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Drayano

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Everything posted by Drayano

  1. This will make it a lot easier. Thank you very much!
  2. The new version's good, thank you. I was wondering though; would it be possible to have it so trainers are listed either with name first THEN number (ie Cynthia - 567 rather than 567: Cynthia) or without numbers at all? It's a lot easier to enter a name in and go straight to that trainer rather than search through the numbers to find the trainer you want, but it's currently impossible to do so.
  3. It turns out that the offset was actually just a location in the ROM, I just didn't catch it before as I was comparing White 649 with the regular White and most of it was unchanged. To actually do the wild data yourself, you have two options: Go to the offset 083CBB44 in the full English ROM, OR extract the a/1/2/6 narc, which contains the same data. If you use 083CBB44, you will be taken straight to the Route 1 data. The wild data follows on from there although it doesn't appear to be in any order apart from loosely by routes. The data of each possible wild encounter is stored in the format of XX XX YY ZZ, where XX XX is the Pokemon's index number in hex flipped around (ie Patrat, whose dex number is 504, is 01F8, which is flipped around and entered as F8 01 in the ROM). YY is the minimum level that the Pokemon can appear at (in hex, of course) and ZZ is the maximum level. There will be a relatively equal chance of it appearing between any of those levels inclusive. The amount of slots is the same since the ADV games. Wild grass encounters have twelve lots of XX XX XX XX, with each group of four bytes referring to one slot. They are, and their encounter rates as follows: Slot 1 - 20% Slot 2 - 20% Slot 3 - 10% Slot 4 - 10% Slot 5 - 10% Slot 6 - 10% Slot 7 - 5% Slot 8 - 5% Slot 9 - 4% Slot 10 - 4% Slot 11 - 1% Slot 12 - 1% Following the wild encounters there will be another 48 bytes which refer to the encounters in the doubles grass (they will be displayed as 00 00 00 00 ... 00 if no tall grass is there), then another 48 bytes referring to shaking grass encounters, both of which have the same encounter slots as above. The next 20 bytes refer to Surf encounters. Their encounter rates are as follows Slot 1 - 60% Slot 2 - 30% Slot 3 - 5% Slot 4 - 4% Slot 5 - 1% After those twenty you will have another twenty referring to the rare spots, with the same slots as above. Following that, there are another twenty bytes for the Super Rod, with encounter slots the same as the Surf ones I believe. The next twenty after that refer to rare spots when fishing. If you happen to go to any sections that also have dust clouds or dark spots (ie Driftveil Drawbridge or Chargestone Cave) there are twelve slots for those, with the same encounter rates as grass for each slot. If you'd rather just search for the beginning hex string of the wild data, it is "F8 01 02 02 FA 01 02 02" iirc If you want to locate a particular place, just search for the hex string that will be in there. For example, to find Route 4, look for a Level 15 Sandile (this is easy to look at with Serebii's Pokéarth) which has a hex string of 27 02 0F 0F. I have some offsets here that I've already located as I've been making notes as I progress through the hack I'm doing: Main ROM --- Route 1 - 083CBB44 Route 2 - 083CBC2C / Trainers - 1, 2, 85 Dreamyard - 083C652C / Trainers - 7, 8, (277, 293?), 308 Striaton City / Trainers - 9, 10 Route 3 - 083CBD14 / Trainers - 14, 15, 16, 17, 18, 19 (late), 20, 3, 4, 519 (late), 292, 84 Wellspring Cave - 083CBDFC - 294, 62, 63 Wellspring Cave B1F - 083CBEE4 Nacrene City / Trainers - 86, 87, 88 Pinwheel Forest Outside - 083C66FC / Trainers - 111, 160, 501, 502, 546, 144, 145 Pinwheel Forest Inside - 083C67E4 / Trainers - 295, 296, 297, 309, 26, 27, 28, 29, 30, 31, 32, 33, 34 Chargestone Cave 1F - 083C879C Chargestone Cave B1F - 083C8884 Chargestone Cave B2F - 083C896C narc --- Castelia City / Trainers - 93, 94, 113, 114, 116, 165, 166, 167, 170, 137, 552 / 196, 198, 199, 200 / 600, 601, 602 Route 4 - 0000645C (.narc) - 36, 41, 42, 291, 505 / 35, 37, 39, 40, 153, 156, 290 Desert Resort Entrance - 00000CCC (.narc) Desert Resort Main - 00000DB4 (.narc) - 233, 234, 235, 236, 237, 238, 239, 549, 550, 613 Relic Castle 1f - 00000E9C / 51, 52 Nimbasa City / Trainers - 279 / 66, 67, 68, 69 Route 5 - 44, 45, 46, 47, 48, 49, 50, 401, 402 / 000064B4 Route 16 - 408, 409, 412, 438, 442, 443 / 00008554 Lostlorn Forest - 0000863C Driftveil City - 603, 168 201 202 203 95 Cold Storage / Trainers - 72-77 inclusive, 81, 140, 141, 610, 276, 278 I ended up swapping to the narc about halfway through so the offsets are split The numbers next to each place are the numbers of the trainers of that area in KazoWAR's Trainer Editor. I've slashed a couple off; it's usually to do with when you fight them ie the ones after the slash in Route 4 can only be fought after defeating Burgh. Hope that helps
  4. This is sort of half curiosity, half something I want to do but regardless I want to find out I've been wondering how to go about editing Wild Pokemon in Black and White seeing as there's no tool out for it yet that I'm aware of. Unfortunately I am completely clueless about what .narc file it is or anything like that... The only info I can find is a post on PokéCommunity that says the location of the data on White, but I've tried looking there with a hex editor and I can't find anything. Granted, my hex knowledge is hardly the best so I might be looking incorrectly. Any help/further knowledge would be nice, if possible. Never mind, got it!
  5. Thanks anyway Apparently there's .narcs at a/1/3/5 and a/1/3/7 that are the same as "poke_shadow.narc" and "poke_shadow_ofx.narc" in the Japanese Platinum respectively. I don't have a clue what either of those do (and I have no idea what the ofx stands for) but could it be anything to do with these files? I did try decompressing a/1/3/5 with crystaltile2 but I don't have a clue where to begin even if it is the right file
  6. My apologies if I'm just being dumb but all of the data in that .narc seems to relate to the PokéDex rather than the Pokemon's appearance in battles and stuff. Is the information shared between Dex and battles or is there something I've just missed?
  7. I've been looking into editing the HG/SS battle sprites recently and I'm perfectly able to actually change the sprites, but I've been having problems in regards to co-ordinates. While some fit, there are some problems that crop up due to the positions of the original HGSS sprites. For example: There's a lot of Pokémon that float/fly in their HGSS sprite who don't in other sprites. Unfortunately their co-ordinates are fixed to a specific point which makes it hard to actually get them not to float. Sometimes this problem can be circumvented by moving the sprites down in the image you insert into the game, but there are some cases like Altaria or DPPt Pidgeotto where there isn't enough room to move them, so either they're floating when they shouldn't be or just end up going right through the field. This is the other and more irritating problem. All sprites in HGSS have a shadow beneath which is usually positioned right below their feet. Unfortunately this poses a problem when trying to edit slanted sprites with straighter sprites; in the image above, the Claydol is in the right place, but the shadow is where it was on its old sprite which is in an entirely different place, making it look odd. Oxnite asked basically the same thing here but got no response (athough in his case it's Platinum and I'm asking about HG/SS. But still, same problem). In short, what I'm asking is: 1) Is there a way to move the co-ordinates of the Pokémon sprite? 2) Is there a way to move the co-ordinates of the shadow?
  8. I'm having a weird problem on what I thought was one of the most simple things. I'm trying to edit the Game Description of the ROM's header to something else (Pokémon Heart Gold --> Pokémon Spirit Gold) but every single time I do it it causes the ROM to break; it just becomes a white screen, on both emulator and flashcard. Now the strange thing is that every other ROM (including B/W) seems to work just fine. I've tried using both RomeR and dsbuff, but any time I edit a DPPtHGSS ROM (Japanese, English or presumably otherwise) the ROM won't boot after saving the header, even if the header is apparently valid. I've tried editing the text while editing the logo, without editing the logo, with the é, without the é... etcetera, even editing just the logo and leaving the text alone, but I just can't get the damn thing to work. Is there something special about DPPtHGSS that I'm missing? (I've tried on both PPRE edited ROMs and clean ones, so I don't think that's the problem.) EDIT: Okay never mind I got around the problem by changing the header in one HG rom then taking the banner.bin file across, but tbh I am still curious why the two programs won't seem to work on DPPtHGSS
  9. I'm editing HG currently and I found that PPRE doesn't seem to support these two routes; Route 47 is fine but there are two weird things for Route 48 and Cliff Cave is just plain not on there. Since PPRE won't work with those two the only way I'm gonna be able to edit the Wild Pokemon is through hex I presume. I know the narc file for HG wild Pokes is at root/a/0/3/7 but I don't have a clue where the data for the Wild Pokemon for those two areas are in it. Would anyone know what the offsets are/how to work them out? Or, alternatively, am I on the complete wrong track? Edit: never mind got it, editing the narc via the japanese rom and an english patch instead the code names for the cliff cave and route 48 are D50R0101 and R48 respectively if anyone wants them
  10. I'm having a rather strange problem that's stopping me from doing much. =/ Like piotr_mil on the previous page, if I so much as LOOK at Route 30 and save changes then the event where the apricorn man comes out of the house to give the box to you breaks and crashes/freezes the ROM whenever it is tripped. You are able to avoid it by talking to him first but that isn't really a sensible method, so I'm a bit at ends as to what to do. Is there something I may have missed that's causing this problem? For the record, I'm using a US Heart Gold ROM with no patches applied. I know people have done Route 30 fine with PPRE before (edits/hacks like Perfect Heart/Soul are evidence of that) so I really have no idea what I'm doing wrong... I'm assuming the program is loading the script incorrectly and saving it wrongly when it saves, though I'm probably wrong in that regard. EDIT: Okay I managed to get past it by forcing PPRE to go past the script due to it being an error (I just put in a load of gibberish in one of the scripts) and that seems to have fixed the problem. It's a bit of a strange problem but at least it is possible to get past it.
  11. Would it be possible to create a code that eliminates all EXP (ie all EXP usually gained is set to 0)?
  12. Specifically, this code: speed 9 (blazingly fast!) 94000130 FEFB0000 62101D40 00000000 B2101D40 00000000 20000078 00000008 D2000000 00000000 Can I please ask how you're supposed to actually use this? I know the button combination is Select + R, but all attempts at getting this code to work have ended up in failure. Using Select + R during the actual game does nothing, even if I change an area or whatnot. On the other hand, using Select + R on the intro (where Giratina's silhouette is and whatnot) is okay, but if Select + R are held down and then continue is pressed, the game just reboots itself like in a soft reset, meaning the code is erased from the RAM and is unusable It's restarted every time I tried this. I've tried on both the EUR (English) and USA versions of Platinum and got the same result for both. I've also tried holding Select + R for most of the intro and releasing before pressing Continue on the game; it loads up fine but there is no effect. The text just stays at the same Fast speed that I have it set on in the options. Does anyone know how you're actually supposed to use this code? I've searched loads but have never found a solid answer for it
  13. This might be a ridiculous request, but is it possible to make a code that would cause the HP Bar to either fall faster or fall instantly, rather than it dragging on in the L100 battles?
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