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Showing results for tags 'unanswered'.
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I have made two ROMs in the past, one of LeafGreen, one of Yellow; both do relatively the same thing (enable to capture all pokemon within reason). Using RBY Wild Pokemon Editor for Yellow and Advancemap 1.92 for LeafGreen, I was able to do this. I now intend to do the same for Platinum. In Yellow, when changing a wild pokemon's chance for appearance, one can only allow it to appear at one specific level for that appearance. In LeafGreen, one can set a range of levels for that pokemon to appear at. I have attempted to use PPRE and Spikey's editor for Platinum, and both show that pokemon found when walking can only appear at one specific level per appearance (just as in Yellow), except for pokemon found in water. Is the game made so that only one level can be found, or is it just the editors that impose this limitation? And is there a tool or loophole around this issue?
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when i dumped my Omega Ruby file i got a cxi file. [ATTACH=CONFIG]13577[/ATTACH] i don't know what to do now... help me.
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I am trying to make a hack battle on Pokemon Platinum and i started working on replacing the versus sprite for Maylene. But, when i go to replace it, it comes out looking like this:[ATTACH=CONFIG]13543[/ATTACH] I dont know why this happens. I replaced the palette, and the palette i replaced it with is 16 colors, so why won't it use that palette? I am currently using Tinke 0.9.0.0 to replace sprites. If anyone knows how to fix this, please let know The file i use: [ATTACH=CONFIG]13544[/ATTACH] What its supposed to look like: [ATTACH=CONFIG]13545[/ATTACH]
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unanswered Need help with PokéText for GB/GBC
victormaker posted a topic in ROM - Other Discussion & Help
So as I was doing some slight modifications on my Pokémon Blue rom, I found this editor, but I need to change Lorelei's text and this tool is a little confusing Does anyone know a guide to find specific dialogues? -
unanswered Editing "DllBattle" file in ORAS?
Izaya-Orihara posted a topic in ROM - 3DS Discussion & Help
What tools would I need to use to change the data in a "DllBattle" Cro file so i can change the limit of Mega Evolutions in a battle from 1 to 2? Thanks. -
Like the tittle says, i need help editing the Heart gold pl_otherpoke.narc (a/1/1/4 // are the sprites from the pokemon that change form like rotom, unown or shaymin) i really dont know where or how to start or do a thing with this file... i always use pokemon ds/pic platinum and photoshop for the sprites but with these it looks like this: [ATTACH=CONFIG]13479[/ATTACH][ATTACH=CONFIG]13480[/ATTACH] i just want to fix the palettes on the otherpoke.narc... http://i358.photobucket.com/albums/oo27/Aoi_Kosuke/More%20stuff/FSA_zpsknxcam6e.png http://i358.photobucket.com/albums/oo27/Aoi_Kosuke/More%20stuff/ASF_zpsqukxpgnj.png i used these files for the rom (the otherpoke.narc is a/1/1/4 and the pokegra.narc is a/0/0/4) http://www.mediafire.com/download/t50avzdclqvkimo/moemon+platinum.rar http://www.mediafire.com/download/ze5ftdqu88c7u05/%28Temporary%29Completed+platium.zip [ATTACH]13481[/ATTACH]
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I just got A9LH installed last night and I am still trying to get my gateway to work again but once I get this done I just need to know this one thing. since Luma3ds has the ro module patched and gateway doesn't if I use gateway while having the sys firm autoboot as luma3ds cfw then does that mean that if I boot into gateway it will have the ro module patched to use the cro mods that pk3ds supplies.
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Hello guys & girls. I've not really been posting here, but I have been using the forums to help with some of the things I have been doing in my Pokemon Crystal hack. In a nutshell, the hack is designed to improve the aspects of the game which let it down. It's my favourite Pokemon game, but certain elements could be improved. I have finished pretty much everything now! All I need is somebody who can use Tile Layer Pro to insert some sprites. The first thing is the main one, but ideally the other two if it is possible to do. Anyway, the sprites I need inserting are: * Male and Female Rocket Execs * Cerulean Grunt (If it is possible to change his without changing every Grunt sprite) * Mewtwo (again, if possible to change) All of these are battle sprites only, not the overworld sprites or anything. I have all of the sprites I need but I can't use TLP, so I need someone to stick them in. In return, you will have full in game credit for sprite changes and I will also pay you for your time. Once I am done with this, my romhack will be more or less complete (still need to iron out a small problem but that shouldn't take long :tongue: Please either send me a message or reply if you are interested. Thanks!
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I've been playing around with the field-effect moves using Poke3DS, I noticed that when I change an 'other' category move to be physical or special, copying over every other field from an existing move, [experimenting making Flash have Dazzling Gleam's properties]: If I use that modified Flash in battle: If the move would KO the target, the target is KOed, but no HP bar animation is shown. If the move would not KO the target, the move animation plays as normal, but nothing happens at all, turn proceeds as normal. A similar experiment, Parting Shot -> Teleport, always results in the 'move failed' message I suspect that there might be some other set of flags somewhere that Poke3DS is unaware of... Could anyone give me some pointers as to where to proceed in finding them?
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unanswered In-Battle Model/Animation Swapping
rebsillycon posted a topic in ROM - 3DS Discussion & Help
Okay, so over the last couple days I've been playing around swapping stuff in OR. I've replaced my main character model with that of Maxie, and unfortunately Maxie doesn't have a mega evolution animation. I'd like to keep his other in-battle animations but see if I can give him a mega evolution animation (right now he just stands still holding his hand like he's about to throw a pokéball (and then there's a pretty funny camera zoom on his chest)). So I'm assuming that the animations for the characters are in the proceeding .132 files that come after the .bch file. My question is if anyone has dabbled in this quest before if they could help me figure out which .132 file has the animation, or how I could view the .132 files preferably without having to go through the entire process of repacking my .romfs file. Hopefully all of that makes sense. Thanks. -
Does anyone know if it's even possible to edit the FireCore textures on flame bearing Pokémon such as Moltres and Charizard? I have looked everywhere for a solution and have seen a few people claim they have done it, but I have not actually SEEN it. If anyone has any help on this it would greatly be appreciated. Thanks!!!
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unanswered Editing the type chart in Black and White
butts posted a topic in ROM - NDS Discussion & Help
Is it possible to edit the type chart in Black and White? All I am interested in is changing type effectiveness, I don't want to add or remove any types. It's only Black and White One I'm interested in if that makes any difference. -
well hi there, i know the sprites are located on 0/0/4 but i dont know how to, i dont know if this is possible, replace the game pokemon sprites with my own pokemon sprites, this was easy on D/P and HG/SS but i cant find anything about B/W and B2/W2
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unanswered How do I: (A): Edit floor tiles (B): Put spilled honey tiles on the floor in a tileset other than 230 (C): Edit Trainers (D): Modify Starter Pokemon (E): Add a second ice/honey tile that may trigger a wild Pokemon battle (F): Send a ROM hack
thegoodguy3221 posted a topic in ROM - NDS Discussion & Help
Hi everyone! I'm new to Project Pokemon. My goal is to release all Pokemon ROM hacks where all Pokemon battles (maybe except wild Pokemon Battles, and post-game battles) take place on slippery ice tiles (or in Pokemon Black and White, spilled honey and ice). Its called "Pokemon Kawaii [name of subname]." For example, Pokemon Kawaii Black. This ROM hack is projected to feature ONLY Pokemon that is cute to me (Pokemon introduced in the game is my priority). Because of this, this game is projected to be easier than the normal Pokemon Black/White because there are a lot of unevolved Pokemon. Oh. and let's not forget. I may add, remove, or modify trainers if I want to. But wait! I have to change all three starters to all three Poison-type Pokemon, Skuntank, Koffing, and Swalot. So my question is: A: How do I edit floor tiles? B: How do I put honey tiles on the floor in a tileset other than Tileset 230 (the tileset for the third gym battle)? C: How do I edit Trainers and their Pokemon? D: How do I modify starter Pokemon? E: How do I add a second ice or honey tile that will sometimes trigger a wild Pokemon battle? F: How do I send a ROM hack into the website? -
unanswered [HELP] Pokemon XY ORAS change unique id
Akurosia posted a topic in ROM - 3DS Discussion & Help
Hello I want to have the main games installed next to some RomHacks (e.g. NeoY). As it is not possible to install the same unique id twice, i tried to change unique id (via rsf file and directly file manipulation) but neither has worked. Does anybody got it to work and want to help me? Thanks in advance. -
Hi, I'm hoping to get some answers on how to change map textures. I know where the map textures are located (a/0/1/4) however when I open the GARC file is when things start to get iffy. If I open the GARC using GARCTool than all the textures I'm looking to edit are in .133 files. So, I open Pk3DS and open the .133 files and edit the textures as normal using Ohana. Now when I convert the folder back into a .133 and rebuild the GARC the game will crash when I try to load the specific map I've edited. So, I figured it was a problem with GARCTool, so I decompressed a clean GARC and went through the same process, this time with the .133 files appearing as .bin files instead. I unpack, repack and launch the game and get the same problem. I know editing map textures is possible, as I've seen it done on the exact maps I'm looking to edit, but can anyone help me work around this issue?
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unanswered Increase Shiny Odds In Pokemon FireRed?
RHRXSTY posted a topic in ROM - GBA Discussion & Help
I'm in need of finding out how to increase the shiny odds in pokemon firered (through hex editing) I've tried the ShinyChance changer tool, but it is very buggy to me If anyone knows how, and what I need to do in order to increase the odds, please tell me. Thank you all in advance -
unanswered Adding ORAS mega Pokemon to X and Y?
Flintiex posted a topic in ROM - 3DS Discussion & Help
Is it possible in any way? If so, how? -
unanswered Pokemon Black and White and XY Sprite
Iroca posted a topic in ROM - NDS Discussion & Help
Hi is there a way to replace black and white pokemon sprite to xy pokemon sprite? -
Whilst trying to re-randomise my trainers in PK3DS for my Alpha Sapphire Randomiser, I came across this error: [ATTACH=CONFIG]12887[/ATTACH] This is also the full text: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IndexOutOfRangeException: Index was outside the bounds of the array. at pk3DS.RSTE.TagTrainer(String[] trTags, String tag, Int32[] ids) at pk3DS.RSTE.GetTagsORAS() at pk3DS.RSTE.Randomize() at pk3DS.RSTE.B_Randomize_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.6.1063.1 built by: NETFXREL3STAGE CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- pk3DS Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/tomf2/Desktop/3DS%20Hacking/pk3DS.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> As I mentioned before, I have randomised them before, on this rom, but now it won't work! Please may someone help to solve the issue! Thanks!