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Drayano

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Posts posted by Drayano

  1. Out of curiosity, how much longer do you think the moveset editor will take, at least to release the function that allows you to just edit the level up moves (if you're willing to release a shortened version without the extra functions to begin with, unless you've done the other stuff already)?

    Just wanna know if I can save myself hours of hex inserting and editing. :x

  2. Now this is something I've always wanted to know how to do, but never could figure it out.

    As anyone who's used the Wild Modifier code in either the 4th gen or 5th gen games probably knows, whenever you encounter a certain Pokémon special music will play. This is generally used for legendaries though with a few exceptions too. I'm looking for how to do this in Gen V, though information on Gen IV would be nice too, if it's even possible to do either...

    Just to give a summary, certain Pokémon in BW will produce a different music track to the normal wild battle theme when encountered in a fight. There's also differences in how the battle is actually entered (i.e. the transition from field to battle).

    In B/W, these are:

    Zoroark -

    plays, and the battle is entered with a sort of swirl inward, which then expands into white.

    Volcarona, Victini - The normal

    plays, but the screen sort of shakes like liquid (hard to explain) as it transitions. Victini has the exact same transition, but instead has the standard legendary music playing, as seen below with the musketeers.

    Cobalion, Terrakion, Virizion, Keldeo - The standard legendary theme plays, and the transition uses about three or four green 'slashes', which causes the appearance of broken glass then goes into battle (kinda like the Tales games :x) It's kind of strange that Keldeo even has the music too, seeing as it doesn't appear in the game.

    Tornadus, Thundurus, Landorus - The standard legendary music also plays with them, though the transition is instead a ray of light piercing across the center of the screen, followed by the midpoint expanding into the battle.

    Reshiram, Zekrom, Kyurem - A swirl of light appears in the center of the screen and expands into the fight. Their own theme music plays, although

    ,
    and
    all have seperate tracks that are mostly the same, but with a different background sound (or a new instrument in Kyurem's case).

    Meloetta and Genesect have no special music, nor do any of the older Pokémon.

    The one thing I can state is that it isn't to do with anything in a/0/1/6; I did a little test a while back where I put Victini's data into Ekans' slot. While the stats, type etcetera transferred fine as expected, there was no change to the music or the battle transition, so it must be rooted somewhere else.

    It'd be a nice presentation touch if it's possible to do something like this, though I can see it being difficult for some reason.

    Anyway, any ideas?

  3. Oh that's easy enough to do, I've done it in my own hack~

    The strings usually go something like this (I'll use a random example):

    Given items: 2A 00 00 80 FF 00 2A 00 01 80 01 00 1C 00

    Items on the ground: 28 00 0C 80 5D 00 28 00 0D 80 01 00 04 00

    The bolded bytes are the ones you need to change. Just change it to whatever value in hex and it should work fine.

  4. Oh I forgot to mention that, the trade editor's White version works for both BW but the Black version doesn't at all; it gives the error IAL said about above. Black and White have two differing trades from eachother (the Cottonee/Petilil and the Basculin one) but since the Black one doesn't work, you can only edit the remaining five trades with the White bit. Since Black is broken it's impossible to edit the Cottonee and Red Basculin trade.

    tl;dr There's an error with the Black section of the trade tool.

  5. Zark, main problem is that every time any of us try to insert new hex in between current moves as you've shown there, it causes problems for every Pokémon after the edited one numerically like Wild Pokémon having no moves whatsoever, your Pokémon learning very strange things etcetera. I just tried it again with Hex Workshop and same result.

    Can I ask specifically what hex editor/program you use to edit the a/0/1/8 narc?

    EDIT: Okay, turns out editing each BIT of the .narc file and then reinserting it (basically what Kairi suggested) does actually work! It's a little slow, but it's definitely a start. Come to think of it, I guess that's how Kazo's Trainer tool works too; the hex is expanded for the trainer Pokémon as a segment of the big file, then when it's reinserted it's all in the right place. Wish I thought of it before x_x

    Well at any rate, there's one solution. Thank you.

  6. Oh boy that is a scary header o_o; I'm praying you don't need to edit that for this.

    Yeah, those are all the same effects I had when I tried expansion. I had everything using Struggle on me, same as you.

    You can definitely replace the current moves, I've done that loads in my hack, in some cases using duplicates, though I often had to replace moves the Pokémon normally learnt (usually going for the ones useless to it). Of course, that kinda sucks for things like stone evolutions, who are often stuck to 4-5 moves; Togekiss being one example of that.

    There's definitely some way to expand but I don't have a clue what it is :/

  7. Any codes that work on BW will work on BB/VW too.

    Here's a new update, adding some extra stuff and fixing one or two things.

    - Fixed incorrect Wild Pokémon in Route 13.

    - Wild levels for fishing in the post-credit routes are now edited.

    - Incorrect Pokémon in Pinwheel Forest (fishing) fixed.

    - TM/HM changes to the following Pokémon: Druddigon.

    - Level-up move changes to the following Pokémon: Arcanine, Ninetales, Flygon, Swinub, Piloswine, Mamoswine, Victini, Kyurem, Scyther, Scizor, Feraligatr, Riolu, Lucario, Marill, Azumarill, Venusaur, Charizard, Blaziken, Infernape.

    http://www.mediafire.com/?l7p1rl1ziae86zr

    http://www.megaupload.com/?d=FM7I3O13

  8. Well, when you add bytes to any Pokémon (I usually use Ninetales as a test) it shifts every byte after it by four places, but the absolute offset as displayed by CrystalTile doesn't change, so the data is read from the wrong place for everything after what you edit. Admittedly I haven't actually tried it in the game, but something I did where I just copied and pasted some bytes when I was experimenting near the start resulted in the Pokémon (in this case Snivy) learning weird things like Mega Punch at Level 6, then trying to learn "---" in a continuous loop at the same level, making it impossible to progress.

    Basically, the offsets don't change so the data is read incorrectly, causing weird things to happen.

    Also, about the having to downsize maxed ones already, are you sure that was necessary and wasn't just a problem with PPRE in Gen IV?

  9. Gonna revive this thread; since I stated it worked, something went wrong and it stopped working again shortly after. I have a feeling it was a certain version of UltraEdit or something, but either way I'm clueless about how to expand and still have all the Pokémon working again now.

    It isn't just a case of insert the hex values at any rate, since I've tried like four different hex editors with the same failed result.

    Help?

  10. They're wild in certain areas - check the enclosed document.

    ---

    Updated with a bugfix, changed one or two things I wanted to do as well.

    * Level-up moves should now be working correctly again.

    * Ditto should now have Imposter at 100% chance, Gyarados has Moxie.

    * Gothita line now have Magic Bounce instead of Magic Guard.

    * Second round E4 rosters have been switched around a bit.

    Link:

    http://www.mediafire.com/?wi2x1i3b1c6is3z

  11. The one thing I can say is that I'm pretty sure it isn't on a/0/5/7. Thundurus is a no show as you've said, and when I tried changing the values of the 81 02 28 bits before I just broke an event in Castelia City instead D: Admittedly there are two strings of 81 02 28 so it's possible I just picked the wrong one, but I do get the feeling the roamers are somewhere else entirely.

    Of course, you already know that, so... I can't really help :/ Sorry, hope you find out how to do it.

  12. Those of you having patching problems, try this new release. Hopefully the new patch system will do the trick.

    ---

    I'm releasing this a bit earlier than I was intending in the sense that I haven't tested this anywhere near as much as I should have, but I'm relatively sure everything is working correctly (here's to hoping I haven't somehow stuffed Black's scripts in White or something like that!). There's no "clean" (I probably should rename that...) version for the moment, just a regular/legendary one that has all the changes to Pokémon and lets you catch all 649. Let's just call it the Main version for now. As I've said previously, I recommend a new game if possible for the newest release: Version 2.0!

    The changelog is as follows:

    + A new patching method has been introduced which allows one to simply drag an .nds rom of any filename in, double click on a .bat file and watch the patch happen quickly and with little hassle. Should the ROM be unfit for the patch, the prompt will come up with a checksum error of some sort. Hopefully this'll fix the problems people are having with the actual patching!

    + The wild encounters have been remodeled entirely. A lot of things are now found earlier, and fishing locations have now been edited. Post-credit routes also now actually have different encounters, with a lot of third stage Pokémon available.

    + There has been a huge amount of changes with the items found on the maps; previously existing items have been edited to bring as much important stuff as possible pre-credits. This includes evolutionary stones in bundles of six, TMs such as Earthquake, Energy Ball and Flamethrower available before the credits and useful items such as the Bicycle, the Super Rod (now renamed the Fishing Rod) and HM02 found much earlier than previously. In fact, the Bicycle is found right at the start! You'll also receive different TMs from three out of the eight Gym Leaders; but don't worry, for the original TMs are still found somewhere in Unova.

    + Evolutionary items have mostly been edited to now act as 'Use' items instead. Simply use them on the Pokemon to evolve them, much like an evolution stone. Evolution methods have been redone to fit with the new changes to items.

    + Challenger's Cave has been turned into a bit of a leftover pile, with every single legendary that isn't normally found somewhere in Unova found in there (including Victini, who may as well be not available regularly). You'll also find several Master Balls inside, as well as the legendary Soul Dew.

    + A small bit of text editing has been applied, editing things where appropriate.

    + Trades in the game have been edited, allowing those few late-game Pokémon to be available earlier on.

    + Earlier trainers have been revamped, with some minute changes in some of the later ones. The first gym battle is now fought as a Rotation Battle (though only with one of the three leaders as before).

    + Some small extras to Pokémon stats/abilities have been done, with the most notable being Delibird actually getting things and the fixing of Castform's stats to actually be 80 across the board. The formes of Castform and Basculin have also now been edited to have the correct stats. Some small edits to attacks have also been made again, retconning prior changes and adding one extra.

    Download link is any of the following:

    http://www.megaupload.com/?d=QMS8E826

    https://rapidshare.com/files/460839984/Poke...t_White_2.0.zip

    http://www.sendspace.com/file/rtkyjw

    http://www.mediafire.com/?d147v9ro3y44ofa

    Happy playing~

    P.S: The shaking grass code only works after you get the first badge.

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