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Showing results for tags 'unanswered'.
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Hello! I'm currently creating a ROM hack of Pokemon White for my friend, and I want to change the xtransceiver sprite to one that I made myself, but I am unable to access those files. I tried looking around for something like BWSE or BWOE but came up empty handed. Are there any ways to access these for me to change them? Thank you!
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I was making edits to my Pokemon Alpha Sapphire game, and this happened once I started playing it: [video=youtube;tj-CxqFBBQM] All I did was mess around in Pk3DS, just randomizing wild pokemon, trainers, moves, move types and editing overworld textures in Ohana3DS. I also changed a bit of Game Text but the 1.2 update overwrites those. Somehow it changed the Rival battle to think I was versing the champion (it didn't even use the Rival music, but the Champion Music) and it had Steven as the model/opening picture, thus swapping the Rival battle event with another. What did I do that made this glitch happen? I don't know if I can replicate it. EDIT: Alright, nevermind. After looking again at the trainer files, I realised I ticked everything to randomize (including a massive level boost) and it was just by coincidence that May had the Champion class. It seems that if you give any trainer a Champion class it gives the trainer a special opening/3D model. Time to revert changes >.<
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Hello!! Is there any way to decrypt a CIA file and reencrypt again. The .3ds are "easy" to do but I didn't found any way to do the same with the CIA files
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Hi there. I was trying to do stuff to Pokemon Sapphire with pk3DS and I got this error: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************ Exception Text ************ System.IO.FileNotFoundException: Could not find file 'C:\Users\home\Desktop\ExtractRepack\romfsdir\a\1\9\3'. File name: 'C:\Users\home\Desktop\ExtractRepack\romfsdir\a\1\9\3' at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost) at System.IO.File.Copy(String sourceFileName, String destFileName) at pk3DS.Main.backupGARCs(Boolean overwrite, String[] g) at pk3DS.Main.checkIfRomFS(String path) at pk3DS.Main.openQuick(String path) at pk3DS.Main.B_Open_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************ Loaded Assemblies ************ mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.6.1063.1 built by: NETFXREL3STAGE CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- pk3DS Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/home/Desktop/pk3DS.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************ JIT Debugging ************ To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. I was wondering if you guys can help me. Here is a screenshot too: http://s21.postimg.org/z9nq5556v/Untitled.png
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Hey, I'm new to hacking OR/AS so please forgive me if I overlooked the obvious here. What I'm hoping to do is change the effect (or at least the textures of the effects) for the Elite 4 Intros, more specifically I want to make Phoebe's less floral. (Either by making the scene basically invisible, replacing the scene with another member's (Most likely Sidney's) or just changing the texture of the floral pattern) I've checked the garcs a/0/3/3 (Battle fade intros) and a/2/1/4 (Elite Four descriptor UI) and didn't seem to find exactly what it was I was looking for. If anyone can help me with this, it'd be appreciated. Neither garcs seemed to have what I needed, at most I was able to edit the background and what not of the scene, but the floral effect still remains. Thank you for your time.
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Hi everyone, Is it possible to put the Repel functionality from Pokémon Black 2 & White 2 in Pokémon Black & White? By Repel functionality, I mean the option where after 1 Repel usage you are being asked to use another immediately without selecting it from the Bag. Well, I guess it would be possible but my question is if somebody could push me in the right direction or indicate difficulty of adding this. Thanks a lot in advance. Oxnite
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I want to after the battle, Drayden teaches Draco Meteor. I already download SDSME, but there isn't names for the scripts, just numbers, and I THINK that there isn't a way to know that which one is from. So, I would like to someone hack it and make a patch or simply telling me what is the right script and what to change. Also, if possible, I would like to change Drayden's dialog for it too. Sorry for bad english.
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Hello all! A Long time ago I wanted a font editor for DS just to work on some things for my translation(to portuguese)project ... and I still need it haha But now I have another idea that may be useful not only for me... but I still can't edit this thing! someone have idea how I can edit this? Thank you! Well I did this and all I can get is this: http://www.pokecommunity.com/showthread.php?t=219606 I could not make the program work here, I asked for help there but no help, I even PM the OP there and nothing, now the links are even broken. I had the last version on my computer so I uploaded it, if someone want to try, here it go https://mega.nz/#!Jx5GHZSa!UAGUGqO5S...L4pjeoFHXfs1-g Looks like every DS pokemon game have the same font format, i saw it can be replaced like from Pt to BW or the inverse, so it could be usefull for every DS pokemon game, right? (also if someone know about the XY and ORAS font ... but this one I could ask someone to send me the files to edit , because I can't do by myself since I'm without a 3DS atm and stufs :v )
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Hi ! So some months ago, i've discovered the way to edit the shiny rate for BW/BW2 and HGSS (works perfectly, really nice thanks !) and the Shiny Rate Changing Tool for RF/Ruby/Emerald. Now, there's one "generation" without any explanation : Diamond Pearl Platinum If i'm right, the way to edit the shiny rate is the same : By editing the arm9.bin, no problem for this. But i don't know how to find the adress (searching 08 26 is not the best way haha) If somebody could tell me where the adress is, it'd be nice (i don't care of the game itself just at least one adress for a generation) Thanks o/ Edit : found the adress for Platinum, searching for diamond and pearl o/
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unanswered Randomizing move typing in Gen1-5 games
undrhil posted a topic in ROM - 3DS Discussion & Help
Hey, guys I downloaded the source code for Dabonstew's Universal Pokémon Randomizer and I am trying to step through it in order to figure out how to get the randomizer to randomize the types of moves (preferably before assigning moves, so the type matching functions can be used.) Has anyone looked at adding this functionality into the randomizer? I don't need a GUI option; I can just let the randomizer always randomize move types, if need be. If anyone has any guidance on this, it would be greatly appreciated. -
I'm using pk3ds to randomize the game. Recently I wanted to try to make every pokemon mega evolve. But when I tried to make it happen. (My method of useing a rare candy as the stone for every pokemon set on method 3) . Does anyone know how to enable and or change mega evolutions in pokemon x and y. Thanks.
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Hi everyone, I would very much like to add a Trainer which has the Sawsbuck Winter Forme ONLY. In other words, the Forme of the Sawsbuck should be set and unaffected by the current season. I know that KazoWAR's Black & White Trainer Editor has a Forme selector. However, it doesn't seem to work for me. I see that there is a specific byte for Formes, such that 00 should be Spring Forme, 01 should be Summer Forme, etc. But this apparently doesn't work for Trainers because the Sawsbuck Forme will always match the current season. If someone could help me out with this one, that would be great! Thanks!
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Is there a way to change ORAS/XY shiny encounters rate? I'm planning to do one thing on my ORAS hackrom...
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Hey, I'm Troll_Law:bidoof: and I'm new here though I have a question, I've been hacking pokemon Heartgold, and I've been getting varying amounts of freezes on Desmume. I did apply Rudolf's patch to it in the beginning, and that fixed basically all of the issues. The main and critical issue is that in my game, after beating Proton in the Slowpoke Well, he'll say his lines and then the game will cut to black, which allows the game to delete all of the Team Rocket members. This script goes out fully, but then after the game returns to the player, the game is frozen. Buttons do not work, and everything is completely frozen, except for the music. Them music still plays for some reason. As a lesser and non-essential issue, in the Ruins of Alph, after I do the Kabuto fossil, the game will cut to the room with unowns, but it'll freeze before I can fall down into it. Again, the music still plays. I'm not really sure of what to do at this point, I've tried countless different anti-freeze techniques and methods, but with no avail. Any help is greatly appreciated. Thank you in advance!
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Hello all, Each overworld in a/1/2/5 (for BW) has a certain script, e.g.: 03 00 0C 00 0A 00 01 00 00 00 B9 0B 02 00 02 00 00 00 00 00 00 00 00 00 05 00 05 00 F6 02 79 02 00 00 00 00 ...which determines the overworld sprite, movement, range of sight, map location, etc. Now, for standard Trainer Battles with eyesight, their scripts could be, for example B9 0B (as in the above example). Where can I find these scripts? And, in particular, can I use the base of a Double Battle trainer script to get the ''at least two Pokémon in party-check'' script for other Trainers? This is obviously something I could find somewhere on this forum but I swear that I have searched for more than half an hour. Excuse my search skills. Thank you very much!
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Is it possible to remove/make transparent the HUD elements in game via ROM editing? I'm looking specifically at trying to remove the messages that show what move is being made or in a wifi battle, the floating bubbles between turns that show your statistics. Basically I want to record the battle from the top screen of a DS cleanly so that there's nothing impeding the view of the battle at all through HUD elements. Is this at all possible?
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Hello guys & girls. I've not really been posting here, but I have been using the forums to help with some of the things I have been doing in my Pokemon Crystal hack. In a nutshell, the hack is designed to improve the aspects of the game which let it down. It's my favourite Pokemon game, but certain elements could be improved. I have finished pretty much everything now! All I need is somebody who can use Tile Layer Pro to insert some sprites. The first thing is the main one, but ideally the other two if it is possible to do. Anyway, the sprites I need inserting are: * Male and Female Rocket Execs * Cerulean Grunt (If it is possible to change his without changing every Grunt sprite) * Mewtwo (again, if possible to change) All of these are battle sprites only, not the overworld sprites or anything. I have all of the sprites I need but I can't use TLP, so I need someone to stick them in. In return, you will have full in game credit for sprite changes and I will also pay you for your time. Once I am done with this, my romhack will be more or less complete (still need to iron out a small problem but that shouldn't take long :tongue: Please either send me a message or reply if you are interested. Thanks!
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I've been playing around with the field-effect moves using Poke3DS, I noticed that when I change an 'other' category move to be physical or special, copying over every other field from an existing move, [experimenting making Flash have Dazzling Gleam's properties]: If I use that modified Flash in battle: If the move would KO the target, the target is KOed, but no HP bar animation is shown. If the move would not KO the target, the move animation plays as normal, but nothing happens at all, turn proceeds as normal. A similar experiment, Parting Shot -> Teleport, always results in the 'move failed' message I suspect that there might be some other set of flags somewhere that Poke3DS is unaware of... Could anyone give me some pointers as to where to proceed in finding them?
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unanswered In-Battle Model/Animation Swapping
rebsillycon posted a topic in ROM - 3DS Discussion & Help
Okay, so over the last couple days I've been playing around swapping stuff in OR. I've replaced my main character model with that of Maxie, and unfortunately Maxie doesn't have a mega evolution animation. I'd like to keep his other in-battle animations but see if I can give him a mega evolution animation (right now he just stands still holding his hand like he's about to throw a pokéball (and then there's a pretty funny camera zoom on his chest)). So I'm assuming that the animations for the characters are in the proceeding .132 files that come after the .bch file. My question is if anyone has dabbled in this quest before if they could help me figure out which .132 file has the animation, or how I could view the .132 files preferably without having to go through the entire process of repacking my .romfs file. Hopefully all of that makes sense. Thanks. -
Does anyone know if it's even possible to edit the FireCore textures on flame bearing Pokémon such as Moltres and Charizard? I have looked everywhere for a solution and have seen a few people claim they have done it, but I have not actually SEEN it. If anyone has any help on this it would greatly be appreciated. Thanks!!!