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  1. Here are some tools I made for B/W ROM hacking. BWME edits trainer mugshot sprites. BWOE edits trainer overworld sprites. BWSE edit front/back trainer battle sprites. BWTE edits trainers and their Pokemon. BWWE edits wild Pokemon encounter tables. https://www.mediafire.com/?m3aajx7ymoi0t4w
  2. Hey! I came up with this idea when I first got into the Fairy Tail fandom, which was a long time ago, and since then, I have gained some experience in game hacks. When I was looking through my computer a little while ago, I found my ideas on a notepad and decided to start working on it. Over the last couple of days, I have been working on it and have started to create a Fairy Tail x Pokemon hack for Pokemon Black and White. My basic ideas are as follows: The protagonists would either be Natsu and Gray, and then Erza and Lucy (Different Versions) or Natsu and Lucy, and then Gray and Erza. (Once again, different versions.) Cheren and Bianca would be the other characters that you can play as in the other version. Starters appropriate for each trainer. Gym Leaders and Elite Four would be other FT characters such as Juvia, Gajeel, Levy, Lisanna etc. Wendy would almost definitely replace Iris. Text edited to fit a slightly different storyline and made for Fairy Tail. Ghetsis would be Zeref. (With obvious text edits.) Other Fairy Tail characters would be included like Jellal as N, (fits him perfectly) Meredy and Ultear as the blonde and pink haired women, (can't remember their names) Professor Juniper, (not sure who she would be) and Nurse Joy. (Possibly Mira since it fits her nicely.) I have been working on it for a little while but have had multiple errors. My main problem is that I have had trouble finding a good text editor to use for this hack and I have not been able to recreate amazing sprites despite many attempts. I was wondering if anybody could suggest a good text editor and let me know where I can find the files containing the text. (I tried thenewpoketext for my previous Gen 4 hacks but it was complex and I had a lot of errors and problems with it, so I didn't like it too much.) I'd also like a little help with creating the sprites. I have done a few Gen 4 FT sprites but if anybody could make me some Gen 5 sprites, that would be amazing. (NOTE: Overworld, Mugshots, Front and Back for the 4 Possible Protagonists. - Overworld, Frontsprite and Mugshots for Zeref, Jellal, Possible Gym Leaders and Elite Four - Overworld for any other characters.) If you have any ideas or questions, feel free to share! (Sorry if this is really long or in the wrong place since this is my first post.)
  3. Greetings, all. I am new here, so I apologize if this is in the wrong subforum. Now, what I am needing to do: My girlfriend and I are planning on playing all of the Pokemon games from gen 4 right up to gen 7. We both have homebrewed 3DSs with CFW and have the NDS Pokemon games as ROMS on R4i cards. The idea is to play HeartGold and SoulSilver> Platinum and Diamond> Black and White> Black 2 and White 2> X and Y> Omega Ruby and Alpha Sapphire> Sun and Moon, in that order. What we want to do is transfer Pokemon over each time we move over to the next pair of games. Each time we play a pair, we plan to catch all Pokemon available in that respective game, then move them all forwards to the next game. HeartGold/SoulSilver can trade to Platinum and Diamond, and Platinum and Diamond can trade to Black and White, and Black and White can trade to Black 2 and White 2, but each of these processes will take ages to accomplish, and there seems to be no way to trade Pokemon from Black 2/White 2 to X/Y when using an R4i card and a legitimate card is impossible to get in my country. So: Is there a way that I can batch export all Pokemon from a save (All .pkm/whatever files from the .sav) and the inject it into the next save? PkHex and PokeGen only allow for exporting and importing 1 Pokemon at a time, whereas I would like to do so as a batch to save a lot of time. I have .sav files on R4i and can make .sav backups for 3DS Pokemon games, I just need a way to transfer the Pokemon between them as a batch rather than individually. As a nitpick: Is there also a way that I can have Pokemon moved via this method be registered in the Pokedex for the game I inject them into? Thanks in advance and sorry for repeating myself in some parts
  4. I keep forgetting to post this and I don't even have the time to test this out, but when hacking a ROM, if you set fully evolved Pokemon to evolve to themselves at level 100, would they then be considered "NFE" thereby making eviolites give them Def/SpDef boosts? I haven't done any ROM hacking/editing in a while, but I know you can change the way Pokemon evolve and choose what they evolve into. If someone can test this out, it should theoretically work on both Black/White(2) and XYORAS. Otherwise, I guess you could set them to evolve to a dummy 'mon (Mewtwo evolves to Caterpie at level 50). Let me know if this works for anyone
  5. It's been a loooong time, but finally, I've discovered how the BDHC files work. Please, if you are gonna copy this post in other site, give credits! First of all, I have to thank JayT, who discovered how is the file structured in different parts. Now, I'm gonna explain what does each part. Part P Sets the coordinates of certain points, used later to build rectangles or "plates" of different heights in the Part S. The structure of each element is the following one: 00 00 XX XX 00 00 YY YY XX XX are the coordinates in the X-axis, and YY YY the Y-axis ones. Keep in mind that the origin of coordinates is located at the midpoint of the map, not in a corner. This means that the lower right corner always use positive numbers, but the upper left corner instead must use negative numbers. Remember that FF FF = -1, FE FF = -2, FD FF = -3... The four tiles in the midpoint of the map are (FFFF, FFFF), (0000, FFFF), (FFFF, 0000) and (0000, 0000) respectively. Thus, the point of the upper left corner is: 00 00 F0 FF 00 00 F0 FF And the lower right corner: 00 00 10 00 00 00 10 00 Part Q It may be related to the stairs, but I need to investigate further. I've already solved this part, but I've still got to translate it to English Part R It sets the different heights where the hero can be in different rectangles or "plates". The structure of the elements of this part is: MM MM ZZ ZZ ZZ ZZ refers to the complete-tiles height, ie; for example if the character is at a neutral level, then ZZ ZZ = 00 00. If we climb some stairs and now we are in a height +1, then ZZ ZZ = FF FF (at higher height, instead of growing, it decreases) . If we were at a height +5, it would be FB FF. And if for example we were at -2; 02 00. MM MM measures, instead of full tiles, 65536-ths of tile. For not to talk complicated things; MM MM = 00 80 if the character is in a lake (it would be half a tile down, ie -0.5 tall) and MM MM = 00 00 if the character is anywhere else. For example, if we have: 00 80 FF FF it would mean: FF FF = Height +1 00 80 = Height -0.5 Total height = +0.5 Part S Link points of Part P to create the "plates" or rectangles, and assigns a height of an element of Part R. AA 00 BB 00 QQ 00 RR 00 AA is the number (in hex) of the Part P element where the point of the rectangle in the upper left corner is. Remember that the first element is 00, the second is 01, the third is 02... BB is the number (in hex) of the Part P element where the point of the rectangle in the lower right corner is. RR is the number (in hex) of the Part R element which establishes the height of the plate. If in Part P, for example, we have this: 00 00 F0 FF 00 00 F0 FF 00 00 10 00 00 00 10 00 And in the Part R we have: 00 00 FE 00 00 00 01 00 In the S part we have to write: 00 00 01 00 00 00 00 00 so we create a plate covering from (-16, -16) to (16, 16) (ie, the whole map) and setting a height in the Z axis +2. If instead out: 00 00 01 00 00 00 01 00 It would be the same as the previous one, but with a height of -1. Part T It divides the map in horizontal strips. Everything must be divided so if we move vertically (up or down) and thus we get in/out of a lake, stairs or similar, we must also be entering a new strip. It's hard to explain; the game can not detect when you enter an area with different height when you move vertically in the same strip (horizontally no problem) so you have to create a new separate strip. As I know it's hard to understand, here's a little picture: There is an element for each strip there. The structure of each element of Part T is: 00 00 YY YY NN NN UU UU Where YY YY is the Y-axis line where the lower limit of the strip is. NN is the number of elements of the Part U that are taken, and starting counting from element number UU UU. Do not worry, I'll explain later. For example, a map where there were two strips, one in the upper half and one in the lower half, would be: 00 00 00 00 NN NN UU UU 00 00 10 00 NN NN UU UU Part U It is a list or enumeration of adjacent plates/rectangles to the strip with which it is linked in Part T. That is, if I'm in the strip 00, Part T load a number of elements of the Part U where there are numbered all the plates where the player is or can access, from this strip. The structure of the elements of Part U is: SS 00 where SS is the number (in hex) of the Part S plate. Part U have many elements of these, and they are usually "segmented" in "zones". In Part T is loaded the number of items to be taken (NN NN) and the number it starts counting (UU UU). For example, in Part U we have: 00 00 01 00 02 00 04 00 00 00 03 00 04 00 And in the T part we are: 00 00 YY YY 04 00 00 00 00 00 YY YY 03 00 04 00 Then, from the first strip, we are or we can access the plates 00, 01, 02 and 04, while from the second strip we are or we can access the plates 00, 03 and 04. Remember they are all adjacent plates, ie, plates belonging to the strip and the ones which are in the limits but do not belong to it (ie, those plates whose height the game has to load while the player is in the strip).
  6. With this article posted pokebeach. I decided to try to see If I could modify and even add new formes to the game. The data chart in the article can be found in a/0/1/6, the stats files. The files in the narc match up to each Pokemon's national pokedex number. after 649 are the stats for formes. I am not sure what file 668 is, I added my two new files as file 669 and 670. For the Pokemon you want to add a forme too, open the file that matches there pokedex number and edit these offsets. offset 0x1C(2 byte) = Nobis offset 0x1E(1 byte) = Sprite offset 0x20(1 byte) = Formes Make the Nobis equal the file in a/0/1/6 you want its stats to be, leave it at 0 if the stats do not change. The Sprite is the number for what sprite to use. You can only use sprites that come after Genesect. using 1 will use the first sprite after Genesect. The sprite files are in a/0/0/4. Each Pokemon uses 20 files for their set of sprites. After Genesect's last forme sprite, there is some other data there and a long list of palette files. Not 100% sure what these are for, might be used for Arceus and all his alternate forme's colors. I added 15 dummy files to pad it to 14300 files so it would take up the space of 3 sprites(60 files) and make my added sprites be align to the 20 files per sprite rule. For this example I copied Reshiram and Zekrom's sprites. You also need to add sprites for the part icon. These files can be found in a/0/0/7. The first file is a pal file, followed by 2 files per sprite. Since there is 60 files (3 sprites) of dummy data after Genesect's last forme sprite, we must also add 6 dummy files (3 sprites) to the party icon file before adding our own. For this example I also copied Reshiram and Zekrom's sprites. Forme is the number of formes a pokemon has. If the pokemon has no extra formes this number is 0. If the Pokemon has 1 or more alternate formes then the number is the number for extra formes plus the base form. Shaymin has this value as 2 for it's Land and Sky forme. Pokemon who have a 1 here only have 1 forme in the current game and extra formes in future games. If a Pokemon has more that 1 extra forme, when it is in the first alternate forme it uses the data for the Nobis and Sprite Bytes. The next forme will use the data after those. Example would be Nobis of 669 and Sprite of 63 will cause the first alternate forme to use Nobis 669 and Sprite 63, the second alternate forme will use Nobis 670 and Sprite 64. I do not have any idea how to change formes in game with pokemon who have new forme, but you can have them appear in the wild in the forme and it will keep the forme once captured. Here is a video showing the results.
  7. Some simple tools to edit stuff that didn't have an editor (yet). Mart Editor (B2W2 Mart Inventory Editor) Image: Instructions: Use kiwi.ds to extract all of the files from the PokeMart NARC (a282 for B2/W2) [Open] -> Select folder with all of the files [save] to save all of your edits. Use PPNFR or kiwi.ds to build a new NARC out of the edited files. Pretty straightforward, operates like Kazo's BWTE. Egg Move Editor Image: Instructions: Use kiwi.ds to extract all of the files from the Egg Move NARC (a124 for B2/W2) [Open] -> Select folder with all of the files [save] to save all of your edits. Use PPNFR or kiwi.ds to build a new NARC out of the edited files. Pretty straightforward, operates like Kazo's BWTE. MartEdit.zip MartEdit_%28src%29.zip EggMoveEdit.zip EggMoveEdit_%28src%29.zip
  8. I've tried working on my own expansion of the rather disappointing XY Pokedex, increasing it from 72 (there are actually 3 unreleased Pokemon in the game's code; look it up) to a more respectable 113 (technically 111 since there are two unstated Pokemon), and I'm thinking I want to make a Black/White (2?) hack that includes the now 113 extra Pokemon, as well as following a brand new storyline. (WARNING: THIS WILL FURTHER REQUIRE THE INCLUSION OF FAIRY-TYPE, AS WELL AS SEVERAL FEATURES THAT I'M NOT SURE CAN BE IMPLEMENTED INTO THE GAME PROPERLY). Changes: -Two new main characters (Thomas and Pepper, the main characters of the "unofficial" Pokemon Go! manga), as well as new companions (Ashley, who accompanies you, and Kylee, who's basically more like Bianca's role in B/W), and even a new rival. -Thomas starts off with Dratini and Gengar, while Pepper starts off with Mime Jr. and is GIVEN a Chimchar (which you can have the option of refusing in order to pick your own starter) -You will be able to choose from all 18 starters. -New evil team, in this case Team Murky -The aforementioned 113 new Pokemon added to the Pokedex, including Sylveon and Draceon, the new Dragon-type Eeveelution, several new evolutions and pre-evolutions -Handful of new items both officially from Gen6 and unofficially -Redesigned Elite Four rooms to reflect new types (Electric, Rock--which I may change, Ground, Poison) -Redesigned Cities, specifically the Gyms -New Fairy-type, as well as the new moves, abilities and retcons from XY, though no Mega Evolutions -Adding/modifying new locations (Pitch-Dark Hole, Abandoned House, which will appear on Route 20, Team Murky HQ, Zi'gyr, where you fight and capture Pokemon Cthulu--literally, Torment Forest, Kanji Island and Champion's Keep, where you face the Elite Four) -In order to get to Kanji Island, which is virtually inaccessible, you will need the Tropics Ticket, which is given to you after earning all 8 badges and ride a ferry. From there, you undergo a tournament with others, including your rival Viktor in the finals and even your gender counterpart (think something like Battle Tower, PWT, or more accurately Battle Maison in XY) -Battles play out similarly to the Pokemon League in the anime, where each competitor uses 3 Pokemon each, and are healed in between rounds. If you lose, you just start from the beginning; if you beat your rival in the finals, you're given an invitation to the Champion's Keep, where you face the Elite Four in no particular order and finally take on the Champion. -New Gym Leaders, and by extension, new badges (presumably also the same 100 TM's from XY) -All Pokemon available through the wild, in-game trade, Safari Zone, etc. (some incredibly rare, but still possible to capture) EDIT: I figured out what to do with the other legendaries. Intergen Legendaries: After beating the Elite Four, and completing the Buoku Dex (registering all Pokemon by seeing them, having data on them isn’t required), fly to Victor’s Cave (ビクターズパス Victor’s Pass)—which is the Buoku equivalent of Victory Road though the high leveled trainers and wild Pokemon it’s probably closer to Cerulean Cave/Unknown Dungeon (remember, that Pokemon League is treated differently than traditional games). At the end of Victor’s Cave (though if you descend all the way down to Level B12, you’ll be able to face Groudon at Level 60), you’ll encounter and face Terry in an off-the-record battle. After defeating her, she will reward you the Golden Ticket (ゴールデンチケット Golden Ticket). Show the Golden Ticket to the ferry and you’ll sail to the Tower of Light (天国タワー Heaven Tower), a massive 40-Level (not counting the roof and basement) endurance test similar to the Sky Pillar where it’s possible to battle and capture the legendaries, with a final fight with Arceus at Level 80 on the roof. Certain Legendaries do require certain party conditions to be met. For example, Regigigas’ room is only unlocked, obviously by bringing the Regis together, with the same applying to Lugia and Ho-Oh requiring the roaming Legendary Birds and Cats respectively. Arceus himself requires BOTH the Lake and Creation trios, though most of the early floors either require fairly simple or no conditions to battle. Most of the first through fourth generation Pokemon otherwise unobtainable are included here, as well as the Aura Trio from XY & a few generation five’s that had their levels changed or scrapped (the Forces of Nature sans Landorus, the Tao Trio, Swords of Justice sans Cobalion, Heatran) Meloetta, Keldeo, and Victini are also obtainable. -In the Team Murky HQ, you'll be able to find a secret room that leads to a glass case with a Poke Ball in it labelled Project Amber prototype. Use Rock Smash on the case, and you'll receive a special Golden Genesect in an Ultra Ball named PRJ (Project) Amber with Megahorn. (Or do you?)
  9. Pokemon Hoenn White has returned! Pokemon Hoenn White EX will be: EX-tra hard EX-tra fun EX-tremely addictive to play ___________________________ To get things clear: THIS IS NOT A REMAKE OF RUBY/SAPPHIRE/EMERALD AND NEVER WILL BE. IT IS DEFINITELY NOT IN THE HOENN REGION ___________________________ Now that is said, onto the introduction Introduction ___________________________ This is my second edition of my Hoenn White hack series. I started this version of the hack about a month ago due to many requests for me to put my old Hoenn White hack back up after I took it down due to corruption of the ROM and my lost enthusiasm of continuing the hack. For those who have played the old Hoenn White before, you will find that this version will be a lot different and much more challenging - I hope. I took my time with this one to make sure it will be much more enjoyable as the other hack seemed rushed by some people. Well anyway, scroll down to see the new and improved this hack has to offer, enjoy! Features ___________________________ # Difficulty - I have dramatically increased the difficulty of the hack. Will probably be too hard for inexperienced players. # Starters - The Hoenn starters will be chosen. They are Treecko, Torchic and Mudkip. # Old Faces - Hoenn people will be around the Region. # Gym leaders - You challenge the Unova leaders to gain badges, but you can also challenge Hoenn leaders as a side event (Similar to Drayano's hack). # Rivals - Brendan and May will be your rivals. # Stats - Have been modified for balancing reasons. # The Pokedex - All Pokemon found in Hoenn and their evolutions. This includes some 1st and 2nd Generation pokemon as well. # Music - Remixed Hoenn themes will be present in the hack. # Type changes - Some pokemon will have type changes for balancing and difficulty reasons. # Text edits - Text will be edited to create a twist with the plot. Screenshots ___________________________ Just the early bits off the game - you'll have to play through to see the rest! Videos ___________________________ Download ___________________________ COMPLETE Version 1.0 - Updated 3/03/13 http://www.mediafire.com/?viiiitsskiyvubt Complete version 1.0 can be played through to Ghetsis. Have not edited texts, so storyline is the same as the original Black and White. Credits ___________________________ KazoWAR - His BW tools made things so much easier for me. Elimanene - Sprites. Kaphotics - Information on the ROM. Zero - For the starter editor. PkmnSoundFontRemix - My composer for the hack - please subscribe to him as he is very talented. nothesmartest - For some of the MIDI's he gave me. WesleyFG - For the overworlds. Bugs and Issues ___________________________ *Text errors - Will be fixed later *Graphics - Will be edited later *Event Unova Pokemon - Will be edited later *Underleveled Trainers - Please report if there is any, will be edited later. *Music Errors - Some music instruments and loops may be off. Just a Note... ___________________________ Thanks to everyone who has supported me since my early hacking days. Without people supporting me, I would not have any enthusiasm to even start this version of the hack. So, please enjoy what is offered and report any bugs below. Pokemon Hoenn White EX Complete Patch 1.0.zip
  10. (This is my first edit of a Pokemon game and my first post in the forum, so if i'm not allowed to post this then please remove it with my complete understanding) POKEMON EVlution (White hack) "Set in the Unova Region, you and your friends have just received an Eevee as your first Pokemon. Your task? To journey through the Unova Region and defeat the eight (technically eleven) Gym Leaders and stop the dastardly Team Plasma and their leader N!" FEATURES: Pokedex The game features a slightly edited original 150 Pokedex, with only a few exceptions, e.g., not enough Ghost-type pokemon for the Ghost-type using Elite 4 member. Eevee This game features Eevee as a universal starter pokemon. It will have an edited moveset and slightly higher stats as you will not be able to evolve until you reach Castelia City to obtain an evolution stone. To correspond with the Grass/Water/Fire theme, you can only evolve it into Leafeon, Vaporeon or Flareon at the start, unless you wish to wait and find the Thunderstone (for Jolteon), Dawn Stone (for Espeon) and Dusk Stone (for Umbreon) later in the game. Of course, because of the ability to chose the final type of your starter, the Rival's teams will be a secret untill you play further into the game. Eeveelutions Because of the risk or not getting a same-type move when you evolve your starter, three TMs will be available up to the Skyarrow Bridge that will correspond to the Eeveelution you chose. They will be Flame Charge, Water Pulse and Grass Knot (unless I can script the TM into Razor Leaf). Gym Leaders Gym Leaders will have alternate teams for slightly added difficulty, but they will keep their types. All I can say about the Gym Leaders is that Cilan, Cress and Chili will use Bulbasaur, Squirtle and Charmander respectively. Pokemon Some Pokemon will have higher stats or a better movesets, e.g, Butterfree, Beedrill and Eevee. Some will also have changes to how they're evolved. You no longer need to trade to evolve Pokemon, and some Pokemon will not evolve with stones, e.g., Nidorino and Nidorina will evolve at lv34 instead of with a Moon Stone. Difficulty The game isn't necessarily designed to be a much difficult version of the original game, it's more designed for an alternate experience to the game. Team The game places emphasis on having a team of Pokemon instead of steaming through with a single Pokemon. This'll be to add more fun to the game, but it's completely up to you how you navigate the game. CURRENT EDITING POINT: Wild Pokemon 100% Trainer Pokemon 100% Movesets 100% Evolving Methods 100% Text 5% TM/HMs 5% POSSIBLE BETA: A Beta will be released as soon as the internet is back on in my home and when a Beta is ready for release. I promise that this will NOT be a hack that just gets a mention and then is forgotten, or is only designed to be played up to the second gym because the creator has quit the project. POSSIBLE BETA RELEASE DATES: End of June/Start of July I shall keep everybody posted when I can!
  11. I've managed to make a patch for the Battle Subway for BW & BW2. The list with changes made by me are at this link: http://www.mediafire.com/view/?jcp91l58n9pyrz7 Here's what the patch does: -Increase number of Pokemon in database to 1612 -All trainers in Normal line have a huge Pokemon roster -Few Super Line Pokemon were edited in terms of moveset, items and EV spread -Partner Pokemon roster is 464 (310 in Attack and 154 in Defense) NOTE: If you already have a patched rom, such as BlazeBlack2... don't worry. Use the NitroExplorer to extract the narcs from the clean rom that's been patched for the Battle Subway and reinsert them in the rom you're currently playing. Leave feedback and any suggestions of who should I fix in the Super Line and enjoy fighting in the ultimate Battle Subway. Link: https://www.dropbox.com/s/io1214wdgsufxad/BattleSubwayPatch.zip
  12. As the title said, I'm developing a BW trainer editor. Main reason: KazoWar's BW trainer editor work great, but the user need to extract the narc, then break the narc into the respective files, which I think not very user friendly for people who's new to this. Main feature of what I'm going to do: Will do all the narc-extracting and narc-decompilation on its own; user just need to load ROM, do what they want with the trainers, and save back into the ROM. Advantage of KazoWar's tool: More light-weight, and you can also say safer way. Screen shot of how the tool looks like: Credits: geoalpha - For the trainer list Andibad - For information on the alternate forms Kaphotics - For various information (Did I missed anyone? If so please do tell me and I'll add him/her) Bugs: See post #15. Zero's BW Trainer Editor v1.0.3
  13. Pokémon Gray, a remake of Pokémon Black, White, Black 2 and White 2. Introduction: Hi all, I'm thinking of doing a history hackrom collecting Pokémon Unova Pokémon Black and White and Black and White 2 called Pokémon Gray/Grey. The story would be Hilbert and Hilda starring in his journey through Unova mixing history of this region of the anime and manga as main story and the remaining after the Pokémon League. For example: start the standard story of Pokémon Black and White battling the gym leaders that appear in the anime with the manga events after the league will follow the story that appears in Pokémon Black and White starring Nate and Rosa. Main characters: Hilda and Hilbert are young coaches who live in Nuvema Town located in Unova. Professor Juniper sends home a gift with the three starter Pokémon so they enlist to start your Pokémon adventure. During your trip, you will find all kinds of Pokémon and trainers Unova region. Also will face Team Plasma to thwart their plans. Hugh will be your opponent in the entire game. Professor: Juniper is the proffessor Pokémon Unova region. She is responsible for delivering the starter Pokémon in that region, she is the first teacher of the main series Pokémon game and specializes in the study of the origin of the Pokémon. History: The adventure is located in the new region, Unova and begins in Nuvema Town, where you will receive the starter Pokémon: Snivy, Oshawott or Tepig. Professor Juniper and Colress will find recurring characters throughout the adventure on several occasions, as well as your good friend (Nate if you are Hilda or Rosa if you are Hilbert). The villains of Team Plasma have the task of freeing the Pokémon coaches, they believe that the Pokémon are free beings and their relationship with the legendary Reshiram and Zekrom. Will also Natural (N), which will have a say in this story. Your mission is to become champion of the Unova region, after that two years have passed since you left to start your adventure Unova's image has changed: the works have been completed and on Route 4 buildings have been built. In addition, the Driftveil City's lighthouse is gone resulting craters and founded new cities, as Aspertia City southwest of Unova. Project: This hack is conducted through Pokémon Black & White 2 and need the tools collected links at the moment for these games to pull it off, I have little experience so if one wants to do this project have permission. A greeting and thank you all.
  14. welcome, i am working on a new version of pokemon white, it's called pokemon lightning white many trainers have other pokemon, some gym leaders will be different, and you are playing a shadow triad, i still have to edit the fishing sprite. and instead of the elemental monkeys, you will recieve a kanto starter! and also, are you getting sick of the bicycle? now you will get a motorcycle and you will get it a lot earlier. soon there will come the first beta version, i hope you will like it progressing edit: player edit: 90%(only the fishing sprite must be edited) elemental monkey edit: 100% motorcycle: 100% gym leaders, elite 4 & champion: 80%(i need to know how to edit mugshot names and not all overworld sprites are done yet) title screen: 0%, editing won't work motorcycle recieving: 100% champion fly: 0% need to replace sprites
  15. Hi. As you can see, I'm quite an inactive member of this forum, so today I decided to share a program that I create myself. A Wild Pokemon Editor. Currently, the editor is capable of editing Pokemon encountered in all the location in the game with the exception of White Forest (impossible to edit from the ROM/NARC). Notes: As of version 1.0.4, this program/tool now support both NARC and ROM (.nds). This means, for those who does not has any experience with NitroExplorer can now edit the ROM directly. I had not finished Pokemon Black, so I might made a mistake on encounters of some location. Please point out if you found any mistakes. I'm a beginner in programming, so if got any bugs, please do point out. I will also point out that this program was build using Visual Studio 2010 on Windows 7, so I have absolutely no idea if it works on older version of windows or not (95,98,2k,ME,XP,Vista). Please do test it and report here. Thanks. Just a side note, it's always safer for everyone to save the changes on a new NARC (if you're using the NARC) or create a backup of the ROM (either by the program itself or you yourself). By doing that, you can always revert back to the original file if something went wrong. Why "load from text file" capability in v1.0.9? Someone like me usually plan out the Pokemon encounters in a notepad, as I can copy-paste duplicated lines and plan slowly without having to mess up with the ROM from the beginning. But, when I want to use this tool to populate my planned encounters, it'll take few hours. Therefore, I add in this functionality. Also, I didn't put all the new stuff in the version with header, so I'll still keep the links for v1.0.7. By the way, I'll put this note also: White Forest encounter is NOT supported as its data is actually in the save file instead of ROM. Load-from-file text file format: location_name pokemon_1,min_level,max_level pokemon_2,min_level,max_level . . . pokemon_56,min_level,max_level The line "pokemon_1,min_level,max_level" need to be repeated for 56 times per location; 12 grass, 12 dark grass, 12 shaking grass, 5 surfing, 5 rare surfing spot, 5 fishing and 5 rare fishing spot. These are the Pokemon that the alternate form is supported: Basculin Deerling Sawsbuck Burmy Wormadam Castform Cherrim Shellos Gastrodon Deoxys Rotom Meloetta Shaymin Giratina Darmanitan Credits: Drayano (I began my coding based on the information that he gave in here) Andibad (On the similar thread, I get the information on the different form of Pokemon from him) Kaphotics (I use the header data structure that he posted. Also on the same thread as above:smile:) Update: v1.0.1 : Forgot to remove Pichu Alt. form from the Pokemon list. v1.0.2 : More small changes. Change the "Dark Grass" to "Double Grass", add in instruction on how to extract the NARC (the one that this program work with) using NitroExplorer2b (don't ask me for it. Google it yourself), etc. v1.0.3 : Some more small changes. This time it's more on cosmetic changes (all these small changes are proving that I'm a total beginner in programming. Gonna learn a lesson from these) v1.0.4 : Added rom (.nds) support as well as retaining the NARC support. v1.0.4b: Well, the 'b' instead of v1.0.5 is because this update is an absolutely tiny update. Also, now I had tested the ROM and NARC support and had confirmed that it works (for me, at least) v1.0.4c: The previous version cannot load Pokemon White. This version fix it. v1.0.5 : Fix Bugs #2. v1.0.6 : I'm very sure this one fix Bugs #2. Now support Japan, Korean, US, EUR, Italian, Spanish, etc version. Also added Striaton City to the location list. v1.0.7 :I split the program into 2 version; with capability of messing up the header and without. For the header information, I don't know what it might affect, so if you just want to edit the wild encounter, get the regular version, as it totally will not display the header information and won't allow the user to edit them. Also added Route 10 (in the badge checking area), and Victory Road unknown room (I can't find it). v1.0.9 :I added the ability to load the encounter data from a text file, added a huge map for Victory Road, and rename the Victory Road Missing Room to Trial Chamber (I never encounter anything in there during my play through, so need clarification). Also added the capability to save the encounter data from the ROM into a text file. v1.0.9.3 :Fixed Ho-oh bug. v1.0.9.4 :Make the tool smaller in size in order to make the tool usable by user with smaller laptop/netbook. Bugs: 1. Found by Wyndamn: The size of NARC file changed after editing the file with the old version, followed by the new version of the tool. Status:Not fixed (unable to reproduce the same error). Link to the original post 2. Wild Pokemon Editor will not work for ROM that had been edited by KazoWar's Trainer Editor. Main reason is because the size of a/0/9/3 will change depend on number of Pokemon of the trainer, so the offset of the NARC will change accordingly. Will work on this problem. Fixed in version 1.0.7 3. Found by James816. Selecting Ho-oh will give the error of "Invalid Level". Fixed in version 1.0.9.3 Here's the files: Mediafire link for v1.0.7 (With header) Mediafire link for v1.0.7 (Regular) Latest (v1.0.9.3): Mediafire link for v1.0.9.3 Megaupload link for v1.0.9.3 Compact version (smaller size & smaller Victory Road map window) Mediafire link for v1.0.9.4 Megaupload link for v1.0.9.4 Also, since this program was built on Visual Studio 2010, I think it'll need .NET Framework 4.0 Client Profile to work. Download here : Microsoft .NET Framework 4 Client Profile (Standalone Installer)
  16. Hello people, This is the new thread of the Pokémon Hard White & Hard Black topic. We're still looking for other hackers, if you want to join in post it! This is the progress so far: Screenshots: Bugs: Downloads: Pokémon Dark Black will be created after Pokémon Bright White is done! Stay Tuned for more!
  17. Hello everybody, I'm making a new hack for Pokémon Black and White, it's going te be extremly hard. They're named Pokémon Hard Black and Hard White (if you have an idea for a better name please post it) Screenshots Progress: Bugs: Downloads: I'm still looking for other hackers who wants to join, if you want to join, please post it! Stay tuned for more!
  18. This is a rom edit of pokemon black and white where you can obtain all 649 pokemon. The difficulty of the game has been increased as well as various changes to pokemon moves and the pokemon themselves. Changes from the original versions: -All 649 pokemon are obtainable one way or another. To have version differences in the game, a pokemon may be found later in the game instead of finding it early like the other, or a pokemon may be more common to find. -Another version exclusive is how often you will require to play in a rotation/triple battle. Each game will have more matches of each type of battle. Black Version will continue to have more Rotation battles than white, and White Version will continue to have more Triple battles than black. -All trainers have their pokemon edited. This improves the difficulty in the game and satifies players to have a challenge as they play the game. -Trade evolutions is not required to evolve pokemon that needed to do so before. -Wild pokemon are stronger as well. This helps when level grinding is necessary. -Shaking Grass now contains more rare pokemon. -Dark Grass have tougher pokemon. Attack Mechanic Changes/etc -Critical hit ratio is returned to its former glory. All critical hit moves have been raised back to 25% chance to crit from previous games. -Expect to see secondary effects on moves to happen more often. Various moves have had their secondary effect increased including freezing moves(such as blizzard). -Buffs in stat-boosting moves. Moves such as Howl and Meditate now boost more than just Att. Howl is similar to Dragon Dance, and Meditate is similar to Coil. -Charge moves such as Fly, Dig, Dive are now more powerful and have a secondary effect if it did not before. -SolarBeam is no longer a charge move. It now performs similar to Fire Blast(ACC reduced to 85%. PP reduced to 5, and 10% chance to burn). -Trap moves have similar power to Surf/Flamethrower/etc(Whirlpool/Fire Spin, Sand Tomb, Clamp), or to Vicgrip(Wrap/Bind). -All move changes will be listed below soon. Pending Move Changes -Making Captivate Genderless/SpA version Charm - opinions on this change? Y or N? -Hyper Beam and similar moves - opinions on how the move should change? -Changing type for HM Strength - opinions on which type? Pokemon Type Changes Spinarak/Ariados is now Bug/Dark and movepool now reflects this. Masquerain is now Bug/Water and movepool now reflects this. Volbeat/Illumise is now Bug/Electric and movepool now reflects this. Seviper is now Poison/Dark. Glalie is now Ice/Rock and movepool now reflects this. Luxio/Luxray is now Electric/Dark and movepool now reflects this. Electivire is now Electric/Fighting and movepool now reflects this. Magmortar is now Fire/Psychic and movepool now reflects this. Servine/Serperior is now Grass/Electric and movepool now reflects this. Pignite/Emboar is now Fire/Dark and movepool now reflects this. Dewott/Samurott is now Water/Fighting and movepool now reflects this. Watchog is now Normal/Electric and movepool now reflects this. Cofagrigus is now Ghost/Steel and movepool now reflects this. Gothita/Gothorita/Gothitelle is now Psychic/Dark and movepool now reflects this. Elgyem/Beheeyem is now Psychic/Electric and movepool now reflects this. Beartic is now Ice/Fighting and movepool now reflects this. POKEMON MOVEPOOL CHANGES Kanto Pokemon Johto Pokemon Hoenn Pokemon Sinnoh Pokemon Pending Unova Pokemon Pending ROM HACK COMPLETION DETAILS Attack Changes - 100% Pokemon Movepool changes - 80%(transferring data to rom now) Pokemon TM/HM Compatability changes - 0% Wild Pokemon Changes - 0% Trainer Battle Changes - 0% Gym/E4 Battle Changes - 0% Expect more details about the hack throughout next week! *Note: sorry for the lack of creativity in first post as well as some sort of visual for the game. The thread will be updated often.
  19. Hi guys, I'm fairly new to ROM Hacking, but I've already got a hack in production underway, which you can find information on in the ROM Edit Ideas section (Probably gonna recreate it in the Progressing Edits once I get up to the first gym done and release a beta test version). It will include things like Edited trainers, pokemon stats, pokemon types, new wild pokemon, etc. But of course, I had to learn how to edit this data. I did most of the stats and types and such by using a tool by TwistedFatal, but with changed types, of course came other things like, for example, the TMs and HMs that each pokemon could learn. That specifically is what inspired me to make this thread. I never could find a thread about TM and HM compatability. I got the information about that from Drayano. But as it turns out, ALL of the Pokemon's data (except for movesets) is located in the same narc. So, lets take a look at exactly what is in this narc file. First off, you should extract the a/0/1/6 narc file using Nitro Explorer. Next, I reccomend downloading Crystaltile2, it is a phenomenal hex editor with a feature that makes editing the hex so much easier. In the best download I found, there are two .dll files that are missing, but you can just google search them and put them in the same folder as CT2 and it should work. And for one last preparation, I reccomend you go to this website:http://www.mathsisfun.com/binary-decimal-hexadecimal-converter.html. This is an amazing Hex-Decimal-Binary converter. Now, open up the a016 narc with Crystaltile2 and in the side window that pops up, double click on the section that has "(narc file name) 1" in it. This will take you straight to Bulbasaur's Data. Let's take a closer look at it. The first byte of each Pokemon's Data is the HP stat (in Hex of course) for Bulbasaur, this is 2D, which is 45 in Decimal. Say you wanted to raise the HP stat to 65. Just type in 65 on the decimal line on that site I linked you to, and replace that 2D with whatever pops up in the Hexadecimal line (should be 41). The second byte is the base Attack Stat. 3rd is base Defense, 4th is base speed, 5th is base Sp. Atk, and 6th is base Sp. Def. This should be the exact same order for every pokemon's data. Now for the 7th and 8th bytes, I have not tested this yet, however, they should be the Pokemon types. According to this thread:this explaining things about move data, 0B, which is in byte 7 of bulbasaur's data, corresponds to the Grass type, which just so happens to be Bulbasaur's primary type. It's 8th byte, which is 03, corresponds to poison type, which is Bulbasaur's secondary type. So, more than likely, the 7th and 8th bytes are the pokemon's types. In Bulbasaur's 9th byte, we have 2D, which is 45 in decimal, which just so happens to be Bulbasaur's catch rate. In the 10th byte for Bulbasaur we have 01, which I do not know exactly what that does. My theory is that it could be it's national Pokedex number. The byte after that (11th) as two 0s in Bulbasaur's data, which could have numbers in it when it gets to the higher pokedex numbers. Probably the National dex number in hex, split into pairs, and then reversed, just like it is for the moves when editing those via hex. This is only a theory and requires testing. Now we have the 12th byte. In Bulby's data, this is another 01. I honestly have no idea what this does. Perhaps there are two different Pokedex numbers that really come into play when you get to the Unova Pokemon? I will be editing this if I find out anything new. Bytes 13-18 are just a bunch of 0s for bulby. These may come into play more in other pokemon, I have not looked into this much yet, this research is a work in progress for me. I will edit the post when and if I find out anything. I have also been unable to figure out byte 19 or 20 off of info from Serebii alone either. I will edit the post if I find out something, as usual. If it helps anyone, Bulbasaur's byte 19 is 1F (31 in dec) and byte 20 is 14 (20 in dec). My conjecture is that maybe they have something to do with Egg Groups. Byte 21 appears to be Base happiness, as the 46 there in Bulbasaur's slot (70 in decimal) is equivelant to the info on Serebii. I am not sure what bytes 22-24 are. Byte 25 appears to be a slot for abilities, because in Bulbys data, it has 41, which is 65 in decimal. According to the Ability list on Bulbapedia, 65 is Overgrow's index number. Byte 26 is probably the second ability a pokemon could have, but since Bulbasaur doesn't have one, it has only 0s there. This is made even more likely by the fact that the value in byte 27 of Bulby's data corresponds to the ability, Clorophyll (index number 34, which is 22 in hex), which bulbasaur can have through the Dream World. Bytes 29-32 are 0s in Bulbasaur's data, so I'm not yet sure what those mean. I will experiment more with that later. Byte 33 has a 01 in Bulbasaur's data. I'm not sure what exactly this means yet either. Byte 34 has a 03. Again, not quite sure what this means. Byte 35 has 40 (64 in hex). Not quite sure what that means either. Byte 36 has 00. Clueless yet again. In fact, I have no clue what pretty much all the bytes do for a while. Perhaps it is what tells the pokedex to say in the pokedex entry's and classification, cries, honestly idk. But that's why I'm researching, to find out. Now, at Byte 41, I finally find something I know about. I'm just going to say right now, Thank you so much Drayano, he's the one who taught me how to read this part. Now, we start getting into why I even decided to do the research of this narc file. The TM HM compatability. Now, at Bulbasaur's byte 21, we find the hex value, 20. If we put that into the hex section of the coverter I linked you too, we actually need to look at the binary equal to that value. It should show up as 100000, now add two zeros to the beginning of this, and we have a string of 8 numbers in binary code. This string represents Bulbasaur's compatability, to TM01-08. But the tricky part, is that it goes backwards, so the first number actually represents TM 08, and it goes backwards down the line to TM 01. The 0s mean bulbasaur can't learn that TM. The 1s mean it can. So let's get into a bit more detail shall we. After you added the two 0s to make it a string of 8 the first number is a 0, meaning that Bulbasaur can't learn TM 08. The next number is another 0, meaning it can't learn TM 07. The next number, however is a 1, meaning that Bulbasaur CAN learn TM 06. The rest are 0s, meaning that Bulbasaur can't learn TMs 05-01. Say you wanted it to be able to learn TM 01, you would go into the converter and replace the corresponding number in the binary section (in this case the last one), and replace the old hex number with the new hex number that came up on the Hex line of the converter. Now, you may be wondering "What about all the other TMs?" That comes with the next several bytes. These bytes each represent Bulbasaur's conpatability with 8 different TMs (don't forget it's in backwards order, so instead of TM 09-16, it's actually 16-09, and same for all the other bytes). When you get to the byte that's supposed to represent TMs 96-90, you may be thinking "Hey! There is no TM 96!" Well that's correct. Instead, HM 01 takes up that spot. Then, the byte after that only represents the 5 remaining HMs (so the binary string should only be 5 digits long). One last thing to note, obviously, if any of these bytes contains two 0s, that means bulbasaur can't learn ANY of the 8 TMs that that byte represents. There should be 13 bytes containing TM HM compatability data. And finally, after the TM HM compatability bytes, we come up on some more bytes that I don't know what they do. Hurrah! I have a feeling that one of the groups of bytes that consisted of mostly 00s with a 01 thrown in had something to do with the amount of EVs given out upon defeating a bulbasaur in the wild, but I do not know which. So anyway, that's all I could figure out for now. I'll be sure to edit this post with the appropriate info if I find out anything new.
  20. Alright, so first off, this is by no means a pretty thread yet, as i have no screenshots and no download links yet. This will all be changed when the first Beta is finished. Now onto the subject of this hack. This is a hack of Pokemon White that is supposed to make it more difficult. It will contain.... -Edited Pokemon Movesets -Edited Pokemon Stats -Every Battle will be edited -Every TM and evolutionary stone will be available before the E4. -Said Evo Stones will be given to you in greater quantities than just one (Probably 3) -Every Important trainer will have 6 Pokemon -Starters and Monkeys are swapped (you get monkey at beggining and Starter at the Dreamyard)(actually, I need some help from some experienced hackers on how to do this.) -A few moves have had their stats changed. -Only Unovan Pokemon will be in this hack. Here is a changelog of everything I have already done with Pokemon stats and movesets. Also, feel free to give suggestions if you like.
  21. Ok so my whole idea behind this ROM hack is to basically up the difficulty level of Black and White. Here are the ways I am doing this. -Increasing the level curve -Adding in Stronger and more diverse wild pokemon -Giving every gym leader six pokemon -Modifying the stats of some pokemon (including things like type and ability) -Modifying move data to make some moves more useful -Editing Item locations So far, I have edited the stats of every pokemon I wanted to edit, and I have changed the movepools of the starters and the monkeys and all their evolutions. I have also edited quite a few of the weaker moves. Here's just a sample of my work. The tepig line are now all fire/ground, and of course learn some Ground type moves. Emboar and Pignite learn Close Combat in place of Roar as well, as even though they are now Ground types, I still feel like this move suits them. While Snivy and Servine are unchanged, Serperior is now a Grass/Poison type. It learns a new-and-impreoved Poison Tail upon evolution, and it has a new ability. As you could guess, it now learns quite a few other poison type moves, some of them by leveling, some by using a Heart Scale. Dewott and Samurrot are now part Dark type, because I feel that the Dark type suits a Samurai better than a fighting type. As most dark types do, they now have a few tricks up their sleeves, such as the Weak Armor ability, which, while making them more vulnerable, can increase their speed quite a bit. Archen and Archeops have dropped their terrible Defeatist ability for Moody, which changes them from a pokemon that pretty much has to one hit kill everything or it's doomed, to a High-risk, High reward pokemon. Many of the HMs have been edited to make them more useful, such as cut changing to Grass type with 70 Power. Strength has been changed to a fighting type move with 90 Power, and Waterfall is now on Par with Surf in base power. Of course, the move data changes are not only limited to the HMs, Rock Smash and Rock Climb are now Rock type moves, which could possibly give Pokemon like Scolipede and Scrafty a new option. All of the elemental monkeys now have a fighting subtype, and of course learn a few new moves to reflect that. Progress Move editing 100% (unless I change my mind about something) Pokemon Moveset editing around 50%, i still have to do the TM/HM compatability (unless a request is made that I decide to use) Item location editing 0% (actually, if I could get some help on exactly how to do this that would be great) Trainer editing up to about the end of Route 2 Wild Pokemon editing up to Route 3 Text editing (usually to go along with item location changes) 0% Edit: Oh, and one last thing, I would prefer not to add any pokemon from previous generations. The only exception would be if it was impossible to make a gym leader have 6 pokemon without doing that. EDIT 2: Come to think of it, since I have been doing this, Shouldn't it go in Progressive Edits?
  22. I have been editing attacks using prc_bw. My goal is to make various 'useless' attacks that generally are not beginning moves (like tackle) have improved power, accuracy, additional affects, etc. I have recorded my changes thus far here: https://docs.google.com/spreadsheet/ccc?key=0AvoKYffiN3-zdG42aWpKTjBLdUUxY29GdXZPLXRFSVE&hl=en_US Any constructive comments would be appreciated. I am especially concerned about making moves too powerful. A few notes: - A multi hit move with an additional effect-I think each hit has a separate chance to work, I still have not tested this. - A move that hits multiple opponents will have a separate chance to work per opponent hit (tested) - If I try to give separate probabilities to different stat boosts, like giving flame charge a 10% chance to boost attack as well, then all boosts are triggered as soon as one is, so it doesn't pan out. If people want a patch for this, let me know and I will try and post one. If no one likes the edits, I will wait until they are better to release it.
  23. After seeing many Pokemon ROM hacks, and not liking most of them. I have decided to make my own, suiting my own desires; that in which I like to call "Absurd level of difficulty that is absolutely not for the faint of heart" As a rule, I dislike breaking the game by editing bases stats and adding moves that the player can have access to. Instead, I like to give advantages to the AI to make up for their lack of perception of danger, one in which is giving AI moves that they cannot learn normally (most of the time would be because that I cannot give a specific type of Hidden Power to the AI, ie. Chandelure with Aura Sphere). While the AI may have to edge, I do not wish for it to be impossible, since that will be unplayable and it will defeat the purpose. I want it to challenge the player's resource management, as well as knowledge of moves when paired with certainly abilities (since legal move combos are totally out of the window). In addition, almost every forced trainer battle will be custom tailored to a theme, unlike most hacks, I want most of the trainers to have diverse type coverage, as that is is very true difficulty lies. Think back to Stadium 2, where most trainers in Round 2 have a specific strategy, and that's what I am aiming for. Gym Leaders, and Elite Fours, as well, will not just have one type of Pokemon (I mean what is the difficulty in filling Burgh's team with 6 Bug Pokemon that can be Stone Edged?) Instead, each leader will have some sort of center piece Pokemon that the team is build from, covering their weaknesses from top to bottom, as utilizing moves such as U-turn and Volt Switch to make sure the match is not an easy one. There is a few things I like to hack that is beyond hacking trainers, and I would appreciate it if you could lend your expertise. - Forcing Battle Style to set Getting a free switch upon fainting a Pokemon offers tremendous advantages, not to mention you are told what Pokemon are being sent out! If linked battles are forced to use set function, I want the main game to have the same as well. This is only important if I ever decide to distribute this, but I want to know if this can be done. - Leader rematches, and EV trainers. The level curve of this game will be unforgiving, I want to offer level up opportunities for the player, as well as certain EV trainers that can be challenged again and again in order to perfect the EVs. Most end game bosses, and post-game bosses will require planning and good EV Spreads. If someone can tell me how it is done, please let me know. - EV reduction berries Linked with above, I need a way to distribute these as it is not possible to obtain them through normal gameplay. - 1st N Battle? Little question, but is it possible to proceed with the plot if you lose the 1st battle with N in the very beginning of the game? - Pairing up with Cheren in Wellspring Cave: Is it possible to change Chren's party when is allied with you, for the sake of consistency? I will appreciate any thoughtful input, thank you.
  24. Hey guys this is my first post. I wanna introduce you to some old face, battle Steven. Battle Barry, Team Galactic boss Giovanni, battle legends in B/W like Rayquaza, Giratina, etc. And have new starters, choise 3 starters off ALL starters (bulbasaur, charmander, blastoise, chikorita, cyndaquil, totodile, treecko, torchik, mudkip, turtwig, chimchar, piplup, snivy, tepig, oshawott) and with some old school wild pokemon. I got al the tools but idk how to use them, can someone make me a B/W rom with these kinda things, i would be happy with the rebattles, but the starters just make it happen.
  25. It's been a couple of weeks since BW has been out in English, so it's time to release the new Project Pokemon ROM Editor. This version includes a heavy amount of Pokemon and Move editing as well as Trainer editing. In addition, Map editing has been improved with overworlds incorporated and a full 3D editor. Sprites can be edited too. Example of the map edit screen: Download link: http://dl.dropbox.com/u/2030539/ppre/V/ppre-v_b04.exe
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