tower/btdpm.narc Platinum: Battle Tower: battle/b_pl_tower/pl_btdpm.narc Battle Hall: battle/b_pl_stage/pl_bsdpm.narc HeartGold/SoulSilver: Battle Tower: a/2/0/3 Battle Hall: a/2/0/4 Black/White: Battle Subway: a/2/1/4 Black2/White2: Battle Subway: a/2/1/1 PWT (Rental Master): a/2/5/7 For Pt and HGSS, facilities other than the Battle Hall use the Battle Tower roster. Features you can play with: Pokémon Held Item Nature EVs Moves Alternate forms Also you can't modify File 0, since you would gain nothing from it anyway. Alternate forms: Note: If the byte refers to a form that doesn't exist in one given game, it will simply be treated as the default form. Note 2: Castform and Cherrim have functional bytes for the form change, but are not included. Note 3: Alternate forms will use the abilities of the default form! Pokémon with alternate forms: Pichu (HGSS) Unown Castform (not editable) Deoxys Burmy Wormadam Cherrim (not editable) Shellos Gastrodon Rotom (not in DP) Giratina (not in DP) Shaymin (not in DP) Arceus Basculin (Gen V) Darmanitan (Gen V) Deerling (Gen V) Sawsbuck (Gen V) Tornadus (B2W2) Thundurus (B2W2) Landorus (B2W2) Kyurem (B2W2) Keldeo (B2W2) Meloetta (Gen V) Genesect (Gen V) Changelog: v1.0: _Release v2.0: _Battle Subway Pokémon are now editable _Moves are sorted alphabetically _Items are sorted alphabetically _Only items that have an effect when held are listed _Added Pokémon sprites _Added items sprites Let me know if there's a bug. Enjoy BFME.zip
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answered Gamecube Pokemon Documentation
MeroMero replied to Supreme Dirt's topic in ROM - Other Discussion & Help
You're lucky, it seems that @StarsMmd is on a Colosseum/XD data crunch spree: http://projectpokemon.org/forums/showthread.php?46250 http://projectpokemon.org/forums/showthread.php?46253 http://projectpokemon.org/forums/showthread.php?46254 http://projectpokemon.org/forums/showthread.php?46255 http://projectpokemon.org/forums/showthread.php?46256 http://projectpokemon.org/forums/showthread.php?46257 http://projectpokemon.org/forums/showthread.php?46258 http://projectpokemon.org/forums/showthread.php?46259 http://projectpokemon.org/forums/showthread.php?46260 -
Good catch! Both steps were fixed. Concerning the crash, do you have any cheat enabled? Because it can cause issues. Otherwise you might want to look first at arm9, overlay 168, a/0/1/1 and fat.bin since those are the likeliest troublemakers. Overlay 265 is loaded for the Hall of Fame only so unlikely. a/0/8/2 and a/2/1/3 are also unlikely since their size is the same. And you already said that overlay 167 works.
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I can ensure you the hex editor is not the problem, I myself use Hex Editor Neo. What I can tell you is that sometimes the file should fit but CrystalTile2 fails to notice it so it prompts you to relocate, and it can happen even when the file you want insert is (marginally) smaller than the original one. It already happened to me, what I do is that I click OK, and then I do Ctrl+Z to go back to the previous state and then try again until it eventually works. Also, you should leave 'distribution Overlay file location and space' file size parameter as 268096, CrystalTile2 will automatically recalculate the size the overlay will take up in the RAM. Only put 268544 as a last resort. Concerning the narc a/0/1/1, the file goes up by 560 bytes, but this is enough to make the narc to big to be inserted between narcs a/0/1/0 and a/0/1/2 thus relocation is the expected response here, so just click OK.
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Well then let's do a simple calculation: 268544 in hex is 0×41900. Your file ends after 0×419E3, then it means your file size is 0×419E4, which is 268772 in decimal. So yes your file happens to have 228 bytes in excess. You should try again with a clean overlay 167, and check if the file ends at 0×418FF. I might also add that the only moment in Part 1 where you have to add data is when you're adding the new type chart at the very beginning of the file, otherwise you have to replace data.
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@Scooters Hmm… I tested on a clean ROM and the only way I managed to reproduce the "file is too small" problem is when I clicked "Import" instead of "Compression". You should always re-import overlays (or arm9) by clicking "Compression". But if you were already doing that and still got the address relocation window to pop-up, then: _when clicking 'distribution Overlay file location and space', change the file size from 268096 to 268544; _the parameters should look like this :'02199700,268544'; _then you can try importing by clicking "Compression". When I did it I didn't have to change the file size though, CrystalTile did that automatically. @Scooters In theory it can work if you patch KazoWAR hack first, and then apply the changes from my thread. Be warned though: But since my changes are not to be patched but require manual input instead, it might be easier but I can't guarantee that it'll work as I didn't test yet.
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Pokemon Heart Gold Pointers Help
MeroMero replied to jkid101094's topic in ROM - NDS Discussion & Help
Well glad you got past the issue But more importantly, do the Fairy-type work ? I assume it does.