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Drayano

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Everything posted by Drayano

  1. ^ I've got no idea what a124 is but it's not the Pokémon data. Try a/0/1/6.
  2. Thanks to all of you who posted research, it's helped a lot! I'd also add that the data for the marts is surprisingly in a .narc this time; it's located in a/2/8/2. Structure is fairly simple, just the item hexes in strings.
  3. No problem, I just realised how formal I sounded o-o
  4. If you mean changing what Pokémon you actually encounter with Zekrom and that then refer to this. I have no idea how to add new items but I can tell you how to modify existing ones, though I don't remember if you already know this. Information is here. There's some information on moving overworlds here. It should help you with moving trainers at least, though I don't know about in between maps.
  5. Those are things in the text that refer to line breaks. \n refers to a singular line break, \r means a new dialogue box. Say you had a string like this: "I had such a fun time with\nyou today. I hope you did too.\rHey, wanna trade for my Luvdisc?" In the game, this would show up as... I had such a fun time with you today. I hope you did too. ^ That would all show up in one textbox, then when you press a... Hey, wanna trade for my Luvdisc? ^ This is all in one textbox. To get it so it'd be like... I had such a fun time with you today. I hope you did too. Hey, wanna trade for my Luvdisc? where the third line shows up after pressing a on the second line. You would outlay it like so: "I had such a fun time with\nyou today. I hope you did too.\x25BDHey, wanna trade for my Luvdisc?" \x25BD means you will move onto the next line, but it only works properly if you do it after an \n but before an \r. Hope that helps; it'll be more obvious what it means if you try it yourself.
  6. Yeah, I'm pretty sure it's stored elsewhere. The PokéBeach article has a bit about DP: "Once we were able to confirm Shaymin and Giratina also had the same placeholder treatment in Diamond and Pearl, we felt confident enough to post this story." So it's at least there somewhere. At least it's not the most important thing in the world
  7. Say, Kazo, did you ever look into doing this same sort of thing on any of the fourth gen games? I thought of a utility of this by giving trainers special 'stronger forms' of certain Pokémon (e.g. an Onix with higher base stats, or something) but the Pokémon data files don't seem to keep any form data in 4th gen and I've no idea where to find it. I took a look through the HGSS File System list but no clear file jumped out at me. I assume it's pretty similar method-wise, just a case of finding those numbers...
  8. To think I was literally about to start making some changes to B2W2. Thank you, Kazo!
  9. There's a weird thing I found that generally seems to fix the script errors; if when you save a script a movement causes a freeze, try typing in "SetvarHero 0" into any line of the area's scripts and saving and compiling the ROM. It should work fine after that.
  10. Here, I made this when I was doing my Sacred Gold / Storm Silver hacks. The number corresponds to what you put in PPRE for that sprite. It's extended from an older list so some of the 'FREEZE' ones may not be 100% accurate.
  11. I can provide a little insight on that last one... 0085 xxxx yyyy ???? - opponent0, opponent1, ???? 0086 xxxx yyyy zzzz ???? - ally, opponent0, opponent1, ???? The ??? is what decides whether the battle is a loss if you die iirc. If it's set to 0 then it plays out normally, if it's 1 then even if you lose the game continues on as if you won. It's something to that effect in HG/SS so I assume it works the same way. But much thanks for looking into this, it's very nice to see some scripting progress finally! The structure does look very similar to 4th gen indeed.
  12. Yeah, there's a few like Arbok, Dusclops and Mr. Mime who are filled up by default. Edit them at your own risk!
  13. You can just go back and edit them, yeah, 19 or below in PPRE is totally fine even if it exceeded the limit previously.
  14. Indeed, for some reason giving a Pokémon 20+ moves in PPRE (well, 20 since that's where it maxes out the boxes) causes it to mess up badly. If you edit level-up moves by hex then you can extend that limit, but unfortunately editing the file even once with PPRE makes it impossible to reinsert stuff with crystaltile2 iirc... Kind of buggy, y'know?
  15. It's a platform problem? Oh boy O_O Well, this certainly seems buggy all around, haha. Not sure what else to say about it.
  16. Oh, that was a good idea to test it, actually. ...Must be the double battles then. I guess it's either broken or nothing
  17. Not the whole trdata.narc; it's like, say if the trainer without the text is trainer #23 (starting at 0). In that case you want to replace trdata_023 with the original, then edit that particular trdata_023 back to having the information you want. Yeah, that's what I meant. Indeed, the co-ordinates are nice. :3 The thing is, every time I try to change the script data by hex the whole lot goes kaput, so it's a bit of a risky business to be honest. You can give it a whirl but I wouldn't count on it too much Oh, yeah, the line of sight thing makes sense, it's like that in HGSS too.
  18. I think when I was looking before I found the mart data in one of the overlay files, although at the time it was compressed so it was hard to be sure. I didn't know it was compressed at the time either so I kind of gave up. I think searching for a couple of the TMs in hex might yield the correct file (might be TM21 and TM27 corresponding to Nimbasa's mart). (To clarify, it's just the item numbers one after the other in the usual reversed hex thingy, there's no prefix afaik)
  19. The message thing will fix if you replace the relevant trdata file that corresponds to that trainer. I had that same problem with BBVW, but if you insert a fresh copy of that file and then edit it with either Kazo's tool or hex to get the specifications you want then that should be fine. ...Although, that was for trainers that gave you items after the battle. It might not work in that particular case... it's probably worth a shot but I can't guarantee it'll work. As for the menu, I have no idea. That is really weird. ._.; It is possible B/W don't support the trainer doubles naturally, since if I remember correctly they don't occur in the game normally. And yet, it actually enters the battle fine. That is very, very odd... (P.S: Have you actually tried/had success with that moving trainers to different positions thing? I recall trying to transplant a script before and failing utterly, but I dunno what sort of method you'd be using.)
  20. I would also be interested in this, although in my case it's a lot more minor. Unfortunately, I haven't a clue where to even start on this one e_e
  21. To clarify, if you're looking for encounters / items etc than that's a/0/5/7
  22. Oh, I wasn't actually aware there were separate ones for icons/party sprites. o-o I don't think I can help then, apologies
  23. I wish I knew how to LUA script myself, tbh, but I'm totally clueless on that front, heh. It doesn't look too complicated but I am totally clueless on how Kaphotics (or anyone else, for that matter) is able to figure out those offsets... Scripts there's not a lot I can help you with really, they're contained within a/0/5/7 but every attempt I've made at throwing in scripts via hex just plain doesn't work. I believe someone would have to make a compiler/decompiler for it, but nobody's made any such thing at the moment... so yeah, getting the Darmanitan scripts to actually work might not be possible just yet... WRONG SCRIPT DeSmuME has an option in it that lets you boot up a LUA script, so I think you can just place it anywhere really.
  24. http://www.mediafire.com/?dp11gghh638ykkp
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