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PokeMaster99999

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Posts posted by PokeMaster99999

  1. Is there a way to change which Mirage Spots (the random ones - Islands, Forests, Caves, Mountains) show up? I assume there's a set of flags linked to these elusive areas, that tell the game which are available and which are not; if these flags are located, then collecting the six Mirage TMs (66, 74, 84, 90, 91, 95) would be made so much easier, as would getting Fossils and Ditto and stuff.

  2. On 9/26/2017 at 11:42 AM, isleep2late said:

    It looks like you can start at offset 00000102 and just hold 0 until you're at the end of the file, lol (it helps to click on different parts of the file while you're holding 0.... but really it's that initial list of bytes starting early up in that file that determines that soul dew is banned.)

    So everything after 0x102 in a/1/7/0 is worthless? The file doesn't account for anything else?

  3. I decided to try out BWTE2 ~ 1000, the version of BWTE for Black/White 2 that's been modified to support more Trainers than in the vanilla game (up to 1000 instead of the normal ~800).

    I generally like editing Trainers for a bit more of a challenge - even with Challenge Mode enabled. Mostly this involves replacing unevolved Pokemon with their evolved requirements should they be of a high enough level (e.g. replace a Lv. 24 Rattata with Raticate, or a Lv. 49 Gligar with Gliscor), or improving their movesets and/or held items (e.g. adding Life Orbs, Leftovers, and Choice items to later Gym Leaders and League members). I've done this to Platinum (vanilla) and SacredGold so far with no problems using PPRE beta 0.14, but BlazeBlack 2's a091 and a092 crashes BWTE 2 ~ 1000.

    The image attached shows the error message that pops up should I select N-5; should I select Bianca (-4 or something), it instead freezes, without showing the error box, and requires Task Manager to kill it.

    Drayano...I love your old hacks, I really do, but...removing that unused data from BB2/VW2 was in my honest and blunt opinion one of the very few major flaws in them.

     

    Oh, and yes, I did find this old topic: 

    and I did read the included (dead) link: 

    but neither of them really tackled the issue I'm facing (they're more about adding Trainers instead of merely editing existing ones).1430316727_BWTE2Crash.thumb.PNG.8cc773fdc447c68349ac506b87529050.PNG

     

  4. On 3/29/2014 at 9:35 AM, Kaphotics said:

    I'm trying to do the same as valdios1995, but these links are all dead - not to mention that Drayano removed unused data when making his ROM hacks, meaning the NARCs aren't the same as vanilla Black 2/White 2 (and as a result ANDT doesn't work).

  5. On 3/7/2019 at 9:17 PM, Starjudy said:

    Nice, hope it will come soon, the last switch Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!  I have played them on my switch via sx pro, but now switch 7.0.1 has blocked all cfw, I think r4s donmgle + Atmosphere CFW will be the best choice, all of these switch card can be found easily on the Internet.

    Apparently Atmosphere's been updated for 7.0.1, so it should work - just not SX from Xecuter. 

    Talking about CFWs and homebrew, though, I personally find it quite important; I like to give my Pokémon 31*5 IVs and ideal EV spreads, and give them moves they are physically capable of pulling off but can't actually legally learn (i.e. Body Slam on Stoutland, Cross Chop on anything that learns X-Scissor or Cross Poison - what's the difference?, Close Combat on Luxray, Drain Punch on punching Pokémon - like Hitmonchan and Dusknoir). Also Nature and Ability, too. So I'll probably wait until PKHeX is updated to support it, or some other tool's made (like how PokéGen supplanted Pokésav, but PKHeX supplanted PokéGen).

  6. On 3/4/2019 at 10:50 AM, ajxpk said:

    As far as innovation goes... I wished they would reimagine the vision of Pokémon and figure out how to evolve the gameplay instead of just building little features on top of the old core game. I mean what Satoshi Tajiri did is he translated his hobby as a "Bug Catcher" to a Game Boy Game, which is essencially what Pokémon became. Pokémon was more than just a game... back in the day it was fresh and innovative and known for adding innovative new features, however the core is still the same game from 1996. And while they were thinking about changing the game they never did it, so what we get is literally the same formula that was created for the original Game Boy Game with all its technical limitations which back in the day was an impressive game that pushed the Game Boy to its limits and a game perfectly playable on a handheld. But we're in a different time now and this is a completely different console and I feel that this could be the point where the flaws of the game might become even more visible... for example that it's not just a handheld game anymore but also a home console game. Still waiting to learn about the features but I'm convinced that the game will be pretty much the same we imagine.

    ...Well, it's not entirely based off of the Game Boy games; Ruby and Sapphire did completely revolutionise the underlying mechanics (Nature, IVs ranging from 0-31 instead of 0-15, EV system that caps at 510 total and 255 in a specific stat, Ability). 

    As for "home console game", Colosseum and XD: Gale of Darkness (not made by Game Freak, and therefore never really mentioned, sadly) kept the exact same battling and underlying mechanics as the GBA games, but added Shadow Pokémon and Snagging them on top. XD also had Battle CDs and Battle Bingo, which were pretty enjoyable sidequests. I too would like Sword and Shield to add something like this to bolster the experience, but Game Freak doesn't seem to have the same creativity that Genius Sonority did - they created utter masterpieces in Black/White (the best mainline Pokémon narrative, hands-down) and Black/White 2 (best amount of additional content - PWT, PokéStar Studios, Keys, Hidden Grottoes, Black Tower/White Treehollow, Challenge Mode), but followed them up with the complete borefest that was XY (weak Trainers, boring region and characters, almost no additional content, inexplicable nerfs to Steel and special moves).

    Not to mention how they screwed over Let's Go - reducing the roster to only 151 Pokémon (plus Alolan formes, oddly) limits both the player's and the AI's team variety (Agatha and Lance are once more forced to use non Ghost-type and non-Dragon-type Pokémon), motion controls are dumb and repetitive and gimmicky, lack of held items and Abilities make battling less enjoyable, removed consistent and reliable EV system in favour of unreliable Candies, lacks the additional content the Game Boy Advance remakes introduced - the Sevii Islands - meaning the postgame is pretty much nil. FireRed and LeafGreen also locked players to only 151 Pokémon, even to the point of disabling Golbat's evolution into Crobat and placing the two-Pokémon Daycare in a postgame location to prevent breeding Pichu and such, but they at least removed this restriction upon obtaining the National Pokédex - Let's Go has no such leeway.

    Anyway...this got a bit long. TL;DR - GBA brought about a revolution under the hood, and innovative home console Pokémon games have been made before, but not by Game Freak. Oh, and Game Freak is the worst at times.

  7. On 2/28/2019 at 8:54 AM, Poke J said:

    Ya! Woooo! Gen 8 is here, but I feel we're missing the bigger picture here.  We need to start pressuring Game Freak to base gen 9 on Germany.

    ...And the evil Team will be after controlling the Daycare system, trying to create "perfect" Pokémon via breeding? Rejecting all babies without 31*5 IVs for being 'genetically inferior'?

    Team Smogon? 😁

  8. Recently, I became interested in playing some DS Pokémon ROM hacks again; while I could edit vanilla Platinum, SacredGold and BlazeBlack easy enough (mostly using tools from HackRomTools for Gen IV and ANDT/Pokémon Rom Changer for BlazeBlack), BlazeBlack 2 posed a problem, due to Drayano having decreased the file size by around half (quote from https://gbatemp.net/threads/pokemon-blaze-black-2-volt-white-2.337303/#post-4450405: "the patch also eliminates the leftover unused data in the rom").

    This means narc files, extracted via NarcExplorer 3 (from HackRomTools) don't actually work; I tried extracting a/0/1/8 (movepool) from BlazeBlack 2 and feeding it into ANDT, only to be met with a bunch of nonsense (a whole list of Lv. 0 moves that kept repeating, the list of Pokémon only extended to Arceus and the Gen IV alternate formes, and ANDT thought it was a HGSS file). I found a Pokémon Rom Changer tool specifically for BlazeBlack 2 on Reddit, but that only edits Base Stats, TM/HM compatibility, Abilities, types, etc. - no learnset editing, though. ANDT is fully compatible with the original BlazeBlack and the unpatched Black 2 ROM, but not BlazeBlack 2.

    I would try hex editing - I've had to do it for Persona 5 and Kingdom Hearts II.5 Final Mix, via PS4 Save Wizard - but I don't have the right hex editor or any knowledge of how to hex edit learnsets (offsets, how it's formatted).

    Quite unfortunate, really; I just wanted to give Cloyster Pin Missile (what's the difference between Spike Cannon and Pin Missile?), condense Serperior's learnset (so I don't have to wait until Lv. 68 for Leaf Storm...), and add Night Slash and Cross Poison to Toxicroak's learnset (those knuckle claws should be more useful), among other changes.

  9. Is there any way to edit Yellow and/or Crystal on the 3DS VC?

    Not edit the player's Pokémon - PKHeX can do that already - but edit item data, move data, Pokémon stat data, Pokémon learnset data, wild Pokémon data, Trainer data, etc.? I don't think PK3DS supports Gen I/II; as far as I know, it's VI/VII-only.

    I'm putting this in 3DS R&D because a) there's no GB/GBC R&D forum, b) these are technically 3DS games, and c) I don't know of a more appropriate place to put it.

  10. Considering I spend most of my time playing games and watching videos, while my 16yo brother spends 99% of his time on Minecraft servers/CS:GO/PUBG? and on Discord, I believe (he used to use Skype a lot; I hate its ringtone now) - to the point where he doesn't want to go out anywhere...yes, technology does have an isolating impact, if you allow it to.

    Furthermore, since technology allows us to spew hatred and harmful messages all over the globe (cyberbullying, Political Correctness, alt-left), it can also isolate victims that way too.

    Not to mention the fact we'd all be royally screwed should anything happen to said technology; one solar flare EMP, and we're effectively thrust all the way back to medieval times.

    So yeah, technology does have its massive downsides, to balance out its positives.

    • Like 2
  11. I wonder if it's even possible to edit which functions of the Ride Pager are available; it'd be nice to use Charizard Glide immediately after beating Hala, for instance, instead of having to go through half the next island (especially since PKHeX already allows you to edit Glide destinations), or use Sharpedo Jet instead of the slower Lapras Paddle much earlier than intended.

    Since this, if it's indeed possible, is just selecting what's unlocked/locked (similarly to the Passport stamps), it could be placed within the Misc. tab of the Trainer Info editor.

    Just something I'd like considered for a future commit, is all; not essential or anything. If the Ride Pager can't be edited, just say so, and I'll understand; the game is complex, to the point that pk3DS can't edit Move Tutor moves and make 'em work, for example.

  12. 1 minute ago, MAXmewtwo said:

    thanks for the help, though i'm not sure what you mean by removing the full stop, i'm pretty new to working with files and hacking my 3ds.

    I myself only started in late November (when I got my R4i or whatever, which allowed me to install Luma and CFW), so I know the feeling.

    What I meant is that, whilst editing, the bin file should be named ".code", but when you're putting it onto your SD card, it should be "code".

    The first one has a full-stop at the start, the second one doesn't.

    • Thanks 1
  13. 5 hours ago, MAXmewtwo said:

    What file do i need to change tms and where do i put it in the luma title folder?

    I only really know USUM off the top of my head, but it most likely is the same for others (I've got Rutile Ruby downloaded, and it seems to be the same).

    TMs are stored in .code.bin, which is located in exefsdir (NOT romfsdir). To edit .code.bin stuff, there needs to be a full-stop before "code". Once you're done editing, plop the .bin in the 0400000<gameid> folder, where the romfs folder should also be, and remove the full-stop before "code". It does not need its own folder or anything.

    USUM also allows you to edit the type chart and shiny rate through .code.bin; not sure what ORAS offers.

    • Thanks 1
  14. So I'm guessing there's no way to change the properties of Revelation Dance so as to make it identical to Hidden Power?

    For example, I set Revelation Dance's "Effect" field to 135 and "Flags 1" to 120, which are the same as Hidden Power's. I try it in game, and...Revelation Dance still has its original effect.

    I then try to edit the raw hex (the a/0/1/1 file), but...yeah, I can't find Hidden Power, let alone its unique flags and data. 

    There goes my dream of a physical Hidden Power clone...

  15. 6 minutes ago, Kaphotics said:

    Changing tutor shop selections doesn't work, same as OR/AS. There's a separate array which pk3DS doesn't change.

    ...Okay then. That's quite disappointing. Since this is my first time using pk3DS (only got 3DS cfw/Luma in late November), I had no idea of this, or that it wouldn't have worked for ORAS.

    So, I have to ask...why let someone edit something that doesn't work? As in, why not just have changing moves disabled in shop.cro (but leaving changing BP costs in)? I don't get it.

    Lastly, I'm guessing ticking already-implemented moves (e.g. Fire Punch, Shock Wave, Water Pulse) works just fine? For example, ticking Earth Power on Typhlosion would allow Typh to learn it? I've been hesitant to touch Tutors since seeing the "Incompatible" label.

  16. Okay, so I've tried out builds 205, 224 and 288, and no matter which one I use, changing Move Tutor data in USUM doesn't seem to work.

    The changes show up when you talk to one of the Beach Tutors (or the Tree Tutor), but when I select, say, Cut (Bind => Cut), it's branded "Incompatible" for every Pokémon, even when I had previously ticked Bind in pk3DS's Personal/Move Tutors/Tutors column. Also, any changes I make to Move Tutors in shop.cro don't show up in Personal (when TM changes, stored in code.bin, do).

    Is this something wrong with me and my changes, or a limitation of the program?

  17. 23 hours ago, nauyiep said:

    No exefs folder needed, just paste it directly in the title Id folder

    Ah, nice - I also had to remove the IPS patches, but...eh, they weren't that major.

    Thank you! :D

     

    Now, about pk3DS itself...I would love to see the ability to change what each move's Z-version is. For example, even though I made Strength a Rock-type move, it still 'upgrades' to Breakneck Blitz instead of Continental Crush. Also, I raised the BP of Aura Sphere to 120, yet its All-Out Pummelling is still 'only' 160 BP, instead of matching Focus Blast's 190.

    Secondly, when I edited TM45 to contain Swift, it showed up on each Pokémon's "Personal Stats/Move Tutors/TMs" list. However, I have edited quite a few Move Tutor moves as well, yet none of those changes have ever appeared in the Tutors list, meaning I have to cross-reference the new moves with the old moves. I would like to see this changed, as it would eliminate tedium, and would match up with the nearby TMs list.

    Could I humbly suggest these be put on the 'To-Do' list? Please?

  18. 31 minutes ago, nauyiep said:

    you need to rename .code.bin back to code.bin

    I double-checked, and...I had.

    Just to be sure, I re-opened pk3DS, checked to see if my changes were still present in the .code.bin (they were), went to my US Dump folder, copied the .code.bin to my miniSD card (New 3DS XL user) - specifically luma/titles/00040000001B5000/exefs, and renamed it to code.bin (more accurately "code", because my system tends to selectively hide suffixes - for example, it hides .ips, .bin and .txt but not .3dsx or .firm, for whatever reason). I had also previously tried renaming it to "code.bin", but that didn't work either.

    I have also previously installed UltraSuMoFramework (the best USUM cheat menu I've seen - got it from GBATemp, but didn't save the link) and three IPS patches from http://ftp.gbatemp.net/threads/usum-ips-patches.488802/ (specifically Shiny Lock Removal, mega-evolvED, and Bypass Mega Check).

    Yet, when I go back in-game, TM45 is still Attract and still teaches Attract (I had thought the edit only changed what was being taught when the TM is applied to a Pokémon, but nope), Shiny chances are still normal, and Steel takes regular damage from Ghost and Dark.

    What am I doing wrong?

  19. How do you import an edited exeFS?

    I've set the Shiny rate to be ~19.96%, changed Steel to resist Ghost and Dark (Game Freak should never have changed that...), and changed Attract TM to Swift, yet I can't get those changes to occur in-game.

    When it comes to the romfs/a contents and shop.cro, you just replace the file with the edited one; yet when I copy the .code.bin file to the exefs folder, nothing happens in-game. When I rebuild the exeFS using PK3DS (into a .bin), and I drag exefs.bin into the exefs folder, nothing happens either.

    Am I doing something wrong, or...?

  20. Even as of the 17 November 2017 PKHeX update, Generation V C-Gear skin editing is still 'incomplete', with "no guarantee of functionality".

    I'm creating this topic to (hopefully) move it up the update list, because everything else Gen V-related works (essentially) perfectly. This is the only exception, and a rather glaring one at that.

    Also, I understand why it hasn't been fully implemented yet - not a major feature, and USUM just released - but still; the button has been there for quite some time, yet it functionally did nothing.

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