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Drayano

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About Drayano

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  • Birthday 02/05/1993

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  1. This is a very basic tutorial on how to add a new overworld to any map and add a connecting script to it. This is being made upon a request from somebody but I'm hoping it might help anyone else who's not sure where to start. Please note that I'm using PPRE for this tutorial. While I do appreciate that SDSME is generally more reliable, I can't seem to get it to work for Platinum. Every time I save an area's script, it just deletes the whole thing! PPRE is buggy but it's possible to get around the problems. This tutorial is primarily focused on Platinum but the content here should apply to HG/SS as well, although SDSME might actually work for those. Anyway, let's begin. 0. The Tools To do this you'll need a few things... * Your DS game and DeSmuME to run it on. * Project Pokémon's ROM Editor aka PPRE. This tutorial uses the 0.14 version. * The LUA51.dll file that allows your DeSmuME to use Lua scripts. A quick Google search should help you with this - it might be Lua51.dll or Lua5.1.dll - and the x86 DeSmuME and x64 DeSmuME will require different versions. You might need to try a few combinations to get it to work. * The Lua script for showing the player's position in Platinum. The code can be found at this pastebin (with thanks to Kaphotics for the frame) or below. I've also included the HG/SS position script below. Platinum --- while true do gui.text(0,0, string.format("X: %d, Y: %d", memory.readword(0x021C5CCE,2), memory.readword(0x021C5CEE,2))) emu.frameadvance() end HG/SS --- while true do gui.text(0,0, string.format("X: %d, Y: %d", memory.readword(0x021DA6DE,2), memory.readword(0x021DA6FE,2))) emu.frameadvance() end Simply make a new text file, paste this in and save it as <name-of-your-choice>.lua and you're good to go. 1. Find the location you want to edit. In the Maps tab in PPRE, you'll be able to select from each of the maps in the game. They're generally listed as their location with a suffix depending on whether it's inside a house etctera. The easiest way to find a specific location is to check the Text tab for a map and see if you can find text strings that match what you see in that location in-game. For example, we'll use this house in Floaroma Town as an example for this tutorial... So to find this, first we'll speak to somebody on the map to see a text string... Then find the matching map in PPRE by looking at the text tab. text_0 here matches what this guy says, so this is the map we want. 2. Add the overworld. Now that we're on the map we want in PPRE, head over to the Events tab, and click on the Overworlds secondary tab below. We'll see two 'pages', each one representing one of the overworlds in the map. Each overworld has a number of parameters, as you can see. You can ignore a lot of them, but: * ID = the identifier for the overworld. This always matches its page number in PPRE. Used for scripts that add/remove overworlds dynamically, change their location and more. * Sprite = The index for the sprite that the overworld takes on. This pg_0 refers to the woman (we can tell by the X/Y coords) so the sprite 16 is the generic woman sprite. * Movement = The index for the movement type the overworld takes on. Admittedly I'm not that familiar with this one - you can leave it at 0 for any still overworlds though. * Flag = The game has 'flags' that can be set via scripts. The number in this one represents a flag. If the respective flag is set, the overworld will _not_ appear. * Script = The index for the script. In the scripts tab you'll see pages listed as scr_1, scr_2 etcetera. Generally the index will match the script number, e.g. on this example the woman uses scr_2. You may see excessively large numbers for some things like item Pokéballs and normal trainers - in this case the overworlds use something called a level script which isn't shown in the scripts tab. * Number below script = The direction the overworld faces by default. 0 = looks up, 1 = looks down, 2 = looks left, 3 = looks right. * Line of sight = This only applies to generic trainers who will spot you and have the ! above them. The number is how many squares away they can spot you from. * Numbers two and one row above X-coordinate = Seems to control how far an NPC can move when they don't have a Movement index that keeps them still. I'm not sure on the details. * X-coordinate = The X-coordinate on the map that this overworld starts at. * Y-coordinate = The Y-coordinate on the map that this overworld starts at. * Z-coordinate = The Z-coordinate on the map that this overworld starts at. I've yet to see this used, though. On the top left of this sub-window, you'll see a little box that currently has a 2 in it. That determines how many overworlds are on the map. Just move it up to 3 to add a new pg_2! Let's try to get a new overworld to show up here. Of course, how do we know what co-ordinates these are? This is where the Lua script comes in. By activating this, the X/Y coordinate numbers where the player is standing will be drawn on the bottom screen. To activate it, in DeSmuME, go to Tools -> Lua Scripting -> New Lua Script Window. Hit Browse, select the saved .lua file that you should have done in the tools section above, and then the coordinates should pop up (assuming you've got the .dll file stuff working), e.g. In this case, the LUA script says this position is (x: 2, y: 3), so these are the parameters we'll use. For the parameters we need to change... ID = This overworld is pg_2, to set this to 2. Sprite = Let's make this Gardenia. I can tell you that Gardenia's sprite index is 127, so let's set it to that. I don't have a complete list of Platinum overworlds but a lot are the same as HG/SS, which has a list that can be found here. The number below Script = Let's set this to 1 so she looks down. X-coordinate = 2 Y-coordinate = 3 So it should look like this. You then need to back out of the Maps screen and Write ROM on PPRE. Just input a name for your ROM, hit write, and that'll save a new ROM with the changes you've just made. Then enter the area we just edited, and... There she is! However, she just doesn't respond to the player at all. That's where the script bit comes in. 3. Adding a script to your new overworld. This time we want to look at the Script tab in PPRE. We can see there's tabs for scr_1 and scr_2 here. We can also see from the overworld tab that scr_1 links to the man and scr_2 to the woman, as their overworld entries have their script indices set to those scripts respectively. scr_1 here is an example of a basic message script. Let's break it down... Fanfare 1500 = The little sound that plays when you speak to an NPC. Lockall = Locks all overworlds in place in the room. A standard when a script is active. Faceplayer = Makes the overworld using the script face towards the player. Message 0 = Displays a message with index 0. The index matches how it appears in the Text tab, i.e. Message 0 refers to text_0. WaitButton = This holds the message in place on the screen after it finishes until the player presses a button. CloseMsgOnKeyPress = This closes the message box when the player presses a button. In this case the same button will take the message off and close the box. Releaseall = Allows all overworlds to walk again. End = Signifies the end of a script. Doesn't strictly do anything but essential for the game to parse the scripts correctly. Let's make Gardenia say something! We'll need to add a new script, so hit the Add Script button to produce a scr_3 tab. In this case we can just copy and paste the entire script from scr_1 into scr_3. However, we'll want her to say something unique, so let's change the Message 0 to Message 2. You'll then have this: Good. Next thing we'll need to actually have a msg_2! Go to the text tab in PPRE and simply add a new line to the text box. You'll notice that there's a couple other characters involved in these text strings. They're just simple controls for how to format the text. Pokémon message boxes (at least in the DS games) show two lines at a time and can only show so many characters. The message DO NOT line break automatically - it's up to the programmer to split it correctly. Adding \n will add a line break, so text goes down from the first line to the second line. Adding \x25BD will add another line break that allows the text to go down from a second line to a third, or to a fourth etcetera. It allows the text to keep being fed through after a key press. Adding \r will refresh the box and start from the top again. You can look at the text in the game to see examples of how best to use these. In this case we're just going to have a \n so the message splits onto two lines. Lastly, go to the Events tab again, the overworlds tab inside this, and to pg_2, where our Gardenia overworld sprite information is. As we've written script 3, change the line labelled script to 3. And that's it! Write your ROM, re-enter the map and Gardenia should be talking to you. That's basically the process of adding new stuff in a nutshell. Obviously the scripts can get a bit more complicated than that (branching statements, making trainer battles, adding movements, having them give you items but only once, setting variables based off your gender, or your picked starter, or...) but this stuff can all be figured out just by inspecting the other maps in the game and finding similar scripts to what you want to do. I may try to make this tutorial more inclusive in the future - this is just more to get people off the ground. That said, I'm happy to field questions about Gen 4 scripting as best as I can manage. 4. A Warning about PPRE There's a big problem with PPRE 0.14 where it can corrupt scripts that have movements in them, e.g. when you talk to an NPC and they go ! or whatever, which will cause the game to freeze when it tries to do the movement. You won't have this issue in this tutorial but it's very likely to come up in any extended ROM hack. This bug occurs because PPRE 0.14 will save the script with the incorrect number of bytes. There's two ways to get around this: 1. Add in a new line to a script to bring the amount of bytes up to the correct total. My personal favourite is to just throw in: Setvar 0 on any random line. This normally functions as a way to show the player's name in speech, but it doesn't really do anything otherwise. However, in hex this translates into 3 bytes. The issue with PPRE 0.14 is that it ends up saving the script with an odd number of bytes, so throwing this in will make it even again and it should work. You may need to take the extra line in and out as you build up your script though. 2. Open the same map but with PPRE 0.12 and save it again. You'll maintain the exact script that you wrote but PPRE 0.12 will save the script correctly and then it'll run. You may have to continuously do this as you build up your script. I'd still recommend using PPRE 0.14 to write the script as the interface is much nicer and more commands have been 'un-hexified'. You can get PPRE 0.12 from the download link on Oxnite's post here: https://projectpokemon.org/home/forums/topic/7881-ppre-download-location/
  2. This is a feature I'm incredibly interested in but I haven't had any luck in finding out how to do it. @MeroMero has achieved reusable TMs in HG/SS as part of his Mind Crystal hack (https://projectpokemon.org/home/forums/topic/36971-pokémon-mindcrystal/) and has included the modified assembly routine source for the reusable TMs in his 3.0 download here (https://projectpokemon.org/home/forums/topic/36971-pokémon-mindcrystal/?page=2&tab=comments#comment-215019). The ReusableTMs.s file contains this: xrpl_02078452: NOP SUB R1, R1, R5 CMP R7, #0x148 BCC .NotTMHM CMP R7, #0x1AC BXCC LR .NotTMHM: STRH R1, [R0, #2] BX LR xrpl_02078562: NOP CMP R2, #0x148 BCC .NotTMHM2 CMP R2, #0x1AC MOVCC R0, #1 BCC .Return .NotTMHM2: LDRH R0, [R0, #2] .Return: LDMFD SP!, {R3, LR} BX LR xrpl_02257852_ov_03: NOP CMP R0, #1 BLS .Return2 ADD R1, R5, #0x284 LDRH R1, [R1] CMP R1, #0x148 BCC .Return2 CMP R1, #0x1AC MOVCC R0, #1 .Return2: MOV R1, #0x288 BX LR Which I assume uses offsets for the French SS as that's the base Mind Crystal uses...? Anyway, I'm unfamiliar with ASM hacking so I don't know how to get any further than this. I can sidestep the issue by just giving the player x999 of each TM when they receive it if need be but it definitely isn't as tidy. I'd be more interested in how to do it on Platinum myself but any knowledge is useful. If anyone knows how to get further with this it'd be much appreciated.
  3. Version 1.1

    22,661 downloads

    Summary Pokémon Blaze Black 2 & Pokémon Volt White 2 are essentially the sequels to my Black & White hacks known as Blaze Black and Volt White. The usual rules with my hacks apply; the main feature is that all 649 Pokémon are available for capture somewhere in the game, and the trainers have all had their rosters changed in order to maintain a much harder challenge than the original game, as well as having an increased variety of opponents to fight. There's also a large amount of alternative features these hacks offer, which range from differences to the Pokémon themselves to the presence of a couple new TMs. If I'm not mistaken, these are also the first Black 2 and White 2 hacks on offer. Additionally, the two versions only differ in terms of their aesthetic differences, such as the appearance of Opelucid City, the title screen, etcetera. So basically, just pick whichever colour takes your fancy! Thread
  4. The difficulty's been tuned up on Gym Leaders etc but I don't think it's as tough as Dio's. The levels are lower and I don't overwhelm people early as much, nor have I made Ace Trainers into huge beasts or anything. I haven't actually played his hacks though!
  5. Yeah, absolutely. Just pop them in here and I'll add them into the first post when I get a chance.
  6. Haha, sorry, I keep forgetting MD hacking is even a thing! By all means put them on there when they're ready Thanks for the sticky.
  7. I've been digging through some of my old files and found a bunch of tools and resources I used on my hacks, some of which the links seem to have been lost since. I thought I'd compile a list of some of the tools I've used in the past as well as a couple others that I thought might be useful. If a developer has his/her tool listed here and doesn't want it to be, let me know and I'll take it off. The titles of the tools/resources act as the download links. I've tried to add the authors of the tools wherever possible but I don't know all of them. I'm also happy to add any suggestions to the list. I did not make any of these tools. (Besides some additions to a text file, at least...) 2016-10-22: Some tools supplied by Hiro TDK have been added. There are general DS tools in bond's thread that may also be of use. Generation IV Project Pokémon ROM Editor (PPRE) Authors: SCV, Alpha and more (?) Thread: https://projectpokemon.org/forums/showthread.php?303-PPRE-Project-Pokemon-s-ROM-Editor PPRE is the quintessential hacking tool for Gen 4, allowing you to edit Pokémon, trainers, scripts, overworlds, wild Pokémon and more. However there are some issues with script compilation, particularly with movement commands that cause freezing ingame in HGSS. In these cases you may be able to simply save the map again in an older version of PPRE to compile the script correctly. Known bugs in PPRE include the aforementioned script issues, not maintaining the PokéBall seal or ability (HG/SS only) values, messing up learnsets when saving a Pokémon with a full 20 level up moves, and incorrectly saving some of the fishing spots in Platinum and HG/SS. It's unfortunately not really in development anymore, so those bugs will probably never be fixed, but you can skirt around them. Ignoring those things it's really, really good and pretty much necessary for any Gen IV hack. PokéDSPic Authors: ??? PokeDSPic is a tool that allows you to look at graphical assets such as Pokémon sprites and export and import PNGs to modify them. I'm not really sure where this tool came from but I know I used it to modify some sprites in HG/SS. There are two versions included in the download - one is for Diamond and Pearl only, and the other for PtHGSS only. With that said, the DP one is needed for some graphics in HG/SS such as trainer backsprites. (Thanks, Hiro!) PokéTex Authors: ??? I quite honestly can't remember what this tool is for but I think PokéTex is a useful tool when dealing with overworld sprites in the Gen 4 games. PtHGSS Lua Scripts Authors: Kaphotics This zip file contains two LUA scripts written by Kaphotics that will tell you the XY co-ordinates of your player character on the map they are on. One is for Platinum, the other for HG/SS. You can load LUA scripts by going to Tools > Lua Scripting > New LUA Script Window in DeSmuME. The co-ordinates will appear as an overlay at the top left corner of the bottom screen. Overworld Sprite IDs Authors: ???, Drayano This is a list of overworld sprites in HG/SS with the decimal numbers that correlate to their identifiers, i.e. set an overworld to have the matching sprite ID in PPRE and it'll show up as that. The original list only had up to the Mew sprite but I extended it when dealing with HG/SS itself. Some of this list may also apply to Platinum but I'm not sure. HG/SS US Texts Excel Workbook Authors: HiroTDK This is a searchable workbook of all text files in HeartGold and SoulSilver. The search results in Excel point to file and line numbers so that you can easily locate them in SDSME. I have a workbook transcribed for each language, but I haven't run the organization scripts on the other languages yet because my laptop is currently out of commission. EDIT: Tools merged from other posts - Evolution Editor For D/P Nitro ROM Explorer Narc File Replacer NDSeditor Rom Explorer Pokemon Data Editor for D/P Tahaxan Rom Explorer Wild Pokemon Editor for D/P/P Pokemon Trainer Editor for D/P/P Pokemon Sprite Inserter/Extractor Tile Molester DSBuff DSLazy NDSheader NDSTop thenewpoketext ndssndext Generation V Black/White Wild Editor (BWWE) Authors: ??? (KazoWAR?) Thread: N/A A wild Pokémon editor for BW and B2W2. Allows editing of wild Pokémon in any map with toggles for seasons and Pokémon formes. The original thread seems to be lost. Black/White Trainer Editor (BWTE) Authors: KazoWAR, Kaphotics Thread: https://projectpokemon.org/forums/showthread.php?13273-B-W-Trainer-Editor Trainer editors for BW and B2W2, though they are separate files. KazoWAR made the BW tool which was later extended by Kaphotics to support B2W2. Allows editing of any trainer's Pokémon, items held, Pokémon formes used etcetera. A 1000 slot version is also supplied for developers who append further trainer files onto the NARC than what is originally in the game. Black/White Sprite Editor (BWSE) Authors: KazoWAR A sprite editor for BW and B2W2. Allows editing of Pokémon and trainer sprites. Do note that it likely will not preserve animations. Black/White Overworld Editor (BWOE) Authors: KazoWAR An overworld editor for BW and B2W2. Allows editing of overworld appearances. Black/White Mugshot Editor (BWME) Authors: KazoWAR A mugshot editor for BW and B2W2. Allows editing of mugshots such as those that appear when you battle Gym Leaders or the Elite Four. Project Pokemon Text (PPTXT) Authors: SCV Thread: https://projectpokemon.org/forums/showthread.php?11582-PPTXT-Text-editing-tool A text editing tool for BW and B2W2. Allows you to edit text in-line as well as dump entire scripts. OxATTACK Authors: Oxnite Thread: https://projectpokemon.org/forums/showthread.php?17553-OxNITE-s-Pok%E9mon-Black-amp-White-Tools An attack editing tool for BW and B2W2. I haven't personally used it but it looks clean and feature complete. Pokémon ROM Changer (BW) Authors: ???, Andibad Thread: https://projectpokemon.org/forums/showthread.php?17426-Pokemon-ROM-Changer An all around tool for Black and White, allowing editing of species, moves, encounter slots and evolutions. Be warned that Pokémon ROM Changer works on absolute offsets, so any sort of extensions whatsoever will stop the program from working if the offsets it's targeting are shifted. May be best used on a fresh ROM to edit what you want, then transplanting the NARCs to your overall project. Unsure who the original developer was but Andibad provided the translation for English users. Pokémon ROM Changer (B2W2) Authors: ???, Kaphotics Thread: https://projectpokemon.org/forums/showthread.php?17426-Pokemon-ROM-Changer Same as above, but for B2W2. Versions for my Blaze Black 2 and Volt White 2 hacks are also available in the thread. Unsure who originally made it but Kaphotics provided the English translation. B2W2 Lua Scripts Authors: Kaphotics A number of LUA scripts for Black 2 and White 2. I don't remember the contents exactly but it does include a LUA to show your character's X/Y position on the map. Twistedfatal's Pokemon BW2 Toolbox Cross Generational (IV and V) Tools Spiky's DS Map Editor (SDSME) Authors: Spiky-Eared Pichu aka Markitus95 GitHub: https://github.com/MarcRiera/SDSME Thread: https://projectpokemon.org/forums/showthread.php?26374-SDSME-Spiky-s-DS-Map-Editor SDSME is a map editing tool for DPPtHGSSBWB2W2 as well as an alternative to PPRE for some things such as trainer Pokémon and wild data. Unlike PPRE the wild Pokémon areas aren't named directly and you must cross reference IDs with the maps listed on the main screen to find the correct area. Trainers are listed normally, however. I can't comment much on SDSME as I haven't used it and I definitely haven't tried the map editing parts. Tips should be available in any threads about it, though development of SDSME has since been discontinued. ANDT Authors: Andibad GitHub: https://github.com/andibadra/ANDT Thread: https://projectpokemon.org/forums/showthread.php?26663-Andi-Pok%E9mon-Hack-Tools ANDT is a tool by Andibad composed of a few different features, some of which work on both Gen 4 and 5. According to the description it is deprecated but I wasn't able to find a more recent version. ANDT has the ability to modify movesets, evolutions and experience tables on Gen 4 and 5, wild encounters on DPPt and Hidden Hollow encounters on B2W2. As far as I know this is the only Hidden Hollow editing tool out there, so I would recommend this tool just for that. I've not personally used it but I believe I've used a standalone version of the hollow tool before (which no longer exists) and it worked great. crystaltile2 Authors: ??? crystaltile2 is an all-purpose DS editing tool. I admittedly don't really know the extent of what it's capable of but it has a very convenient way of importing and exporting NARC files into the ROM by clicking the little DS looking icon near the top. There are other ways to pull NARCs in and out but this is one of the most convenient. It was made by Chinese developers, hence why a large amount of the tool isn't written in English. G3DCVTR Author: ??? This converts 3D files for NDS games. It's command line only. Nitro SDK Plugins for 3DS Max 2010 Authors: Nintendo These allow you to export 3D models from 3DS Max 2010 for use in NDS games. These aren't allowed to be posted here, so you'll have to search or ask around to find them. BTX Editor Author: Kazowar Thread: https://projectpokemon.org/forums/showthread.php?9873-BTX-overworld-editor This allows you to export and import sprite sheets from the texture files in the game, most notably, overworld sprites. It's not a great program, and it bugs out and doesn't work with specific files, but it mostly works and is much less demanding than PokeTex. NARCTool Authors: natrium42, modified by unknown This tool allows you to decompress and compress NARC files to and from folders. Since Tinke can easily decompress and extract NARCs as folders, it's only real use is rebuilding NARCs from folders. Tinke Authors: pleonex and various contributors Thread: http://gbatemp.net/topic/303529-tinke-072/ This is an all purpose tool for NDS hacking. You can look at the file structure and import and export files and NARCs. It has a very basic hex editor. You can view, import, and export images, models, textures, et cetera. There's so much more this can do too. This is a very powerful tool for the graphical side of NDS ROM hacking. Mario Kart DS Course Modifier - EDIT - Link Broken Authors: Gericom Thread: https://gbatemp.net/threads/mkds-course-modifier.299444/ This is another NDS hacking tool like Tinke, that's pretty powerful and has a lot of features. This one is specialized for editing Mario Kart DS, but it has some useful functions for us. It's really good at editing single frame textures, but not animations. There's a function for splitting and rejoining texture files and models. It's very specific, but I used it to pull the protagonists sprites from the Magnet Train animation. It also has a decent converter for graphic files. The Console Tool Authors: lowlines Thread: http://www.romhacking.net/forum/index.php/topic,8407.0.html This is a powerful ROM hacking tool that can be used for many systems. I really only use it for occasionally editing palette files though. It supposedly has a pretty powerful 3D Model viewer, but for some reason, I've never been able to access it. Generation VI PK3DS Authors: Kaphotics, SciresM GitHub: https://github.com/kwsch/pk3DS Thread: https://projectpokemon.org/forums/showthread.php?44950-pk3DS-XY-ORAS-ROM-Editor-amp-Randomizer Pretty much the only thing you need to make a Gen 6 hack, PK3DS is an all-purpose tool developed by Kaphotics (with some input from SciresM such as the wild editing tool) that lets you modify pretty much anything that's currently possible. Wild Pokémon, trainer Pokémon, some graphical assets, moves, items, marts etc. Scripting isn't offered because Gen 6 scripting isn't possible, but you can do pretty much anything else. The download link there is the latest master release on PK3DS, so it includes static encounter editing and other features not in the release version on Kaphotics' thread for the tool. Be warned that some parts may be unstable. Though in my experience it's all been pretty awesome. PK3DS is also still in development, though for Gen 6 it is pretty much complete. Ohana3DS Authors: gdkchan, Reisyukaku Thread: https://projectpokemon.org/forums/showthread.php?44168-Ohana3DS-(BCH-Tool) Ohana3DS is a BCH editing tool that allows you to modify models within the Gen 6 games. A lot of helpful information is provided in the linked thread. The download link offered here is the latest release of the old Ohana3DS, but a new version written in C# is currently in development. EDIT: The mirror links above will take you to the file's new home in the Downloads section.
  8. Whoops, sorry, not sure why that link broke. Should be fixed now.
  9. I've updated the files with v2.1, fixing the Liepard bug and adding some of the suggested moves as well as some files where stuff illegal in the normal games has been taken out. Thanks for the feedback! That bit with the Haunter is because of how the DexNav works if you stuff too many Pokémon in one area, they seem to actually get placed off the side of the screen instead of not entirely so you do get these occasional things where you can see something sticking out. I think something similar might happen in the Cave of Origin too. Ah I could have included this but I only saw it after I just made an update, sorry! Next time probably. Glad you're enjoying it.
  10. Haha yeah, I've had a couple people report this Liepard bug now, sorry about that. I did all my testing on the Ruby version this time so I missed cases like this Glad to hear you're enjoying it though. Yeah those all sound like good suggestions. I must have forgotten to give Gardevoir Hyper Voice, whoops. P.S: Thanks for giving the trainer ID, makes it significantly quicker to track down!
  11. You can use HANS to play it with a physical copy I think yeah.
  12. Pokémon Rising Ruby | Pokémon Sinking Sapphire A completed 721 hack for Pokémon Omega Ruby and Pokémon Alpha Sapphire. Current Version: v2.1.0 Last Updated: 16th October, 2016 Description Rising Ruby and Sinking Sapphire are modifications of Omega Ruby and Alpha Sapphire that allow you to play through the main game with all 721 Pokémon obtainable and go through the challenge of a significantly stronger Pokémon League. A huge emphasis has been placed on Pokémon availability, with most areas in the game offering 10 or 11 species that haven't been seen before that point. The mostly equal chance of encountering any of the Pokémon in an area also mean you're unlikely to get the same thing twice on the first encounter, making the game lend itself well to Nuzlocke runs (if you can handle the extra challenge from the trainer battles!). In addition to these two main changes, there are also modifications to other things where possible, including new convenient sets of level up moves, modifications to evolutions removing trading demands and overly high level requirements, and buffs and changes to Pokémon base stats, abilities and types. The name of the game is that hopefully, you can use whatever Pokémon you like. The challenge the hack brings is six Pokémon rosters on most important trainers, a much sharper level curve, evolved Pokémon appearing earlier in the game, stronger movesets, the use of held items and more. The game has been built assuming the Exp. Share has been turned off and you're carrying 6 Pokémon around with you, so be sure to turn the Exp. Share off if you're only using 6 Pokémon and want an optimal experience! There are unfortunately no edits to the events that take place within the game as script editing is currently not possible on any games in gen 6, so this hack is purely for an enhanced in-game experience. I'm hoping that part of it should be quite enjoyable though. (The hack itself has been around since November 2015, but I hadn't really popularised it as I wasn't completely happy with how it turned out. Now that I've fleshed the changes out a lot more I felt it was ready to bring it to more attention.) Features > The wild Pokémon lists in each area have been entirely renovated with appropriate mixes of the 721 Pokémon available in Gen 6. Each area contains 10 or 11 Pokémon, with each having a 10% encounter rate (or two with 5% in the case of 11 Pokémon), with some earlier routes containing further species in hordes such as the starter Pokémon and Eevee. Most basic forms of Pokémon are available early, with everything besides legendaries (and Spiritomb) being available for capture before seven badges, but with a huge majority playable before even the fourth badge. Pokémon are usually seen in areas that are somewhat appropriate to them, so if you see a Pokémon in a particular environment in another Pokémon game, there's a decent chance you might find it in a similar environment in Hoenn. It is worth noting that not every Pokémon in the wild is able to be captured using the DexNav, as the DexNav screen is only able to support so many Pokémon. In these cases, Pokémon with more sought after hidden abilities are more likely to be available. > The rosters of every trainer in the game has been edited, now also pulling from the pool of every Pokémon. You'll see the majority of species at least once through the game if you fight every trainer, and their levels scale up much higher compared to before; OR/AS's main game saw levels going from 5 to 59/62, whereas RR/SS pulls it up with levels ranging from 5 to 79/81. The extra experience your Pokémon will gain from fighting more evolved Pokémon and trainers having more Pokémon in general will offset the level gap, letting you keep up with the game. > Special trainers such as the Gym Leaders, Elite Four and the rivals have gained extra modifications in the form of the strongest AI setting (where not already applied), the use of held items, stronger movesets, higher IVs and ideal abilities. Most of these trainers also have 6 Pokémon, with every Gym Leader, Elite Four, and even the team admins and leaders sporting a full roster in their final fights. In keeping with the original game, these trainers will still generally have their signature Pokémon ready to go, with new species brought in either from previous appearances or just being new altogether. Additionally, you'll find a lot of trainers will start using Mega Evolutions against you as to get later into the game. > The personal stats of many weaker Pokémon have been tweaked to give them a fighting chance against the stronger Pokémon in the game. Previous weaklings such as Butterfree, Parasect, Farfetch'd, Magcargo, Delibird and Kricketune now have points invested into their stronger stats to give them a particular niche in your team, although they may still fall off as you proceed! With one or two exceptions, no fully evolved Pokémon should have a base stat total below 440. > Type and ability changes have also been given to some Pokémon, with familiar faces from my old hacks such as Bug/Water Masquerain, Grass/Dragon Serperior and Fighting/Flying Farfetch'd being ready to rumble. The addition of Fairy-type also allows a few new changes to the table, with Pokémon such as Misdreavus, Dunsparce, Volbeat and Illumise sporting the new typing. In many cases, Pokémon with only one ability now gain their hidden ability as a normal second ability, and in some cases have entirely new abilities available such as Gale Wings Chatot and Pixilate Dunsparce. > The level up pools for almost every Pokémon have been shuffled to make them a lot easier to use throughout the game, in the same style as how some Pokémon such as Marill and Eevee received new level up sets in Black 2 and White 2. Level up pools have also been bolstered with the addition of moves ordinarily learned from TMs, HMs, previous generations or egg moves. In some cases, Pokémon have been given completely new moves, with stars such as Megahorn Pinsir, Moonblast Togekiss and Hurricane Sigilyph able to pull their weight. > Some attacks have been buffed, notably making Cut, Strength and Rock Smash a lot more usable throughout the game. Special attention has also been given to some of the weaker Fairy-type moves and the lacking special Rock-type moves, with stronger powers (at the cost of reduced effects) making them feel much nicer to use. > Evolutions have been modified so that no Pokémon needs to be traded in order to evolve. Pokémon with ridiculously high evolution levels (including but not limited to many of those from the Unova region) have also had their evolution levels reduced to keep up with the pace of the difficulty curve in the game. > Some Poké Marts and item stalls through the Hoenn region have been changed, now allowing you to buy evolution stones and items such as Dragon Scales and Reaper Cloths (now USEable from the item menu) and evolve the many Pokémon you can capture. Mega Stones for Pokémon whose are normally unavailable before beating the Elite Four can also be purchased in shops after gaining six (or for some, eight) badges. The prices of some items have also been adjusted, with Poké, Great and Ultra Balls becoming significantly cheaper and heavy costs added to Master Balls and Mega Stones. > Gift Pokémon and Static Encounters have been modified to fit their levels with the new curve as well as have some bonuses if you are able to use a modified CRO file. Highlights include guaranteed 31 IVs for any starters and fossils you receive, fighting Tornadus, Thundurus and Landorus in their Therian formes, and strong, 31 IV, hidden ability encounters when Soaring in the Sky. > Some text edits have been made in the game where needed for certain situations, such as the removal of Maxie or Archie's line about being the first aside from the player to use Mega Evolution and a heavy push towards the player to not use the Exp. Share. > Trainers in the Battle Resort now act as a "hologram system", allowing you to 'rematch' the Gym Leaders of Hoenn as well as fight trainers with teams belonging to characters from other regions such as Blue, Cynthia, and the Gym Leaders/Elite Four from the Kalos region. > Almost all changes are documented and split between five different documents, which can be consulted to find out more about anything you wish. This includes the exact changes made to any Pokémon, the wild Pokémon in an area and the details of rosters held by nearly every trainer in the game, with full information of moves, items and abilities given for important characters. Screenshots Open the spoiler below to see screenshots of Rising Ruby and Sinking Sapphire. Bugs > No (fixable) bugs known at present. > Some Pokémon may be seen on the very edge of the DexNav. This is a consequence of not being able to fit every wild Pokémon on there and not much can be done about it. Suggestions > Ice Punch for Blaziken. Credits > Project Pokémon: Project Pokémon was an invaluable resource when designing the hack, thanks to the pool of knowledge given by the regulars here. I have a special thanks to give to both Kaphotics and SciresM, both for their work on the amazing PK3DS and 3DS Builder applications as well as their research, and for talking to me and probably withstanding a few stupid questions I had to ask. Couldn't have done it without you guys. > Sylphate: Created the Rising Ruby and Sinking Sapphire logos inspired by the Omega Ruby and Sinking Sapphire versions. They look great! > Chevitile: For suggesting the Rising and Sinking prefixes for the hack, the suggestions I found I liked most. > Asia81: For the guide and precise instructions on how to perform the dumping and decryption process on 3DS games. > 3DS Hackers: The creation of exploits such as browserhax and menuhax is what allows hacks like these to be playable, and it never fails to amaze me how people manage to figure out exploits in these environments. It's hard to credit absolutely everyone who had a step in making the hacks playable, but I'd like to draw special attention to smealum and yellows8 for browserhax and menuhax, Plailect for the incredibly well written and detailed guide for A9LH installation, and AuroraWright for the hugely useful Luma3DS custom firmware. > Dio_Vento: The author of Rutile Ruby and Star Sapphire, another pair of OR/AS hacks. Having this threads around provided some tiny bits of inspiration for my own hacks, as well as showing me what the standard is for distributing the files related to the hack. Download The files for Rising Ruby and Sinking Sapphire can be found in my hacks repository on Google Drive. Basic instructions are given as to how to play the game in the Readme file. I would suggest using arm9loaderhax and Luma3DS with a CIA installation to get the best experience. Failing that, use HANS via the Homebrew Channel. A Gateway cart can be used but I would recommend against it unless you already own one and are feeling lazy. I plan to offer modified versions of some of the files with the new illegal stuff (new moves, base stat changes etc) ripped out but the more legit stuff like held item changes and level up moves from alternate legal sources left in. These aren't available yet unfortunately, but you can pick and choose which GARC files you'd like to bring in. Contact If you need to get in touch with me about the hack, whether it's about a bug, help or just telling me how you're going about playing the game, either post in this thread or to really get my attention, you can talk to me directly through tweeting at my Twitter account @Drayano60.
  13. The DexNav only freezes if it tries to load more than 18 different species. That is, if you have 19 or more different Pokémon in an area (INCLUDING differing locations e.g. Wooper in Grass and Surf counts as 2) then the game will freeze as you try to load the DexNav (or the area, should you already have it open). If you have 18 or below, then you should be fine, although it seems like it still runs out of space on the map and some Pokémon won't be DexNavable (I'm not sure what causes this specifically yet). To be specific, Grass+Swarm counts as one encounter space. Surf is the second, and I think fishing is a third but I might be wrong. So assuming that's correct, you can have the same Pokémon appear on the DexNav up to 3 times, so watch out how you place them! Errors when trying to edit with RSTE are because of some awkward coding with the Forme bit I think, if you highlight it and press down and then save it should be ok, even if the actual word doesn't change (you can see a very quick flicker over the IV/Gender/Ability bits if it fixes it).
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