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Drayano

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Everything posted by Drayano

  1. I'd probably lean towards Fire/Ground if anything, given it's a pig and all. Fire/Dark is an option too... Fire/Rock probably not, since despite learning Head Smash it's not really 'rocky'.
  2. You don't know how many times I've been unable to decide on what to do with Emboar... <_>
  3. DeSmuME tends to be slow if your computer doesn't have particularly good specs. That said, there's a version known as DeSmuME 0.9.9 JIT that is way faster. If you get ahold of it, and... - Turn Advanced-Level Bus Timing off - Turn dynamic recompiler on it should be a whole lot faster! But to answer your original question, yeah, it works fine on R4. If you're using Wood it should be fine immediately, if RGF's firmware it'll work fine for now, but when I do an update you'll have to wait for a tiny bit.
  4. Oh, right. You can find the Unova starters in the Nature Preserve. I can't say it's a problem I've heard of before... if it happened with the original B2W2 too then I would suspect it's an issue on your end. Yeah, I inserted the wrong level-up narc x.x I think I forgot to insert the trade narc for that particular version Yeah, I'd expect it'll take a while to get everything done if you're looking to get it really feature packed. I started the overworlds in September I think, so I still had some time to do it (although it spilled into the start of my Uni term, it wasn't too busy). Should totally put 99 moves in a file and see what happens. /arbitrarynumber There is one season script! The Deerling gift you can get in Route 6. The script needs to state which form of Deerling you get, so there's an If statement for each season. What's the question ?_? If it's will the leaders be in the next version, I doubt it's likely.
  5. Oh, right, I thought you meant it was night all the time. I don't have a clue then, never seen that before. You might have to google it a bit... I dunno what you mean by inicials. Turn the double movement code off temporarily. It bugs out on those bits.
  6. Haven't got a clue... what are you using to play it? If it's no$, you might have a particular time set or something. It should be Level 1. Is it not showing up at the move relearner? Well if you continued the save from the earlier version, then it was guaranteed to not fix. =p But yeah, it's nothing game breaking, so I wouldn't worry.
  7. I think making this took me around... three months? I started editing it in July but I was able to carry over a lot of the stuff from Blaze Black & Volt White which cut down the production time a fair bit. I worked on it quite solidly though, didn't have a lot to do during the summer break. It was originally going to be a September release but then I figured out how to do the overworlds, so that delayed things. Yeah, I remember people saying that, although when I've edited level up moves by hex I'm pretty sure nobody's ever said they had an issue with it. It might be a myth stemming from the fact giving a Pokémon in PPRE 20 moves causes it to bug out, but I think that's just an error with the program. Can't say 100% though, it's probably something that needs to be tested. 1) I'm a dunce and I forgot to make his flag unset. So it's kind of impossible to get him to appear for now. <_> 2) BWWE, made by KazoWAR. It's a wild editor so it should be exactly what you need. Silly me put the wrong level up narc in on this update, it should be fixed in 1.2.
  8. I'm not sure on the exact formula, but it's somehow related to the maximum level Pokémon the trainer possesses.
  9. Andi Andi Andi. Thank you thank you thank you! Been wanting a good moveset tool for ages. This'll help a lot!
  10. Oh, so the last set of 00 00 00 00 relates to the formes? Makes sense. And nice addition of images to the tool!
  11. The actual script command to activate the National Dex is 0x016C, although that's admittedly not much use if you don't know how to get it in there =p
  12. Q1 is to do with the script file (a057), there's a particular command that'll do it but it slips my mind what. I found it for BB2 / VW2 through some investigatory trials @.@ Don't know about Q2. I'm pretty sure all of my overworld/script additions in B2W2 should be equally possible in BW. It's not that I want to keep it under wraps so much as it's complicated to explain. Maybe I should make a formal guide sometime...
  13. The Game ID is in the AR document, as well as some codes. All B2/W2 codes will work for these, though.
  14. Yeah, you'll have to wait for RFG. Oh, right. You'll have to check one of my other sites...
  15. boogie - You won't be able to put the patch directly on top I'm afraid. Sathyro - Uh, it's already out ?_? That's the complete version.
  16. I think DSTT just doesn't work because RFG's firmware hasn't updated for it yet.
  17. Hmm, I see. That's odd... people over at GBAtemp seem to have successfully got the Black 2 and White 2 patches working. Which version are you trying, actually? I assume Blaze Black given your post mentions BB2. It might be worth giving Volt White a try... I'm more confident in the patch for that one (Black 2 base roms seem harder to find) and your save file will work with both. And yeah, ignoring legendaries is probably your best bet for now.
  18. Ah, yeah, that's understandable. I'd just like you to give it a try to see if it'll boot. If it does, then it's probably an issue with your AKAIO settings rather than the game. It's impossible for me to do, I'm afraid, short of adding in an NPC that sets all the flags again. But then people would start doing it by accident, and it all gets very confusing. @_@ I never got around to editing the dome trainers, mainly because I didn't have a proper trainer editor. I'll probably do those up once I get a good tool, although to be honest I have never found myself needing to use the domes.
  19. Hmm, I'm not entirely sure why it doesn't work on AKAIO... does the rom in question load on DeSmuME? The early ones will still be there. In fact, they all will!
  20. Those of you with the issue, I've updated the patch link. The White 2 patch had some sort of mix-up. Not sure about Black 2 but apparently it can work. nicoelson - You won't actually be able to see Heatran but it'll be the tile behind Groudon, so you can still talk to it. It's just out of view because Groudon is quite large.
  21. jasondm - Well, colour me confused. It seems to work fine with the GUI, but not the command line version (I checked myself and got the same result). That's weird... gunpocket - Not yet. Will do that today. emmanuelfontes - Sometime, maybe, but it's a lot of work!
  22. Sorry about the wait for the update, had a rather busy week! The new links are in the first post. I've said about this in the post already, but just in case, I've attempted to fix the legendary problems by lowering the flag numbers from 3000 odd to ~1500ish. I have no idea if that'll actually work as I never seem to be able to reproduce these problems, but hopefully that'll at least go some way towards fixing it. The side effect is that a lot of things that were ordinarily hidden will no longer be hidden once you boot up V1.1 on your old save file. The legendaries will all reappear, as will the Giant Chasm Veteran. On the bright side, those of you who couldn't get the Humilau City Veteran to appear should hopefully see him now!
  23. It occurs to me that I've not actually explained how to do this yet so I figure I may as well: Step 1 - What's the file you need? You'll need to extract the a/2/7/3 .narc file from Black 2 or White 2. It doesn't really matter which. Step 2 - Starting Preparations. Open it up in a hex editor. I'd recommend crystaltile2 so you can quite easily jump between the files. Alternatively, you can use the kiwi.ds editor to extract the files separately, or whatever other method you wish. I'll walk through this tutorial using the Floccessy Ranch Grotto, which is the first file in the .narc. Step 3 - Editing the Pokémon Species. The whole of the first file looks like this: Now it's time to dissect what the file actually means! I'd highly recommend paying attention to this. It's a textified version of the Hidden Grotto listings done by Kaphotics, and it'll help you read what's going on here. The "CE 00 CE 00 CE 00 CE 00" at the start of the file is a reference to the four Pokémon who can appear with 1% frequency. In this case, Dunsparce takes up Group A, B, C, and D. Why Dunsparce? Dunsparce's index number is 206, which is 0x00CE (where 0x signifies it's a hexadecimal number). However, Pokémon games tend to use indices in a flipped form - the latter two bytes come FIRST, and then the former two bytes come last. So 00 CE becomes CE 00, and thus you see it as it's found in the data. You'll notice other similar strings within this document. As you can see from Kaphotics' list, Herdier is the middle frequency Pokémon. Herdier's National and also index number is 507 -> 0x01FB -> FB 01. You'll see two instances of "FB 01 FB 01 FB 01 FB 01" in the file (also two of "CE 00 CE 00 CE 00 CE 00). The first one refers to Black 2, and the second refers to White 2. So essentially, the file is split like this: The first part is the Black 2 encounter possibilites, the second part is what can appear in White 2. Most of the time this isn't utilised in the game, although you can see it in action in some areas such as Pinwheel Forest's interior, where Beedrill is found in Black 2 and Butterfree in White 2. In the Floccessy Ranch example, you can also see strings for Marill. Marill is 183 -> 0x00B7 -> B7 00, thus "B7 00 B7 00 B7 00 B7 00". Actually changing the species is simple - you just edit the strings shown! For example, if you always want Bulbasaur to appear in the Hidden Grotto with a 1% appearance rate, then you'd replace both instances of "CE 00 CE 00 CE 00 CE 00" with "01 00 01 00 01 00 01 00". That is of course, assuming you want the same effect in Black 2 and White 2. Alternatively, you might want any one of Bulbasaur, Charmander, Squirtle, or Pikachu to appear with a medium rate in the Hidden Grotto. This time, you'd replace the medium rate Pokémon string (Herdier, so FB 01 FB 01 FB 01 FB 01) with "01 00 04 00 07 00 19 00", referring to their index numbers 001, 004, 007 and 025 respectively. This gives them all an equal opportunity to be called (I think) when that encounter rate is selected. Thus, you can have to up to 12 Pokémon appear in a single Grotto on any version! So, that's the species. But what's the rest? N.B.: You can place any species in the Hidden Grotto, but they must have an overworld sprite in the game for them to show up. The first 493 Pokémon can all show up, but only the Unovian Pokémon shown on this sprite sheet will be able to show up successfully. Otherwise, you'll get a generic placeholder overworld (a boy with blue hair).. Step 4 - Editing the Other Pokémon Info. Let's take a look at an entire string of Pokémon hex in the Grotto, for one version: "CE 00 CE 00 CE 00 CE 00 0F 0F 0F 0F 0A 0A 0A 0A 1E 1E 1E 1E 00 00 00 00" "FB 01 FB 01 FB 01 FB 01 0F 0F 0F 0F 0A 0A 0A 0A 1E 1E 1E 1E 00 00 00 00" "B7 00 B7 00 B7 00 B7 00 0F 0F 0F 0F 0A 0A 0A 0A 1E 1E 1E 1E 00 00 00 00" Now, we already know these three strings combined make up the Pokémon selection pool for one version. The first one is the rarest, the second the middle, and the third the most common. You're also aware that there's actually four separate Pokémon that can be called in each group - although the game rarely has more than two species in the same group. (You can see an example of there being two in Route 9.) However, what does the remaining part mean? Let's analyse this... CE 00 CE 00 CE 00 CE 00 0F 0F 0F 0F 0A 0A 0A 0A 1E 1E 1E 1E 00 00 00 00 [color="Red"]CE 00 CE 00 CE 00 CE 00[/color] [color="RoyalBlue"]0F 0F 0F 0F [/color][color="SeaGreen"]0A 0A 0A 0A[/color] [color="Orange"]1E 1E 1E 1E[/color] 00 00 00 00 Suddenly the separate parts become a lot clearer! We already know the Pokémon species indices are the ones in red. The four bytes in blue refer to the maximum level that a Pokémon can be. The four bytes in green refer to the minimum level a Pokémon can be. The four bytes in orange refer to the percentage chance that the Pokémon that appears is female. Hidden Grottos don't generate Pokémon genders in the same way regular encounters do! As far as I'm aware, the last four bytes are always 00 00 00 00, so we don't need to worry about those. NOTE: It appears these values refer to the form(e) the Pokémon will take. I assume it works by slot correspondence, e.g. if your first Pokémon byte is EC 01, then set the first of these bytes to 01 and you should get the Sky Forme generating. There's one other important distinction here; the bytes are in groups of four as they each refer to a particular group! So in reality, they're split up as follows: [color="DarkOrchid"]CE 00[/color] [color="Lime"]CE 00[/color] [color="Teal"]CE 00[/color] [color="DarkRed"]CE 00[/color] [color="DarkOrchid"]0F[/color] [color="Lime"]0F[/color] [color="Teal"]0F [/color][color="DarkRed"]0F[/color] [color="DarkOrchid"]0A[/color] [color="Lime"]0A[/color] [color="Teal"]0A[/color] [color="DarkRed"]0A[/color] [color="DarkOrchid"]1E[/color] [color="Lime"]1E[/color] [color="Teal"]1E[/color] [color="DarkRed"]1E[/color] 00 00 00 00 The bytes that have a matching colour are the ones that are related to each other. Let's use one of our example strings from before... 01 00 04 00 07 00 19 00 14 14 14 14 0F 0F 0F 0F 32 32 32 32 00 00 00 00 This might be more easily read like this (even though you can't input this): "01 00 14 0F 32 00" - Species: Bulbasaur. Max Level: 20. Min Level: 15. Female rate: 50%. "04 00 14 0F 32 00" - Species: Charmander. Max Level: 20. Min Level: 15. Female rate: 50%. "07 00 14 0F 32 00" - Species: Squirtle. Max Level: 20. Min Level: 15. Female rate: 50%. "19 00 14 0F 32 00" - Species: Pikachu. Max Level: 20. Min Level: 15. Female rate: 50%. Just for a quick translation: 0x14 = 20. 0x19 = 25. 0x0F = 15. 0x32 = 50. The Pokémon in question can at any level between the max/min levels inclusive. For example, a Bulbasaur could generate in the Grotto and be encountered at Level 15, 16, 17, 18, 19, or 20. It also has a 50% chance of being female. From this it should be easy enough to see what's going on now. Just adjust the values to what you need! Quick word of warning, though. You cannot have the max and min levels be the same. If you do that, some funky stuff starts happening and they seem to be able to appear at any level they want. If you want them to appear at only one level, then use the max level as (min level + 1). This generally seems to cause them to appear at the minimum level anyway (though possibly not always). Step 5 - What's the rest? The remaining part of the Grotto files deal with the items that you can find in them. Using the Floccessy Ranch example again: The highlighted section is our items. It may look like random numbers, but when cross-compared with this page, it isn't! As we can see from that link, 0x0052 refers to a Fire Stone, 0x0054 to Water, 0x0053 to Thunder and 0x0055 to Leaf. This matches up with the Item 1 row in Kaphotics' list. Then the next bytes... 0x0002 are Ultra Balls, 0x004D is a Max Repel, and 0x0019 is a Hyper Potion. That's the item 2 list... etc. You probably get the idea by now. So, in short... First 8 bytes - 2 bytes for each group, visible item 1%. Next 8 bytes - 2 bytes for each group, visible item 4%. Next 8 - visible item 10% Next 8 - Visible item 25% The next 32 bytes refer to the four groups of hidden items, but it works in exactly the same way. There's no difference in the items between Black 2 and White 2, so whatever changes you make should appear the same in both. Step 6 - What file is what? These are listed in order in Kaphotics' list anyway, but in case you want another reference point: File 0 - Floccessy Ranch File 1 - Route 5* File 2 - Lostlorn Forest File 3 - Route 6 [Field, the one just around the corner from Driftveil] File 4 - Route 6 [Cave, the one just outside Mistralton Cave] File 5 - Route 7 File 6 - Route 13 [stairLeft, the one next to the staircase close to Cobalion] File 7 - Route 13 [stairDown, the one close to the Giant Chasm entrance] File 8 - Route 9 File 9 - Giant Chasm [in the plains, only after you defeat Ghetsis] File 10 - Route 22 File 11 - Route 23 File 12 - Abundant Shrine [Field, ie the one accessible by land only] File 13 - Abundant Shrine [Pond, you need Surf to access this one.] File 14 - Pinwheel Forest [interior, inside the forest over a river.] File 15 - Pinwheel Forest [Exterior, by the Challenge Rock.] File 16 - Route 3 [Daycare, the one just above the Doubles grass] File 17 - Route 3 [Pond, across the large pond] File 18 - Route 2 File 19 - Route 18 * The first Pokémon entry here (for your version) is the one that will appear by default when Bianca shows you this Grotto for the first time. --- Hopefully that helps some people.
  24. I always have this issue with Tinke where trying to import things just causes the program to break in some weird fashion, so I suspect I need a redownload, haha. Good tutorial though!
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