Jump to content

TyVogue64

Member
  • Content Count

    10
  • Joined

  • Last visited

Community Reputation

7 Neutral

About TyVogue64

  • Rank
    New Member
  • Birthday February 8

Recent Profile Visitors

792 profile views
  1. While I'm not too experienced with importing 2D animations into games, I found the UI superb and professional looking, aside from a few small typos. To be honest, any small kinks in it would only be found through normal use, which isn't really possible now, so it might be better to get it working first before polishing up the UI. But it's up to you. Also, do you know where the starter-unique sprites (sleeping in hay, being tied to a pillar, etc.) can be found? I couldn't find them with the rest, but at the same time, I didn't look too hard. EDIT: Never mind, found them in "m_ground.bin".
  2. Yes, I'm fully aware of that. I've replaced reserve entities before without any consequence. There's 19 of them to work with, double if you count the genders. What I was saying is that since the game is let up to allow the male and female have a different sprite, you might be able to have all the females be shiny, for example. Even neuter Pokémon like Groundon have a second "gender" entry that's just blanked out that could be used.
  3. Glad to see that this thread hasn't been forgotten! That editor certainly looks pretty robust already. On the topic of sprite editing, would you mind if I asked you if it's possible to add more sprites into the game, then just use PPMD StatUtil and change a Pokémon or reserve entity to have the new sprite? I ask this because that's the only really obstacle to adding new Pokémon into the game (other than the fairy type, but only a few need that), and because some people had the idea to remove gender in favour of having a shiny version of every Pokémon, which seems like a neat idea.
  4. I always thought of something like this, battles in the GenIV games were sluggish and I never really liked the back sprites or lack of animation. I'm looking forward to seeing how this turns out. Good luck!
  5. OK, I did another thing. The KaoUtil works perfectly. I got @growlithecubone's custom portraits to work (I did Kirlia's myself). And yes, I know Poochyena isn't in the starter menu, I just replaced Dunsparce's grin portrait because I'm lazy. I used GIMP's indexed mode to ensure there were no more than 16 colours. Here's what you've got to do: First put a single pixel of a colour you're not using down anywhere on the image. This is to make sure GIMP generates enough colours. Next, hit Image>Mode>Indexed, put in 16 for the Maximum No. of Colors, then hit Convert. Get rid of the pixel you drew in step 1. After that, hit Colors>Map>Rearrange Color Map Then drag the unused colour to the left-most side and hit OK. This colour will be replaced by pure black in game. Go to File>Export and then Load Defaults and Export. Right click on the image and hit Properties, then Details and it should say it has a bit depth of 4. Additionally, it shouldn't be more than around 900 bytes or so and be 40x40 pixels big.
  6. Alright; I did a thing. Basically, the abilities "Run Away" and "Klutz" are completely removed from the game, and the Pokémon who did have it, now have their hidden ability instead, if it existed in Gen IV. For example, Eevee now has Adaptability and Anticipation, and Ponyta now has Flame Body and Flash Fire. I made an exception for Aipom though, as they'd lose the ability Skill Link upon evolution if I followed this rule. Note that this will make the Raticates you find in numerous dungeons quite a bit harder, not only do they no longer run away from you, but they also have Hustle which will add 50% to their physical attack. Another thing is that I've made it so that Abra no longer loses the ability to float over water or lava when they evolve into Kadabra and then into Alakazam. I have no idea why it wasn't like this beforehand, especially considering all of Alakazam's sprites show them floating! Lastly, Castform's size has been reduced to 2 stars instead of 4, Gyrados' to 3 stars from 4, and Milotic's to 3 from 4. I don't believe Castfrom is overpowered like the devs evidently did, especially considering he's damaged by sandstorms. As for Gyrados and Milotic, as they're both non-legendaries who evolve from 1 star Pokémon, I think 3 stars is more appropriate. Interestingly, even though there's no Pokémon in the game who already has a size of 3, it works just perfectly and how you'd expect. So, yeah. I've done some testing with it and it all seems good. I think I edited both the male and female of each species, but let me if now if I missed anything. I didn't have a patch because of the various regions, and you may already have filled in the portraits with SkyEditor or changed the ROM in some way, so I'll just leave the files. https://drive.google.com/open?id=0B1-sBoZAiZiGdThBRS1iTVpYQlU To patch a ROM with these files, just download this, and follow this until the "romstats" folder appears, open it, and drop the files into "pokemon_data". Then hit "3a_CompileEverythingAndMakeRom.bat" and the rom.nds is your patched ROM. Of course, it wouldn't have been possible without @psy_commando's tools, I just made this to show off what they could do.
  7. What's interesting is, when I was using a previous version of @evandixon's save editor to edit my old EoT save, I somehow corrupted the save in such a way that when I loaded it in Desmume, all of my Pokémon except the the protagonist were gone, and in the partner's place was a Bulbasaur. If I talked to him, the game would crash. What was interesting, however is that that the NPCs referred to him as reserve_22 When I was poking around in yesterday with your StatUtil, I noticed some reserve_xx (including 22) entries after the "real" Pokémon. Does this mean that the reserves are just used for testing purposes or preventing the game from crashing if a glitch is performed, then would there be any harm in replacing them? I mean, there probably wouldn't be too much point, if increasing the cap becomes a thing in the future, and then you'd have to figure out how to get them to spawn in a dungeon or edit them into your save, but it's be interesting to see what exactly is needed to get a new entity to work properly in the game. Well, it's only trickery because I don't fully understand it! (beyond it being editing precompiled code when you don't have access to the source, that is)
  8. Hmm... that's interesting. So then, Castform would have 8 entities, right? I was looking through the XMLs your Statsutil spat out, and what you've said seems to be true. Dialga and Kecleon have two entries, for obvious reasons. But what's odd is that I checked Groudon, a neuter Pokémon, and it also has two "genders", 3 and 0. I also checked Tyrogue, an all male Pokémon, and they have 1 and 0. So 1 is male, 2 is female, 3 is neuter and the secondary "gender" is set to 0 if it's not used. But where is the fake Groudon from early on in the game? Is it actually just a real Groudon at a lower level, but the event that allows it to join you only triggers when you defeat him again in the post game? Which would make sense, legends aren't recruited normally, and have a recruit rate of -100, which will never reach 1 even with all of the recruitment items. But I checked Elektrike, who you fight several of during the main story of Sky, and they have two "genders" and a recruitment rate of 64. So, I'm guessing there's just a "boss flag" and one for dungeons like Beach Cave that prevent you from recruiting them. That info about adding a new type sounds interesting, even though it probably involves some ASM trickery, I'm surprised it's easier that adding more entities or dungeons. Would we able to retype Ralts and Jigglypuff and the move Charm to be Fairy, and make it appear in their summaries? That'd be pretty impressive.
  9. So, now that we can edit graphics somewhat and edit stats and learnsets, does anyone know if the number of species of Pokémon is hardcoded, and if it is, how hard would it be to rewrite the ASM to allow for more? The 309 Pokémon added since this game came out to be exact! OK, so there probably wouldn't be much point in adding that many until we could add more dungeons for them to populate. So is the amount of dungeons hardcoded too? Does every dungeon have a unique entry in the actual code, or is all of its info just stored in a file? And then the amount of sprites that would need to be drawn. Each one already in the game has around 40 or so, so at least 12,360! And then there's the problem of the Fairy type, which I'm sure would be almost impossible, this, for reference, was only possible because they replaced the ??? type, which IIRC, doesn't exist in PMD2. So, many Pokémon would be left without one of their types, or would have to be retyped completely. And I just explained why it would be completely impractical. Raising the cap would probably be best for just adding a few favourites without removing any of the already existing ones. Replacing Primal Dialga would deprive the game of its fairly challenging "final" boss and I imagine replacing purple Kecleon would cause some issues.
×
×
  • Create New...