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Drayano

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Everything posted by Drayano

  1. Huzzah! I have the answer! Or something. =p Okay, I used the LUA scripts here and a bit of hex searching to isolate the overworld co-ordinates in hex. If you use the script (much thanks to Kaphotics for that) to get the X and Y co-ords of an overworld, then search it in hex in reverse (i.e. co-ordinates of X: 40, Y: 30, you would search for 28 00 1E 00) you should be able to find it. The relevant .narc is a/1/2/5, which will make your search a lot easier. Here's some evidence; I edited which overworld sprites were in the Darmanitan area (BA 00 corresponds to the statue sprite, apparently): This is something I've been wondering about myself, so hopefully that helps! For the record, a sprite ID that isn't known will result in a generic boy with blue hair. And from random experimenting (not including the ones in the pic as I just punched in odd numbers so I don't actually know which correlates to which ) I found Celebi to be ID number 4380 (so 11 1C in the hex) and the other hgss sprites follow before/after like usual. Never mind that; couple of hex values for sprites D0 - Gift Box (from when you receive starters at the beginning) D1 - Cottonee D2 - Poke Ball again? Closer to the ground, though... D3 & D4 - Reshiram D5 & D6 - Zekrom D7 - Cynthia D8 - Poke Ball (in the air..?) D9 - Deerling 1C11 - Celebi I assume there's an easier way to find this out than trial and error, but some starting values there I suppose. And of course, just change the co-ordinate values if you're looking to do that. --- And a look at the hex string of any one overworld, using one of the Darmanitan statues as an example... 06 00 BA 00 00 00 00 00 98 02 07 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3B 00 23 00 00 80 01 00 This is presumably the ID of the overworld. This is the sprite ID. I believe this corresponds to the movement? I THINK this is the flag... This is the script ID, corresponding to that map's scripts. Direction the overworld faces. 0 = up, 1 = down, 2 = left, 3 = right I have a hunch these decide how far an NPC goes if their movement byte allows them actual movement X co-ordinate Y co-ordinate Z co-ordinate, I think? As far as things go, the layout seems identical to all five of the fourth gen games, although given it was based on the same engine it's not that surprising. I better go back to exam revision... Oh and one last thing, the LUA script also displays the map number, and the files in a/1/2/5 are divided between each of the maps so you should be able to relocate things pretty easy. The Desert Resort is #158, for example, so all the Darmanitan data (and others) will be in file 158 of a/1/2/5 and so on. I tried a little script copypaste and it totally failed, though, so I guess overworlds is all we can change for now.
  2. On PPRE or otherwise, is it possible to make an overworld sprite display with a different palette? (e.g. you have an Electrode overworld, which has a normal (red) palette and a shiny (blue) palette.) Ordinarily it shows it with the normal palette, but I'd be interested to know how to swap it if at all possible. I figure it's probably something to do with one of the values that point to a particular overworld in a/0/3/2 (which is also what PPRE changes), but I don't know which it'd be... I can't think of any times in HG/SS where there's ordinarily an alternate palette on the map, unfortunately, so an inspection method is somewhat hard to do.
  3. You can pretty much ignore that; neither of the 81 02 28 strings are related to them; changing one of them breaks some events in Castelia City, I know that much. I haven't heard of anyone changing them yet.
  4. At least for HG/SS, how the hell do you get ampersands (&) to actually show up in game? I've heard you're meant to use "\and", but every time I do so it ends up as "nd" in the game rather than & ._.;
  5. Markitus, that's amazing o-o I'd be interested to know how you do/did it once you're willing to release info and stuff. I'd probably be more interested in HGSS at this point, but DPPt might help with how to actually find that. I did a quick search of the ARM9 myself but it's evidently harder than just searching for Pokémon hex values. edit: On second thought there's no generic legendary theme in hgss, so the music might be pointless... Screen shaking would still be cool though.
  6. No tool exists for it I'm afraid
  7. http://projectpokemon.org/forums/showthread.php?17497-How-to-edit-Item-Locations&p=134113&viewfull=1#post134113 Page 2 of this forum edit: just realised that doesn't answer the question haha, sorry After that bit of hex there should be the quantity number of that item i.e. 01, 03. I can't remember the exact amount of values you need to move across but it shouldn't be too hard to find. Change that value to what you want i.e. 01 -> 05.
  8. Hmm, I can't really help with this one since I just use the palettes that are already in 4th gen, sorry D:
  9. You need to use PokeDSPic Platinum with HGSS, assuming you're trying to access the Pokémon sprites. (I can't tell how experienced you are, though; you've extracted the .narc and tried opening that, right?) PPRE can edit events, there's no map editors as of the moment.
  10. Well the way I made the game was like, I edit up to the first gym, play up to it, see how my level's there, go forward with the second gym as appropriate, play up to it, go forward to the third... etcetera. It's basically just using playtesting to check what levels I'm at, and making the game equal as a result. At least, I think that's how I did it... it's been a while Definitely along those lines though. I did construct it assuming you DID use the Lucky Egg when you get it though, which I do regret doing slightly.
  11. The legendary thing would have been done from the start if it were possible, but it isn't currently, so my hands are tied. I don't like it anymore than you do, honestly.
  12. Uhh, I guess if you're an expert?
  13. Yeah most of this might involve ASM hacking, which is a lot tougher than just changing variables tbh
  14. Is it possible to make a script where an overworld trainer gets the whole, "if you walk in front of his line of sight he gets an exclamation mark and moves forward" sort of thing? I can't use any existing script as an example because they don't show up in PPRE and the actual trainer eye thing on the overworlds manager doesn't appear to work by itself D: Oh, and is there anything like the checkgender script in ADV? I know DoubleMessage can let you put different text dependent on gender, but I need something that'll ideally let me do more i.e. if Gender is X, do battle Y, else do battle Z and stuff. I can't think of any instance in HGSS where gender is checked aside from text or the Ethan/Lyra OW sprite, neither of which give any insight, so...
  15. PPRE works with HGSS, but I can't think of any specialised tools for it
  16. I'm not working on it anymore for now, though it's come a loooooong way since I said that D= That was back in like, 1.02 or something.
  17. Take a visit to my YouTube channel (Drayano60) and check out the vid for my hack there; there's a solution I have posted over there.
  18. I can't remember the actual details but I think you need to use Taxahan for overworlds
  19. Updated to 3.03b, probably last update for a while now. Sorry to those having patching problems, it's hard to suggest a fix other than getting a particular ROM D= ...and 3.03c now too
  20. There should be something in PPTXT that's like File --> Export to Text iirc, there's definitely an option that puts it all in one file
  21. There's no thread for Spirit Gold, only place I ever bothered with for that is my YouTube. I might be working on some newer HGSS hacks soon though, so I'm not too fussed about it. You need to use a code with no$, check the documents for it
  22. Now this is something I'd like to see, although I personally have no idea ;-; Having the change the compatibility of every Pokemon to fit the move scares me, though
  23. It should be instant and relatively close to you. I would say you need the first badge but you're on Route 3 so you must already have it, so it's... really very strange ;-; I don't think I know the solution
  24. Honestly, I think that Omastar avatar of yours makes the account worth it The Game IDs shouldn't be necessary for DeSmuME; should just be a case of sticking the instant shaking code in, making sure it's activated (might be a tickbox or something, can't remember) and then holding down L and moving around near grass until there's a shake. Make sure you are using the right code since it does differ between B/W. That's about all I can think of initially, hope it helps.
  25. assuming you mean arceus, 1% chance so yes, very rare it is indeed a bug but it's already been fixed
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