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  1. Version 1.6.0

    18925 downloads

    PKHeX plugin to find and edit Feebas fishing spots in Gen 3, 4 and 8. How to use Put the plugin into the plugins folder in your PKHeX directory, then access it from the Tools menu. Ruby, Sapphire and Emerald as well as Diamond, Pearl, Platinum, Brilliant Diamond and Shining Pearl are supported. Note: Win 10 might block DLL files downloaded from the internet. In that case right click the plugin file, go to properties and check "unblock" (as seen here). Example of how to unblock: Any questions, issues or suggestions? Create a post in my support thread, create an issue on Github or send me a DM! Credits & Thanks Kaphotics for PKHeX. TuxSH for his extensive research about Feebas fishing spots (RSE, DPPt). suloku for his Feebas Fishing Spot tool that has inspired me to make this plugin. foohyfooh for BDSP support. Translators: Chinese (CHT/CHS): ppllouf & wubinwww Source
  2. Version .

    1181 downloads

    Pokemon Platinum image injector and extractor. Author - loadingNOW, @SCV
  3. SirCouve

    Bug reports

    Hello. I'm playing through emulator but I don't think it has influence. If you catch a Gastly in Old Chateau (West of Eterna City, inside the forest where Rotom is), that Gastly shows as "Invalid: Encounter type doesn't match encounter". If I change the Encounter to "None", Gastly becomes "legit", however, that's not how the game generates him. PS: Please also check Pal Park imported Gen3 pokémon with the "Artist" ribbon. I drag/dropped "Venus" (MILOTIC) from my Emerald sav (shows as legit there) to my Platinum sav (shows illegal due to ribbon). PS: Pokémon also don't get updated into pokedex in Platinum if you create them from scratch or import from database/other games. If they have been seen in the game, they get updated to caught but if they haven't been seen in the game, they keep getting unseen and uncaught when you load the game. 092 - GASTLY - 851F7F9E570F.pk4 350 - Venus - AB8E36D97E6C.pk3
  4. Hi, I want to turn "Sky Attack" into a direct attack, instead of a second-turn attack. I managed to do this without problems with the "DPP Attack Editor", but the point is that it is attacking with your charging animation and I want to switch to your attack animation, but I do not know how to do that. The same for "Razor Wind".
  5. Hi all, I've been recently informed that Suction Cups does not work in the Sinnoh Region due to a coding error. I can't find any information on whether this is true or not and I'm lost where to look in the data to confirm this or not. Would anyone mind confirming this? It seems strange and it's honestly the first time I've heard of this. Much appreciated
  6. 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
  7. Hello all! I hope I am asking my question in the right spot, this is actually the first forum I have ever posted on. I have been trying sprite editing for the first time ever. Been trying to edit Pokemon Platinum and this site has been a huge help. All the tools and advice really top notch and even mostly still work on Windows 10. But what I have not been able to find is how to edit that darn little sprite that shows up over that black bar when you use a HM move in the overworld and pulls the ball out of his pocket. I'll use a HM with my edited sprite, the black bar will zoom in, and the sprite i am looking to edit show up over top the black bar. Then if I use fly it will still be that sprite until he puts the ball back into his pocket. There was a sprite that looked exactly like him in the mmodel.narc that I tried editing by exporting/reinserting with the BTX Editor but this little jerk is still the lucas sprite. I have used Nitro Explorer and Tinke to look all over the other narc files in the rom but cannot find any hint of where he is. This is the last big thing I want to edit and I hope someone in here may know how to do this. Thanks!
  8. I have the worst luck ever with this emulator. Nothing I do seems to work. It runs slow, it doesn't save, it crashes, the speed up button, etc, doesn't work. I'm trying to make ribbon master Pokemon and I don't want to have to constantly rely on other people to help me get the wifi ribbon. Using a save editor, even as a last resort feels dirty. I wanna do this legit. Would anybody be able to set up the emulator and settings and send it to me in a zipped file. That I'd be able to un-pack and set up with minimal effort? I found a complete Platinum save online. As soon as I've bred/caught my Pokemon, I can easily use a save editor to inject them into the save and then use them as needed. I have little to no patience for BS as it is and all this program has done is waste hours of my time. If anybody would be willing to help, I'd be very grateful. I could try to help you out on your ribbon quest as well. I have a lot of gen 3 stuff that will make it a breeze and I could send you my gen 4 competitive Pokemon once I've bred/caught them.
  9. 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
  10. Right now I am editing Pokemon Platinum, and have started changing what wild pokemon appear in the game. I have however noticed that whenever I enter the cycling road (Route 206), the game freezes and I have to reload. This happens even if I revert all the changes I have made. Does anyone know a method to fix this? I saw that some other people had the same problem and were able to fix it, but did not post what they did to do so. I also saw that they found the same issue in Mt. Coronet and Spear Pillar, so if anyone knows how to fix those too that would be great. Thanks for your help.
  11. I've been trying to make a mod of Pokemon Platinum (US) and thought I would use the PPRE 2.2.0 editor to make changes. However, when I try to save the project it only creates .pprj-files, and when I try to choose Export ROM, nothing happens. Creating a patch doesn't work either. So what do I have to do to save it as a new ROM (.nds) file? Thanks for your help.
  12. So for a while, I've been trying to find ways to get the Member's Card and Oak's Letter Wonder Cards into my actual Platinum cartridge. I've looked into PokeGen and PokeSav and they seem to be my best bets, but from what I know and researched, the only way to put them on a physical cartridge is by using an Action Replay code which is way too long for my Action Replay DSi (I have tried to type the entire code in and it doesn't fit). I really want to get these Wonder Cards in my game but I'm becoming unsure if the methods given and the way to put them in games are only for emulated version. If that's not true, then what is the best way to put Wonder Cards onto my Platinum cart? If I'm doing something wrong or if I have the wrong AR version, then what do I do from there? Thanks.
  13. Hi guys, this is my first post here as I desperately need help. About last summer I started replaying Pokemon heart gold and platinum (Legit copies which i got sealed in Game) on my 3ds which I had not used since 2013 when I had my DS lite. I sunk 70 hours into heart gold and one day after having played daily; I started up the game and everything loaded up to the main screen where you can load your save etc. and when I loaded my save the screen blanked and the audio went to a very quiet static. After the same thing happened again when i loaded my copy of Pokemon platinum I put both games in my DS which has a broken up button and they worked fine. Recently i tried this again as i am contemplating getting a 2DS simply to play pokemon and i decided to ask you guys. I have updated my 3ds firmware and all games were brought in the same country as the 3ds. Any ideas? (i have 800 hours on platinum and really want to continue)
  14. So I'm playing Pokemon Platinum in my emulator, the usual "completing the Pokedex" and I decided to clean up my box and place the Pokemon in their "proper boxes". Then I released a Shiny-Chained Scyther. I just realized what I did... I know I'm in an emulator and I can cheat all that but what the...?!
  15. 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).
  16. Hello, I was wondering if it would be possible for there to be a variation of the complete PokeDex code, i'm fairly new to advanced editing in Pokemon and only recently started generating AR codes. You see, my situation is that the only complete PokeDex code that I can find even adds entries for impossible Pokemon, such as shiny Arceus, Celebi, etc. would there be a way to have a complete PokeDex code that doesn't add those entries? Even though I plan on doing this myself legitimately eventually, I found that when I created an AR code for adding event Pokemon in my box, it didn't add the entries for them, and it would be a real pain if I had to trade and then trade back ALL of them just for the entries. Can anybody help me out here or at least try to point me in the right direction? I have searched and searched and searched but with no luck, it's ticking my OCD off. :bidoof:
  17. I finally got a third-party attack editor to work--sort of. There's a pulldown menu for the side effects of a move (like paralyzimg opponents, lowering the user's stats, firing multiple shots per use). Unfortunately, the choices list only the numerical codes for each side effect. I know that 0 means a move with no special effects added (just the damage plus any out-of-battle uses). But what do the other code numbers mean? If any of you have hacked a Gen IV game yourselves, I would like a list of translations. Thank you very much!
  18. While playing the Sol Platinum hack, I discovered a few major bugs that ruined an otherwise well-done game: The Seel/Dewgong line had a movepool glitch at level 65; the player gets stuck in an infinite loop of attempts to learn glitch moves. Legendaries from Generations I-III appeared multiple times; in my first game, I caught Celebi and the Lati@s twins three times each. Not just battled them, but caught them... Since the original hacker is no longer active, I've thought of trying to fix those two bugs myself. How easy would this be for an absolute beginner with an editing tool like PPRE?
  19. Well, after using the PokeRadar a lot, chaining, and having a few chains seemingly break for no reason, I was hoping to find out what exactly makes it work? I'm familair with ASM, but I'm not sure where I'd start with NDS. If anyone has information on solid evidence for how the PokeRadar works (mostly to keep the chain going, like how it calculates the chances of continuing the chain per patch), please post here.
  20. 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
  21. Pokémon Improved Platinum Base Game:Pokémon Platinum Current Version: Beta 0.1 The Game: -Well, I guess everyone knows the games Pokemon Diamond and Pearl. The Platinum edition is basically the same but with some add-ons like the Batlle Frontier and Gym Leader Rematches. The Improvements: -Most of the Pokemon now have a second ability or have them improved to a more suiting one (Turtwig's family now has Battle Armor/ Eevee has Cute Charm instead of Run Away) -Some Pokemon have new typings more suitable to their appearance (Porygon-Z is now Normal/Ghost / The Eevee-lutions are all now half Normal typed) -You can catch almost every pokemon in the game although I still have to add legendaries, but you can find the legendary dog trio on Route 224, one on each part of the day. -Trainers now have either more Pokemon or better ones, as well as at least 2 levels more an they are almost always evolved so no more level 40 Magnemites. -Pokemon that evolve by trade now evolve by level (mostly 37) or by leveling up holding the item they evolve-trade with. -Some Pokemon now evolve earlier (Aron->Lairon lv.28/ Lairon_>Aggron lv.40/ Glameow->Purugly lv.34) -Gym Leaders are improved (still WIP) -You can find starters scattered in Sinnoh, but each generation keeps the 3 together somewhere. Each generation has a different level (1st-lv.5/2nd-lv.15/3rd-lv.10/4th-lv.20) Screenshots: http://imageshack.us/f/585/cherubi.png/ http://imageshack.us/photo/my-images/11/fightbuneary.png/ http://imageshack.us/photo/my-images/255/mudkipz.png/ http://imageshack.us/photo/my-images/211/pidgeyx.png/ http://imageshack.us/photo/my-images/267/pokemonimprovedplatinum.png/ I'll add a Document with Rosters of trainers and Pokemon locations as well as the Gym Leader Roster. Sidenotes: -I accept all suggestions but keep in mind that I still have a lot to learn -If you're good at adding In-Game Events such as legendaries and Pokemon giveaways and want to help this project, then you're totally welcome!:smile: -I'll try to keep the updates coming so don't rush me.:wink: Downloads: LINKS COMING SOON, HAVING UPLOADING PROBLEMS WITH MEDIAFIRE! To-dos: -Add events(someone caring to help?) -Edit some Rosters -Edit GL and E4 rosters -Make event items obtainable in-game -Edit some Text -Edit Pokemon Movesets -Edit moves(not sure how to though)
  22. I want to challenge myself and was wondering if people could help me chose a team to beat the game with. I dont want any legendarys and would like 1 fire, water, grass, electric, and flying type. The final pokemon is up to you and they all need to be obtainable before the elite four and no pokemon with trading evolutions please. Thx for the help.
  23. I have run into a strange problem with PokeGen. I'm pretty sure its with PokeGen because I've meticulously ruled out everything else. Here's what is happening: It has been a month since I last used any save state editors for a Pokemon game, including PokeGen. The last time I did so, I didn't have any problems. Then, yesterday, I used my NDS Adaptor Plus to load save files from my SoulSilver and Platinum versions. I then created a copy of each of those saves to use for a little editing (I always keep a copy of the latest save that was known to work without any issues). I proceeded to edit a few things in PokeGen. In the Platinum save, I duplicated a Carvanha that was in one of my PC Boxes, and placed the duplicate into another box. On SoulSilver, I duplicated a Happiny from one box to another, as well as duplicating a shiny Misdreavus that I was lucky enough to have caught in the Safari Zone. My intention was to evolve the Happiny with an Oval Stone, and to trade the Misdreavus to Platinum in exchange for the Carvanha I had duplicated in that game. Here's where things get weird: I transferred the edited saves back to the proper game cards (which are retail versions bought brand new in North America, not R4 cards or something like that) and then booted the games, SoulSilver in my DS Lite and Platinum in my 3DS. They started up fine, with no problems whatsoever. I then moved the aforementioned pokemon from their respective PC Boxes into each game's party, and proceeded to enter the Union Room. However, the moment I walked one character (SoulSilver's) over to the Platinum character and pressed "A" to talk to him, both games displayed a blue screen that read something like this: (SoulSilver) "A communication error has occurred. Press A to return to the title screen." The message for Platinum was longer, but essentially said the same thing, except that it kicked me back to the Union Room instead of the title screen. Needless to say, since I've never had any problem like this before with save state editors, I initially suspected the problem lay with the 3DS. So, I shut off both games, and moved Platinum over to my brother's DS Lite. I repeated the trade attempt, only to get the same error message at the exact same point in the process. After that, I began to suspect a PokeGen problem. So I turned off both games, put them back in the NDS Adaptor Plus, and transferred the unedited game saves I had made at the beginning of this whole process. Then I put each game in a DS Lite and tried to trade once more. This time, I didn't get the error. I was somewhat relieved, but also puzzled. So I created new copies of my latest working saves, and edited them again with PokeGen, this time being careful not to accidentally click or change anything other than what I wanted to change. I put the games back in the systems, and entered the Union Room a third time, and as soon as I pressed "A" on the other character, I received the exact same error as before. This made me suspect a problem with PokeGen even more, because the error didn't occur when I used game saves that hadn't been edited within the last month or so, and it did occur when I used game saves that had been edited that same day. So, once again, I restored the known working game saves to their proper versions, and then proceeded to create two new copies of them, this time with Pokesav. I performed the very same edits as I had with PokeGen, then saved my work, transferred the edited saves to the game cards, and entered the Union Room for fourth time. This time, I was able to trade with no problems at all. Needless to say, I'm thoroughly confused. I hope this bug report will help me fix this problem, because I've come to prefer working in PokeGen instead of Pokesav, especially for Black and White, because my BW Pokesav doesn't have English names for Pokemon, items, places, etc. Anyway, here is some additional info to help figure this out. My version of PokeGen: 3.0.5 Operating System: Windows XP Pro with all the latest updates and working, up-to-date antivirus software Hardware: Late 2007 Apple Macbook (dual-booting Windows via Apple's Boot Camp) Also, I am including the relevant save files so you can take a look at them: Here's a list of which save file is which: These first two files are the ones that were simply a backup of Platinum and SoulSilver with no edits at all. They are known to cause no problems. Pokemon Platinum JMA 06-16-2012 01.sav Pokemon SoulSilver JMA 06-16-2012 01.sav This second set of files are the ones edited in Pokegen that were causing the communication error in the Union Room. Pokemon Platinum JMA 06-16-2012 01 Edit Pokegen.sav Pokemon SoulSilver JMA 06-16-2012 01 Edit Pokegen.sav This last set of files are the ones that were edited in Pokesav and didn't cause any problems either. Pokemon Platinum JMA 06-16-2012 01 Edit Pokesav.sav Pokemon SoulSilver JMA 06-16-2012 01 Edit Pokesav.sav Pokemon Platinum .sav Pokemon SoulSilv .sav Pokemon SoulSilv .sav Pokemon Platinum .sav Pokemon SoulSilv .sav Pokemon Platinum .sav
  24. I'm trying to make a monotype Normal team to compete in a casual monotype tourney. I know of at least one mono Bug team for certain (some of which are also Steel-type) and I strongly suspect at least one mono Fighting (which is obviously problematic). I'm mainly picking Normal for its surprise value, and because Normal-types only have one weakness but can learn many different types of moves. My problem pokemon is Magnezone, but I am willing to switch strategies/pokemon with my Magnezone, Porygon-Z, and Skarmory if need be. Not sure if these are official rules, but we are required to have four pokemon with the same type and are playing with the option to switch out if you KO something and it says, "[Trainer] is about to send out [Pokemon]. Do you want to switch?" I've never played pokemon competitively before. Not that I won't have fun, but I got roped into this entire deal because my brother was in the tourney already and they needed an eighth player -.-' So, this is my absolute, first attempt at team-building, and any advice from anybody would be great! Smeargle @ Focus Sash Nature: Jolly Ability: Own Tempo EVs: 0 HP / 252 Spd Role: Lv. 1 (Suicide) Lead -Spore -Endeavor -Trick Room -Dragon Rage Well, what else was I gonna have him do? Smeargle is out here as a suicide lead. He should at least be able to take out or severely weaken the opposing lead, which should hopefully discourage entry hazards or weather conditions, since Normal-types are damaged by all of them (three of my pokemon are holding Leftovers just in case, though). ----------------------------- Snorlax @ Leftovers Nature: Careful Ability: Thick Fat EVs: 188 HP / 104 Def / 216 SpDef Role: Curse/Wall -Curse -Body Slam -Fire Punch -Rest Snorlax is here as both a wall and, to some extent, a wall-breaker. Curse is used here in case my Smeargle gets off a Trick Room and I have an extra turn to set up. Fire Punch + Max Atk IVs should hopefully handle any unwary Bug/Steel-types. ------------------------------ Porygon-Z @ Choice Specs Nature: Timid Ability: Adaptability EVs: 4 Def / 252 SpAtk / 252 Spd Role: Main Special Sweeper -Tri Attack -Hidden Power Fighting (69 base) -Dark Pulse -Trick My team is basically built around this guy. He also has some surprise value because he is not listed on the Smogon OU Tier. Hidden Power Fighting is super-effective on Rock- and Steel-types that resist Normal and double super-effective on Tyranitar (of which I know for a fact there is at least one). Trick is for a sacrifice play if, for example, a Steel-type shows up that Porygon-Z can't take out but Magnezone can. ------------------------------ Togekiss @ Leftovers Nature: Timid Ability: Serene Grace EVs: 252 HP / 20 Def / 236 Spd Role: Support -Encore -Wish -Air Slash -Thunder Wave By the time I get Togekiss out, odds are the other guy will have figured out that my team is mono Normal and will be expecting a Support/Wall/Stall Blissey instead. Togekiss is not as good as Blissey in many ways, but won't be taken down so easily by Fighting-types because of its typing and its super-effective, flinchy Air Slash. I'm considering nicknaming her, "BLISSEY." ------------------------------ Skarmory @ Leftovers Nature: Impish Ability: Keen Eye EVs: 252 HP / 164 Def / 92 Spd Role: Taunt Lead/Wall -Taunt -Spikes -Whirlwind -Roost Skarmory and Togekiss are my answer to Fighting-types with this team. Skarmory should be able to fend off strong physical attackers with Spikes, Whirlwind, and Roost. Taunt is there to prevent entry hazards--I don't have a Rapid Spinner on my team, so the only way to avoid entry hazards is to prevent them. ------------------------------ Magnezone @ Salac Berry Nature: Nature Ability: Magnet Pull EVs: 28 HP / 252 SpAtk / 228 Spd Role: Secondary Special Sweeper -Substitute -Charge Beam -Thunderbolt -Hidden Power Ice (70 base) Definitely my problem pokemon. Magnezone is my counter to Steel-types and a back-up sweeper in case Porygon-Z is taken out, but he doesn't have all that much else going for him. Getting rid of him, though, would also reduce the usefulness of my Porygon-Z. I'm really having problems with Fighting-types. Machamp still basically destroys my Smeargle, and even though I have my Skarmory (my best bet) with Spikes and Whirlwind, I still have nothing resistant to Fighting. I'll be honest here: What I really wanted was a team that could beat my brother's mono Bug team. I know he has a Scizor, a Heracross, and a Forretress, and possibly a Heatran as well. So, I wanted A) A team built around Porygon-Z, whom I believe is underrated, B) A team that can beat my brother's team in round 2, C) A team with enough coverage to survive round 1, and D) A team without Blissey, because I just don't like her for some reason. However, I'm perfectly willing to swallow my pride and switch out my Porygon-Z for a Blissey if the people here think that is really my best option (although if my team desperately needs a Blissey, I would really prefer to switch out my gimmicky Smeargle for one). Either way, I'll probably end up with a Blissey like: Blissey @ Leftovers Nature: Bold Ability: Natural Cure EVs: 252 HP / 252 Def / 4 Spd Role: Support -Wish -Protect -Seismic Toss -Toxic This would effectively replace my current Togekiss's role, so if replacing Porygon-Z, I would need to make Togekiss a sweeper, maybe something like: Togekiss @ Life Orb Nature: Timid Ability: Serene Grace EVs: 192 HP / 80 SpAtk / 236 Spd Role: Special Sweeper -Nasty Plot -Air Slash -Fire Blast -Aura Sphere This sweeper has similar coverage as the Porygon-Z it is replacing, and is significantly bulkier to boot. If switching out my Smeargle, I wouldn't necessarily need a Togekiss Sweeper, so I'd go with: Togekiss @ Leftovers Nature: Bold Ability: Serene Grace EVs: 252 HP / 188 Def / 68 SpDef Role: Paralyzer and Flincher -Air Slash -Thunder Wave -Aura Sphere -Roost A Togekiss whose main purpose is to stall while making it easier for my Porgon-Z to sweep by slowing down or even taking out the competition (i.e. Fighting-types or Bug-types weak to Air Slash). I'd then probably need like an Azelf Lead more than a Skarmory: Azelf @ Colbur Berry Nature: Jolly Ability: Levitate EVs: 8 HP / 140 Atk / 144 SpDef / 216 Spd Role: (Anti-Machamp) Lead -Stealth Rock -Taunt -U-turn -Explosion A set that Smogon swears will beat out Machamp Leads, which makes it preferable over Smeargle vs. a mono Fighting team. It can also prevent entry hazards, which is again useful due to the lack of a Rapid Spinner on my team.
  25. Edit: Okay, so I found out how to replace the trainer battle sprites, but now I'm looking for the .narc file for the VS Art and Overworld sprites. If anybody can help me, I'd appreciate it.
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