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Found 41 results

  1. Request: Edit Battle Points for Gen 5 saves

    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.
  2. Hey! I came up with this idea when I first got into the Fairy Tail fandom, which was a long time ago, and since then, I have gained some experience in game hacks. When I was looking through my computer a little while ago, I found my ideas on a notepad and decided to start working on it. Over the last couple of days, I have been working on it and have started to create a Fairy Tail x Pokemon hack for Pokemon Black and White. My basic ideas are as follows: The protagonists would either be Natsu and Gray, and then Erza and Lucy (Different Versions) or Natsu and Lucy, and then Gray and Erza. (Once again, different versions.) Cheren and Bianca would be the other characters that you can play as in the other version. Starters appropriate for each trainer. Gym Leaders and Elite Four would be other FT characters such as Juvia, Gajeel, Levy, Lisanna etc. Wendy would almost definitely replace Iris. Text edited to fit a slightly different storyline and made for Fairy Tail. Ghetsis would be Zeref. (With obvious text edits.) Other Fairy Tail characters would be included like Jellal as N, (fits him perfectly) Meredy and Ultear as the blonde and pink haired women, (can't remember their names) Professor Juniper, (not sure who she would be) and Nurse Joy. (Possibly Mira since it fits her nicely.) I have been working on it for a little while but have had multiple errors. My main problem is that I have had trouble finding a good text editor to use for this hack and I have not been able to recreate amazing sprites despite many attempts. I was wondering if anybody could suggest a good text editor and let me know where I can find the files containing the text. (I tried thenewpoketext for my previous Gen 4 hacks but it was complex and I had a lot of errors and problems with it, so I didn't like it too much.) I'd also like a little help with creating the sprites. I have done a few Gen 4 FT sprites but if anybody could make me some Gen 5 sprites, that would be amazing. (NOTE: Overworld, Mugshots, Front and Back for the 4 Possible Protagonists. - Overworld, Frontsprite and Mugshots for Zeref, Jellal, Possible Gym Leaders and Elite Four - Overworld for any other characters.) If you have any ideas or questions, feel free to share! (Sorry if this is really long or in the wrong place since this is my first post.)
  3. 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
  4. Pokemon Black Egglocke files.

    I'm starting a Pokemon Black Egglocke and need Pokegen Eggs to start off with. Please help me. Legality isn't a problem as long as the Pokemon is able to hatch out of an egg or able to have those moves.Please nickname the Eggs, I'm not creative with names unfortunately... No Legendaries or Phione please, since I don't want the play-through to be too easy. Send files over Email please, since it's easier. Send as many as you want, holding any item. Thank you! Ps: Set the happiness to 0 please, since the egg will not hatch quickly, and I'm not patient enough to wait.. Thank you! Send to this Email: mightyenatrickster262@gmail.com
  5. Greetings, all. I am new here, so I apologize if this is in the wrong subforum. Now, what I am needing to do: My girlfriend and I are planning on playing all of the Pokemon games from gen 4 right up to gen 7. We both have homebrewed 3DSs with CFW and have the NDS Pokemon games as ROMS on R4i cards. The idea is to play HeartGold and SoulSilver> Platinum and Diamond> Black and White> Black 2 and White 2> X and Y> Omega Ruby and Alpha Sapphire> Sun and Moon, in that order. What we want to do is transfer Pokemon over each time we move over to the next pair of games. Each time we play a pair, we plan to catch all Pokemon available in that respective game, then move them all forwards to the next game. HeartGold/SoulSilver can trade to Platinum and Diamond, and Platinum and Diamond can trade to Black and White, and Black and White can trade to Black 2 and White 2, but each of these processes will take ages to accomplish, and there seems to be no way to trade Pokemon from Black 2/White 2 to X/Y when using an R4i card and a legitimate card is impossible to get in my country. So: Is there a way that I can batch export all Pokemon from a save (All .pkm/whatever files from the .sav) and the inject it into the next save? PkHex and PokeGen only allow for exporting and importing 1 Pokemon at a time, whereas I would like to do so as a batch to save a lot of time. I have .sav files on R4i and can make .sav backups for 3DS Pokemon games, I just need a way to transfer the Pokemon between them as a batch rather than individually. As a nitpick: Is there also a way that I can have Pokemon moved via this method be registered in the Pokedex for the game I inject them into? Thanks in advance and sorry for repeating myself in some parts
  6. 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
  7. 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).
  8. [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
  9. Pokemon Black Diamond

    POKEMON BLACK DIAMOND Pokemon Black Diamond is a ROM hack of Pokemon Black trying to recreate Pokemon Diamond this is sort of inspired by Hoenn White, I have been wanting to make this ROM hack for a while and it is still in progress. I will continue to update as it moves along. FEATURES -Sinnoh Starters -All Pokémon from the Sinnohdex -Play as the Sinnoh protagonists -Harder Gameplay -Removed Trade Evolutions -Cynthia as champion PROGRESS REPORT Day 1: Male Character successfully reskinned: http://prntscr.com/34gjjx Day 2: Cheren successfully reskinned. http://prntscr.com/34j3jj, Cynthia successfully reskinned, Alder successfully reskinned.
  10. Hello everybody and welcome to one of the newest Pokemon Projekts, dealing with Pokemon versions Black 2 / White 2! About Me [table=width: 500, align: left] [tr] [td]Name:[/td] [td]Repulsory[/td] [/tr] [tr] [td]Age:[/td] [td]17 years[/td] [/tr] [tr] [td]First Versions:[/td] [td]Diamond and Pearl[/td] [/tr] [tr] [td]Country:[/td] [td]Germany[/td] [/tr] [/table] Important Information: I really hope not to make too much mistakes concerning the English language, so please turn a blind eye if you see some mistakes as I am not a native English speaker. General Information Well, I have started to play Pokemon as Diamond and Pearl were released and I really enjoyed playing it. The different options that the game offers you are great, but one thing that I really missed was a tool where you can edit the game yourself, changing Pokemon from different Trainers and other stuff like that. Making my own hack was a very important thing for me and with new Pokemon games also came new tools for editing! A week ago I have thought about this one more time and decided to try making my own hack. Im not completely "new" to Pokemon and actually spend quite some time on online battle emulators, just in case you might think im a newbie. Lets go into further details what I want my hack too look like... How difficult the game should be? The game must contain real challenges, meaning you need strategy to complete it Thought process behind each changed trainer, wild Pokemon and their levels Players just trying to rush with a starter Pokemon should fail to complete the game What are you going to change? At first I will just edit the normal Pokemon trainers and add some more Gym Leader should be a real "challenge" as well as so-called "Route-Leaders", who will be added to the game Wild Pokemon will be changed afterwards, but this is a hard job and will take additional time ... more comes later What can I do to support you? To be honest I really dont know much about scripting. Well, if I got a finished script I may be able to put it into the game, but writing is at this stage not possible for me so I definitively need some help there. Also, if you have any ideas or want on comment on something, please do so as this would help me with further editing! If you can script or want to take part at this hack, you can also send me a message. The more help, the beter will the hack finally be! Needed Scripts: If the player enters an area, a trainer must be created and walking afterwards to the player. Then he will ask after a battle and right after the battle he says something and walks away (out of screen) and is deleted from the map Current Status Diary - What has been edited so far? Here you can check out what I have done so far containing changes in the game | Newest Entry from: 05.03.2014 Work is still in progress, look at my diary if you want further information! Important: I started closed Beta-Testing with some of my friends, one of them will upload videos at some point just to show you some parts of the hack. I will give you more information about that later on! Coming soon... Right now I got some exams, will continue work afterwards
  11. 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
  12. Pokemon ADVANCE-Black(NDS ROM HACK)

    Pokemon Advance-Black is a hack of pokemon black still in the making that includes new wild pokemon,Harder Trainer and Gym battles!Thats about it really......... All starter pokemon can be found in the wild also I will make a Pokemon ADVANCE-White in the future. Tools used Zero's Wild Pokemon Editor v1.0.5 BWTE(Trainer Editor for Black and White) :bidoof: Download Link: n/a :bidoof:
  13. Pokemon GO! Dream Team Panic!!

    I've tried working on my own expansion of the rather disappointing XY Pokedex, increasing it from 72 (there are actually 3 unreleased Pokemon in the game's code; look it up) to a more respectable 113 (technically 111 since there are two unstated Pokemon), and I'm thinking I want to make a Black/White (2?) hack that includes the now 113 extra Pokemon, as well as following a brand new storyline. (WARNING: THIS WILL FURTHER REQUIRE THE INCLUSION OF FAIRY-TYPE, AS WELL AS SEVERAL FEATURES THAT I'M NOT SURE CAN BE IMPLEMENTED INTO THE GAME PROPERLY). Changes: -Two new main characters (Thomas and Pepper, the main characters of the "unofficial" Pokemon Go! manga), as well as new companions (Ashley, who accompanies you, and Kylee, who's basically more like Bianca's role in B/W), and even a new rival. -Thomas starts off with Dratini and Gengar, while Pepper starts off with Mime Jr. and is GIVEN a Chimchar (which you can have the option of refusing in order to pick your own starter) -You will be able to choose from all 18 starters. -New evil team, in this case Team Murky -The aforementioned 113 new Pokemon added to the Pokedex, including Sylveon and Draceon, the new Dragon-type Eeveelution, several new evolutions and pre-evolutions -Handful of new items both officially from Gen6 and unofficially -Redesigned Elite Four rooms to reflect new types (Electric, Rock--which I may change, Ground, Poison) -Redesigned Cities, specifically the Gyms -New Fairy-type, as well as the new moves, abilities and retcons from XY, though no Mega Evolutions -Adding/modifying new locations (Pitch-Dark Hole, Abandoned House, which will appear on Route 20, Team Murky HQ, Zi'gyr, where you fight and capture Pokemon Cthulu--literally, Torment Forest, Kanji Island and Champion's Keep, where you face the Elite Four) -In order to get to Kanji Island, which is virtually inaccessible, you will need the Tropics Ticket, which is given to you after earning all 8 badges and ride a ferry. From there, you undergo a tournament with others, including your rival Viktor in the finals and even your gender counterpart (think something like Battle Tower, PWT, or more accurately Battle Maison in XY) -Battles play out similarly to the Pokemon League in the anime, where each competitor uses 3 Pokemon each, and are healed in between rounds. If you lose, you just start from the beginning; if you beat your rival in the finals, you're given an invitation to the Champion's Keep, where you face the Elite Four in no particular order and finally take on the Champion. -New Gym Leaders, and by extension, new badges (presumably also the same 100 TM's from XY) -All Pokemon available through the wild, in-game trade, Safari Zone, etc. (some incredibly rare, but still possible to capture) EDIT: I figured out what to do with the other legendaries. Intergen Legendaries: After beating the Elite Four, and completing the Buoku Dex (registering all Pokemon by seeing them, having data on them isn’t required), fly to Victor’s Cave (ビクターズパス Victor’s Pass)—which is the Buoku equivalent of Victory Road though the high leveled trainers and wild Pokemon it’s probably closer to Cerulean Cave/Unknown Dungeon (remember, that Pokemon League is treated differently than traditional games). At the end of Victor’s Cave (though if you descend all the way down to Level B12, you’ll be able to face Groudon at Level 60), you’ll encounter and face Terry in an off-the-record battle. After defeating her, she will reward you the Golden Ticket (ゴールデンチケット Golden Ticket). Show the Golden Ticket to the ferry and you’ll sail to the Tower of Light (天国タワー Heaven Tower), a massive 40-Level (not counting the roof and basement) endurance test similar to the Sky Pillar where it’s possible to battle and capture the legendaries, with a final fight with Arceus at Level 80 on the roof. Certain Legendaries do require certain party conditions to be met. For example, Regigigas’ room is only unlocked, obviously by bringing the Regis together, with the same applying to Lugia and Ho-Oh requiring the roaming Legendary Birds and Cats respectively. Arceus himself requires BOTH the Lake and Creation trios, though most of the early floors either require fairly simple or no conditions to battle. Most of the first through fourth generation Pokemon otherwise unobtainable are included here, as well as the Aura Trio from XY & a few generation five’s that had their levels changed or scrapped (the Forces of Nature sans Landorus, the Tao Trio, Swords of Justice sans Cobalion, Heatran) Meloetta, Keldeo, and Victini are also obtainable. -In the Team Murky HQ, you'll be able to find a secret room that leads to a glass case with a Poke Ball in it labelled Project Amber prototype. Use Rock Smash on the case, and you'll receive a special Golden Genesect in an Ultra Ball named PRJ (Project) Amber with Megahorn. (Or do you?)
  14. Battle Subway Modifications

    I've managed to make a patch for the Battle Subway for BW & BW2. The list with changes made by me are at this link: http://www.mediafire.com/view/?jcp91l58n9pyrz7 Here's what the patch does: -Increase number of Pokemon in database to 1612 -All trainers in Normal line have a huge Pokemon roster -Few Super Line Pokemon were edited in terms of moveset, items and EV spread -Partner Pokemon roster is 464 (310 in Attack and 154 in Defense) NOTE: If you already have a patched rom, such as BlazeBlack2... don't worry. Use the NitroExplorer to extract the narcs from the clean rom that's been patched for the Battle Subway and reinsert them in the rom you're currently playing. Leave feedback and any suggestions of who should I fix in the Super Line and enjoy fighting in the ultimate Battle Subway. Link: https://www.dropbox.com/s/io1214wdgsufxad/BattleSubwayPatch.zip
  15. Hello, people! Today, I introduce a project that I have recently been working on for the past few days. As you can see from the title, yes, I am working on remaking Pokémon black version. Now, as you may think I won't work on it all of the time, and that my project will never shine. However, this will not happen, for I am going to be active as day and some night to get this project finished. It's not only a success, but it is my dream to remake a game of Pokémon. Now, enough of my story, here's what I plan on doing. I am of course going to remake all Pokémon finds, which means that new pokemon will be in the same areas as before, and so on. Next, I want to change some Pokémon's abilities. So this means that Pokémon with bad abilities that never got to shine will have a chance to shine. Furthermore, I want to adjust some of the Pokémon's base stats. For example, some pokemon will be a little bit faster, stronger, etc. Anyways, I plan on changing all of the text, which I know may seem hard, but.. This is why I need some help along this journey. If anyone could contribute to this project, then it would be drastically appreciated. I would like to have some help on the text, and maybe some sprites if possible.. I hope I'm not asking for much.. But overall, I have determination in this hack, and nothing will me otherwise.
  16. Hello~ I am YourFavorite and I am completely new to rom hacking and to this community. Even though Gen 5 has been out for several years, I feel that news of Gen 6 is coming a bit too soon. Black 2 and White 2 were just recently released, and (more importantly) I feel that Gamefreak hasn't really given us a chance to explore triple and rotation battle mechanics. In 3rd and 4th gens, Genius Sonority was hired to make spin-offs, which explored double battles in 3rd gen, and more in-depth mechanics (like trick room) in 4th gen. These introduced me to double battles, were a lot of fun, and gave me a pretty big appreciation for both double battles and pokemon battling in general. For 5th gen, triple and rotation battles haven't recieved the same treatment. Sure, in B2/W2 there are a few trainers that will surprise you with triple or rotation battles, but you can never see them coming, and they feel very out-of-place. I feel that both have some potential, but there haven't been a lot of opportunities to explore them outside of multiplayer, (where a first-time player is likely to get wrecked). So, to get to the point: I am planning on making a Black or Black2 hack that features primarily triple and rotation battles. I want it to be its own game in its own right (eg. different region, different gym leaders, different evil team), but all of the core gameplay mechanics will probably stay the same. I may use this for progress or recruitment later (If you're interested in helping, that's awesome, but since we are still in concept/planning stages I don't even know what help we will need), HOWEVER right now I mainly want to discuss the idea and the logistics. GAMEPLAY/story-wise, here are my ideas: -Evil team plays dirty, will wait to ambush you two or three at a time. -An order of monks that values team synergy and the ebb and flow of battle, who will train you in rotation battles. -Start the player off on single battles (first gym), then introduce doubles (second gym), then have the remaining gyms split between triple or rotation battles. This is so the player can get used to the game, then slowly get used to other playstyles. -Triple-battling gyms will likely use a lot of spread moves, but I want to incorporate some other common strategies from the metagame as well (eg. fake-out, follow me/rage powder, maybe even anger point and/or justified) -Perhaps have one elite-four member for each battle style (singles, doubles, triples, and rotation). However, this brings up the question of which style does the Champion use? Perhaps the player gets to pick? -Perhaps centering the story on the three legendary birds, because there is very little lore about them and therefore plenty of room to make stuff up. My gameplay/story concerns: -I want triple battles and rotation battles to make sense in context. -I'm worried about putting triple battles in too many places, since giving commands to three pokemon makes them take longer. But I'm also worried about not including them enough, and making them feel like a misplaced gimmick. -I'm also worried about the synergy between triple battles and rotation battles. They are pretty different styles of battle, with different viable strategies for each. While this may encourage team flexibility, it may also discourage having more support-focused pokemon and/or restrict what strategies the players can use. My technical concerns: -I plan on changing the types that the gym leaders use, but have heard that it's difficult to edit the gyms. Worst-case-scenario, I would be fine with leaving the gyms as they are, but changing the trainers and leader. -The FAQ seems dubious about editing maps in roms, but I have seen a tutorial on editing the maps in B/W. How practical is editing maps in gen 5? -I am not quite sure whether or not to use Black or Black2. Pros and cons: Black: +Gyms and elite 4 seem easier to edit? +Probably better documented than Black2? -Fewer maps than Black 2 -Complicated ending, with a champion battle, a legendary battle, and another battle, plus a castle rising out of the ground. Seems pretty hard to edit (but also could be edited to become a pretty epic ending). Black2: +More maps than Black? +Features a desert-like section (Lentimas Town area); I would really like to use some of those assets and make a larger desert-like section of the region. +Ice sliding mechanics; could make some fun puzzles with those +I'm a fan of pokestar studios, and like the idea of making my own "battle puzzles" +Has both white forest and black city? (If I feel a need to use those for something) -Gyms and elite four seem more difficult to edit -Hasn't been around as long as Black, probably less documented -Do I really want to take the time to mess around with pokestar studios, when it would delay finishing the hack? So, I would very much appreciate if anyone would like to discuss my ideas and concerns, and help me hammer things out. I'd especially like help choosing whether I should start with Black or Black2. I'm still doing research on the whole process, and have a lot to read, but would appreciate any feedback that would help guide my research. Thanks for reading! <3
  17. Pokémon Gray/Grey Version

    Pokémon Gray, a remake of Pokémon Black, White, Black 2 and White 2. Introduction: Hi all, I'm thinking of doing a history hackrom collecting Pokémon Unova Pokémon Black and White and Black and White 2 called Pokémon Gray/Grey. The story would be Hilbert and Hilda starring in his journey through Unova mixing history of this region of the anime and manga as main story and the remaining after the Pokémon League. For example: start the standard story of Pokémon Black and White battling the gym leaders that appear in the anime with the manga events after the league will follow the story that appears in Pokémon Black and White starring Nate and Rosa. Main characters: Hilda and Hilbert are young coaches who live in Nuvema Town located in Unova. Professor Juniper sends home a gift with the three starter Pokémon so they enlist to start your Pokémon adventure. During your trip, you will find all kinds of Pokémon and trainers Unova region. Also will face Team Plasma to thwart their plans. Hugh will be your opponent in the entire game. Professor: Juniper is the proffessor Pokémon Unova region. She is responsible for delivering the starter Pokémon in that region, she is the first teacher of the main series Pokémon game and specializes in the study of the origin of the Pokémon. History: The adventure is located in the new region, Unova and begins in Nuvema Town, where you will receive the starter Pokémon: Snivy, Oshawott or Tepig. Professor Juniper and Colress will find recurring characters throughout the adventure on several occasions, as well as your good friend (Nate if you are Hilda or Rosa if you are Hilbert). The villains of Team Plasma have the task of freeing the Pokémon coaches, they believe that the Pokémon are free beings and their relationship with the legendary Reshiram and Zekrom. Will also Natural (N), which will have a say in this story. Your mission is to become champion of the Unova region, after that two years have passed since you left to start your adventure Unova's image has changed: the works have been completed and on Route 4 buildings have been built. In addition, the Driftveil City's lighthouse is gone resulting craters and founded new cities, as Aspertia City southwest of Unova. Project: This hack is conducted through Pokémon Black & White 2 and need the tools collected links at the moment for these games to pull it off, I have little experience so if one wants to do this project have permission. A greeting and thank you all.
  18. With this article posted pokebeach. I decided to try to see If I could modify and even add new formes to the game. The data chart in the article can be found in a/0/1/6, the stats files. The files in the narc match up to each Pokemon's national pokedex number. after 649 are the stats for formes. I am not sure what file 668 is, I added my two new files as file 669 and 670. For the Pokemon you want to add a forme too, open the file that matches there pokedex number and edit these offsets. offset 0x1C(2 byte) = Nobis offset 0x1E(1 byte) = Sprite offset 0x20(1 byte) = Formes Make the Nobis equal the file in a/0/1/6 you want its stats to be, leave it at 0 if the stats do not change. The Sprite is the number for what sprite to use. You can only use sprites that come after Genesect. using 1 will use the first sprite after Genesect. The sprite files are in a/0/0/4. Each Pokemon uses 20 files for their set of sprites. After Genesect's last forme sprite, there is some other data there and a long list of palette files. Not 100% sure what these are for, might be used for Arceus and all his alternate forme's colors. I added 15 dummy files to pad it to 14300 files so it would take up the space of 3 sprites(60 files) and make my added sprites be align to the 20 files per sprite rule. For this example I copied Reshiram and Zekrom's sprites. You also need to add sprites for the part icon. These files can be found in a/0/0/7. The first file is a pal file, followed by 2 files per sprite. Since there is 60 files (3 sprites) of dummy data after Genesect's last forme sprite, we must also add 6 dummy files (3 sprites) to the party icon file before adding our own. For this example I also copied Reshiram and Zekrom's sprites. Forme is the number of formes a pokemon has. If the pokemon has no extra formes this number is 0. If the Pokemon has 1 or more alternate formes then the number is the number for extra formes plus the base form. Shaymin has this value as 2 for it's Land and Sky forme. Pokemon who have a 1 here only have 1 forme in the current game and extra formes in future games. If a Pokemon has more that 1 extra forme, when it is in the first alternate forme it uses the data for the Nobis and Sprite Bytes. The next forme will use the data after those. Example would be Nobis of 669 and Sprite of 63 will cause the first alternate forme to use Nobis 669 and Sprite 63, the second alternate forme will use Nobis 670 and Sprite 64. I do not have any idea how to change formes in game with pokemon who have new forme, but you can have them appear in the wild in the forme and it will keep the forme once captured. Here is a video showing the results.
  19. This is a rom edit of pokemon black and white where you can obtain all 649 pokemon. The difficulty of the game has been increased as well as various changes to pokemon moves and the pokemon themselves. Changes from the original versions: -All 649 pokemon are obtainable one way or another. To have version differences in the game, a pokemon may be found later in the game instead of finding it early like the other, or a pokemon may be more common to find. -Another version exclusive is how often you will require to play in a rotation/triple battle. Each game will have more matches of each type of battle. Black Version will continue to have more Rotation battles than white, and White Version will continue to have more Triple battles than black. -All trainers have their pokemon edited. This improves the difficulty in the game and satifies players to have a challenge as they play the game. -Trade evolutions is not required to evolve pokemon that needed to do so before. -Wild pokemon are stronger as well. This helps when level grinding is necessary. -Shaking Grass now contains more rare pokemon. -Dark Grass have tougher pokemon. Attack Mechanic Changes/etc -Critical hit ratio is returned to its former glory. All critical hit moves have been raised back to 25% chance to crit from previous games. -Expect to see secondary effects on moves to happen more often. Various moves have had their secondary effect increased including freezing moves(such as blizzard). -Buffs in stat-boosting moves. Moves such as Howl and Meditate now boost more than just Att. Howl is similar to Dragon Dance, and Meditate is similar to Coil. -Charge moves such as Fly, Dig, Dive are now more powerful and have a secondary effect if it did not before. -SolarBeam is no longer a charge move. It now performs similar to Fire Blast(ACC reduced to 85%. PP reduced to 5, and 10% chance to burn). -Trap moves have similar power to Surf/Flamethrower/etc(Whirlpool/Fire Spin, Sand Tomb, Clamp), or to Vicgrip(Wrap/Bind). -All move changes will be listed below soon. Pending Move Changes -Making Captivate Genderless/SpA version Charm - opinions on this change? Y or N? -Hyper Beam and similar moves - opinions on how the move should change? -Changing type for HM Strength - opinions on which type? Pokemon Type Changes Spinarak/Ariados is now Bug/Dark and movepool now reflects this. Masquerain is now Bug/Water and movepool now reflects this. Volbeat/Illumise is now Bug/Electric and movepool now reflects this. Seviper is now Poison/Dark. Glalie is now Ice/Rock and movepool now reflects this. Luxio/Luxray is now Electric/Dark and movepool now reflects this. Electivire is now Electric/Fighting and movepool now reflects this. Magmortar is now Fire/Psychic and movepool now reflects this. Servine/Serperior is now Grass/Electric and movepool now reflects this. Pignite/Emboar is now Fire/Dark and movepool now reflects this. Dewott/Samurott is now Water/Fighting and movepool now reflects this. Watchog is now Normal/Electric and movepool now reflects this. Cofagrigus is now Ghost/Steel and movepool now reflects this. Gothita/Gothorita/Gothitelle is now Psychic/Dark and movepool now reflects this. Elgyem/Beheeyem is now Psychic/Electric and movepool now reflects this. Beartic is now Ice/Fighting and movepool now reflects this. POKEMON MOVEPOOL CHANGES Kanto Pokemon Johto Pokemon Hoenn Pokemon Sinnoh Pokemon Pending Unova Pokemon Pending ROM HACK COMPLETION DETAILS Attack Changes - 100% Pokemon Movepool changes - 80%(transferring data to rom now) Pokemon TM/HM Compatability changes - 0% Wild Pokemon Changes - 0% Trainer Battle Changes - 0% Gym/E4 Battle Changes - 0% Expect more details about the hack throughout next week! *Note: sorry for the lack of creativity in first post as well as some sort of visual for the game. The thread will be updated often.
  20. I have been editing attacks using prc_bw. My goal is to make various 'useless' attacks that generally are not beginning moves (like tackle) have improved power, accuracy, additional affects, etc. I have recorded my changes thus far here: https://docs.google.com/spreadsheet/ccc?key=0AvoKYffiN3-zdG42aWpKTjBLdUUxY29GdXZPLXRFSVE&hl=en_US Any constructive comments would be appreciated. I am especially concerned about making moves too powerful. A few notes: - A multi hit move with an additional effect-I think each hit has a separate chance to work, I still have not tested this. - A move that hits multiple opponents will have a separate chance to work per opponent hit (tested) - If I try to give separate probabilities to different stat boosts, like giving flame charge a 10% chance to boost attack as well, then all boosts are triggered as soon as one is, so it doesn't pan out. If people want a patch for this, let me know and I will try and post one. If no one likes the edits, I will wait until they are better to release it.
  21. Welcome to my first ever page with tools! This page will be updated soon with a nice layout. [HGSSSPRITE]278[/HGSSSPRITE] OxATTACK Pokémon Black & White Attack Editor | Version 1.6 Abbreviated as OxAT, OxATTACK is a tool that lets you edit attacks (moves) in Pokémon Black and White. In the newest version 1.6, move mechanics are editable and some more effect descriptions have been added. For now, the tool can edit the following aspects: Type Category Power PP Accuracy Secondary effect Stat manipulation Basic effect Critical Hit ratio Opponent(s) Priority Frequency Move mechanics Click here to download OxATTACK Version 1.6. Big thanks and credits to TwistedFatal, who helped me a lot with the tool creation! I hope you like the tool(s). If you find any bugs, please report them here. None of my tools are known to be 100% stable, so please remember to make back-ups.
  22. Hi guys, I'm fairly new to ROM Hacking, but I've already got a hack in production underway, which you can find information on in the ROM Edit Ideas section (Probably gonna recreate it in the Progressing Edits once I get up to the first gym done and release a beta test version). It will include things like Edited trainers, pokemon stats, pokemon types, new wild pokemon, etc. But of course, I had to learn how to edit this data. I did most of the stats and types and such by using a tool by TwistedFatal, but with changed types, of course came other things like, for example, the TMs and HMs that each pokemon could learn. That specifically is what inspired me to make this thread. I never could find a thread about TM and HM compatability. I got the information about that from Drayano. But as it turns out, ALL of the Pokemon's data (except for movesets) is located in the same narc. So, lets take a look at exactly what is in this narc file. First off, you should extract the a/0/1/6 narc file using Nitro Explorer. Next, I reccomend downloading Crystaltile2, it is a phenomenal hex editor with a feature that makes editing the hex so much easier. In the best download I found, there are two .dll files that are missing, but you can just google search them and put them in the same folder as CT2 and it should work. And for one last preparation, I reccomend you go to this website:http://www.mathsisfun.com/binary-decimal-hexadecimal-converter.html. This is an amazing Hex-Decimal-Binary converter. Now, open up the a016 narc with Crystaltile2 and in the side window that pops up, double click on the section that has "(narc file name) 1" in it. This will take you straight to Bulbasaur's Data. Let's take a closer look at it. The first byte of each Pokemon's Data is the HP stat (in Hex of course) for Bulbasaur, this is 2D, which is 45 in Decimal. Say you wanted to raise the HP stat to 65. Just type in 65 on the decimal line on that site I linked you to, and replace that 2D with whatever pops up in the Hexadecimal line (should be 41). The second byte is the base Attack Stat. 3rd is base Defense, 4th is base speed, 5th is base Sp. Atk, and 6th is base Sp. Def. This should be the exact same order for every pokemon's data. Now for the 7th and 8th bytes, I have not tested this yet, however, they should be the Pokemon types. According to this thread:this explaining things about move data, 0B, which is in byte 7 of bulbasaur's data, corresponds to the Grass type, which just so happens to be Bulbasaur's primary type. It's 8th byte, which is 03, corresponds to poison type, which is Bulbasaur's secondary type. So, more than likely, the 7th and 8th bytes are the pokemon's types. In Bulbasaur's 9th byte, we have 2D, which is 45 in decimal, which just so happens to be Bulbasaur's catch rate. In the 10th byte for Bulbasaur we have 01, which I do not know exactly what that does. My theory is that it could be it's national Pokedex number. The byte after that (11th) as two 0s in Bulbasaur's data, which could have numbers in it when it gets to the higher pokedex numbers. Probably the National dex number in hex, split into pairs, and then reversed, just like it is for the moves when editing those via hex. This is only a theory and requires testing. Now we have the 12th byte. In Bulby's data, this is another 01. I honestly have no idea what this does. Perhaps there are two different Pokedex numbers that really come into play when you get to the Unova Pokemon? I will be editing this if I find out anything new. Bytes 13-18 are just a bunch of 0s for bulby. These may come into play more in other pokemon, I have not looked into this much yet, this research is a work in progress for me. I will edit the post when and if I find out anything. I have also been unable to figure out byte 19 or 20 off of info from Serebii alone either. I will edit the post if I find out something, as usual. If it helps anyone, Bulbasaur's byte 19 is 1F (31 in dec) and byte 20 is 14 (20 in dec). My conjecture is that maybe they have something to do with Egg Groups. Byte 21 appears to be Base happiness, as the 46 there in Bulbasaur's slot (70 in decimal) is equivelant to the info on Serebii. I am not sure what bytes 22-24 are. Byte 25 appears to be a slot for abilities, because in Bulbys data, it has 41, which is 65 in decimal. According to the Ability list on Bulbapedia, 65 is Overgrow's index number. Byte 26 is probably the second ability a pokemon could have, but since Bulbasaur doesn't have one, it has only 0s there. This is made even more likely by the fact that the value in byte 27 of Bulby's data corresponds to the ability, Clorophyll (index number 34, which is 22 in hex), which bulbasaur can have through the Dream World. Bytes 29-32 are 0s in Bulbasaur's data, so I'm not yet sure what those mean. I will experiment more with that later. Byte 33 has a 01 in Bulbasaur's data. I'm not sure what exactly this means yet either. Byte 34 has a 03. Again, not quite sure what this means. Byte 35 has 40 (64 in hex). Not quite sure what that means either. Byte 36 has 00. Clueless yet again. In fact, I have no clue what pretty much all the bytes do for a while. Perhaps it is what tells the pokedex to say in the pokedex entry's and classification, cries, honestly idk. But that's why I'm researching, to find out. Now, at Byte 41, I finally find something I know about. I'm just going to say right now, Thank you so much Drayano, he's the one who taught me how to read this part. Now, we start getting into why I even decided to do the research of this narc file. The TM HM compatability. Now, at Bulbasaur's byte 21, we find the hex value, 20. If we put that into the hex section of the coverter I linked you too, we actually need to look at the binary equal to that value. It should show up as 100000, now add two zeros to the beginning of this, and we have a string of 8 numbers in binary code. This string represents Bulbasaur's compatability, to TM01-08. But the tricky part, is that it goes backwards, so the first number actually represents TM 08, and it goes backwards down the line to TM 01. The 0s mean bulbasaur can't learn that TM. The 1s mean it can. So let's get into a bit more detail shall we. After you added the two 0s to make it a string of 8 the first number is a 0, meaning that Bulbasaur can't learn TM 08. The next number is another 0, meaning it can't learn TM 07. The next number, however is a 1, meaning that Bulbasaur CAN learn TM 06. The rest are 0s, meaning that Bulbasaur can't learn TMs 05-01. Say you wanted it to be able to learn TM 01, you would go into the converter and replace the corresponding number in the binary section (in this case the last one), and replace the old hex number with the new hex number that came up on the Hex line of the converter. Now, you may be wondering "What about all the other TMs?" That comes with the next several bytes. These bytes each represent Bulbasaur's conpatability with 8 different TMs (don't forget it's in backwards order, so instead of TM 09-16, it's actually 16-09, and same for all the other bytes). When you get to the byte that's supposed to represent TMs 96-90, you may be thinking "Hey! There is no TM 96!" Well that's correct. Instead, HM 01 takes up that spot. Then, the byte after that only represents the 5 remaining HMs (so the binary string should only be 5 digits long). One last thing to note, obviously, if any of these bytes contains two 0s, that means bulbasaur can't learn ANY of the 8 TMs that that byte represents. There should be 13 bytes containing TM HM compatability data. And finally, after the TM HM compatability bytes, we come up on some more bytes that I don't know what they do. Hurrah! I have a feeling that one of the groups of bytes that consisted of mostly 00s with a 01 thrown in had something to do with the amount of EVs given out upon defeating a bulbasaur in the wild, but I do not know which. So anyway, that's all I could figure out for now. I'll be sure to edit this post with the appropriate info if I find out anything new.
  23. Author's Webpage: http://www.geocities.jp/bt_vermeille/remodel/pokemon_bw/ | (B2W2) Japanese Program. .NET 2.0 Required. Edits the ROM, not narcs. Features: Species Editor Evolution Editor Encounter Slot Editor Move Editor Download *TRANSLATED* Pokemon ROM Changer: B2W2 - English ROMs (by Kaphotics) B2W2 - JP Translation (by Kaphotics and Andibad) BW Translation (by Andibad) For ROM Hacks: PRC for BBVW2 Complete 1.1 PRC for BBVW2 Vanilla 1.1 PRC for BBVW2 Complete 1.00 PRC for BBVW2 Vanilla 1.00 Bond697 has graciously provided decompiled code (via .NET Reflector). It's not the original code, but it compiles into the same program. Original prc_bw2 (B2W2) Original prc_bw (BW) --Source for prc_bw2 translation (English) --Source for prc_bw2's translation (JP)
  24. Pokemon Better Black

    Ok so my whole idea behind this ROM hack is to basically up the difficulty level of Black and White. Here are the ways I am doing this. -Increasing the level curve -Adding in Stronger and more diverse wild pokemon -Giving every gym leader six pokemon -Modifying the stats of some pokemon (including things like type and ability) -Modifying move data to make some moves more useful -Editing Item locations So far, I have edited the stats of every pokemon I wanted to edit, and I have changed the movepools of the starters and the monkeys and all their evolutions. I have also edited quite a few of the weaker moves. Here's just a sample of my work. The tepig line are now all fire/ground, and of course learn some Ground type moves. Emboar and Pignite learn Close Combat in place of Roar as well, as even though they are now Ground types, I still feel like this move suits them. While Snivy and Servine are unchanged, Serperior is now a Grass/Poison type. It learns a new-and-impreoved Poison Tail upon evolution, and it has a new ability. As you could guess, it now learns quite a few other poison type moves, some of them by leveling, some by using a Heart Scale. Dewott and Samurrot are now part Dark type, because I feel that the Dark type suits a Samurai better than a fighting type. As most dark types do, they now have a few tricks up their sleeves, such as the Weak Armor ability, which, while making them more vulnerable, can increase their speed quite a bit. Archen and Archeops have dropped their terrible Defeatist ability for Moody, which changes them from a pokemon that pretty much has to one hit kill everything or it's doomed, to a High-risk, High reward pokemon. Many of the HMs have been edited to make them more useful, such as cut changing to Grass type with 70 Power. Strength has been changed to a fighting type move with 90 Power, and Waterfall is now on Par with Surf in base power. Of course, the move data changes are not only limited to the HMs, Rock Smash and Rock Climb are now Rock type moves, which could possibly give Pokemon like Scolipede and Scrafty a new option. All of the elemental monkeys now have a fighting subtype, and of course learn a few new moves to reflect that. Progress Move editing 100% (unless I change my mind about something) Pokemon Moveset editing around 50%, i still have to do the TM/HM compatability (unless a request is made that I decide to use) Item location editing 0% (actually, if I could get some help on exactly how to do this that would be great) Trainer editing up to about the end of Route 2 Wild Pokemon editing up to Route 3 Text editing (usually to go along with item location changes) 0% Edit: Oh, and one last thing, I would prefer not to add any pokemon from previous generations. The only exception would be if it was impossible to make a gym leader have 6 pokemon without doing that. EDIT 2: Come to think of it, since I have been doing this, Shouldn't it go in Progressive Edits?
  25. After seeing many Pokemon ROM hacks, and not liking most of them. I have decided to make my own, suiting my own desires; that in which I like to call "Absurd level of difficulty that is absolutely not for the faint of heart" As a rule, I dislike breaking the game by editing bases stats and adding moves that the player can have access to. Instead, I like to give advantages to the AI to make up for their lack of perception of danger, one in which is giving AI moves that they cannot learn normally (most of the time would be because that I cannot give a specific type of Hidden Power to the AI, ie. Chandelure with Aura Sphere). While the AI may have to edge, I do not wish for it to be impossible, since that will be unplayable and it will defeat the purpose. I want it to challenge the player's resource management, as well as knowledge of moves when paired with certainly abilities (since legal move combos are totally out of the window). In addition, almost every forced trainer battle will be custom tailored to a theme, unlike most hacks, I want most of the trainers to have diverse type coverage, as that is is very true difficulty lies. Think back to Stadium 2, where most trainers in Round 2 have a specific strategy, and that's what I am aiming for. Gym Leaders, and Elite Fours, as well, will not just have one type of Pokemon (I mean what is the difficulty in filling Burgh's team with 6 Bug Pokemon that can be Stone Edged?) Instead, each leader will have some sort of center piece Pokemon that the team is build from, covering their weaknesses from top to bottom, as utilizing moves such as U-turn and Volt Switch to make sure the match is not an easy one. There is a few things I like to hack that is beyond hacking trainers, and I would appreciate it if you could lend your expertise. - Forcing Battle Style to set Getting a free switch upon fainting a Pokemon offers tremendous advantages, not to mention you are told what Pokemon are being sent out! If linked battles are forced to use set function, I want the main game to have the same as well. This is only important if I ever decide to distribute this, but I want to know if this can be done. - Leader rematches, and EV trainers. The level curve of this game will be unforgiving, I want to offer level up opportunities for the player, as well as certain EV trainers that can be challenged again and again in order to perfect the EVs. Most end game bosses, and post-game bosses will require planning and good EV Spreads. If someone can tell me how it is done, please let me know. - EV reduction berries Linked with above, I need a way to distribute these as it is not possible to obtain them through normal gameplay. - 1st N Battle? Little question, but is it possible to proceed with the plot if you lose the 1st battle with N in the very beginning of the game? - Pairing up with Cheren in Wellspring Cave: Is it possible to change Chren's party when is allied with you, for the sake of consistency? I will appreciate any thoughtful input, thank you.