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Found 6 results

  1. So as a preface - I've been playing though a modded version of Explorers of Sky with a custom pokemon. It's worked all fine up until the mentioned cutscene, where the game just stops working and remains on a black screen after the "Chapter 12" image disappears. I originally searched if anyone had encountered anything similar and a person had encountered the same issue playing as a Palkia - https://gamefaqs.gamespot.com/ds/955859-pokemon-mystery-dungeon-explorers-of-sky/answers/578081-the-game-crash-after-mesprit-battle-whats-causing-this I did have a few AR codes enabled so thought it was that, but decided to do a little more digging - debugging in SkyTemple. Using a completely untouched EoS ROM, I encountered the same crash without any AR tampering when using both Palkia and Dialga. It also occured when I imported my custom sprites to replace bulbasaur's sprites so I assume it must be something to do with sprites. All other pokemon I've tried worked just fine(Gallade, Giratina(both forms), steelix, darkrai, diglett). For the script itself: It's Scene G01P04A with script m14a0901. Debugging that exact script has it no longer step through the code after supervision_Actors(3) is called at the beginning. I'm not too familiar yet with the debugging of Skytemple or if there's any way to validate the sprites in some way to know what exactly is causing the problem. The fact that it exists in the base game is useful as it means it's easy to replicate, but if anyone has any idea why the scene crashes if a player or companion actor in that scene is dialga or palkia then I'd like to know. Not knowing how to fix my custom sprites is annoying. EDIT/UPDATE: I found that removing one of the supervision_Actor calls lets the scene run properly. Would it be due to too many sprites or something? Looking at the debug log output after the supervision_Acting starts to get called: Below is the whole process, when it works correctly. Nothing seems different with the logs outputted at the very least
  2. There are a lot of things that are randomized, but not too much to completely break pokemon, or pokemon nuzlockling. I DARE SOMEONE TO NUZLOCKE THIS, especially if you are a youtuber, if you can beat this in a Nuzlocke, and I mean Traditional Nuzlocke rules, no adding any of this new age crud, I will put you in the credits of this game, but you have to film everything. I also encourage everyone to play on SET. This game will be hard, but it will not be impossible, that is something we strive to accomplish. This Game is a Hybrid between an Extreme Randomizer, like Ttar's, and a Difficulty hack, like Dio vento's or Drayono's hacks. The Full game is out now! Version v1.1 is out Now! Things that are Randomzied: Level-Up Moves(60% Of It Is STAB Moves) Wild Encounters Egg moves Trainers have randomized teams, except for important trainers, like Hau, the kahuna's, the Elite Four, Plumeria, Title Defense Battles, etc. These important trainers will have hand crafted teams. Abilities will be randomized to an extent. For important pokemon in the game, like starters, customs, legendaries, etc. will be customized and not randomized. Important trainer's will have beneficial nature's and stats It is planned that we have title defense challengers as Poketubers with their 6 favorite Pokemon, for example TKN(thekingnappy) will have his Gengar, shadypenguin with his pokemon, and Nexus with his Magcargo, teams more or less like that, we are for sure going to have TKN as a title defense challenger, not sure about the other two. This game will have an original story, and it will not be the kind of story you are used to seeing in pokemon. It will be a dark, unsettling kind of story. This game will have custom music, all of which is remixed music from previous installments in the pokemon franchise, and a couple will be from other video games, song credits are included with every .rar file we will post, so that we make sure that any song that we use, has credits to the original creator of the individual song, along with which songs replace which tracks in the game. There are over 100 new songs in total to replace all of the old ones. So all you music lovers out there are going to be able to listen to music that will please your ears every step of the way. We are also adding custom clothing and the like, so we will be having all of the previous generations enemy team outfits. Example: Rocket outfit, Magma outfit, Aqua Outfit, Plasma outfit, etc. Note: All legendaries will have new textures and some will even have new typings. We even have a whole slew of new Alolan forms and various shadow pokemon. You will be able to catch every legendary in the game, without having to need the other version of the game. It's really just a preference of which version you like more. Zygarde will be much harder to catch. I'm not kidding, good luck catching him. We have a new pokeball, named the Dark Ball, for catching shadow mons in. It is re textured over the Beast ball. So if you want an extra challenge, catch all of the new Shadow mons in the Dark balls. And yes, they act the same way that the normal beasts balls do. So Dark beasts will be easier to catch, and all other pokemon, it will just act like a normal pokeball. New Ideas are welcome, but we won't be implementing any of the community requested stuff until we are finished with all of our currently planned stuff first. To play on console you must have a Custom Firmware 3ds with Luma installed on it Luma files: Pokemon Reaper sun for luma 3ds cfw layered fs v1.1(Ultra Sun hack) : -Find elsewhere- Pokemon Nightmare moon for luma 3ds cfw layered fs v1.1(Ultra Moon Hack): -Find elsewhere- Go to GBA temp and look for the forum under the same name for the downloads If you are looking for other versions of the hack, they will be located in our discord server. Please get the other files from our discord if you don't intend on playing on console. Our public Discord link [Not allowed to post discord links anymore] To everyone: I moved this page from the old one, because that one was posted and edited by the previous leader Pixel, so I am moving the thread because it has too much outdated information, and on this new one, I will be able to edit it as I please, thank you for understanding. OLD THREAD LINK: [Why was this one even removed? It didn't even have any download links..] Use google to find the romhacks as we aren't allowed to post any links to anything anymore. by The Pokemon Nightmare Project team Unleash the Power of the Shadow Pokemon, teaser fight for Beta Guzma, he gets Destroyed by Shadow Groudon: The_Nightmare_Nuzlocke_Rules.txt
  3. Hey, I am trying to make a mod that recolors the sprites of shiny pokemon that have kind of shitty shinies (specifically Dragonite, but other shinies too). I'm not trying to make regular pokemon shiny (plenty of AR codes for that), I'm just trying to recolor the sprites of existing shinies so that they look better. I have already recolored the sprites. However, I keep running across issues. First I'll pull up the picture of the pokemon I want to recolor, like so: [ATTACH=CONFIG]13725[/ATTACH] Then, I'll pull up the file that makes it shiny: [ATTACH=CONFIG]13726[/ATTACH] I open up the file and add my edited sprites for the shiny (which I did index to make it work, btw): [ATTACH=CONFIG]13727[/ATTACH] I'll write it to the narc and go back to the regular sprite: [ATTACH=CONFIG]13728[/ATTACH] Then I go back to where the edited shiny sprite should be, and I get this: [ATTACH=CONFIG]13729[/ATTACH] Fucking this I think it's something about altering the coloring rather than the sprites themselves, because when I look at Mewtwo: [ATTACH=CONFIG]13730[/ATTACH] Then go back to where Dragonite was, I get this: [ATTACH=CONFIG]13731[/ATTACH] It's Mewtwo with Dragonite's colors. It also happens for the failed recoloring I wrote to the narc: [ATTACH=CONFIG]13732[/ATTACH] So, my question is: HOW THE FUCK DO I EDIT THIS SHIT SO I GET A PINK SHINY DRAGONITE WITHOUT THE COLORS FUCKING UP ON ME??? HALP
  4. Hi there! Does Spiky's Map Editor support editing the learnsets of Pokemon (what level do Pokemon learn which moves) in HGSS? If so, I can't figure out how in that program. If not, is there a different program that would let me do so? Please help. Thanks!
  5. Hello, I'm trying to find a way to remove the trainer animations that appear when you enter a battle, and they only appear in BW2. I'm trying to remove them because I can't edit the front trainer sprites through BWSE without the animation getting in the way. I've seen other people do this but I don't have the slightest idea how you do it. As for the Flying sprites, I know where they are located but I don't know how to import them. I'm using Tinke v0.9.0.0. When I show textures on file 58 in narc 1/1/6 I can find the male flying sprites and am able to export the but I don't know how to import them. If you know how do these things it would be a huge help to me.
  6. Edit: Okay, so I found out how to replace the trainer battle sprites, but now I'm looking for the .narc file for the VS Art and Overworld sprites. If anybody can help me, I'd appreciate it.
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