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  1. Field Encounters - located at /a/0/3/7 for HeartGold and /a/1/3/6 for SoulSilver - contains 12 sections #1 Section - Encounter Rates Offset Length Name Description 0x0 0x1 Field Rate Encounter rate in tall grass or walking. 0x1 0x1 Surfing Rate Encounter rate while surfing. 0x2 0x1 Rock Smash Rate Encounter rate when using Rock Smash. 0x3 0x1 Old Rod Rate Encounter rate when using the Rod. 0x4 0x1 Good Rod Rate Encounter rate when using the Good Rod. 0x5 0x1 Super Rod Rate Encounter rate when using the Super Rod. 0x6 0x2 Padding Color #2 Section - Field Encounter Levels 0x0 0x1 Slot 1 Level Level of the Pokemon encountered in Slot 1. 0x1 0x1 Slot 2 Level 0x2 0x1 Slot 3 Level 0x3 0x1 Slot 4 Level 0x4 0x1 Slot 5 Level 0x5 0x1 Slot 6 Level 0x6 0x1 Slot 7 Level 0x7 0x1 Slot 8 Level 0x8 0x1 Slot 9 Level 0x9 0x1 Slot 10 Level 0xA 0x1 Slot 11 Level 0xB 0x1 Slot 12 Level #3 Section - Field Encounter Pokemon (Morning) 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x2 Slot 2 Pokemon 0x4 0x2 Slot 3 Pokemon 0x6 0x2 Slot 4 Pokemon 0x8 0x2 Slot 5 Pokemon 0xA 0x2 Slot 6 Pokemon 0xC 0x2 Slot 7 Pokemon 0xE 0x2 Slot 8 Pokemon 0x10 0x2 Slot 9 Pokemon 0x12 0x2 Slot 10 Pokemon 0x14 0x2 Slot 11 Pokemon 0x16 0x2 Slot 12 Pokemon #4 Section - Field Encounter Pokemon (Daytime) 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x2 Slot 2 Pokemon 0x4 0x2 Slot 3 Pokemon 0x6 0x2 Slot 4 Pokemon 0x8 0x2 Slot 5 Pokemon 0xA 0x2 Slot 6 Pokemon 0xC 0x2 Slot 7 Pokemon 0xE 0x2 Slot 8 Pokemon 0x10 0x2 Slot 9 Pokemon 0x12 0x2 Slot 10 Pokemon 0x14 0x2 Slot 11 Pokemon 0x16 0x2 Slot 12 Pokemon #5 Section - Field Encounter Pokemon (Evening) 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x2 Slot 2 Pokemon 0x4 0x2 Slot 3 Pokemon 0x6 0x2 Slot 4 Pokemon 0x8 0x2 Slot 5 Pokemon 0xA 0x2 Slot 6 Pokemon 0xC 0x2 Slot 7 Pokemon 0xE 0x2 Slot 8 Pokemon 0x10 0x2 Slot 9 Pokemon 0x12 0x2 Slot 10 Pokemon 0x14 0x2 Slot 11 Pokemon 0x16 0x2 Slot 12 Pokemon #6 Section - Hoenn/Sinnoh Noise Encounters Offset Length Name Description 0x0 0x2 Hoenn Slot 1 Hoenn Slot 1 Pokemon index number. (Little Endian) 0x2 0x2 Hoenn Slot 2 0x4 0x2 Sinnoh Slot 1 Sinnoh Slot 1 Pokemon index number. (Little Endian) 0x6 0x2 Sinnoh Slot 2 #7 Section - Surfing Encounters Offset Length Name Description 0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x4 0x1 Minimum Level Slot 2 0x5 0x1 Maximum Level Slot 2 0x6 0x2 Pokemon Slot 2 0x8 0x1 Minimum Level Slot 3 0x9 0x1 Maximum Level Slot 3 0xA 0x2 Pokemon Slot 3 0xC 0x1 Minimum Level Slot 4 0xD 0x1 Maximum Level Slot 4 0xE 0x2 Pokemon Slot 4 0x10 0x1 Minimum Level Slot 5 0x11 0x1 Maximum Level Slot 5 0x12 0x2 Pokemon Slot 5 #8 Section - Rock Smash Encounters Offset Length Name Description 0x0 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x3 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x4 0x2 Pokemon Slot 2 0x6 0x1 Minimum Level Slot 2 0x7 0x1 Maximum Level Slot 2 #9 Section - Old Rod Encounters Offset Length Name Description 0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x4 0x1 Minimum Level Slot 2 0x5 0x1 Maximum Level Slot 2 0x6 0x2 Pokemon Slot 2 0x8 0x1 Minimum Level Slot 3 0x9 0x1 Maximum Level Slot 3 0xA 0x2 Pokemon Slot 3 0xC 0x1 Minimum Level Slot 4 0xD 0x1 Maximum Level Slot 4 0xE 0x2 Pokemon Slot 4 0x10 0x1 Minimum Level Slot 5 0x11 0x1 Maximum Level Slot 5 0x12 0x2 Pokemon Slot 5 #10 Section - Good Rod Encounters Offset Length Name Description 0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x4 0x1 Minimum Level Slot 2 0x5 0x1 Maximum Level Slot 2 0x6 0x2 Pokemon Slot 2 0x8 0x1 Minimum Level Slot 3 0x9 0x1 Maximum Level Slot 3 0xA 0x2 Pokemon Slot 3 0xC 0x1 Minimum Level Slot 4 0xD 0x1 Maximum Level Slot 4 0xE 0x2 Pokemon Slot 4 0x10 0x1 Minimum Level Slot 5 0x11 0x1 Maximum Level Slot 5 0x12 0x2 Pokemon Slot 5 #11 Section - Super Rod Encounters Offset Length Name Description 0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x4 0x1 Minimum Level Slot 2 0x5 0x1 Maximum Level Slot 2 0x6 0x2 Pokemon Slot 2 0x8 0x1 Minimum Level Slot 3 0x9 0x1 Maximum Level Slot 3 0xA 0x2 Pokemon Slot 3 0xC 0x1 Minimum Level Slot 4 0xD 0x1 Maximum Level Slot 4 0xE 0x2 Pokemon Slot 4 0x10 0x1 Minimum Level Slot 5 0x11 0x1 Maximum Level Slot 5 0x12 0x2 Pokemon Slot 5 #12 Section - Swarm Encounters Offset Length Name Description 0x0 0x2 Field Swarm Field Swarm Pokemon index number. (Little Endian) 0x2 0x2 Surfing Swarm Surfing Swarm Pokemon index number. (Little Endian) 0x4 0x2 Good Rod Swarm Good Rod Swarm Pokemon index number. (Little Endian) 0x6 0x2 Super Rod Swarm Super Rod Swarm Pokemon index number. (Little Endian) Headbutt Encounters - located at /a/2/5/3 for HeartGold and /a/2/5/2 for SoulSilver - contains 5 sections #1 Section - Tree Allocation Offset Length Name Description 0x0 0x1 Headbutt Trees Number of trees defined in section #4. 0x1 0x1 Padding 0x2 0x1 Special Trees Number of trees defined in section #5. 0x3 0x1 Padding #2 Section - Normal Headbutt Encounters Offset Length Name Description 0x0 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x3 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x4 0x2 Pokemon Slot 2 0x6 0x1 Minimum Level Slot 2 0x7 0x1 Maximum Level Slot 2 0x8 0x2 Pokemon Slot 3 0xA 0x1 Minimum Level Slot 3 0xB 0x1 Maximum Level Slot 3 0xC 0x2 Pokemon Slot 4 0xE 0x1 Minimum Level Slot 4 0xF 0x1 Maximum Level Slot 4 0x10 0x2 Pokemon Slot 5 0x12 0x1 Minimum Level Slot 5 0x13 0x1 Maximum Level Slot 5 0x14 0x2 Pokemon Slot 6 0x16 0x1 Minimum Level Slot 6 0x17 0x1 Maximum Level Slot 6 0x18 0x2 Pokemon Slot 7 0x1A 0x1 Minimum Level Slot 7 0x1B 0x1 Maximum Level Slot 7 0x1C 0x2 Pokemon Slot 8 0x1E 0x1 Minimum Level Slot 8 0x1F 0x1 Maximum Level Slot 8 0x20 0x2 Pokemon Slot 9 0x22 0x1 Minimum Level Slot 9 0x23 0x1 Maximum Level Slot 9 0x24 0x2 Pokemon Slot 10 0x26 0x1 Minimum Level Slot 10 0x27 0x1 Maximum Level Slot 10 0x28 0x2 Pokemon Slot 11 0x2A 0x1 Minimum Level Slot 11 0x2B 0x1 Maximum Level Slot 11 0x2C 0x2 Pokemon Slot 12 0x2E 0x1 Minimum Level Slot 12 0x2F 0x1 Maximum Level Slot 12 #3 Section - Special Headbutt Encounters Offset Length Name Description 0x0 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1. 0x3 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1. 0x4 0x2 Pokemon Slot 2 0x6 0x1 Minimum Level Slot 2 0x7 0x1 Maximum Level Slot 2 0x8 0x2 Pokemon Slot 3 0xA 0x1 Minimum Level Slot 3 0xB 0x1 Maximum Level Slot 3 0xC 0x2 Pokemon Slot 4 0xE 0x1 Minimum Level Slot 4 0xF 0x1 Maximum Level Slot 4 0x10 0x2 Pokemon Slot 5 0x12 0x1 Minimum Level Slot 5 0x13 0x1 Maximum Level Slot 5 0x14 0x2 Pokemon Slot 6 0x16 0x1 Minimum Level Slot 6 0x17 0x1 Maximum Level Slot 6 #4 Section - Normal Tree Definitions - section is repeated (x-1) times - x is equal to Headbutt Trees in Section #1 - each repetition represents a singular "tree" - each section is six sets of coordinates - unused coordinates are always 0xFFFFFFFF Offset Length Name Description 0x0 0x2 X1 Coordinate X map coordinate of first tile in the "tree". (Little Endian) 0x2 0x2 Y1 Coordinate Y map coordinate of first tile in the "tree". (Little Endian) 0x4 0x2 X2 Coordinate 0x6 0x2 Y2 Coordinate 0x8 0x2 X3 Coordinate 0xA 0x2 Y3 Coordinate 0xC 0x2 X4 Coordinate 0xE 0x2 Y4 Coordinate 0x10 0x2 X5 Coordinate 0x12 0x2 Y5 Coordinate 0x14 0x2 X6 Coordinate 0x16 0x2 Y6 Coordinate #5 Section - Special Tree Definitions - section is repeated (x-1) times - x is equal to Special Trees in Section #1 - follows same rules as Section #4 Offset Length Name Description 0x0 0x2 X1 Coordinate X map coordinate of first tile in the "tree". (Little Endian) 0x2 0x2 Y1 Coordinate Y map coordinate of first tile in the "tree". (Little Endian) 0x4 0x2 X2 Coordinate 0x6 0x2 Y2 Coordinate 0x8 0x2 X3 Coordinate 0xA 0x2 Y3 Coordinate 0xC 0x2 X4 Coordinate 0xE 0x2 Y4 Coordinate 0x10 0x2 X5 Coordinate 0x12 0x2 Y5 Coordinate 0x14 0x2 X6 Coordinate 0x16 0x2 Y6 Coordinate Safari Zone Encounters - located at /a/2/3/0 - contains 16 sections #1 Section - Object Arrangement Allocation Offset Length Name Description 0x0 0x1 Tall Grass Encounters The number of tall grass encounter slots for Object Arrangement. 0x1 0x1 Surfing Encounters The number of surfing encounter slots for Object Arrangement. 0x2 0x1 Old Rod Encounters The number of Old Rod encounter slots for Object Arrangement. 0x3 0x1 Good Rod Encounters The number of Good Rod encounter slots for Object Arrangement. 0x4 0x1 Super Rod Encounters The number of Super Rod encounter slots for Object Arrangement. 0x5 0x3 Padding Always 0x0 #2 Section - Tall Grass Encounters - section contains 3 sub-sections for time-of-day encounters - each 4 bytes represents a slot, with 10 slots per time of day Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Daytime 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding #3 Section - Tall Grass Encounters (Object Arrangement) - section is equal to 4 bytes, multiplied by Tall Grass Encounters in Section #1, multiplied by 3 - section contains 3 sub-sections for time-of-day encoutners - each 4 bytes represents a slot, with (x) slots per time of day, x being Tall Grass Encounters in Section #1 Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color Daytime 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding #4 Section - Object Arrangement Requirements (Tall Grass) - section is equal to 1/3 the length of Section #3 - or 4 bytes multiplied by Tall Grass Encounters in Section #1 - each 4 bytes represents a slot, corresponding to the equivalent slot in Section #3 for each time of day Offset Length Name Description 0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside. 0x1 0x1 First Object Quantity The number of objects of the first type required. 0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement. 0x3 0x1 Second Object Quantity #2 Section - Tall Grass Encounters - section contains 3 sub-sections for time-of-day encounters - each 4 bytes represents a slot, with 10 slots per time of day Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Daytime 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding #3 Section - Tall Grass Encounters (Object Arrangement) - section is equal to 4 bytes, multiplied by Tall Grass Encounters in Section #1, multiplied by 3 - section contains 3 sub-sections for time-of-day encoutners - each 4 bytes represents a slot, with (x) slots per time of day, x being Tall Grass Encounters in Section #1 Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color Daytime 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding #4 Section - Object Arrangement Requirements (Tall Grass) - section is equal to 1/3 the length of Section #3 - or 4 bytes multiplied by Tall Grass Encounters in Section #1 - each 4 bytes represents a slot, corresponding to the equivalent slot in Section #3 for each time of day Offset Length Name Description 0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside. 0x1 0x1 First Object Quantity The number of objects of the first type required. 0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement. 0x3 0x1 Second Object Quantity #5 Section - Surfing Encounters - section contains 3 sub-sections for time-of-day encounters - each 4 bytes represents a slot, with 10 slots per time of day Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Daytime 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding #6 Section - Surfing Encounters (Object Arrangement) - section is equal to 4 bytes, multiplied by Surfing Encounters in Section #1, multiplied by 3 - section contains 3 sub-sections for time-of-day encoutners - each 4 bytes represents a slot, with (x) slots per time of day, x being Surfing Encounters in Section #1 Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color Daytime 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding #7 Section - Object Arrangement Requirements (Surfing) - section is equal to 1/3 the length of Section #6 - or 4 bytes multiplied by Surfing Encounters in Section #1 - each 4 bytes represents a slot, corresponding to the equivalent slot in Section #6 for each time of day Offset Length Name Description 0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside. 0x1 0x1 First Object Quantity The number of objects of the first type required. 0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement. 0x3 0x1 Second Object Quantity #8 Section - Old Rod Encounters - section contains 3 sub-sections for time-of-day encounters - each 4 bytes represents a slot, with 10 slots per time of day Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Daytime 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding #9 Section - Old Rod Encounters (Object Arrangement) - section is equal to 4 bytes, multiplied by Old Rod Encounters in Section #1, multiplied by 3 - section contains 3 sub-sections for time-of-day encoutners - each 4 bytes represents a slot, with (x) slots per time of day, x being Old Rod Encounters in Section #1 Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color Daytime 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding #10 Section - Object Arrangement Requirements (Old Rod) - section is equal to 1/3 the length of Section #9 - or 4 bytes multiplied by Old Rod Encounters in Section #1 - each 4 bytes represents a slot, corresponding to the equivalent slot in Section #9 for each time of day Offset Length Name Description 0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside. 0x1 0x1 First Object Quantity The number of objects of the first type required. 0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement. 0x3 0x1 Second Object Quantity #11 Section - Good Rod Encounters - section contains 3 sub-sections for time-of-day encounters - each 4 bytes represents a slot, with 10 slots per time of day Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Daytime 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding #12 Section - Good Rod Encounters (Object Arrangement) - section is equal to 4 bytes, multiplied by Good Rod Encounters in Section #1, multiplied by 3 - section contains 3 sub-sections for time-of-day encoutners - each 4 bytes represents a slot, with (x) slots per time of day, x being Good Rod Encounters in Section #1 Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color Daytime 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding #13 Section - Object Arrangement Requirements (Good Rod) - section is equal to 1/3 the length of Section #12 - or 4 bytes multiplied by Good Rod Encounters in Section #1 - each 4 bytes represents a slot, corresponding to the equivalent slot in Section #12 for each time of day Offset Length Name Description 0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside. 0x1 0x1 First Object Quantity The number of objects of the first type required. 0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement. 0x3 0x1 Second Object Quantity #14 Section - Super Rod Encounters - section contains 3 sub-sections for time-of-day encounters - each 4 bytes represents a slot, with 10 slots per time of day Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Daytime 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color 0x4 0x2 Slot 2 Pokemon 0x6 0x1 Slot 2 Level 0x7 0x1 Padding 0x8 0x2 Slot 3 Pokemon 0xA 0x1 Slot 3 Level 0xB 0x1 Padding 0xC 0x2 Slot 4 Pokemon 0xE 0x1 Slot 4 Level 0xF 0x1 Padding 0x10 0x2 Slot 5 Pokemon 0x12 0x1 Slot 5 Level 0x13 0x1 Padding 0x14 0x2 Slot 6 Pokemon 0x16 0x1 Slot 6 Level 0x17 0x1 Padding 0x18 0x2 Slot 7 Pokemon 0x1A 0x1 Slot 7 Level 0x1B 0x1 Padding 0x1C 0x2 Slot 8 Pokemon 0x1E 0x1 Slot 8 Level 0x1F 0x1 Padding 0x20 0x2 Slot 9 Pokemon 0x22 0x1 Slot 9 Level 0x23 0x1 Padding 0x24 0x2 Slot 10 Pokemon 0x26 0x1 Slot 10 Level 0x27 0x1 Padding #15 Section - Super Rod Encounters (Object Arrangement) - section is equal to 4 bytes, multiplied by Super Rod Encounters in Section #1, multiplied by 3 - section contains 3 sub-sections for time-of-day encoutners - each 4 bytes represents a slot, with (x) slots per time of day, x being Super Rod Encounters in Section #1 Offset Length Name Description Morning 0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian) 0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1. 0x3 0x1 Padding Color Daytime 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding Evening 0x0 0x2 Slot 1 Pokemon 0x2 0x1 Slot 1 Level 0x3 0x1 Padding #16 Section - Object Arrangement Requirements (Super Rod) - section is equal to 1/3 the length of Section #15 - or 4 bytes multiplied by Super Rod Encounters in Section #1 - each 4 bytes represents a slot, corresponding to the equivalent slot in Section #15 for each time of day Offset Length Name Description 0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside. 0x1 0x1 First Object Quantity The number of objects of the first type required. 0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement. 0x3 0x1 Second Object Quantity
  2. So, I hacked the pokewalker.... I dumped RAM when I was on the transfer screen, and looked through it with a GameBoy tile editor. I found something interesting... The graphics for the Pokewalker are stored on HG/SS This also includes a DECOMPRESSED sprite of Spinda (because of the way the game handles his spots). So, this led me to conclude, the game transfers the Pokemon sprites when it connects, (and probably the sprites for that route youre on) I'd have to assume that if you transfer your pokemon back. The only time it transfers the menu Icons and misc sprites is the first time you sync it, or after you erase it, then sync again. I did this by hacking the sprites with AR, I made a code that will copy data from a hacked gba save file to the RAM.
  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. This is a modification of Kazowar's BTX Editor. It's used to modify the BTX (texture) files used for overworld sprites in the NDS games. Kazowar stated that "BTX Editor is a horribly wrote program and is full of stupid limitations." But he gave me permission to decompile it, modify it, and re-release it. So I have. This version has been updated to support any of the character overworlds from HG/SS. There are still quite a lot of overworlds that it won't work with unless completely rewritten, like Pokemon, or anything not 32x32, or anything with more than one palette. I've also take the opportunity to change the interface. Buttons are now above the image, and the window will also resize to fit the image, rather than the reverse. I also changed the icon to differentiate it from the original. Usage: 1) Extract BTX files from the game, found in HG/SS at /a/0/8/1. 2) In BTX editor, hit [Open .btx]... and open a .btx file. 3) Hit [save .png as...] and save the image. 4) Modify that image. 5) Hit [Open .png] and open the modified image. 6) Hit [save .btx as...] and save the modifed .btx file. 7) Insert the new file into the game in place of the original. Download: http://www.mediafire.com/file/a4zjzn8kr8krgbc/BTX_Editor.exe
  5. If a Pokémon uses Endure, is supposed to take damage equal or superior to its current HP, and happens to consume a held damage-reducing Berry the same turn Endure is used, then: _the Enduring Pokémon won't be left with Math.floor(Expected damage / 2) HP , nor 1 HP if Expected damage >= 2 * current HP; _but instead will be left with Math.floor(Current HP / 2) + 1 HP, or 1 HP if Current HP <= 2. In other words this tells us that Endure, if successful, is checked before damage-reducing Berries, which is obviously a bad design. A similar problem happens with Counter, Mirror Coat and Metal Burst (possibly Bide as well) where the damage sent back is doubled from the damage that was to be taken BEFORE damage-reducing Berries are checked (showcased here).
  6. Welcome to the World of Pokemon Solaris! EDIT: Has been Changed to Heart Gold. The Basics Pokemon Solaris is a HeartGold hack that takes place ~15 years after Pokemon FireRed. Since the time of Red's adventure, many changes have come to the Kanto region. They've opened trade and travelling with Hoenn and recently reopened trade with Johto, allowing trainers to go from Kanto, to Johto, to Hoenn. With the new regions, Kanto has been brought to new heights. New Pokemon, New Abilities, and even two new Typings have been brought to the Kanto region! Story You are the adopted child of Pokemon Champions, Red and Brendan. You originally hail from Johto, being adopted by the Celebrity Husbands after two years of grueling paperwork on their part, and many teary eyes and temper tantrums from you. Eleven Years Later, you just celebrated your 15th birthday, and with that, you're finally receiving your starter Pokemon after five years of intense arguments in sign language. Yet as you prepare for your adventures, others are preparing for domination... Enter Team Lunae. This Team is a mixture of Team Rocket and ISIS, using terrorism and brutal methods to get their points across. They're not above stealing Pokemon or killing, as long as they make it clear that they own the Kanto region, and soon the entire world. Upon the time you started your journey, this Team has began getting their methods out there. Your Fathers are begging for you to come home, so you can have all the protection you could need in Uncle Gary, Red, and Brendan. Until Red goes missing, and all of Kanto are on the ready to find their Champion. Planned Features All Pokemon up until Gen III Visiting to Kanto, Johto, and Hoenn New Abilities New Typings New Fakemon Current Production Map Editing Text Editing Type Matchup Editing/Move Editing Pokemon Editing How YOU Can Help! Simply put, just volunteer, please! I would love to have a team of people to work with this on, since I'm new to the scene and there's many things I have trouble with, such as HeX editing and other things. I mostly rely on tools, but I would really, really like it if you guys would want to pitch in and help me. Shoot me a message either here, or on my Skype. Thanks in advance!
  7. 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).
  8. This is a very simple hack idea, where the trainer (you) is a Mewtwo, rather than a human trainer. All sprites dealing with the player (trainer card, in-battle back sprite, overworld sprites including bicycle and surfing sprites) are going to be changed over to those of the in-game Mewtwo sprites. The scripts will be changed over to reflect you being both a Pokemon and a trainer. Examples include "Aren't you a cute Pokemon--AND a trainer, besides! Let's battle!" and "I've never faced a trainer who is also a Pokemon. This should be fun!" Trainers will also have kinder words when defeated. Examples include "Wow! Despite being a Pokemon, you are certainly a skilled trainer!" and "Being a trainer who is also a Pokemon does have distinct advantages, doesn't it? Good job!" As a young Mewtwo, you are naturally very intelligent and also quite curious about EVERYTHING. You quickly learn all there is to learn at your home laboratory (your "mom" is actually the scientist who created you, but she's very nice toward you and nurtures your burgeoning adventurous spirit), and therefore are asked to seek further "education" by adventuring all over Johto and Kanto, in hopes of achieving your full potential. Of course, along the way, you'll meet Professor Elm, who will tell you "two Pokemon are better than one", and offer you a choice of three starter Pokemon (the same Chikorita, Cyndaquil and Totodile normally available), and he'll ask you to walk with them, rather than hold them in a Pokeball all the time. Naturally, you think this is the coolest thing ever--being able to help train a fellow Pokemon, and be able to TALK to them (yes, as a Mewtwo, you'll be able to understand what the other Pokemon are saying). UPDATE: I've already ported over two of Mewtwo's HG/SS walking sprites onto the player trainer's walking/standing sprites. I've even created additional sprites for the player's standing sprites (normally, your walking Pokemon is always moving, as if walking in place; therefore there are no actual standing sprites for it). Additional tweaks to the rom will include having the Fly command available from the start (and is one of your default moves), and also being able to access the PC system at any time (by pressing START). Yes, I know that Mewtwo isn't normally capable of learning Fly (or Teleport, for that matter? What gives? The guy's PSYCHIC!), but I will have him be able to do so to make navigating throughout the in-game world easier (and faster). Of course, you'll still have to actually walk to places you wish to fly to later (in a sense "adding" them to your Town Map).
  9. So, I was wondering why in HGSS, Chuck's Medicham (at 141 HP) would ALWAYS OHKOes himself after missing Hi Jump Kick against a Lv.100 Giratina (who at the absolute worse, still has 410 HP), it didn't match with the currently known Gen 4 mechanics of (Hi) Jump Kick. After scratching my head good, I decided to test thoroughly what was that, and here are my results: What is currently known: If a Pokémon misses Jump Kick or Hi Jump Kick, no matter the reason, it will take crash damage equal to half the damage that would have been dealt, rounded down. If the Pokémon is supposed to take crash damage but the result is 0, then make the result 1. What is not known: If a Pokémon misses Jump Kick or Hi Jump Kick against a Ghost-typed target, it will take crash damage equal to half the target's Max HP instead, regardless of: the difference of level between the user and the target, the target having Wonder Guard, the target using Protect/Detect, the target being in the semi-invulnerable turn of a 2-turns move BUT If the Pokémon who missed Jump Kick or Hi Jump Kick against a Ghost-typed target happens to have the ability Scrappy and/or has used Foresight/Odor Sleuth beforehand, the game will instead perform, according to the assembly, a comparison between half the damage that would have been dealt (Variable 1) and half the max HP of the Ghost-typed target (Variable 2). If Variable 2 is greater than or equal to Variable 1, the game will choose Variable 1, else it will choose Variable 2. If the Pokémon is supposed to take crash damage but the result is 0, then make the result 1.
  10. Maybe this was already known but I couldn't find anything about it on the Internet, so here I go. I think I may have found something weird about how the Counter / Mirror Coat / Metal Burst trio behaves against damage-reducing berries (including the Chilan Berry). Note that this behavior is for Gen IV only (Gen V onwards it behaves like one would expect it to.) What is already known: Counter sends back to the attacker 200% of the damage taken by a physical attack, and fails against special attacks and Ghost-type Pokémon. Mirror Coat sends back to the attacker 200% of the damage taken by a special attack, and fails against physical attacks and Dark-type Pokémon. Metal Burst sends back to the attacker 150% of the damage taken by an offensive move, provided the attacker was faster this turn. What I accidentally stumbled upon: Damage-reducing berries, when activated, doesn't touch the actual damage value (like it does with Focus Sash for example), rather it seems that the calculation for halving the damage is done separately from the actual damage value read by the game. Hence for example if a move was supposed to deal 200 HP damage, the berry will activate and will deal instead 100 HP damage (rounded down), but the game doesn't update the damage value (it still reads it as -200). Thus if a damage-reducing berry was activated this turn and the user happens to use one of the "Sends back to attacker" move, it will deal 200% damage (150% damage if Metal Burst) of the value stored in-game instead of the actual damage dealt. That is in this example, Counter/Mirror Coat (Metal Burst) would deal 400 HP (300 HP) damage and not 200 HP (150 HP) like one would expect! If this was already known, I'm sorry and you can slap me a thousand times.
  11. Hey I was going through some scripts in my HeartGold ROM with PPRE yesterday when I found something quite interesting. When you open the map editor and open the map "Burned Tower R1-02" there's three scripts. The first one just checks a flag and the second one triggers Raikou and Entei to roam, the third one, however, is quite interesting. This is its code: Fanfare 1500 Lockall Faceplayer Cryfr 245 0 Waitcry Setflag 164 [b]WildBattle2 245 40 0 [/b] Clearflag 164 CheckTrainerLost 0x800c If 0x800c 0 CheckLR 1 func_4 StoreEmbStatus? 0x4002 If 0x4002 3 CheckLR 1 func_5 If 0x4002 4 CheckLR1 1 func_6 Releaseall End As you can see in the bold part, it uses the command WildBattle2 245 40 0. Now 245 is the number for Suicune in the Pokedex. Does that mean it was originally planned for Suicune to be catchable right in the Burned Tower like in Crystal? Interestingly enough, the flag 164 that it sets before and clears after the battle is the one that is also checked in the first script. As I said, I have only started to look into this yesterday so I don't have much knowledge about scripting in general (it's very hard to even find information about scripting for the fourth generation) but I guess my assumption is right? Well the command clearly triggers a battle with Suicune, that's for sure. Is there a way that we can find out the means to trigger this script in the game? Lastly I want to say that I'm sorry if this is an already well-known fact but a quick google search before posting this didn't bring up any results. I'd like to have your opinion on this. For reference, the ROM I looked into was the US version of HeartGold and I can guarantee that it was not modified in any way. I do not know if that script is also present in SoulSilver, might have to look into that.
  12. G4PS will take 2 or 4 images and build a single palette from them and then save all the images using the single palette as an 8bpp image to be used with PokeDSPic. example G4PS..rar
  13. I am thinking of making a edit for heart gold with the gym leaders having changed teams, I already made a outline for what pokemon I want to place with each gym leader. The following list is my outline for the gym leader & elite 4 edits with guidlines on what how many releases: POKEMON GOLD DESTINY(HEART GOLD EDIT) BETA 1 JOHTO GYM LEADERS POKEMON FALKNER: LV. 12- Swellow LV. 12- Staravia LV. 14- Pidgeot BUGSY: LV. 16- Heracross LV. 18- Vespiquin LV. 20- Scyther WHITNEY: LV. 20- Persian LV. 23- Granbull LV. 25- Delcatty MORTY: LV. 24- Mismagius LV. 26- Banette LV. 28- Gengar LV. 31- Dusknoir CHUCK: LV. 35- Poliwrath LV. 36- Infernape LV. 38- Machamp LV. 40- Blaziken JASMINE: LV. 41- Luxray LV. 41- Magnezone LV. 42- Steelix LV. 43- Metagross PRYCE: LV. 42- Dewgong LV. 45- Lapras LV. 47- Weavile LV. 48- Mamoswine CLAIR: LV. 48- Charizard LV. 50- Salamence LV. 52- Dragonite LV. 53 Garchomp LV. 54- Kingdra ELITE 4 LEADERS POKEMON WILL: LV. 56- Espeon LV. 58- Metagross LV. 58- Gallade LV. 60- Gardevoir LV. 62- Alakazam KOGA: LV. 60- Muk LV. 61- Drapion LV. 63- Skuntank LV. 63- Venusaur LV. 65- Crobat BRUNO: LV. 63- Poliwrath LV. 65- Lucario LV. 66- Machamp LV. 66- Blaziken LV. 68- Hariyama KAREN: LV. 65- Umbreon LV. 67- Houndoom LV. 68- Crawdaunt LV. 69- Spiritomb LV. 71- Tyranitar LANCE: LV. 70- Gyrados LV. 71- Charizard LV. 72- Flygon LV. 73- Salamence LV. 73- Garchomp LV. 74- Dragonite BETA 2 KANTO GYM LEADERS POKEMON BROCK: LV. 65- Golem LV. 67- Rhydon LV. 67- Aggron LV. 68- Onix LV. 70- Probopass MISTY: LV. 68- Blastoise LV. 68- Vaporeon LV. 70- Wailord LV. 72- Lapras LV. 73- Walrein LT. SURGE: LV. 71- Raichu LV. 71- Magnezone LV. 72- Electivire LV. 74- Jolteon LV. 75- Ampharos ERIKA: LV. 72- Vileplume LV. 73- Torterra LV. 73- Roserade LV. 75- Leafeon LV. 76- Tropius JANINE: LV. 73- Muk LV. 74- Drapion LV. 76- Skuntank LV. 78- Venusaur LV. 78- Crobat SABRINA: LV. 75- Espeon LV. 77- Metagross LV. 79- Gallade LV. 80- Gardevoir LV. 82- Alakazam BLAINE: LV. 77- Charizard LV. 79- Magmortar LV. 79- Camerupt LV. 81- Blaziken LV. 83- Arcanine BLUE: LV. 80- Gyrados LV. 81- Pidgeot LV, 83- Machamp LV. 85- Rhydon LV. 85- Arcanine LV. 87- Electivire RED LV. 92- Snorlax LV. 94- Venusaur LV. 94- Blastoise LV. 94- Charizard LV. 97- Espeon LV. 100- Pikachu Would that be a little to hard?
  14. pokemon ash johto is alot like pokemon ash gray but this time it's in johto region you start in kanto and phrofessor oak say's there a new region to be descover features side event's like in the amie same rivals like in the amie unova ledgenarys possible to catch and more i apreciate anybody who can help me
  15. Name: Spirit Crystal Hack of: Heart Gold Features: - Improved story. The same events happen in the game, only they will have completely new dialogue, with the hero having a voice, responding to the people of Kanto and Johto. - All Pokémon from Kanto and Johto catchable, with new story events for certain legendaries, such as Celebi, Mew and more. - New scripted battles. Several gym leaders may need help before they are ready to challenge you. - Decapitalised Pokémon names. NO MORE SOLID BLOCK CAPITAL NAMES. - A single starter. No more Cyndaquil, Totodile or Chikorita. You will start off with one different starter, and the original starters will be found via one-off events. All of this I know I can do. Here are features I hope to include after getting help and finding out I can do them. - A more populated Kanto. No more 1 and a half trainer per route. - More items lying around. - What other upgrades I can find. Post below if you are interested in helping, or interested in general.
  16. Okay, so first off, Hello! I'm new, hope I didn't do this wrong. On my game (SoulSilver, rom, Acekard2), I enabled the "Walk Anywhere" cheat. I went to Azalea Town, and went north towards Route 34 (avoiding Ilex Forest). On the very edge of the Azalea area (Northwest corner), the Rival is facing North. He can't be interacted with, but he is there. If you interact with anything else you get the headbutt trees message, but not on him. Has anyone else seen this? Does anyone know what purpose it serves? Is this the right place to ask this?
  17. Another idea that I have... Region: Holon Suggested storyline (to be amended) : Takes place after the use of mutating electromagnetic waves has ceased. It is observed that some Pokemon have mutated: classified as the Delta ( δ ) species. And recently it was suggested that maybe, just maybe, the Pokemon in Holon are naturally different from Pokemon from other species (which should also be called Delta species Pokemon but are denoted with Δ instead of δ.) So you are sent to find out. Any way, the main baddie this time won't be some control freak bent on taking over the world: he just wants to find something ( I was thinking Mew) for some less ambitious purpose ( like for healing his son or something like that since the delta species mew is said to be special and it was actually SIGHTED so it is possible to find it etc.). And maybe we can have a guy who starts to expose pokemon to high levels of electromagnetic waves to try to mutate them for errrr....i dont know maybe top generate clean electricity. Oh yea and we can introduce Team Rocket once more. Spoiler: And this time Giovanni is a good guy. End of Spoiler. So yea that's about it. Yes in case you are wondering, this is 'adapted' from the original storyline of the Holon arc in the TCG. Still needs some work with the storyline though. Seems ......I dont know. Some other stuff: I was thinking that instead of making us choose either fire, water or grass pokemon (which is not really all that fair since there may be a change of type which will throw it off balance), we will have to choose pokemon of the same type. Eg at the beginning, we will have to choose between Bulbasaur Δ, Chikorita Δ and Treeko Δ. And along the way, you will choose among the fire type and later the water type or something like that. You will receive a pokedex which is fully filled. But only when delta pokemon are caught, more entries will be made and more info is added to the current pokedex like it should have been. I mean how many times had professors sent kids to collect data? It's about time we got a functional pokedex like those in the TV show. Alternative names? Pokemon Delta Species ( you know....DS) So that's more or less it. Most likely to be a romhack of HGSS but still waiting for more tools to be developed as i admit that i know next to nothing about romhacking. If you intend to take this project up feel free to do so. Would be nice if you would inform me first though. Any suggestions?
  18. Hi everyone, here are some of my codes that I have. Credits to all the Original Creators. If you want to support my thread in any way, then put this Userbar in your Signature. Credit to Toffeuy for the Userbar. Userbar Code Delete the * View Egg's Contents (Hold L/R) Also allows you to Release Eggs SMR2010 Jirachi: Press Select Pick up via Pokemart US Movie 13 Events; Shiny Raikou, Shiny Entei, Shiny Suicune and Celebi Walk a Step to obtain a Shiny Egg: Hold Select EV/IV Checker Secret ID Checker VGC10 Crobat [Press Select] Pick up via Green Man in Mart Max Pokewalker Steps: Press Select Credit:- Myself (AsPika2219 from GBATemp cheat forum) ::Got any items from red delivery guy :L + R = 536 for master ball and 999 for ultra ball, L = change item and quantity Reset In-game Flags: Eg of this new code: You can reobtain the Togepi Egg, Snorlax, Sudowoodo, rebattle Legendaries, rebattle Team Rocket, redo Misty Event, reobtain National Dex, rebattle Gym Leaders, ect, ect. Basically, you are starting a new game. ::Reset Kanto Flags: Press Y ::Reset Johto Flags: Press X USA Oblivia Heatran via Mart: Press Select Pick up via Pokemart Pokewalker Volt Tackle Pikachu Box 1 Slot 1 [Press L + R] Surf and Fly Yellow Forest Pikachu's: Press Select Pick up vai Box 1 Slots 1 and 2 US 10th Anniversary Mew: Press Select Pick it up via Pokemart Eigakan Cinema and Quirky Celebi: Press Select Replaces your first two pokemon in you party Pokemon Rangers 3 All Deoxys Formes and Shaymin: Press Select Replaces your first five pokemon in your party Three Crown Beast: Press Select Replaces your first three pokemon in your party 7-Eleven and ARIO Pikachu: Press Select Replaces your first two pokemon in your party Gold & Silver 10th Anniversary Mew: Press Select Replaces your first two pokemon in your party Pokemon Rangers 3 Oblivia Heatran: Press Select Replaces your first two pokemon in your party Nok Time Square Shaymin: Press Select Replaces your first two pokemon in your party 2009 Lucas1997 Special Edition Leafeon: Press Select Replaces your first pokemon in your party No Restriction Fly Anywhere (Press L+R+X on Fly map) Egg Nature/Gender Modifier Summer Nintendo Zone Manaphy: Press Select Pick up via Box 1 Goon Scizor: Press Select Pick up via Box 1 Marking Hidden Power Modifier Mark a Pokemon in Bill's PC Pokewalker Routes Modifier: Press Select Hover Code: Press Select EV-Multiplier Here is the Nature mod on existing (caught) pokemon. Simply place the pokemon you want to change the nature of into box 1 slot 1 and Press the L button. 3D Mode 1: No Activation 3D Mode 2: No Activation Ticket Events: Press Select Pick up via Box 10 05/31/08 Nintendo of Korea Rayquaza [korea exclusive]: Press Select Pick up via Pokemart Yokohama Birthday Pikachu: Press Select Pick up via Pokemart PBR Electvire: Press Select Pick up via Pokemart PBR Magmortar: Press Select Pick up via Pokemart PBR Pikatchu: Press Select Pick up via Pokemart World Hobby Fair Manaphy: Press Select Pick up via Pokemart Alima Darkrai 100: Press Select Pick up via Pokemart Alima Riolu 100: Press Select Pick up via Pokemart 10/28/06 Concert Chatot- Music Chatot: Press Select Pick up via Pokemart Box Pokémon Clone Hold R while moving a Pokémon to clone. Infinite Starters Wild Shiny Modifier V2 Rebattle Event Pokemon (Credits to KazoWAR) Nintendo Official wi-fi Events (L+R) [HGSSSPRITE]025[/HGSSSPRITE] [sHINYSPRITE]243[/sHINYSPRITE] [sHINYSPRITE]244[/sHINYSPRITE] [sHINYSPRITE]245[/sHINYSPRITE] ::Marking Pokemon Modifier :Mark a Pokemon in Bill's PC Pichu Arceus Arceus Japanese Code Movie13 Celebi: (Select+Up) Pokemart Pichu (L+R) Shaymin (L+R) Arceus (L+R) Press L+R outside any Pokemart. Talk to the Green Man (make sure you have room in your party) Goon Scizor: Movie 12 Arceus: Press Select Pick up via Pokémart TRU Dragonite: Press Select Pick up via Pokémart 10ANVI Bulbasaur: Press Select Pick up via Box 2 Slot 1 Pokémon Ranch Mew: Press Select Pick up via Box 2 Slot 3 PC Tokyo Charmander: Press Select Pick up via Pokémart PBR Pikatchu: Press Select Pick up via Pokémart VGC 2009 Shiny Milotic: Press Select Pick up via Pokemart Mystery Mew: Press Select Pick up via Box 18 Slot 2 Arceus Event pokemart(Select+Up) ::Rebattle Kanto & Johto Gyms, Reset PokéWalker Routes ::1 Step Instant Lv.100 Daycare, 1 Step Instant Egg Daycare ::VGC 2010 Shiny Eevee ::10ANVI Entei, Raikuo, Suicune ::Embedded Tower Kyogre & Groudon ::Box Marking Shiny Code Mark a Pokemon inside a Box ::Pokémon Gender Modifier ::TM17 Protect Move Modifier ::All Pokéballs/Compitition Pokéballs ::5 Shiny Leaves, Obtain National Pokédex, 105 Battle Tower Wins, Pokémon Can Learn Any Move * Use only one at a time. * .::Mark the Pokémon in the PC to activate these codes: .:Change the 83h value (D/P/Pt Pokeballs): 1206F04A 000020XX 1206F04E 000076F0 Valid Pokeball values here are: .:Change the 86h value (HG/SS specific Pokeballs): 1206F04A 000020XX 1206F04E 000077B0 Valid Pokeball values here are: A guide can be found here: ~Guide to 44h, 45h, 46h, 47h, 85h, and 86h Values~ Basically, if the Pokémon comes from Diamond, Pearl or Platinum, set 83h to the value of the Pokeball you want in the first list, and 86h to 0 (never use an HG/SS-specific Pokeball in 83h [value > 0x10]). If it was caught or hatched in HG/SS, set 83h to 0 and 86h to a value from the second list. -------- I also made a code to change the ability while marking a Pokémon: .:Change the ability: 1206F04A 000020XX 1206F04E 00007378 Replace XX with the value of the desired ability in the table below. Abilities: ::Redo Time Celebi Event, Redo Notch Ear Pichu Event (Credit to M@T) Space Deoxys Event: Box 10 Slot 3 Custom EV modifier: Press L+R to get 256 of each Vitamin in the Medicine bag. Trash as many of each Vitamin as needed to have the number of item left equal to the EV you want in the stat corresponding to the Vitamin (e.g. HP UP for HP, Protein for Attack, etc.). For 0 EV in the stat, simply leave 256 items (don't trash anything). Once you have the good number of Vitamins, press Select once to activate the EV-marking code, go to your PC and mark the Pokémon. ::TM MODIFER FINALLY MADE!!!!!! ::NEW SHINY CODE 2!!! *credits to Okamifang99 ::Button Codes *credits to Meadow (thanks! Allows customization) ::Rename Traded Pokemon ::Money, Max Coins, Pokewalker Steps, Badges, Repel and Game Time Edit Codes. ::Wild Pokemon Modifiers ::Nature Modifier ::Max IVs ::Wild Pokemon Hidden Power Max ::Legendary Pokemon Rebattle and Music Edits ::Pokemon Edits, TM/HM mods, Shiny Encounter, Instant Egg and Cloning ::Game Tweaks, Quick Screen Change, Message Speed, Move Anywhere, Genders ::Complete Player Mod List ::All Item Codes ::All PokeGear and Accessories ::Complete Pokedex ::Trainer Battle Mods, Run from battles, 100% Catch, Rebattle ::Battle Mods, Infinite PP, HP, K.O's, Status ::Safari Mods ::Encounter Codes ::Battle Frointer Mods ::Use Bag Any Battle (Works on Wi-Fi) ::Pokethon Codes ::Experience, Max IV, Max EV, Max PP, Pokerus Codes ::Battle Experience ::DS Backlight Control ::Daylight Codes ::PokeGear Calling Codes ::Camera Codes 2D and 3D Here are some new codes I discovered when changing digits of the animation code ::Pokemon Center Animation Cut, HP bar damage animation cut, Rising Money *Everyday new codes will be added here, if you found these useful, please join if you haven't already. ::Orignal Gameboy Soundtrack, Instant Encounter, Max Mom Savings, Max Cash ::Event codelist part 1 Jiraichi, Manaphy Egg, Arceus, Mareep, Slowpoke Tail, Gracidea, Gameboy Player, Red Scale, Red, Blue and Green Orbs, Lock Capsule, Enigma Stone ::Event Codelist 2 Mew, Celebi, Jirachi Pikachu Colored Pichu: Press Select Pick via Box 10 Slot 3 ::10 Anvi Celebi: Press Select Pick up via Pokémart .::Infinite Multi Any Item Modifier: Press Select Replaces first slot in your Item/Medicine/Pokéball/TM&HM/Berry/Mail/Battle/Key Item Bag Key Item Modifier: Press Select Pick up via Pokémart
  19. Hi Everybody! I have an Idea, Just that I don't really know how to add them to the game, So here goes nothing: Wouldn't it be cool if you are able to battle Cynthia and Steven in HGSS! I thought it would! However, I have no idea how to do so. So anyone want to help me/ guide me/ do the patch? Also, I was thinking that it's "slightly unfair" that Red is in the game, And the Female Counterpart from FRLG is neglected, So maybe we can summon her too? I dunno. I think that including battles (and rebattles) with the pseudo rival (Elm's kid), And other past Elite four missing members, Will be sweet! So let's review: Add battle with Steven, Cynthia, "Green", Pseudo-rival, Lorelei, Agatha, Oak!!! I believe that priority can be given to Pseudo Rival, Steven, Cynthia (and maybe oak) cause their overworld sprites already exist! Now is to find the program to place them in the game, And give them a team. What are the programs available for HGSS editing? Also, which of the files in the game can I use? (Using NitroExplorers, I see a big bunch of folders and numbers that make no sense to me. The only thing I could have done is edit Sprites of pokemon using DspokepicPlat) Comments anyone? Thanks!
  20. I'm not sure how well this is going to go down, but I saw that the forums only had 3 styles to chose from: HeartGold vB4 Default Style Mobile vB4 And because there isn't a Soulsilver theme, I got thinking: I have no idea how this is going to work (someone is going to have to figure out that), but maybe people could create their own style/themes and upload them here. Then a Moderator/Admin (or whoever has the power) to add them to the list. Questions, comments?
  21. New and improved BTX Editor 2.0 http://www.mediafire.com/file/49nycebcfywyh2y/BTXE old post
  22. Balance Crystal What is it? Balance Crystal is my mod idea with the aim of making a more balanced game, hence the name. This would be accomplished by looking at the official tier list to find out why some Pokémon are weaker than others, and improve the weaker ones to be on par with higher tiers. This would include editing stats, movesets and in very rare cases, types. Other features could be included (like additional story mode content), but the focus is on making a balanced game, which could be used by others with the same mod competitively. Although it may seem like a pretty simple hack to make, it would actually take a lot of time and effort to comb through all Pokémon to balance them out, without going too far in either direction. Any interest in this kind of hack? Would anyone use it to battle others more fairly and diversely? Let me know below. Oh, and just for a little credibility: http://174.133.255.180/showthread.php?t=221036 A hack I have been working on. I am a very good scripter. Unfortunately, I haven't picked it up for HG/SS yet.
  23. Project Pachirisu Is A Project I Have Set Up Having Pachirisu Is The Main Character (Meaning Playable), The Game It Will Go Over Is Heart Gold And Any Pokemon That Changes Gets Overwolds Too! (And More Features Like: New Pokemon, More Findable Pokemon, New Starters And More!) The Project Is Going Really Well, Apart From The None Loading The Sprite And *Secret* Is Broken Too, I Will Release The Project Beta When I Get Pachitisu's Trainer Sprite And Walking Sprite Up And Running (Ill Have Videos Too) Beta 0.1 Is Not Done Update Log: Overworld Sprites Fixed Overworld Sprites Done Including: Surf, Walking, Running and Bike
  24. Sorry guys but the results are in and this isn't working. I don't know what else to try so consider this project dead until further notice. The following is kept for informational purposes only: MUST-READ: There are several important pieces of information that you should be aware of here: I recommend that you DO NOT use the method I am going to detail here. This method is potentially risky and much more restricting than simply using a save editor (which I do recommend). This requires your copy of D/P/Pt/HG/SS to be retail; no flashcards. This requires at least one DS "Phat" or DS Lite. The second DS can be any model DS, as long as it will run Black/White from a flashcard. This requires that you flash the firmware of your DS "Phat" or Lite. Flashing carries an inherent risk of bricking your device and/or voiding your warranty. I am not responsible if that happens. That said, I have flashed my DS without a problem and will provide guidance for you. Firmware can be flashed back to its untouched state later. If after reading the above bulleted items, for whatever reason, you still want to try this method, follow the step-by-step instructions below. For now the modifications I've made are only available as part of Project Pokemon's English translation patch. Make sure you have applied the latest version from here to your B/W ROM. Just let me know if this doesn't meet your needs. Now we need to flash your DS "Phat"/Lite. Download FlashMe from here and place it on your flashcards's microSD(HC). Make sure your flashcard is in the Phat/Lite you want to flash. Boot your flashcard and run FlashMe. As it will tell you, you should plug in the charger before continuing. Once that's done press x+b twice. Now you'll see a new paragraph followed by a line reading "Progress:" ... If the progress percentage goes right to 100 and you get a new paragraph saying it's safe to turn of the DS, you're done. Most likely in that last step you didn't make it past 0%. If that's the case, get out a small Phillips screwdriver and a small flathead screwdriver. Use the Phillips to open up the battery compartment of your DS. Depending on if you have a Phat or Lite, you will see something like this: The part circled in red might have a bit of paper stuck over it, you will have to remove it. You can either discard it or try to stick it back when you're done. Now you have exposed the SL1 terminal (circled in red). As FlashMe says, we need to short this. Use your flathead screwdriver to bridge the two sides. Make sure you're applying constant, firm (but not hard) pressure on the screwdriver. Flip your DS around, still holding the screwdriver in place, and have another look at the percentage. It should be progressing upwards now. If it pauses don't panic, just adjust the screwdriver a bit and it should continue. Continue holding the screwdriver until you get a message that it is safe to turn off the DS. Turn it off and you're done flashing. You can ditch the screwdriver and put your battery cover back on. Upon turning on your DS again you'll notice that the health and safety screen is gone, this is normal. You can now PokeShift/Transfer Machine as you normally would, only with an English game. Just make sure the English game is in your flashed DS and your B/W is patched as mentioned in step one. Enjoy! Technical Note (You don't need to read this.) Some folks out there might be wondering why it's necessary to flash the client DS. After all, nobody has needed to flash a DS since practically the beginning of time right? Well, as you probably know B/W uses download play for cross-generation communication. That brought in an ancient problem in respect to editing the regions. The region is of course specified in the download play ROM (which is inside and sent from the B/W ROM); problem is, Nintendo decided in developing the original DS that all download play ROMs must be RSA signed to prevent unauthorized code execution. Lucky for me there was an ancient solution to this ancient problem: flashing, which removes the RSA signature check from the DS's firmware, freeing it to run my slightly modified ROM. =) I'd like to give a big thanks to to those who worked on FlashMe and its custom firmware; this wouldn't be possible without them.
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