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Didus

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Posts posted by Didus

  1. Hi ! 
    sorry for posting years after but the idea is amazing :)

    Could you tell me how did you increase size of narcs ?

    did you use tinke or manually added hex to the end of file ?

    will there be problems with checksum or something else ?

     

    when i try to add entries to txt narc a/0/0/2 and 3 using pptxt, I get an error saying the file length is modified and can't save the changes

  2. Hello,

    I have problems while trying to edit textures with transparency.
    Ohana replaces transparent textures with another color and I don't know how to put it back.

    image.png.f213c5a25a4a19303eba1a26419784e8.png

    Here Pancham's iris have some big grey rectangle around the eyes instead of a transparent texture.
    Even if I put the transparency back with photoshop or any image editor Ohana keeps replacing it when I insert it back.

    Is there a solution about this ?

     

    Thx :)

     

  3. I can edit the arm9 but I can't insert it back to the game since in drayano's volt white 2, arm9 is different from the original one.
    If i try to insert an edited arm9 back to the game with crystaltile2, i'll be stuck in an infinite loop telling me to insert it back in another offset.
    I tried to insert it back with tinke too be the game crashes at launch.

    If you have a solution for arm9 you'll be my savior

    Edit : When i edit arm9 it works fine with official pokemon white 2 us
    With volt white 2 when i uncompress the arm9 to edit the right offset, the size changes and I can't compress it back to its original size.
     

  4. I'm currently trying to improve the shiny charm in pokemon white 2.

    Why do I try to do that rather than edit the overall shiny odd ? It's because in pokemon volt white 2 drayano made some cleanup in the game files and it's impossible to reinsert arm9.bin back to the game once it's edited.

    Following what @Andibad and @Bond697 said in the topics above, I tried to find a way to edit shiny charm but i'm stuck.

    I don't know what value I should edit since it's a key item. Does it work the same as berries ?

  5. 1 hour ago, 0x3DD3CE said:

    Did you do this?

    iii.PNG

    This is exactly what I did since the beginning...
    If I click OK on the popup, it keeps poping again and nothing appens (the infinite loop I was talking about in my first post)

    I know how to do it and it works just fine when I do the same thing with pokemon white 2 but I can't make it work with pokemon VOLT white 2
    The other thing is that the arm9.bin have different sizes. I made some test and this is what I get :
    - arm9 extracted :
    620Ko
    - arm9 exported : 462Ko (used as reference for the size)
    - arm9 extracted, edited with crystaltile or hxd (same result here), compressed, then exported : 574Ko

    the third line should be the same size as the second one.
    Is there a way to compress it cleanly before I put it back in the rom ?

    compress ct2.png

  6. Hello 

    I'm working on a fusion hack rom based on drayano's pokemon volt white 2. 

    The game's working fine but i'd like to change the shiny rate. 

    Here's what i did so far :

    - Extracted (not exported) the arm9.bin with crystaltile2

    - found the right offset for '08 28' at 0x18e1c

    - tried to change it with crystaltile2 or hxd

    The problem is when i try to compress it back in volt white 2. The same message: "file too small. Insert it somewhere else". keep poping and i'm stuck in an infinite loop. 

    I also tried to use tinke instead of crystaltile2 but i can't compress the arm9 with it. 

    When i do the same thing with a white 2 rom it works fine but i can't find a way to do it with volt white 2. 

    Also the size of the arm9.bin keep changing when i update it. Is there a way to change it cleanly without changing the file size ? 

  7. Hello there !

    This is my first tutorial.
    I Loved playing pokemon fusion platinum and fusion HGSS by Grillo & Lugre (updated further by the french youtuber Dalia's community) so I was wondering if there was fusion game in gen V.
    I quickly understood that because of sprite animations it was really hard to create fusions/fakemon in this gen and I found out it was possible to remove the animations and create fakemons easily.

    Here's a step-by-step tutorial to insert custom static sprite in pokemon Black & White

    1) What you'll need

    - a pokemon black or white rom
    - Tinke
    - Kazowar's BWSE 2
    - Kiwi.ds
    - NitroExplorer 2 or above

    this link contains everything except the rom

    2) How to

    a) Extracting the files

    First open the rom with tinke.
    Go to folder a/0/0/4 et click unpack.

    Spoiler

    2.PNG.b2257a86fdbba57f414884cfcf858e48.PNG

    You should see something like this.

    Now click extract

    Spoiler

    3.PNG.fe7b734fd2f249285c4c09781961d845.PNG

    Say yes to export the uncompressed folder

    Open BWSE and check pokemon before you open the uncompressed folder.
    The first time, it'll ask you if you want to rename file1 to file00001.
    Answer yes.

    You should see a question mark sprite. This is missingno's.
    - Choose export image
    - Check static
    - Choose export image again

    Spoiler

    4.PNG.ce7e660d1aff5e979ba5e057d6b0f7f8.PNG5.PNG.b045f2dc75075a6fda05735d642f0479.PNG

    You will use these two images as a start to create your sprites.

    Each pokemon sprite is composed by a set of 20 files.
    The first 20 files are missingno's files and these are the files we will use to create new pokemons.
    Copy paste these files to another folder that you will use as a start each time you create a new pokemon.

    Now if you want to find a pokemon you have to do the following :
    pokedex number * 20 + 1 to pokedex number * 20 + 20.
    This will give you the set of file for the pokemon you want.

    For exemple : Bulbasaur is #1 in the pokedex.
    1 * 20 + 1 = 21
    1 * 20 + 20 = 40
    So if you want to edit Bulbasaur, you'll have to rename the files you copied before file00021 to file00040 and paste these to the folder you unpacked.

    b) Reinserting the sprites

    Begin with the static sprite.
    There are 2 rules you must respect :
    - the pokemon must have 16 colors max
    - the size must be 96x96 px

    For the animated sprite, place your static sprite on the upper left corner of missingno's animated sprite and change the back color to the one you choosed.

    Spoiler

    6.PNG.a46609411bad8c4b874f6c5bf895bbba.PNG

    Once you're done creating your sprites, you should have 4 images.
    - static front sprite
    - static back sprite
    - animated front sprite
    - animated back sprite.

    Missingno has no animations and it's body is made of only one part so it makes it as easy as gen IV to create new sprites.

    Now you have to rename missingno files to correspond to the pokemon you want to edit and paste these in the folder you unpacked as I explained earlier.

    Open BWSE
    Check Pokemon
    And browse the the pokemon you want to edit.
    You should see missingno's question mark if you did paste the files correctly.
    Now you have to replace the sprites with the one you made.
    - Begin with front sprite static
    - check sync pal (this will use the palette of your image thus you wont have to edit it separately).
    - replace back sprite
    - uncheck sync pal
    - replace animated front sprite
    - check sync pal
    - replace animated back sprite
    - uncheck sync pal
    - replace shiny front sprite
    - check sync pal

    If the female sprite is different, replace it too.

    c) Repack the narc

    Go to kiwi.ds -> tools -> make narc file and choose you unpacked folder

    Spoiler

    7.PNG.59a84e37c6718f8cd47d16a5b2ecf68e.PNG

    This will create file 4.narc

    Now go to nitroexplorer
    load your rom
    browse a/0/0/4 folder and reinsert it

    Spoiler

    8.PNG.882c44384c29d0241ec002ce8f5e1275.PNG

     

    Test it and enjoy !
     

    Spoiler

    jcmg.PNG.c790d44e0ca9ec758d68aea187a7805c.PNG

     

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