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Showing results for tags 'b2w2'.
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Version 1.1
47257 downloads
Pokémon Fuse White 2 based on Pokémon Volt White 2 made by Drayano. Main features : - 649 fusions (some with alternate forms like castform, sawsbuck, arceus, ...) - Available in English OR in French - Every Pokemon (from bulbazaur to calyrex) is fused at least once. This includes alternate forms like alolan, galarian, ... - Every type combination (mono type included) is represented by at least one fusion in its last evolution stage - There are some fusion with mega pokemon - Some easter eggs (with the fusion's name or their look) - Drayano's changes to overworld legendaries, TMs, ... This version is meant to be randomized since I don't have edited Fusion moveset and trainer teams yet. Everything is explained in the readme.txt. Make sure you read it Credits - MikuGoya, Likouns, Victistar, Tracker, EcranPlasma, Friskette, Laxofirm, Nékrami, Anthomrtrx, Brahim, Dronia, Mxt dog, Mega tree ho-oh. Special thanks to all these spriters All their work represent around 50% of the Fusiondex - Drayano That made a huge work with pokemon Volt white 2 - All the smogon.com spriters that made 5th gen style sprite for 6th gen pokemon and above (LeParagon, King of the x road, N-Kin, G.E.Z, Blaquaza, Princessofmusic, TheAetherPlayer, ...)- 4 comments
- 4 reviews
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- 2
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- Volt white 2
- Fusion
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(and 3 more)
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Version 1.4
19140 downloads
Project 22796 - "Every" Event Pokemon Save File(s) All of the Mythical and Legendary Pokemon in three save files. (Well "all" of them, there's still some missing out there, like the 1997 CoroCoro 20th Anniversary Mews, and so on.) Also includes Shiny Locked and Unreleased Pokemon. (AZ’s Floette, Azure Flute Arceus, Oak's Letter Shaymin, Member Card Darkrai, Original Coloured Magearna, and etc.) All of the save files listed are: USUM: "Gen 7 - Project 22796 (USUM) 1" - Has all events from Gen 1-6. "Gen 7 - Project 22796 (USUM) 2" - Has all events from Gen 6-7, Unreleased Pokemon, Shinylocked Pokemon, and Other Events. "Gen 7 - Project 22796 - Mystery Mew (USUM)" - Has all of the Mystery Mews from Generation 3. ORAS: "Gen 6 - Project 22796 (ORAS) 1" - Has all events from Gen 1-5. "Gen 6 - Project 22796 (ORAS) 2" - Has all events from Gen 5-6, Unreleased Pokemon, Shinylocked Pokemon, and Other Events. "Gen 6 - Project 22796 - Mystery Mew (ORAS)" - Has all of the Mystery Mews from Generation 3. XY: "Gen 6 - Project 22796 (XY) 1": Has all events from Gen 1-5. "Gen 6 - Project 22796 (ORAS) 2" - Has all events from Gen 5-6, Unreleased Pokemon, Shinylocked Pokemon, and Other Events. "Gen 6 - Project 22796 - Mystery Mew (XY) - Has all of the Mystery Mews from Generation 3. BW: "Gen 5 - Project 22796 (BW) 1" - Has all events from Gen 1-4. "Gen 5 - Project 22796 (BW) 2'' - Has all events from Gen 4-5, Unreleased Pokemon, Shinylocked Pokemon, and Other events. "Gen 5 - Project 22796 - Mystery Mew (BW)" - Has all Mystery Mews from Generation 3. IMPORTANT: WHEN YOU DOWNLOAD THE SAVE FILE(S), PLEASE RENAME IT TO "main" (obviously, without the quotation marks.) IMPORTANT FOR DS GAMES (DP, HGSS, BW and B2W2): WHEN YOU DOWNLOAD THE SAVE FILES(S), PLEASE RENAME IT TO YOUR ROM NAME. OTHERWISE IT WOULDN'T WORK. All of these save files have a 100% Pokedex and a Completed Story. All events were Injected from PKHeX and PKSM. All the credits go to projectpokemon.org and ProjectPokemon’s Event Gallery. This wouldn’t have existed if it wasn’t for them. Special thanks to theSLAYER, Sabresite, Kaphotics, jasenyoface, The Flagbrew Team, ProjectPokemon, and the Project Pokemon Event Gallery. READ: NOT ALL POKEMON IN THIS SAVE FILE ARE LEGAL, ALL OF THE GENERATION 1 EVENTS ARE NOT LEGAL, SHINYLOCKED AND UNRELEASED POKEMON ARE NOT LEGAL. KEEP IN MIND OF THAT. -
Version 1.1
366536 downloads
Summary Pokémon Blaze Black 2 & Pokémon Volt White 2 are essentially the sequels to my Black & White hacks known as Blaze Black and Volt White. The usual rules with my hacks apply; the main feature is that all 649 Pokémon are available for capture somewhere in the game, and the trainers have all had their rosters changed in order to maintain a much harder challenge than the original game, as well as having an increased variety of opponents to fight. There's also a large amount of alternative features these hacks offer, which range from differences to the Pokémon themselves to the presence of a couple new TMs. If I'm not mistaken, these are also the first Black 2 and White 2 hacks on offer. Additionally, the two versions only differ in terms of their aesthetic differences, such as the appearance of Opelucid City, the title screen, etcetera. So basically, just pick whichever colour takes your fancy! Thread -
I've been tracking down offsets for trainer records in B2W2 for a while, figured I might as well share them here in case there was any interest in making it editable or if they're curious or whatever. I'm calling them "trainer records" because they're things the game keeps track of and I'm not sure what else to call them. Also full disclosure, I've been using BWTool to dump the specific Trainer Records save block, I don't know shit about encrypting/decrypting anything, so full credit to suloku for making this possible at all. The offsets listed in Trainer Records assume the block is the only thing you're looking at, rather than the full save, and that it's been decrypted. These are all the ones I was able to figure out that don't seem to have documentation already. Number of passers-by encountered: 0x21120 (actually stored in the Trainer Data/Bag/Sayings block, this is the only one like this that I've found) Times fished: 0x20 -- 0x21 (Stored in Trainer Records) White Treehollow/Black Tower Battles: 0xC4-C5 (Trainer Records) Join Avenue Shops Created: 0x018E --0x018F (Trainer Records) Souvenirs received: 0x0192 -- 0x0193 (Trainer Records) People guided: 0x018C -- 0x018D (Trainer Records) Times challenged battle subway -- 0x0C0 -- 0x0C1 (Trainer Records) Pokemon evolved: 0x28 -- 0x29 (Trainer Records) Balloon Minigame Points: 0x1E0 -- 0x1E1 (Trainer Records) Times played balloon minigames: 0x190 -- 0x191 (Trainer Records) Pass Powers Times Used 0xB4 -- 0xB5 (Trainer Records) Hope I've formatted this correctly. Presumably these are all signed, though I'm not really tech savvy enough to call that for sure and am going off the knowledge that offsets of this nature in this game were also signed.
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I was trying to get the keys for one of the chambers in b2w2 and it didn't work but when I try White and White2 the infrared works somehow. Is it some weird glitch or what? I was using Unova link for b2w2 (of course) and infrared trading for white and white2. I was using a basic 3ds and a 2ds.
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Hi there Has anyone had any experience of modifying the two codes that declare the Pokemon species involved in Fateful Encounter events in BW1 and B2W2 (Keldeo, Meloetta etc.)? The code varies between the two, being 0x220 and 0x20D respectively in BW and B2W2. It is displayed in script in an example like below: Meloetta Castelia Cafe Script: (Script #106 in both BW1 & B2W2 versions) - Full Hex is attached just incase Offset: 91 0x20D Offset: 93 0x288 0 0x8022 0x8010 Offset: 101 StoreVar 0x8010 Offset: 105 CompareTo 1 Offset: 109 Condition EQUAL Hex for this portion of script is: 0D 02 88 02 01 00 22 80 23 80 09 00 23 80 08 00 00 00 11 00 01 00 Basically I am just trying to work out how does this script call that specific Pokemon to be a Fateful Encounter / Event Pokemon. And/or how then to edit that so I can change it so that Pokemon specific does NOT have to be an Event Pokemon. Which would fit nicely into a ROM Hack such as Drayano's Volt White 2 & Blaze Black 2. I have seen the Pastebin from the BW Scripting thread HERE - Which @Kaphotics filled with all the scripts a few years ago (Which has been a god send to learn from!) I just can't work out how the command sets the Pokemon species to be 'Event Only', and then how to alter it so it works for non-event Pokemon Any help would be much appreciated Thanks Monty3540 6_106 6_106 Meloetta Event.txt
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Hi Everyone Hope someone can help... In my current hack, I have inserted 5 trainers into the current gap between 616-620 (which is currently blank in BWTE) to go with the five NPCs that exist in Challengers Cave - which I have successfully fully reinserted into B2W2. (Massive credit to @theSLAYER for all his help on that ! ) I managed to get all battle scripts working from the Overworld Script, so the NPCs trigger the' ! 'and approach you when in sight range to start the battle. (turns out byte 0x06 is this exact function) However, the issue I found is these new NPCs that I have inserted into the previous blanks files of 616-620 within BWTE, currently have no dialogue before and after the battle... I found that text file witin a002.narc to make the changes for the message after 'winning' the battle. So that is one piece of dialogue I have found I can change. But I cannot work out how the dialogue in files 381 of a002.narc link up with the NPC battling script for trainers in the game.... If I know where that points, I can add in the messages to the bottom of that particular file, re-point it and hopefully get these messages in-game. Some files in 381 show multiple text entries from different NPCs. For example, Veteran Shaun has three bits of dialogue showing in this link here: https://projectpokemon.org/rawdb/black2/msg/381.php#entry2007 His entries are numbers 2007-2009 for Starting the battle, Winning the battle and After the battle. But I cannot for the life of me work out how the script finds these values.... Has anyone by anychance got any knowledge of the complete NPC battle script that triggers when an NPC gets within sight-range of you? I have currently done a work around using @KaphoticsBattle Scripting Tutorial in the meantime. However with this I cannot work out how to stop endlessly rebattling the trainer when you speak to them (as I have removed the Yes or No battle box that was used in the tutorial) If someone can shed some light on how I do this - I will atleast have a fully working backup if the above isn't possible. Any help from anyone would be hugely appreciated! :)
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Hey all, I created a macro system for event scripting in the DS generation of Pokémon games. It can be found here. Note: this only supports Black 2 and White 2 at the moment, and not all script commands from those games are in. Requirements To set it up, you will need: devkitARM (included with devkitPro). Python 3.4 or greater. Utilizing it: To start, make sure this is included at the top of your file: Once you do that, make a label for the script you are writing: Example: # script goes here Then, add a new label at the top, and add pointers to your script like so: scripts: script <script label> Then, compile it using the Python script: python CheapScript.py <script> <output directory> Once you do all of that, add the script to your game by finding the corresponding script NARC (in B2W2, it is a0/5/6), and replacing the script container that you want to (in SDSME, you can find a list of them, under the “script” section in the Map Headers tab). Profit! An example of a script in action can be seen here. Happy scripting!
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Does anyone know how to add new moves to Black 2? I'm really desperate and it must be this game! Please help me guys!!!
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- add moves
- black2/white2
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(and 3 more)
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Hello, I attempted to replace the Nitro Sound Bank (SBNK) of a song in the SDAT of Pokémon White 2, also replacing the Nitro Wave Archive (SWAR) and Nitro Song Sequence (SSEQ). When I try to play the song via VGMTrans, it plays just fine. However, when I replace the SDAT of a ROM with this modified one, and try to play the song, nothing plays. Would anyone know how to fix this?
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Hello Pokemon Fans, and today, I made a huge discovery. I discovered that what I think is Either the N's Pokemon glow and/or seal data exists in B1W1, plus seal data in b2w2, (to insert it, THE PokeSav is a MUST, because PKHEX junks the data in the party at the last 5 bytes of the 220 byte data structure, plus offset 8D, which is ball capsule ID, and needs to match the Pokemon Party slot ID, but also be non-zero) Meaning, to get the full effect out of the attached pkm file, you need to inject it using Pokesav B1W1 to a B1W1 save, and trade using wireless/ir into the party of a B2W2 save, without letting the pokemon data get touched, or munged by pc boxes/dumb editors like PKHEX/Pokegen. When you send it out first, it will first shine due to being shiny, then it will shine again, as for what flag, I have no Idea other than that I enabled both the N's poke flag as a shiny leaf using hex editing, and I did the same for the remnant of the seal data. I think it semi-displays, so evaluate it yourself on a BW (preferably B2W2) copy. Here it is below. Also, use Pokesav, and do NOT mess with the Pokemon data or you will corrupt it. G5 Seals.pk5
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Hello all, I've recently found the following code for black2: 94000130 FFFB0000 DA000000 021FED28 D7000000 02257374 A225736A 00000000 1225736A 00000000 DA000000 021FED28 D6000000 0225736A D2000000 00000000 Description: Press Select in the badges/trainer card screen. Pressing it in other circumstances can cause problems to the game, so be careful. I would like to ask how one can find the IV frame (what ivs the next pokemon will have) using this seed and RNG reporter.