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Sorry if this isn't the right place to post this as I'm very new to this site, but I was wondering how to unlock challenge mode on white 2 using an emulator? I use desmume if that helps. Thanks for any info anyone can offer!
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I've played a few Soul Link's so far and every time I start my play session for the day it's always kind of an annoying process. Loading up 2 separate emulators, 2 roms, having to rekeybind the controllers every time. I was wondering if someone would be able to make a program that could make it easier. If your unfimiliar with a Soul Link Nuzlocke, heres the rules. 1- Any Pokémon that faints is considered "dead," and must be released or stored in a specified PC box for "dead" Pokémon. 2- You can only catch the first Pokémon encountered in each area, and none else. If the first Pokémon encountered faints or flees, there are no second chances. 3- You must also nickname all of your Pokémon, for the sake of forming "stronger emotional bonds." 4- In a new area, the first encounters for both players will be, "linked," together until death. 5- If one Pokémon in a linked pair is placed in the PC, it's Soul Link partner must be placed in the PC as well. 6- If one Pokémon in a linked pair dies, it's Soul Link partner is considered dead as well. 7- If one player fails to capture their first encounter in an area, the second player must forfeit their encounter in their corresponding area. 8- Across both players parties, primary typings may not be repeated. Basically what I'm looking for is a program that emulates 2 roms side by side and be able to control them individually. I've thought of a few features to make it better. Features -Emulators from all consoles built in - Ex. VBA, Desmume, and Citra -Saves both roms under 1 "project" and loads them on the same side every time -Type Chart ready -Online Remote Play - Be able to join your friends session online to see and control one of the games. -Games connected locally so you can trade and battle -Database where you can input your linked pokemon pairs and where you caught them -Built in Pokedex Database (Not necessary but would be helpful) -Program reads both your teams and displays them between the game (I'm aware that's not an easy ask but if it's possible, why not) I feel like except for a couple of them this is a completely possible thing to create. I know it probably wont happen but I just thought I'd get the idea out there. I love doing Soul Links and I'm so happy people found a way to make Pokemon Co-op. Thanks for your time.
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Guys, I have a simple request. I need a save file for Pokémon White 2 after arriving in Castelia City, so before beating Cheren. It is not necessary but it would be good if the podedex was completed up to that point in the game(the previous routes), also my character was a girl and had oshawott for starter but that is not necessary I just don't want start from scratch. Now some context to my request. I was playing with MelonDS and encountered a bug, the good news is the devs are aware of the issue and I think its getting fixed, the bad news is I cant play on it anymore. I then tried to transfer the save to DeSmuME but did not succeed, the game opens fine and I get to the main menu, I can see my character in the bottom screen, but if I try to continue the game simply reboots to the Start Screen. I dont know if I did anything wrong as this was my first time trying this procedure. I don't think my save file is corrupted so I'll also leave it here and you guys can try running it on your end to see if there are any problems. Thanks for reading! 6150 - Pokemon - White Version 2 (U) (frieNDS).sav
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Background About a month ago I ordered a DSi off of eBay (it was only $40). When I got it I noticed there was something strange on it: "PWC2010"? I never heard about there being DSiWare for Pokemon? I consulted with other people on the internet and it turns out nobody else has heard it either. I tried to message the seller, but he said that he has no idea either (most likely he bought them in bulk as he was selling a lot of other models at the time). The mystery was just starting, a group of individuals from the DS(i) homebrew scene started to get to the bottom of this (me being invited despite my lack of knowledge due to being the one who found it), here's what we were able to figure out: The Investigation Begins... The hardware The system itself is appears to be a normal black DSi, nothing about it is different from that of a stock model The casing has some minor scratches and such, and is missing the original stylus. On the front side where the camera is, there are two faded silhouettes of what look to be rectangular stickers The system was formatted when I got it and it didn't come with an SD card (this will become a problem later on) The Software The apps included are: Flipnote Studios, DSi + Internet, PWC2010 Rule Check Tool, PWC2010 Log Viewer, and PokemonBW2 Rule Check Tool. All of which were preinstalled to the NAND as there is no way to access "Data Mangement" to move them to a SD card. At first, the only app that would boot was Log Viewer as both of the Rule Check Tools would just crash and return back to the menu. It was later revealed the apps were looking for 3 files at the root of an SD card before being able to boot. Through observations we were able to get some insights on what each of the 3 mystery apps do: PWC2010 Rule Check Tool From what the name implies, this tool must have been used for the Pokemon World Championship (PWC) in 2010 The app looks for 3 file on the SD card: regulation.bin, regulation.cfg, and rule.prd. By making 3 dummy files full of garbage data and naming them as the files listed before, we were able to get it to boot, after which we were greeted with a lovely message: The weird thing is, Black and White were used for the 2011 PWC, not 2010. This could imply that the app was a carry over from a previous tool used the year before. Luckily, I just so happen to have a copy of Black. Putting in the correct cartridge displays the message "No problems found" and ask if you want to save the results. Through testing we were able to figure out how to get past this screen as it turns out "No problems found" also acts as a default message, if something does fail one of the checks it will display what the error was. It's possible to make it check both the party Pokemon and Pokemon in the Battle Box by editing regulation.cfg file. PWC2010 Log Viewer Log viewer shows the results saved from Rule Check, it shows the player's username and gives a technical description of each Pokemon in the party (stats, friendship, exp, moveset, etc.). By pressing "X" it will do the same thing but for the Battle Box instead. PokemonBW2 Rule Check Tool Exactly the same as PWC2010, expect looks for the Black2/White2 cartridge instead More Technical Details Looking into the game's files, we were able to extract the messages displayed by Rule Check: Rule Check Messages regulation.cfg is, as the name suggests, a config file. Through dumb luck I was able to figure out this much: Offset 0x00: checks party Offset 0x01: checks battlebox Offset 0x05: turns on cart access Offset 0x0C: save to livematch.dat These values have to be "turned on" meaning the value is set to '1' If offset 0x05 isn't turned on then it will say that the cart isn't inserted. If offset 0x00 or 0x01 aren't turned on but 0x05 is, then it will say that it passed all checks (probably the default message) The files saved from Rule Check and are viewed in Log Viewer are named "logTYYMMDD.dat" and "logBYYMMDD.dat" (YYMMDD is the date, so something like Oct. 31 2019 would be 191031). LogT is for the results from the party (T=Team?) and logB is from the Battle Box. Through great efforts, users Epicpkmn11 and edo9300 were both able to reverse-engineer these files before we were able to figure out how to save it: Google Sheets regulation.bin appears to handle simple checks like invalid number of Pokemon in party, level caps, and duplicate items/Pokemon rule.prd may be used for more advance checks like invalid movesets and banned Pokemon/items Conclusion As of right now, interest has been dying as people began shifting to their own personal projects. For the past 3 weeks nobody has found anything new and I'm left to try and figure it out on my own. The problem is I know very little about NDS development and how the Pokemon games work in a technical level, which is why I'm turning here for help. We still know very little about regulation.bin and rule.prd, which are believe to be two key factors in order to get Rule Check to work properly, and without the original SD card we are left in the dark. It's possible that rule.prd is somehow linked to the hex values found in Pokemon (movesets, lvls, type, etc.), but can't really determine where and what to look for We don't know how much is relied on the files or if certain checks are programmed Any insights, suggestions, resources, or tips are greatly accepted!
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Bags are always filled with 750 of all items. I used Suloku's BW Tool, to Memory Link these files with Hilbert's Pokémon White Postgame File, but Memory Link did not seem to work... All Keys have been unlocked though! Pokémon White 2: Save 1: Beginning: Ready for a new Pokémon White adventure! (Starter not chosen, PC Box empty, Pokédex full). Save 2: PC Box: The earliest Point in the game, in which Nate can access the Pokémon Center's PC Box. (All saves from here on: All 649 Pokémon are available and legal, with a few shinies.) Save 3: Kyurem-Cannon: Team Plasma requires the DNA-Splicers, which are in the possession of Drayden and therefore Team Plasma freezes Opelucid City! (Nature Preserve accessible already!) Save 4: Final Battle: Nate is about to witness the final showdown. The Battle of Truth and Ideals has arrived! Save 5: Champion!: Nate has become the Champion of the Unova region! The PWT is ready to live up to its' name, Colress awaits at Route 18, A Zoroark awaits Nate on Victory Road, a girl appears to have lost her Xtransceiver in Nimbasa City's amusement park and a few towns are left to be seen within Unova. Save 6: Postgame: Yancy has been called and will return a call upon another defeat of the elite four. (In this save file, Yancy's number can pop up on your Xtranceiver upon visiting: Route 7, Mistralton City, Route 6, Driftveil City, Route 5, Nimbasa City, Route 16, Lentimas Town, Undella Town, Lacunessa Town). All the Pokémon World Tournaments have been unlocked! Including the Pokémon Champions Tournament! Also, all teams from the past are back! Battle in these tournaments using the teams of the champions! FireRed - Red; SoulSilver - Ethan; Omega Ruby - Brendan; Platinum - Dawn; White - Hilbert ("Red vs. Sprite" by ITheRealPikachu; "ORAS Brendan gen 4 style sprite" by Hyo-oppa; "Vs. Brendan Sprite" by Nephae) ADDITIONAL INFORMATION: You want Gen 5 Online Features to work right now and receive Gen 5 Event Pokémon? YouTube Explanation: https://www.youtube.com/watch?v=pbsY_illQms (You need Hotspot from a Phone or PC and your 3ds/2ds) Pokémon teams based on: Headcanon Pokémon Teams and Timeline and Pokémon Protagonist Teams (Useful Batch Editor tips In PKHex go to tools->data->batch editor->copy paste the text below: .OT_Gender= (0 for male; 1 for female) ; .OT_Name= (your name) ; .OT_Friendship=255 ; .IsNicknamed= (true/false) .Language=(1=Japanese, 2=English, 3=French, 4=Italian, 5=German, 6=Spanish, 7=Korean) (be aware of some event Pokémon being of a certain language; mostly English) -
Hello, I'm trying to edit the elite 4 so that they have different trainer sprites and trainers altogether. Ie replace the current elite 4 with blue, red, cynthia, and steven. In which they all have their over world sprites vs intro screen and music. So far i managed to get their proper teams to work in game, however, the over world sprites register as the standard elite 4 theme, and when challenging them they use the normal battle theme for a trainer. Also instead of saying "pkmn trainer red would like to battle" it would say something along the lines of "red shauntal would like to battle" Anyone know how to make it work so that the elite 4 trainers i want to put in have their proper sprites and music playing? Examples of what i mean https://www.youtube.com/watch?v=sWce-Ds3nLo (vs hilbert with elite 4 theme) https://www.youtube.com/watch?v=Srvv803EvU8 (vs aaron with his theme) https://www.youtube.com/watch?v=bPnOMvDZKFU (vs drake with his theme) Youtubers like Rubycario, Swagsire, and Garchie showcased that modding the battles so that the over world sprites and music work properly. An in depth or basic tutorial would be a great help!
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Hello, PP Just dropping a question to see if Gen 5 games will get more support such as functioning c-gear skins, PokeDex Skins, and dream world pokemon editing. Please do consider this as it will only benefit Gen 5 games. I'm playing through Black again so I thought I'd ask this question Thanks!
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For some reason, the option to edit battle points for Gen 5 saves is not available. It's not found in the Trainer Info nor in the Misc Edits buttons. However, it is present for Gen 4 saves though... Hope it's added to the next update too.
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Hello to all. I have just figured out that the midi mappings that Pokemon Black and White in bwmidi.zip (which are direct rips of the game files), and PKMN_E.zip (again, direct rips of the midi files) use are almost completely compatible with the sound mappings for the default Roland MT32 and CM32L patches when mapped to 16 channels. A way to emulate this on GS modules is to force all channels to the last bank, and set the drumset to the last one in the default bank. This gives MT32 Sound, which maps better than GM, and is universal across all areas of the game's music. For a DS-sized MT32 bank, you can either google "2GMGSMT.sf2", "4GMGSMT.sf2", "5GMGSMT.sf2,", "8GMGSMT.sf2", or "16.5mb gm gs mt32 bank v2.51.sf2", and add "LuckyMax" to the query. The bank was made in '01. It is not very accurate to the real MT32 though. I will provide a 1 gig sampleset via google drive, but in case a homebrew music project is in need of even more sounds, I will provide a mod of Zandro Revielle's DB50XG sampleset which has the inaccurate MT32 samples, and the SC-88 samples from a similarly accurate SC88 soundfont in this post. The link to the 1GB uncompressed 24bit MT32/CM32L/BW/RSEFRLG/HGSS/DPPT soundset is here https://drive.google.com/open?id=0B3iwOegRlzCXVkZ6WmFHNzNhcTg Attached to this link is the soundfont containing the DB50XG Mod, the SC-88 Samples, and the MT32/CM32L samples: https://drive.google.com/open?id=0B3iwOegRlzCXWmRQbktoWDBmQTA The file above is 32.5MiB Below, I have an even less accurate, but more faithful version of the MT32 samples, but with GM and GS drumsets, and GM instruments where possible. It is 8mb. MT32.sf2
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idea Pokémon Sinnoh Adventures Remastered
shader301202 posted a topic in ROM - NDS Discussion & Help
Hey. I'm currently doing a hack for Pokemon Black 2 which will include the whole Sinnoh region, Pokemon, trainers etc. Something like Pokemon Platinum in Gen 5. Main Features (all the features will be listed later) story, characters and locations from Pokémon Platinum (+ some characters from other regions ) National Pokédex from the beginning Pokémon from Kanto, Johto, Hoenn, Sinnoh and Unova are obtainable moves and abilities from generation 5 boosted weaker Pokémon stats, moves and abilities "improved" some bad or annoying things from Platinum increased difficulty some things have been added, replaced or removed - no GTS, Pokétch replaced with C-Gear, Battle Frontier with PWT etc. Progress It will probably take a few years to finish this hack. I'll just hope that there will be more tools for editing gen 5 roms, so I could do it quicker. Why I'm doing this hack? Pokemon White 2 is my favourite Pokemon game of all time. But I like Sinnoh more than Unova. But as we all know 4th gen games (especially D/P and not so much but still Platinum) are slooow (compared to 5th gen), so I don't like playing them. But I still love the region and the story. So I want to play them with the 5th game engine and graphics. Screenshots Other stuff Please let me know if you like the idea of this hack If anyone would want to help me, please write to me -
I didn't want to necro this thread but what I found might be useful information to anyone who plays on Battle Subway. Just so you know I've only tested this on Pokemon White 2, but this should in theory work on all other Gen 5 versions (note MeroMero's different narc locations for BW vs BW2). If you follow that thread (and read the replies too), you will see that, for Black 2 and White 2, you have to use a Hex Editor on a\1\0\6 (in this case). In this case, I am using HxD so this next sentence will make sense if you're also using it: After changing all the sequences laid out in that thread, I changed the second "B0 0E" to "00 00". This can be found in Offset (h) row 000000B0 columns 0C and 0D. After you change those 2 Hex values, recompile using PPRE beta 0.14 and try playing in Battle Subway You will notice that Soul Dew is no longer banned and you can use the same pokemon multiple times, holding the same items, and you can even play with 4, 5 or even all 6 of the pokemon on your team. As far as I know, this removes every single restriction on Battle Subway, so you will not only be able to play with banned pokemon, but you can essentially... go all out with whatever haha. Hope this helps!
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I keep forgetting to post this and I don't even have the time to test this out, but when hacking a ROM, if you set fully evolved Pokemon to evolve to themselves at level 100, would they then be considered "NFE" thereby making eviolites give them Def/SpDef boosts? I haven't done any ROM hacking/editing in a while, but I know you can change the way Pokemon evolve and choose what they evolve into. If someone can test this out, it should theoretically work on both Black/White(2) and XYORAS. Otherwise, I guess you could set them to evolve to a dummy 'mon (Mewtwo evolves to Caterpie at level 50). Let me know if this works for anyone
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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).
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Because nobody ever really understood how trainer music was determined until now, and it seems like a useful feature to have. Alright so for this you're gonna want to extract your rom and decompress a couple of the files. I normally use ndstool and blz.exe to do this: ndstool -x originalromname.nds -9 arm9.bin -7 arm7.bin -y9 y9.bin -y7 y7.bin -d data -y overlay -t banner.bin -h header.bin copy arm9.bin arm9decomp.bin blz -d arm9decomp.bin copy overlay\overlay_0036.bin overlay_0036decomp.bin blz -d overlay_0036decomp.bin Now we need to make a few changes to our decompressed overlay 36. They change slightly based on version. Black 2: White 2: Now, this change will affect how big the file is when compressed, so we need to edit a table in y9.bin to take that into account open it up, go to offset 0x49C, and change it from 58 E9 03 -> 5C E9 03 for Black 2 or 30 E9 03 -> 34 E9 03 for White 2. Finally, we insert the music table itself. Originally the game contains a table for each of the 236 trainer classes in the form AA GG EE EE, where AA is unknown, GG is gender, and EE EE is the encounter (not the battle) music. The gender field isn't really used for much of anything, so we're just gonna overwrite it with a field for battle music. Note that we only have one byte to work with, so we're restricted to music in the range 0400 to 04FF, but that includes pretty much everything anyway. Now, open your decompressed arm9, and go to 0x8E394 for Black 2 or 0x8E3C0 for White 2. Here, you want to replace with This will assign each trainer class the same music they had in the vanilla game. Obviously this is not very useful, so go ahead and edit that second column to assign whatever music you like to each trainer class. You can use BWTE or something to remind yourself what order the 236 classes come in. Once you've done that, it's time to rebuild the rom. Which brings us to the bad news. Even though we didn't change the size of the decompressed arm9, our changes still affect what size it is after compression, which for some reason causes major issues when rebuilding the rom. One way to solve this is to just insert the decompressed arm9, instead of compressing it first. This basically solves the issue, but at a cost: the game will now supposedly only be compatible with emulators, not an actual DS. copy overlay_0036decomp.bin overlay\overlay_0036.bin blz -en overlay\overlay_0036.bin ndstool -c newromname.nds -9 arm9decomp.bin -7 arm7.bin -y9 y9.bin -y7 y7.bin -d data -y overlay -t banner.bin -h header.bin Obviously this is not ideal, so if anyone knows how to insert a compressed arm9.bin with a different size from the original WITHOUT making the game impossible to boot, please let me know. But either way, hope someone finds all this useful.
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[video=youtube;7CCKERTzGJI] This is the format of the banlist: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 00 00 00 00 00 00 00 00 00 00 00 00 0E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 07 00 00 00 00 00 00 00 00 00 00 00 98 7E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 D8 03 Notes: The banlist is 0-based and should be read in binary. Bit=0 means its corresponding Pokémon is allowed. Bit=1 means its corresponding Pokémon is banned. Formula to find whether a Pokémon is banned or not is P=(8×B)+b with: P (Pokémon) being a number between 0 and 649 included; B being the Byte number, counting from 0; b being the bit number from a given Byte, from 0 to 7 included read from right to left. The banlist is located at narc a/1/0/5 in BW, and narc a/1/0/6 in B2W2. Even though the banlist is the same between the facilities enforcing it, the banlist itself is technically not unique as you'll see below: Battle Subway and Battle Institute (All versions): Single Battle and Wi-Fi: file 20 Double Battle: file 21 Multi Battle: file 22 PWT (Black 2 and White 2 only): Single Battle: file 33 Double Battle: file 34 Triple Battle: file 35 Rotation Battle: file 36
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Hey there. New here. Looking for feedback/suggestions, etc. [EDIT] Apparently at some point a Gen IV mod came out called Sun & Moon. So now maybe I need to change the names? You snooze for nine years, you lose, I guess. The sun and moon are actually hugely central to my plotline, so for now the working titles are Solar & Lunar. I've been sitting on an idea for a ROM mod since shortly after Gen III came out, but priorities changed and I left it in the dust until I picked up Pokemon Y recently and started playing again. So here's a quick rundown of my goals: Remake/retell the original Pokémon games with a cohesive and compelling story Present Team Rocket as a credible threat with believable motives Establish an internal cosmology using legendary and mythical pokémon as narrative focus [*]Add/redesign cities and landmarks in Kanto to accommodate a total of 18 gyms One for each type [*]Gradually ramp up difficulty to surpass traditional Pokémon games without starting at an increased difficulty level [*]Include a higher-than-usual but not complete list of catchable pokémon A complete list would be available between Sun and Moon, using breeding and evolution Evolution would include simulated in-game trades [*]Utilize day-night cycle dynamic Early versions of this plan had one game set in day and the other at night, (guess which was which!) because GBA emulators couldn't simulate a real-time clock At the time I originally conceived this, I was only planning to have 17 gyms, as Fairy didn't exist. There's also over 300 more pokémon now. Those pokémon don't serve any purpose for my narrative, but many of them have unique type combinations that could add some satisfying depth to the gameplay without further hacks that might be less intuitive to players. So my questions here today boil down to: Is Black 2/White 2 the best choice to mod from? There seem to be an abundance of resources available, with people making progress on 721 and Fairy imports. Will people be satisfied if I cherry-pick pokémon from across the generations, or will they expect commitment to either 386 or 721? My original plan was 386, but now there's a Ghost/Steel pokémon and that is SO COOL. Is there still enough interest in Gen III mods and enough supported resources to justify abandoning the expanded features of DS emulation? What do people consider excessive in terms of options? How much is too much for a mod to present to players? Can we emulate clocks now? I'm so behind the times! Thanks for your time. I'm looking forward to some feedback before I start cracking hexes open on this little pet project of mine.
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Hey everyone! I've been trying for weeks to get Pokemon Black 2 / White 2 to look 2D thanks to camera cheats but this seems worthless. Here is the cheat : By hacking the game's maps in SDSME and exporting the models of the maps or buildings to Blender, I discovered the orthogonal perspective which shows a a perfect 2D view (as in HGSS because the 2D view is possible in those games thanks to AR cheats). The only problem in Blender is that the models look blurry and it's impossible to obtain a perfect size of the models without the blurring. That's what I mean : So I wanted to know if someone is willing to try to look into the roms and deactivate the current perspective to make the game look 2D. As a graphist and as a game creator (I'm the creator of the fangames Pokemon Cinder & Foam), I'm really interested by the graphic style of the games and it will be a really good opportunity to study the game's graphics.
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Information about the project: Engine/Rom Base: White 2 USA Project Grey, ie Pokémon Red Islands, is a sequel to Pokémon BW / B2W2. Elapses three years after BW and 1 year after B2W2. There will be a new region called "Red Island" with new fakemons and legendary. The protagonists are the BW (hence the sequel ). STORY Have already passed three years since that event in Unova. Today they sent me a letter telling me that I, [player], I am invited to go to the Pokémon major championship, organized in the Red Islands. It is assumed that is attending by all the best championship winning coaches of the Pokémon League the past 20 years. When I got there I attended very well, there were new Pokémon, many were friendly, some not so. When the time came to present the championship told us the following informations and rules: "All who have won a championship will have to fight with you to rise ye victory, every week a match is made, it will not be worth cooperate with other participants. The championship will be made in the entire archipelago, ie while fighting can move around throughout the region. While Do not fight in championship notify days in your spare time you can be attacked by bandits. Do not be afraid, assail this as vacation, but Do not trust, if you lose a combat either with whomever in this region, whether in day championship... You are sentenced to death ... Sorry, you can not go back to your regions. Flights are cut and you are surrounded by a glass wall until after the championship. Now, I will tell participants: Rizzo (B2W2), Bruno (RZE), Leon (DPPT), Nanci (B2W2), [player] (BW), Lira (HGSS), Maya (DPPT) Eco (HGSS), Blue (RGA), Aura (RZE ), [...] and Red (RGA). Enjoy your holiday ..." SCANS VIDEOS [video=youtube;BsHzcafj4dg]https://www.youtube.com/watch?v=BsHzcafj4dg
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Some simple tools to edit stuff that didn't have an editor (yet). Mart Editor (B2W2 Mart Inventory Editor) Image: Instructions: Use kiwi.ds to extract all of the files from the PokeMart NARC (a282 for B2/W2) [Open] -> Select folder with all of the files [save] to save all of your edits. Use PPNFR or kiwi.ds to build a new NARC out of the edited files. Pretty straightforward, operates like Kazo's BWTE. Egg Move Editor Image: Instructions: Use kiwi.ds to extract all of the files from the Egg Move NARC (a124 for B2/W2) [Open] -> Select folder with all of the files [save] to save all of your edits. Use PPNFR or kiwi.ds to build a new NARC out of the edited files. Pretty straightforward, operates like Kazo's BWTE. MartEdit.zip MartEdit_%28src%29.zip EggMoveEdit.zip EggMoveEdit_%28src%29.zip
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Hello guys, I'm new here. I am making my own Pokemon White 2 game and I want to make other Pokemons to be unique and somehow useful in battle. Example: 1. giving Parasect the Prankster ability, hence, it can abuse Spore. 2. giving Stantler the Magic Guard ability, hence, it can use Facade without worrying burn damage. 3. giving Beautifly the Simple ability, hence, it can use Quiver Dance. 4. Giving Shedinja the Reversal and Flail, since it has 1HP. 5. Giving Ursaring the Contrary ability, hence, it can speed up with Hammer Arm etc. Unfortunately, there are so many pokemons and I am running out of ideas for each pokemon. Maybe you can share your ideas to me.. Thanks in advance!!:smile::smile::smile:
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The premise: In my new/still unnamed region, Team Gemini is obsessed with finding a perfect balance between natural opposites. They require the local Gyms to run as two-type partnerships, with one Gym Leader's specialty complementing the other's (Fire/Water, Grass/Bug, Fighting/Dark. and so on). Yes, that set-up means Gym battles are always doubles in this game; but the player's NPC friend will join him in town between solo adventures. The Elite Four and current Champion of my new region, meanwhile, remain hidden as they stay one step ahead of Team Gemini. A secret resistance movement exists, occasionally rewarding the player for missions--but not revealing its inner workings until the final showdown to free the Elite Four. To add: New types: have already worked out the mechanics for a Light type, need help working out Sound type New moves: some variations of existing moves, some originals, some imports from Gen VI New species (regional starters, a legendary trio, and a few new Eeveelutions at least) Changelist continued in a later reply; sound promising so far?