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  1. Okay so I'm going a bit crazy with this. I'm trying to modify Pokemon Soul Silver to feature Dawn instead of Lyra. Originally I was just going to replace her overworld sprite but my ideas are getting out of control so maybe I'll go all out. I was thinking it'd be cool if the player select let you choose between DP and PT Dawn, but I think that would make your rival the other Dawn which might be weird >_>; Though it could work I guess if one is named Dawn and one is named Hikari (her Japanese name.) I have a bunch of the programs that I need afaik but I'm having a heck of a time figuring out how to use them. I managed to replace the BTX for Lyra with Dawn but when I tried to load the game it crashed so I'm back to square one. Seriously if anyone is interested in this idea I'd love a hand. I've got an interested party on tumblr too who'd love to play so yeah... Thanks in advance! (The picture is from standard Soul Silver using an AR code.)
  2. I've tried to modifiy the cheat code for have the complete phonebook. Editing the quantity of added numbers with this code: 94000130 fcff0000 62111880 00000000 b2111880 00000000 d5000000 00000000 c0000000 00000001 THIS IS THE CHANGED BYTE d8000000 0000c0fc d4000000 00000009 THIS IS THE CHANGED BYTE d2000000 00000000 d0000000 00000000 The first hacked code change the quantity of numbers to 77, that is the max numbers that you can record (when before was 4C in hex instead of 4D 'cause starts with the 0), after the hack add 2 numbers, 'cause I changed the 4C byte with 01. The second hacked code before was 01, and this mean that add numbers in importance order (I think) but if you change with 0-2-3-4 etc. add for the other numbers after MUM always the same number. Then you can fill your phonebook with 77 MUM numbers and then if you try to add someone else you don't receive error messages, but the phonebook will not updated. This hacked code actually change the first two numbers in the phonebook with MUM and BILL, 'cause BILL is the 10th (hex 09) pokégear official number, then as example if you want to delete YOUNGSTER JOEY (I know that you want!) you can move his number in 2nd position and overwrite with BILL's number. IMPORTANT: JOEY will try to add you again, then the flag is in the same phonebook list, if is deleted ask you again to add him. However the code could be dangerous, you have to put MUM number in first position to overwrite with the right number and you have to overwrite JOEY with a number that yet you don't have. In my case BILL is perfect, 'cause I don't added him yet, but if you already have him in your phonebook you can duplicate his number... Not is right... However I discovered that if a number is deleted or overwrited the trainer ask you to add again. But I don't have a code for delete as example the last number in the phonebook. Will be wonderful found a way to clear specific trainer's numbers, maybe with their script that verify if you added them and ask you also to delete their numbers when you talk with. Someone can work into to discover a way to edit as example JOEY script?
  3. 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
  4. 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).
  5. It's been a loooong time, but finally, I've discovered how the BDHC files work. Please, if you are gonna copy this post in other site, give credits! First of all, I have to thank JayT, who discovered how is the file structured in different parts. Now, I'm gonna explain what does each part. Part P Sets the coordinates of certain points, used later to build rectangles or "plates" of different heights in the Part S. The structure of each element is the following one: 00 00 XX XX 00 00 YY YY XX XX are the coordinates in the X-axis, and YY YY the Y-axis ones. Keep in mind that the origin of coordinates is located at the midpoint of the map, not in a corner. This means that the lower right corner always use positive numbers, but the upper left corner instead must use negative numbers. Remember that FF FF = -1, FE FF = -2, FD FF = -3... The four tiles in the midpoint of the map are (FFFF, FFFF), (0000, FFFF), (FFFF, 0000) and (0000, 0000) respectively. Thus, the point of the upper left corner is: 00 00 F0 FF 00 00 F0 FF And the lower right corner: 00 00 10 00 00 00 10 00 Part Q It may be related to the stairs, but I need to investigate further. I've already solved this part, but I've still got to translate it to English Part R It sets the different heights where the hero can be in different rectangles or "plates". The structure of the elements of this part is: MM MM ZZ ZZ ZZ ZZ refers to the complete-tiles height, ie; for example if the character is at a neutral level, then ZZ ZZ = 00 00. If we climb some stairs and now we are in a height +1, then ZZ ZZ = FF FF (at higher height, instead of growing, it decreases) . If we were at a height +5, it would be FB FF. And if for example we were at -2; 02 00. MM MM measures, instead of full tiles, 65536-ths of tile. For not to talk complicated things; MM MM = 00 80 if the character is in a lake (it would be half a tile down, ie -0.5 tall) and MM MM = 00 00 if the character is anywhere else. For example, if we have: 00 80 FF FF it would mean: FF FF = Height +1 00 80 = Height -0.5 Total height = +0.5 Part S Link points of Part P to create the "plates" or rectangles, and assigns a height of an element of Part R. AA 00 BB 00 QQ 00 RR 00 AA is the number (in hex) of the Part P element where the point of the rectangle in the upper left corner is. Remember that the first element is 00, the second is 01, the third is 02... BB is the number (in hex) of the Part P element where the point of the rectangle in the lower right corner is. RR is the number (in hex) of the Part R element which establishes the height of the plate. If in Part P, for example, we have this: 00 00 F0 FF 00 00 F0 FF 00 00 10 00 00 00 10 00 And in the Part R we have: 00 00 FE 00 00 00 01 00 In the S part we have to write: 00 00 01 00 00 00 00 00 so we create a plate covering from (-16, -16) to (16, 16) (ie, the whole map) and setting a height in the Z axis +2. If instead out: 00 00 01 00 00 00 01 00 It would be the same as the previous one, but with a height of -1. Part T It divides the map in horizontal strips. Everything must be divided so if we move vertically (up or down) and thus we get in/out of a lake, stairs or similar, we must also be entering a new strip. It's hard to explain; the game can not detect when you enter an area with different height when you move vertically in the same strip (horizontally no problem) so you have to create a new separate strip. As I know it's hard to understand, here's a little picture: There is an element for each strip there. The structure of each element of Part T is: 00 00 YY YY NN NN UU UU Where YY YY is the Y-axis line where the lower limit of the strip is. NN is the number of elements of the Part U that are taken, and starting counting from element number UU UU. Do not worry, I'll explain later. For example, a map where there were two strips, one in the upper half and one in the lower half, would be: 00 00 00 00 NN NN UU UU 00 00 10 00 NN NN UU UU Part U It is a list or enumeration of adjacent plates/rectangles to the strip with which it is linked in Part T. That is, if I'm in the strip 00, Part T load a number of elements of the Part U where there are numbered all the plates where the player is or can access, from this strip. The structure of the elements of Part U is: SS 00 where SS is the number (in hex) of the Part S plate. Part U have many elements of these, and they are usually "segmented" in "zones". In Part T is loaded the number of items to be taken (NN NN) and the number it starts counting (UU UU). For example, in Part U we have: 00 00 01 00 02 00 04 00 00 00 03 00 04 00 And in the T part we are: 00 00 YY YY 04 00 00 00 00 00 YY YY 03 00 04 00 Then, from the first strip, we are or we can access the plates 00, 01, 02 and 04, while from the second strip we are or we can access the plates 00, 03 and 04. Remember they are all adjacent plates, ie, plates belonging to the strip and the ones which are in the limits but do not belong to it (ie, those plates whose height the game has to load while the player is in the strip).
  6. Hello fellow pokefans.Its nice to meet you all. I am a new member here and i hope tthis is the right place for my question,if not then excuse me. I am a fan of gen6 pokemons and inbattle mega evolutions. Also soulsilver is my fav game till now because of following pokemon. So i searched for GBA and DS hacks with mega evolution and gen 6 pokemon and found some .But all seem to have evolution just like using stones on Evee.But i am sure i saw someone posting a code for inbattle mega evolution in this forumn. So i would be greatful if someone would direct me to some hacks similar to X & Y game mechanics either in GBA or DS Thank you and please excuse if i missed any forumn rules and notify me so that i can correct myself.
  7. I'm glad to present you my attempt at a Pokémon hack, Pokémon MindCrystal, a mod of Pokémon SoulSilver. I warn you though, this hack is available only in French. The crux of this hack is obviously the inclusion of the Fairy-type at 100%. Most of the changes were done from a technical standpoint. These are the few parts of the storyline that were changed as of now: the girl in Ilex Forest gate that gave you the TM12 now gives you instead the Eviolite, Several TMs have changed location. the Day-Care lady gives to you the Odd Egg which can hatch into any 17 non-Togepi babies. all 16 Gym Leaders first teams got revamped, as well as those of the Elite 4, Lance and Red. all 16 Gym Leaders second teams got revamped, as well as those of the Elite 4, Lance. the inclusion of Lv.100 battles against Gym Leaders, Elite 4 and Red after defeating the latter for the first time. Grab the xDelta patch at the bottom of this post and patch it with a French version of Pokémon SoulSilver. Revamped type-chart to include the Fairy-type matchup as well as all the neutral match-ups. Pixie Plate implemented. Roseli Berry implemented. Fairy-type Arceus in place of ???-type Arceus. Updated Judgment to take into account the Pixie Plate. Pokédex fully updated to take into account the Fairy-type in Research mode. Conversion updated to take into account the Fairy-type. Conversion 2 updated to take into account all 324 types match-ups. Battle Hall includes the Fairy-type row. Fairy-type icon. Pokédex Fairy-type icon. Fairy-type moves: Move Power Accuracy Category PP Priority Effect Comet Punch 18 85 Physical 15 0 - Slam 90 100 Physical 10 0 - Sweet Kiss - 75 Status 10 0 Confusion Charm - 100 Status 20 0 -2 Attack Attract - 100 Status 15 0 Infatuation Moonlight - - Status 5 0 Restore HP Follow Me - 100 Status 20 2 Center of attention Extrasensory 90 100 Special 20 0 20% flinch Covet 40 100 Physical 25 0 Steal items Captivate - 100 Status 20 0 -2 Sp. Attack for opposite gender Battle Frontier: Shiny lock removed for opponents Pokémon in all 5 facilities. New items available for purchase. Battle Frontier Pokémon will always have an IV of 31 in all 6 stats. Battle Frontier Pokémon will always have the ability who is the best tailored for a given set Battle Frontier Pokémon EV and IV generation has been modified to optimize Hidden Power, Gyro Ball and Trick Room most notably. Battle Tower: Shiny lock removed as well for the NPC partners in Multi Battle mode. Battle Hall: As said earlier, Battle Hall includes the Fairy-type row. You still fight in rounds of 10 battles. The Silver Print is now obtained by challenging and defeating Argenta on the 80th battle. The Gold Print is now obtained by challenging and defeating Argenta on the 180th battle. Other mechanics inherent to the Battle Hall were updated to grant a flawless experience of the facility. Shiny chance is now 1/4096. Having a Pokémon with the Ability Super Luck leading the party increases the likelihood of encountering a wild Shiny Pokémon. Shiny generation from "forced shiny encounters" method was slightly altered to take into account the modified Shiny Rate. Cute Charm PID generation is improved and no longer restricted, which means you can no longer abuse Cute Charm for easy Shinies. Shellos and Gastrodon East Sea forms are now available in Kanto. +50% Physical Defense boost for Ice-types under Hail. Soundproof check against Heal Bell removed. Stealth Rock damage is decreased by half. Fixed the move Hail, basically in gen IV the way Hail is coded allows you to use Hail despite Snow Warning. Fixed the move Fire Fang so that it doesn't hit through Wonder Guard anymore unless it happens to be super-effective. Hidden Power can be Normal or Fairy type now as well, the Hidden Power NPC will notice this too. Hidden Power no longer takes into account Speed to calculate the type. Some Base Stats were upgraded to help some Pokémon perform better (for example Persian or Probopass). Starf Berry can now sharply increase accuracy and evasion. Castform and Cherrim alternate forms now display their respective icon during battles. Castform's alternate forms now display their respective type when checked through the menu during battles. HP bar graphics were changed. HP are now displayed for the opposing side in single format, double format is unchanged in that regard. Fixed Strength graphical glitch that also occurs in the original versions. Fixed Facade graphical glitch that also occurs in the original versions. Battle Style is now permanently locked on Set. You can't use items from your bag against a Trainer, very much like against Battle Frontier Trainers! All Trainers' Pokémon have now 31 IVs in all 6 stats. All Trainers' Pokémon have now 255 EVs in all 6 stats. All Trainers' Pokémon have now the possibility to easily get beneficial natures. All Trainers' Pokémon have now the possibility to be shiny. IVs for opponents' Pokémon can be chosen from a pool of 64 combinations, most notably to capitalize on Hidden Power, Gyro Ball and Trick Room. All Trainers' Pokémon can now be contained in Balls other than Poké Balls. The number of possible seals combinations for opponents' Pokémon went up from 28 to 216. Ace Trainer Lois replaces Juggler Irwin in the Pokégear, you can set a rematch with her on Wednesday afternoons (10:00 to 19:59). ASM hack to allow more than 737 trainers in-game (complete with text). Continuity for opposing Trainers is preserved, by that I mean that the IVs, nature, shininess and gender of opposing Pokémon stay the same (for example Falkner's Pidgeot is canonically the same creature as when he was only a Pidgey). Alternate Forms from Trainers now have their correct Ability as well as the correct Base Stats' spread. A new item was created, the Evolutor, which when applied like an Evolutionary Stone to a Lv 100 Pokémon, allows it to evolve if it can do so! Eevee can now evolve into Leafeon if leveled-up at Ilex Forest or Viridian Forest. Eevee can now evolve into Glaceon if leveled-up at Ice Path or Seafoam Islands. Magneton and Nosepass can now evolve into Magnezone and Probopass respectively if leveled-up at Team Rocket HQ, Route 10 or Power Plant. Feebas, on top of requiring a beauty's stat of 170 min, is now required to level-up at least at level 20 to be able to evolve. Feebas gains a second failsafe evolution method in case the Sheen is maxed before the Beauty stat reaches 170. Female/Male Kirlia evolves into Gardevoir/Gallade at Lv 30. Female/Male Snorunt evolves into Froslass/Glalie at Lv 42. Female/Male Clamperl evolves into Gorebyss/Huntail with the Dawn Stone. Pokémon that require a trade to evolve all gained an alternate method of evolution. Incenses babies are now the default base form. Miltank and Tauros are now considered the same species for breeding purposes. Feebas/Milotic and Magikarp/Gyarados are now considered the same species for breeding purposes. Females can now pass egg moves as well, eliminating all impossible egg moves combinations. A new NPC, called the Egg Move Tutor, makes an appearance; as the name implies he is capable of teaching your Pokémon moves that normally it has to know from birth, but also level-up moves that only pre-evolutions can learn, and for some Pokémon moves that they have no other way to learn, but you'll have to spend 100 BP to pay for his services! The Odd Egg will be given to you by the Day-Care lady! Gender ratios are fixed, with that I mean that for example 1 male per female REALLY means 1 male per female (and not 129 males for 127 females). Ponyta, Rapidash, Gardevoir, Feebas, Milotic and Gorebyss are now female-only. Magikarp, Gyarados, Glalie and Huntail are now male-only. EV limit is now 1530, you can max all stats now. The new EV limit also applies in the Battle Frontier. Vitamins cap at 255 EVs now. Vitamins give 15 EVs per usage now. Lv 100 Pokémon can gain EVs by fighting now, but they still need to be deposited in the PC for the stat gains to take fully effect. IVs no longer have an effect on stats, that is stats are always calculated assuming an IV of 31, this is done to not disavantage you to much against Trainers, especially early-game. Updated Items: Light Ball benefits Pichu and Raichu as well now. TM45 and TM78, which contain Attract and Captivate respectively, have been updated with a Fairy-type TM icon. New Items: Pixie Plate Roseli Berry Eviolite Evolutor TMs: TMs are now reusable you can no longer throw away TMs you can no longer give TMs to hold Purchasable TMs, regardless of the currency, can only be bought one at time and only once TM56, TM86 and TM26 are no longer Pickup items and were replaced with Lucky Egg, Life Orb and PP Max respectively each of the 92 TMs is available only once! If possible, moves were upgraded to match Gen V+ information. Nerfs from Gen VI are NOT applied (this means that for example Surf and Hydro Pump remain at 95 and 120 power respectively). Even moves like Tail Glow, which should boost the Special Attack by 3 stages, have been updated successfully (complete with the text). Acupressure now works if the user is behind a substitute. Sleep Talk can now be used multiple times under the effect of Choice Items and/or Encore. SFX for some moves were altered to suit them better. Updated Abilities: Stench (Gen V+ behavior) Sturdy (Gen V+ behavior) LightningRod (Gen V+ behavior) Sand Stream (now makes the user immune against sandstorms) Simple (Gen V+ behavior) Storm Drain (Gen V+ behavior) Snow Warning (now makes the user immune against hailstorms) New Abilities: Sheer Force Contrary Defeatist Cursed Body Multiscale Poison Boost Flare Boost Overcoat (Gen V behavior) Regenerator Sand Rush Wonder Skin Analytic Infiltrator (Gen VI behavior) Magic Bounce Sap Sipper Prankster Sand Force Fur Coat Bulletproof Strong Jaw Refrigerate Gale Wings MegaLauncher Tough Claws Pixilate Aerilate Slush Rush Long Reach Galvanize QueenMajesty Text Speed is now permanently locked on Fast. Battle Scene is now permanently locked on On. National Pokédex is the default mode upon beginning the adventure. Player's Mom can now buy batches of 5 Roseli Berries as well. Roseli Berries can be occasionally held by wild Absol. Game runs now at 60 FPS ! Allowing for much quicker battles. Several sprites changed/fixed. Some shiny sprites recolored. ORAS mini-icons. Palettes for the Pokémon sprites were all updated to B2W2 and improved even further if necessary Replaced Sky Attack move tutor with Zap Cannon. Roseli Berries can now be planted in Berry Pots, they have the same growth and moisture drain rate as the other damage-reducing berries. New movesets and egg moves. Routes 26, 27, 28, Tohjo Falls and Victory Road will always play the Johto versions of the Wild Pokémon theme and the VS Trainer theme. Lyra was fully replaced by Kris. All 7 Fossils are available now at Ruins of Alph. All trees have Pokémon now and ignore the effects of Intimidate and Keen Eye. The timeframe window to react to a rod bite has been doubled to make up for to the game running at 60 FPS while fishing. Fixed the quiet tune on map 108 (Route 45), a glitch that also occurs in the original versions. Bug-Catching Contest species vary according to the day of the week, Scyther and Pinsir are the only Pokémon always available in a Contest but only have a 1% encounter rate! Score calculation for the Bug-Catching Contest was modified to take into account shininess. Pokédex entries got upgraded to match those of Pokémon Crystal (001 to 251) and Pokémon B2W2 (past 251 whenever possible). Gender will always be displayed, even for both Nidorans. Lugia and Ho-Oh Kimonos' cutscenes now co-exist. Bugfix: Fixed Kris' frames when riding a bicycle to the left. Bugfix: Fixed glitched Trainer names with 8 characters or more. Bugfix: Fixed 4 mistakes on overlay 18 that made the game hang upon sending some Pokémon according to their abilities. (thanks Asia81) Bugfix: Capture tutorial work properly Bugfix: Additional trainers work properly Bugfix: Ability Tough Claws work properly Bugfix: Non-Sturdy Pokémon no longer can benefit from Sturdy Bugfix: Player's mom can now buy all 18 kinds of super-effective Berries Bugfix: Bug catching score calculation now takes into account Shininess properly Bugfix: Egg IV calculation fixed Bugfix: Growth, Minimize, Sweet Scent and Tail Glow work properly even when called by other moves Bugfix: Acupressure now works if the user is behind a substitute, even if Acupressure is called by other moves Bugfix: Roseli Berry now always reduces super-effective damage from Fairy-type moves Bugfix: Lugia and Ho-Oh cutscenes were slowed down to 30 FPS to work properly on a NDS Bugfix: Entering a fight no longer causes a BSoD after talking to the Egg Move Tutor Title Screen: All of those modifications were carefully tested on a NDS, so as to reduce as much as possible the eventual bugs that might occur. Credits: _Nintendo _Game Freak _Creatures, Inc. _Sora Ltd. for developing Super Smash Bros. Brawl, from whom Suicune's model on the title screen is taken from _Gregarlink10 (http://gregarlink10.deviantart.com/) for making Kris' spritesheet _NyaChan (https://twitter.com/nyachan) for making the Title logo (http://forums.bulbagarden.net/index.php?threads/the-bulbagarden-conversational-chat-thread-vol-2.57572/page-31#post-1504991). _Asia81 for some bugfixes Enjoy! Link to beta 3.0: http://www.mediafire.com/file/0wwoa8sfgy8fbkj
  8. 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.
  9. 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.
  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. SCREENSHOTS: The project want to: 1) Fix correctly the 3 important items that are RAGE CANDY BAR, SLOWPOKé TAIL and BERSERK GENE, and put them in the right places. 2) Add the function to delete the pokégear numbers 3) Fix the places that have wrong musics respect the original Gold and Silver games (MT MOON for example in the remake have the music of JOHTO dungeon and not is right) 4) Fix the Game corner, with the right buildings, pepole and the function for buy coins. Restore also the COIN CASE in the Goldenrod Undergrounds. Move the fake Game corner into a new building. 5) Fix other censored texts. 6) Fix the Move tutors that will ask you shards instead of battle points. 7) Fix the obligation to battle with the legendary before the pokémon league. 8) Fix the obligation to have the first pokémon out from it's ball when you walk I have already done: Point 3, 4 (partially) 5 and I've found the script that come back a pokémon into it's ball. But maybe I need of a way to create a key item that switch a pokémon out from it's battle or inside. The point (4) it's partially because I've restored the COIN CASE, I've restored the original buildings of KANTO and JOHTO game corners, and moved the fake corner into a new building for maintain the Voltorb flip, but I don't know how copy the original slots from the uncensored japaneese rom of Soul Silver. I need of a way to: Restore the missing ITEMS (i've started an help thread for this: http://projectpokemon.org/forums/showthread.php?46137-Item-hacking-SS-HG) and put them into the 2 Mahogany markets Add the slot machines from the japaneese version without delete the Voltorb Flip, in the original Gold and Silver for the Game boy the games in the Game Corner we're 2, half game corner's machines play slots and the second half the cards game, with a little script I can ask 3 coins for play the Voltorb flip, only in the new building of the fake corner Voltorb flip will remain free, then will be a game corner better of the japaneese version of HG/SS. Add the function for delete the pokégear number. I know only the script string that add a number: Recordpokegearnumber 0x25 actually add Morty's number. If I knew the string that delete the number I could add a multichoice dialog for every trainer, that will ask you if you want to delete their numbers.
  12. 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).
  13. Introduction Hey guys! I am Zephyros and I want to announce to you my first Pokemon Project (no pun intended)...Pokemon Spirit Silver! This is a hack made by yours truly, Zeph (me!). So a bit about myself. I love messing around with video games and I love messing around with Pokemon because I get to do a lot of things that I wish could've happened in my regular play through as a kid. I loved playing Pokemon and I still do so to show my love I decided to hack my favorite game...Soul Silver! I personally found that Soul Silver had so much potential but so little usage of that potential. I hated how the leveling curve was absolutely horrendous, the levels of the wild Pokemon were terrible, the trainer's Pokemon were terribly leveled. (I got more experience from wild battles than trainer battles.) So I took it upon myself to revamp Soul Silver and provide a more entertaining game in the forme of a hack...Spirit Silver. Story The story is the same. You thwart Team Rocket. Obtain the legendary, Lugia. Beat the 16 Gym Leaders and fight Red. Beat the game...ya know. The usual. However, it's more or less the experience that I have revamped. Although as time goes along, you can expect an update to the game with a few additional storylines... Features [The Experience] - All 451 Pokemon are available in this game. (Wild Grass, Water, Etc. + Legendaries which will be obtained from various events scattered through Kanto/Johto) - Pokemon that evolve by trade have now been changed to evolve in a different manner. [Level up, item usage, etc.] (I will eventually release a TXT file disclosing all the evolutions and how to achieve them) - Pokemon Movesets have been updated to Gen V (or may even be updated to GEN VI) - Wild Pokemon Encounters have been updated - Gym Leaders and Trainers have been updated. [Higher Levels, More AI, More challenges, More fun, Different Pokemon, More Fun!] - All events (Pichu event, Celebi event, etc.) are being implemented into the game - New/Different Storylines may be implemented - Red's not so much the same anymore on top of that lonely mountain... - The Kanto Gym Leaders have been gotten rid of. They have been replaced by an even more challenging, ruthless, and fearless group of leaders who aren't afraid to tear your world down... Progress I have done everything up to the second gym. I will update this post as I go along. Now. Don't expect a beta to come out soon however if you want to beta test this game then by all means send me a message. I am considering putting up a beta after the fourth gym...otherwise known as the Goldenrod Gym. I am putting content onto this game as much as I can with the time available. I just need to know how to specifically edit Professor Oak's intro text, mugshots/back sprites, and a bit of scripting help. If anyone can provide this to me...then you will be credit so much, I wouldn't be able to describe my gratitude. Everything up until ILEX FOREST is just about done! Yay! I'm actually considering to add a few more potential events but other than that you can expect a playable BETA in the next two weeks! If you want to see more progress. Head on over to my channel on Youtube: ZephyrosDS where I will post updates, trailers, and other info concerning my game. As well as tutorials for those who are interested to join Gen IV hacking. Credits - PPRE: For most of the work done in this hack. From trainers, to scripting, to wild encounters, to items. This has been the one most important utility in my arsenal. - KazoWar: For developing BTX Editor which I could not have lived without. - Project Pokemon: For help on my hack and all the help I will need in the future.
  14. Main effect: The probability is PP/65536. PP is equal to 08 by default. You can now put the value 10 (16 chances in 65536), like in Gen VI. Decompress arm9.bin. Go to offset 0×70080* and change the value 08 into QQ. QQ can take any value from 00 (no shiny at all) to FF (roughly 1 in 257 chance). *Regions' differences: Language Shiny chance Japanese 0×6FAC0 Spanish HG 0×70078 Korean HG 0×7017C Korean SS 0×70174 Others 0×70080 Side-effect: Formula reminder: (Trainer ID ⊕ Secret ID) ⊕ (16 leftmost bits of PID ⊕ 16 rightmost bits of PID) = CID What I call the CID (stands for Color ID) must be a number between 0 and 7 included for its bearer to be shiny. For example let's say you decided to update the value from 0×08 to 0×10, what will happen you may ask? Any caught Pokémon who happens to have their CID between 8 and 15 included and who weren't shiny before the update will turn shiny!
  15. Not entirely sure if this is the place for this, but if it isn't please feel free to move it ) So, I'm Fliteska or Flit, extremely new to rom editing (other than evolution editing) but recently, I started making some changes on SoulSilver. With this being my first hack, I have decided to keep it nice and simple with just basic events like Sinnoh Legends and other pokemon not native to Kanto/Johto. Also upping the difficulty with different pokemon on trainer rosters. I am looking for ideas of how to integrate various legends into the game and possible locations for the events to occur. So far, I've changed: All 3 Johto starters by the time you reach Cherrygrove (Given by Guide Gent), you'll get your bike at this point too. With you having 3 pokemon early on, your rival will also have 3 pokemon and the team changes based on your first pokemon, but by the end of the game he will use one of the eeveelutions as a main pokemon. Legends will be told by NPCs throughout the region, NPCs will unlock the events to encounter them. Mew: Unknown location (Ex-Team Rocket Scientist - 16 Badges - Mewtwo in party) Regirock: Mt. Moon (Hoenn Historian - 12 Badges) Regice: Ice Path (Hoenn Historian - 12 Badges) Registeel: Mt. Mortar (Hoenn Historian - 12 Badges) Jirachi: Mt. Moon (Hiker - 16 Badges) Regigigas: Unknown location (Hoenn Historian - 16 Badges - Regis in party) Cresselia & Darkrai: Unknown locations (Kid had bad/good dream - 16 Badges) Absol: Makes appearances following gym battles in Kanto, battle it once you defeat Blue (16 Badges) Celebi, Latios, Latias, Groudan, Kyogre, Rayquaza, Deoxys, Jirachi, Dialga, Palkia & Giratina: No idea what to do with these! Levels of encounters will be changed, all 493 pokemon accesssible, no trading needed for evolution. locations of events are subject to change. All, I'm looking for here is ideas where to put the other legends and if anyone has any ideas of linking them into the story (like I did with Lunar Duo and dreams). Update: I have added a patch! It is nowhere near finished, but it has most of the legends in the land ) I still need to change the wild encounters and there is some events I still want to add. CHANGES Version History Evolution Changes Moveset Changes Battle ChangesSecretSilver.patch
  16. 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
  17. i'm not sure if anyone else had this idea, so sorry if someone else had this idea before me. i had this idea for a while, but i'm not very good at rom editing. the idea was a recreation of Pokemon Lost Silver on SoulSilver, complete with the actual teams, the half-sliced Celebi, etc. and, like i had said, i'm not very good at editing roms, so i do hope this idea is made sometime in the near future.
  18. 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
  19. Pokémon UnovaHGSS Rom info: Hack of: Pokémon SoulSilver (USA) (HeartGold will be supported at a later date) Language: English Current Version: Alpha v1.1 (goes up to Ilex Forest) Last Updated: 10th April, 2012 Summary UnovaHGSS is a hack of Pokémon HeartGold and SoulSilver that integrates the new fifth generation Pokémon from Black and White into the game. The new Pokémon are not meant to replace the original 251, rather, my intention is to have them alongside the original Pokémon. Not all Pokémon will be included in this hack – very few third and fourth generation Pokémon appear. To include the Unovian Pokémon, I had to replace existing Pokémon, so most third and fourth gen Pokémon are gone. This is my first actual hack, so I’m still new at this. The battle sprites for the new Pokémon are placeholders, simply taken from Black/White and put into the game until I create original sprites for them. All but a few overworld sprites for the new Pokémon were created through a community endeavor over at DeviantArt; I made a few myself, notably the larger Golurk sprite. Shiny Pokémon are also fully supported, in-battle and overworld. Features: -Every Pokémon from Unova will be obtainable in this game, alongside every first and second generation Pokémon! Some third and fourth generation Pokémon also available! -All Unovian Pokémon will follow you around for the first time! -Slightly increased difficulty – stronger trainers, wild Pokémon, etc. -More features will be added in future versions FAQ: Screenshots: Videos: (Might be loud - complete silence for a few seconds, then music starts) [YOUTUBE]dkB8NwL0xQ4[/YOUTUBE] Credits: Tools used: DeviantArt community – for making all the Unova overworld sprites. Link Chaos Rush – for his wonderful endeavor in creating resized sprites. I’m using the Reshiram and Zekrom in the game for now - Link Poryhack – for pointing me in the right direction for hex editing Pokémon icon palettes (whenever I learn how, I will make a program that will make editing the icons and palettes easier than hex editing them). Also thanks to Poryhack and the Project Pokémon community for creating a list of the HGSS File system - Link Stratocaster - for creating a guide on how to change every aspect of a Pokémon. This hack would not have happened without it - Link PokeCommunity – for giving me the desire to hack Pokémon games back in 2007 when I knew even less than I do now MediaFire – for continuing its services through this stupid anti-piracy craze… Bugs: Changelog: Downloads and Documentation: Link to patch and xdelta (used to patch the original rom) List of Changed Pokémon
  20. 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.
  21. 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
  22. does or Can someone make in pokemon soul silver team rocket jesse james and meowthw sprites and events ? and how ?
  23. This is just an edit of Soul Silver I made to entertain myself, but I figured I might as well share the happiness. Make sure you check out the pokemon with a rotating smiley, for an epic easter egg. Version5 See attachment EDIT: Changelog: Pokemon Super Soul V5.zip
  24. Unoriginal name is unoriginal. Anyways, this is just my personal Soul Silver edit which I made to be an enjoyable solo play game for myself. Design goals: To make a hack that doesn't feel too much like a hack. I don't want legendaries thrown at me on route 29 or anything like that. To make Pokemon movepools more optimal for the first playthrough. This means moving egg moves or tutor moves that would generally only be obtained after the first playthrough into the base movepool. To make all 493 Pokemon obtainable without trading. This means editing all trade evolutions. To introduce a level of difficulty harder than the original. Trainers have more custom moves, AI levels are higher in some places, levels scale up faster, and gym leaders and the Team Rocket executives should feel like boss fights. Starter Pokemon evolve later than they did, but they also learn better coverage moves than before. To be more friendly towards monotype teams by varying Pokemon available much more. To buff some of the less usable Pokemon. This needs to be done to make up for the increased difficulty, otherwise some total losers like Ledian would go from "pretty bad" to "would be a liability to have on any team." To add more depth to some aspects of the game, like having more trainers able to use items on their Pokemon (either healing items, buff items like X-Attack, or status healing items) or having more Pokemon that you fight hold items that make the battles more interesting. More Pokemon will be found with items in the wild, and more total types of Pokemon will be found in each route. To still feel like we're in Johto. Though non-Johto Pokemon appear in basically every route, they are more uncommon than the Kanto and Johto generation Pokemon. To make some moves, such as OHKO moves or Hyper Beam type moves into more useful and varied moves. For example, Sheer Cold is an Ice-type version of the Overheat/Draco Meteor/Leaf Storm archetype. Blast Burn, Frenzy Plant, and Hydro Cannon are now 100 base power 100 accuracy moves, giving starter Pokemon clear cut upgrades from your usual Flamethrower, Surf, and Energy Ball without losing accuracy. Evolution Changes! New Alternate Abilities! Move Changes! - See https://spreadsheets.google.com/ccc?key=0AqpA1wuA0-w6dDUtNzVNOWtfZVhSVjBXdm1tMTA2WVE&hl=en&authkey=CLDdv84P Current Version: Beta v10 Edited Up To: Olivine & Cianwood city - Incl. Chuck and Jasmine Tested on: SuperCard DS Two, DeSmuME v0.9.6, and No$gba 2.6 (PLEASE SEE INSTRUCTIONS BELOW TO MAKE IT WORK ON NO$GBA) Tools used: PPRE(editing), xDelta GUI(patch creation), NitroExplorer(exchanging files), and Attack Editor DP(editing of move damage/typing/effects), thenewpoketext (text editing), and a plain old hex editor! (Misc. move editing that is not supported by attack editor DP, along with some other things) The download includes a .PATCH patch and xDelta/xDelta GUI to patch with. It's the only type of patch I can offer at this time, but it's easy to use. ALL PATCHES INCLUDE THE AP PATCH. Because of this, do not use this patch on a ROM that is already AP patched as this may cause issues. If you are playing on the computer, I strongly recommend DeSmuME as an emulator. If you patched with a previous version, make sure you patch a new, clean ROM with the new version. Don't patch with (example) 6b and then patch the same ROM with 7b. No$gba users: Fixes for some problems. Changelog Patch 10b +Chuck and Jasmine now have upgraded teams! +Trainers in routes 40 and 41 have had some adjustments. +Level up move glitches with certain +From now on, all patches released will include AP. Do not patch from a ROM that is already AP-patched, please use your clean dump. KNOWN BUGS - CURRENT AS OF 5/17 -thanks to all who report bugs and glitches, feel free to PM me or post any problems encountered along with exactly where it happened and what is needed to reproduce the bug- + Level 0 / 000 Pokemon have been sighted while fishing. These should not harm your game save if you see one and they seem to be rare. +Bounce can cause graphical glitches when used as the last Pokemon alive or the only Pokemon in the party. This is due to the animation not meshing well with the new effect of Bounce. This glitch is strictly graphical and even if the Pokemon "disappears" it is still attackable and can still use moves normally. +Some level up movesets were corrupted in patch 9b, but any version past that will have the issue fixed. Soul Silver Plus .rar
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