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Drayano

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Everything posted by Drayano

  1. Well it looks like you found out already, but I'll c/p what I told Oxnite a while back; "You'll need the a/0/5/7 narc file - the script one to be specific. Items come in two different codes: 2A 00 00 80 XX XX: This one is for items given to you by an NPC, where XX XX is the index number of the item in hex, reversed. 28 00 0C 80 XX XX: This is for items you find on the ground, where XX XX is... you get the picture. Just do a bit of Ctrl+F in a057 and you can usually locate them fine, using http://bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_V) to get the numbers of the items Of course it's a bit trickier when you're dealing with items which are found several times; for stuff like TMs it's easy since they're only given once, but editing things like evolution stones, or even worse Potions, Poke Balls and the like is harder. You can always test ingame, of course, but it's easier to find the correct bit initially if you use a bit more Ctrl+F. Items in the same area will be very close to eachother in the script, so if you can find another item in the Route close by then you've likely hit the mark. Remember to check both up and down, though."
  2. Oh I was wondering where the Subway data was kept, interesting. Though I can't see myself actually editing it D:
  3. Yes, it's all in the a/0/1/6 narc. Yeah, that's exactly what you'd do.
  4. Crap I forgot to reply to your PM >>;; Yes, the a/0/1/6 narc is what contains the TM/HM. The way it works in the hex is that near the end of each Pokémon's data in the narc there's a string of hex numbers that represent the TM/HM compatibility. The first byte represents TMs 1 - 8, the second 9 - 16, etcetera in groups of 8. Once you reach 80, it goes 81 - 88, then 89 - HM01 since there is no 96. The final one is HM02 - HM06. These hex numbers represent binary digits; if for example you took a random Pokemon's first TM hex and converted it to binary you might get a string like 01101010. The important thing to note is that it's in REVERSE; that is, the first digit there represents TM8, not 1, and it drops down as you go right. Then the next byte, once converted to binary, has digits representing it in the order 16-9 and so on. In that example - 01101010 - that means the Pokemon would be able to learn TM07, TM06, TM04 and TM02 because all of those are represented with a 1. The other four TMs are not learnable by the Pokémon due to being represented by a 0. It's the same for all of them, although of course the final one will only have five digits as only five things are represented. There's two ways you can figure out new things; stick the binary combo you want in the Windows calc, convert it to hex and put it in or you can do it manually via converting between base 16/base 2. Let's use an example 00000000, representing TM89 - HM01. The first byte hence represents HM01. Now if we want to make the Pokémon learn HM01, we change the string to 10000000. It's an unsigned byte so it goes between 0 - 255. The value of a binary number doubles each time you go to the left, as it's multiplied by 2 each time. As such, that string is equal to 128 in decimal, which is also equal to 2^7. So you figure out 128 in hex (128 / 1.6 = 80) so you put 80 as the hex value, and that means the Pokemon will learn HM01 but none of the other moves in that string. Say you wanted 10000001, letting it learn TM89 as well. The least significant bit here represents 1, hence the total is 128 + 1 = 129. This is also transferred to hex by 80 + 01, hence you would put in 81 for the correct setup. If you wanted 10000101, that'd be 128 + 4 + 1 = 133, or 80 + 01 + 04, which means you'd put in 85, and so on and so forth. I probably went a bit further than I had to with that but that covers some of the basics for anyone unfamiliar with hex. Of course, that's the archaic method, and using that tool and transferring the narc over will work just as well.
  5. ^ It's to do with the base EXP. The tool only tries to save it as one byte, so any value above 255 just breaks it. It seems to read both bytes fine but just can't save; you can circumvent it for now by putting in (Base XP - 256) to retain the same value when you save. That makes it impossible to edit Blissey since even with a 256 cut the base EXP is still too high, but everything else should be fine.
  6. It really is; the tag battles use the same roster as the Cheren fights right before them, so you don't even need to put in the team twice or anything. Just change the Route 3/5 ones and you're set. Eh ?_?
  7. This looks almost like the beginning of a Gen V PPRE. Real shame about the language barrier though ;-;
  8. Yeah, I can probably take a look, but you'll have to get it to me somehow. I'd appreciate your save file(s) too, it'll make it easier to tinker with.
  9. Oh it probably actually is .12, the title bar still says .10 for some reason ...Unless it actually is .10, but whatever the hell I used said .10 and it worked
  10. I see, yeah I was having problems just like that when I was making Spirit Gold, particularly the Slowpoke Well one. The .12 saving should work... uhh, try opening the area(s) in .12, then changing something small (i.e. some random wild Pokemon) and then saving. If that fixes it, then open it up in .14b and change the wild back, and put gibberish in the script to prevent it from saving again. If that still doesn't work... you might have to start again D= Though you could salvage your narcs if that's the case (a037 is hg wilds, a136 is ss wilds)
  11. I see... What area is it? You haven't actually said yet
  12. You don't need to type in random script for .12, although saving every area in that can be beneficial since it'll fix all the problems. After that, if you're making changes in .14b use the gibberish.
  13. Ah yeah, I changed Cofagrigus last minute so that isn't surprising. Thanks for noticing.
  14. I bet this is a script problem - PPRE 0.14b has a strange habit of causing the game to lock up if you save the script in an area that has a lot of movements. I know stuff like Route 30, Route 32, Route 34 and the Indigo Plateau are all culprits. Assuming I'm right and you did save the script in whatever area it's freezing in, I'd recommend opening it up in PPRE 0.12, then open the area and save it again. That should fix it. For future reference, if you're just editing wilds then put a bunch of gibberish in the script (i.e. just open some random piece and put in qoghwghwigh or something) and that'll stop the script from saving, while the wilds will still carry through.
  15. If the starters somehow became 100% female then yes, I'd do that. There's stuff like Eevee, Omanyte and that that should suffice.
  16. Or, alternatively, just stick this list in 190 since I had to make it when I was working on my own hack. Make sure you have an empty line before Jimmy, that corresponds to trainer #0. Hard to represent it in the spoiler tags though.
  17. As far as I'm aware there's nothing in the script that can affect genders... so, no idea D:
  18. There's something in the script for each place he appears. I can't remember exactly what it is but it's like, XXXXX 152, then XXXXXXXX and the same for 155, and I don't think there's one for Totodile. You need to change those numbers to match the numbers of the starters.
  19. It does, yeah Kazo's didn't work... I do have one more idea that might sort it out though. edit: Updated with 3.01, fixes a lot of bugs including the berries one :3
  20. A new item and new trainer classes? Probably the most customization I've seen in a BW hack yet, haha. Good way to avoid the character limit with X and Co too. I'd personally just keep the League as it is, but I'm lazy. I don't know for sure though, I always did things in order and never actually released BETA versions, so up to you =P
  21. There's Lorelei, Bruno and Agatha trainers too. Did you spot them? ;p Hint: You would have definitely done Lorelei's, and you may well have missed the Bruno and Agatha ones.
  22. I like the look of this. The actual presentation of the post is good too. One thing I'm wondering; the hell is an "Ice Stone"?
  23. Ooh, I was wondering what neltazero meant when he said about that. I wonder if I could fix it with Kazo's... Thanks, Bidoof!
  24. Just wanna say that this tool is working beautifully; I used it for the whole of the third version of my hack and it made it so much easier to set abilities/genders/formes and such. Only thing missing from Kazo's was the difficulty of the trainer; couldn't see that option anywhere so I had to use both tools interchangeably for that, but otherwise it's pretty much perfect.
  25. Crap, I forgot about Technician D: Oh well ;-; Glad you picked up on the anime thing with Slowpoke though, that's exactly the reference I was going for Also, updated the patches again; there was a problem with Charmander's type and the Clean ones broke after a certain point. If you're using the Full Version you can probably ignore it though.
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