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Posts posted by Anty-Lemon
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I'd think it'd be simpler than Sky, I mean, it's an older game lol.
Older != simpler. In this case, knowing Chunsoft, it's probably exactly the same.
So the luminous orb effect would be possible somehow? Great, just gotta find how that triggers.Oh, I guess I miscommunicated that. I know how to trigger the luminous orb effect (set mapped flag to 1 instead of 2), but I don't know how item usage works, which is a possible alternative to finding the address needed to prevent turning the entire floor into stairs.
Ik, I was just saying because I have seen and used a recruitment code for Sky, you press Select and L and R to disable and enable whenever. It must be something related to the chances you get from levels and Friend Bows.I found no lead from searching the supposed recruitment chance differences in a RAM Search. It's probably all in the asm, making it significantly more difficult to find.
Although thinking about it again does give me an idea. Setting a breakpoint to the item held by the leader should work well.
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There's a code in Sky that has the full map but you don't start on the stairs. You basically get a luminous orb effect; that's not possible in Blue?
Easily. I just chose not to.
That would probably be the simpler solution if I knew how to trigger using an item, though. The way my code works is it manually sets every tile's mapped flag.
What's taking so long for the recruitment code? Sky has this before Blue, I'd expect Blue would be easier since it's older unless it has something different to it.I have no idea how recruitment works in any game.
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::See items on map 2211407E 00000001 ::See enemies on map 2211407D 00000001
I'm a bit too lazy to convert "start every floor with full map" atm. I'm missing an address needed so the entire floor won't turn into stairs. Finding one which fit the purpose took quite a bit of trial and error last time.
Same deal with "start every floor on stairs," since it has side effects in boss rooms without another address.
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On it (sans recruit code), shouldn't take long.
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@evandixon: Does your editor use hex or decimal? Looping at 0x40 would be a lot more interesting than looping at 40
EDIT: Oh right it loops at Sinister Woods, not Northwind Field. So I'm assuming decimal.
Going by the loop the location is only stored in 5 bits, but the other 3 bits are clearly used because 224 & 0x1F = 0, which should come out as Sinister Woods, but ends up being Mt. Steel...
EDIT EDIT:
What is strange though. Your Swellow in-save has 78 as its met at number and the location is Joyous Tower. But Met at 78, the same number, has it as Far-off Sea. Maybe there's more to the numbers?Whoops, I missed this. Looks like it's stored in a word.
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But no. 25 is "Low HP". Seriously. "Joined Rescue Team at: Low HP".
Yeah, that kind of thing happens a lot. PMD1 stores a lot of its system strings in huge clumps, which ends up giving you completely unrelated strings when you poke in a value the game isn't expecting.
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It's impossible to find a list of the dungeon IDs anywhere.
I have a list in the form of a lua table. Thunderwave Cave is 1, and it goes up from there. Also, you can probably ignore everything after Purity Forest.
local DungeonTable = {[0] = "Tiny Woods", "Thunderwave Cave", "Mt. Steel ", "Sinister Woods ", "Silent Chasm", "Mt. Thunder ", "Mt. Thunder Peak ", "Great Canyon ", "Lapis Cave", "Mt. Blaze ", "Mt. Blaze Peak ", "Frosty Forest ", "Frosty Grotto ", "Mt. Freeze ", "Mt. Freeze Peak ", "Magma Cavern", "Magma Cavern Pit", "Sky Tower ", "Sky Tower Summit ", "Stormy Sea", "Silver Trench", "Meteor Cave", "Mt. Freeze Peak ", "Western Cave", "Boss 3", "Boss 4", "Wish Cave", "Buried Relic", "Pitfall Valley", "Northern Range ", "Boss 9", "Desert Region ", "Southern Cavern", "Wyvern Hill ", "Fiery Field ", "Northwind Field ", "Solar Cave", "Lightning Field ", "Darknight Relic", "Wondrous Sea", "Murky Cave", "Grand Sea", "Uproar Forest", "Oddity Cave", "Remains Island", "Marvelous Sea", "Fantasy Strait", "Rock Path", "Snow Path", "Autopilot", "D50", "D51", "Dojo Registration", "Howling Forest", "D54", "Fantasy Strait", "Waterfall Pond", "Unown Relic", "Joyous Tower", "Far-off Sea", "Mt. Faraway", "D61", "Purity Forest", "Out on Rescue", "???", "Tiny Woods", "Unknown World", "Frosty Grotto", "Howling Forest", "Pokémon Square", "Pokémon Square", "Rescue Team Base", "Rescue Team Base", "***agb-slot", "Client Pokémon", "Normal Maze", "Fire Maze", "Water Maze", "Grass Maze", "Electric Maze", "Ice Maze", "Fighting Maze", "Ground Maze", "Flying Maze", "Psychic Maze", "Poison Maze", "Bug Maze", "Rock Maze", "Ghost Maze", "Dragon Maze", "Dark Maze", "Steel Maze", "Team Shiftry", "Team Constrictor", "Team Hydro", "Team Rumblerock", "Rescue Team 2", "Rescue Team Maze"}
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Weird, it says 1876.... damage, but we can see that Kabuto taking "only" 30232. Surely something to do with what you said
Yep. 17790488 truncated into a 16-bit int is 30232
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EDIT : Is it possible that the AR codes or editing RAM won't work anymore because of the changement of the file's size ?
Don't worry about it, your codes are fine. It would be an accomplishment to alter move data so well that you can't write to RAM anymore
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...Oh. This thread is a lot less clueless than I thought it was going to be.
Carry on then :U
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My two guesses are you have the New 3DS or your firmware version is above 9.5.0-22
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The event Gengar knows Sludge Wave. I'm handling the request.
There's an event Gengar? I'm behind the times :U
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Gengar doesn't learn Sludge Wave. You probably meant Sludge Bomb, though
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Aww ! I didn't see your answer and I just ask you questions on the other forum you are ! Thank you very much for your work ! Is it possible to convert them to EU too ? (my other questions are on the other forum )
Here you go
:EXP Multiplier ::x2 52183D4C E0811009 02183D4C E0811089 D2000000 00000000 ::x4 52183D4C E0811009 02183D4C E0811109 D2000000 00000000 ::x8 52183D4C E0811009 02183D4C E0811189 D2000000 00000000 ::x16 52183D4C E0811009 02183D4C E0811209 D2000000 00000000 ::x32 52183D4C E0811009 02183D4C E0811289 D2000000 00000000 ::x64 52183D4C E0811009 02183D4C E0811309 D2000000 00000000 ::x128 52183D4C E0811009 02183D4C E0811389 D2000000 00000000
EDIT: To clarify, these are for BRT, as are the previous codes. At this point I'm not sure if you're looking for codes for BRT or EoS
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Afaik Pokemon Showdown has all of them besides the cosplay Pikachus. Even then, they'll likely have all of them soon
http://play.pokemonshowdown.com/sprites/xyani/
http://play.pokemonshowdown.com/sprites/xyani-back/
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...most threads are dead...
I thought most threads are dead even on active forums
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Every floor on stairs has side effects in boss rooms, where the stair coords are (-1, -1). Disappointing that I couldn't get away with such a short code
This should work, though. It worked with the handful of boss rooms I tested.
9212F0B0 FF000000 D3000000 02120E64 F2120E60 00000004 D2000000 00000000
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::Start every floor on stairs D3000000 02120E64 F2120E60 00000004 ::Start every floor with full map 6212AD34 00000000 D3000000 02118262 D5000000 00000003 C0000000 00000700 D8000000 00000000 DC000000 00000013 D2000000 00000000 ::See items on map 22115502 00000001 ::See enemies on map 22115501 00000001
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::Dungeon Modifier :::Hold Start when choosing a dungeon. 94000130 FFF70000 221153E4 000000?? 2212F09C 000000?? D2000000 00000000
This works fine too, and is shorter:
94000130 FFF70000 2210FAF8 000000?? D2000000 00000000
EDIT: Nvm, above doesn't work when you don't go to the wonder map screen, i.e. the second half of two-part dungeons. This does, though:
94000130 FFF70000 2213CDD4 000000?? D2000000 00000000
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They're Pokebank event mons, like Celebi. The HA is what makes them special
I hadn't heard if they have special IVs, but it sounds plausible
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Here I have what I found from part of the RAM.
This is just about a pokemon while in a dungeon, at some point I will post the other bits I found.
If PMD2's Pokemon data is set up like PMD1's is (which is likely), the block you found does not contain all of the hero Pokemon's data. The tile the Pokemon is currently standing on has a pointer to the beginning of the Pokemon's data, which in turn has a pointer to the beginning of that block.
Pokemon Mystery Dungeon Blue codes
in RAM - GBA Cheats
Posted
Simplicity is far from synonymous with easiness. It's what makes the difference between spaghetti code and mythical "good code"