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  1. Guys, I have a simple request. I need a save file for Pokémon White 2 after arriving in Castelia City, so before beating Cheren. It is not necessary but it would be good if the podedex was completed up to that point in the game(the previous routes), also my character was a girl and had oshawott for starter but that is not necessary I just don't want start from scratch. Now some context to my request. I was playing with MelonDS and encountered a bug, the good news is the devs are aware of the issue and I think its getting fixed, the bad news is I cant play on it anymore. I then tried to transfer the save to DeSmuME but did not succeed, the game opens fine and I get to the main menu, I can see my character in the bottom screen, but if I try to continue the game simply reboots to the Start Screen. I dont know if I did anything wrong as this was my first time trying this procedure. I don't think my save file is corrupted so I'll also leave it here and you guys can try running it on your end to see if there are any problems. Thanks for reading! 6150 - Pokemon - White Version 2 (U) (frieNDS).sav
  2. Sorry if this isn't the right place to post this as I'm very new to this site, but I was wondering how to unlock challenge mode on white 2 using an emulator? I use desmume if that helps. Thanks for any info anyone can offer!
  3. I've played a few Soul Link's so far and every time I start my play session for the day it's always kind of an annoying process. Loading up 2 separate emulators, 2 roms, having to rekeybind the controllers every time. I was wondering if someone would be able to make a program that could make it easier. If your unfimiliar with a Soul Link Nuzlocke, heres the rules. 1- Any Pokémon that faints is considered "dead," and must be released or stored in a specified PC box for "dead" Pokémon. 2- You can only catch the first Pokémon encountered in each area, and none else. If the first Pokémon encountered faints or flees, there are no second chances. 3- You must also nickname all of your Pokémon, for the sake of forming "stronger emotional bonds." 4- In a new area, the first encounters for both players will be, "linked," together until death. 5- If one Pokémon in a linked pair is placed in the PC, it's Soul Link partner must be placed in the PC as well. 6- If one Pokémon in a linked pair dies, it's Soul Link partner is considered dead as well. 7- If one player fails to capture their first encounter in an area, the second player must forfeit their encounter in their corresponding area. 8- Across both players parties, primary typings may not be repeated. Basically what I'm looking for is a program that emulates 2 roms side by side and be able to control them individually. I've thought of a few features to make it better. Features -Emulators from all consoles built in - Ex. VBA, Desmume, and Citra -Saves both roms under 1 "project" and loads them on the same side every time -Type Chart ready -Online Remote Play - Be able to join your friends session online to see and control one of the games. -Games connected locally so you can trade and battle -Database where you can input your linked pokemon pairs and where you caught them -Built in Pokedex Database (Not necessary but would be helpful) -Program reads both your teams and displays them between the game (I'm aware that's not an easy ask but if it's possible, why not) I feel like except for a couple of them this is a completely possible thing to create. I know it probably wont happen but I just thought I'd get the idea out there. I love doing Soul Links and I'm so happy people found a way to make Pokemon Co-op. Thanks for your time.
  4. Background About a month ago I ordered a DSi off of eBay (it was only $40). When I got it I noticed there was something strange on it: "PWC2010"? I never heard about there being DSiWare for Pokemon? I consulted with other people on the internet and it turns out nobody else has heard it either. I tried to message the seller, but he said that he has no idea either (most likely he bought them in bulk as he was selling a lot of other models at the time). The mystery was just starting, a group of individuals from the DS(i) homebrew scene started to get to the bottom of this (me being invited despite my lack of knowledge due to being the one who found it), here's what we were able to figure out: The Investigation Begins... The hardware The system itself is appears to be a normal black DSi, nothing about it is different from that of a stock model The casing has some minor scratches and such, and is missing the original stylus. On the front side where the camera is, there are two faded silhouettes of what look to be rectangular stickers The system was formatted when I got it and it didn't come with an SD card (this will become a problem later on) The Software The apps included are: Flipnote Studios, DSi + Internet, PWC2010 Rule Check Tool, PWC2010 Log Viewer, and PokemonBW2 Rule Check Tool. All of which were preinstalled to the NAND as there is no way to access "Data Mangement" to move them to a SD card. At first, the only app that would boot was Log Viewer as both of the Rule Check Tools would just crash and return back to the menu. It was later revealed the apps were looking for 3 files at the root of an SD card before being able to boot. Through observations we were able to get some insights on what each of the 3 mystery apps do: PWC2010 Rule Check Tool From what the name implies, this tool must have been used for the Pokemon World Championship (PWC) in 2010 The app looks for 3 file on the SD card: regulation.bin, regulation.cfg, and rule.prd. By making 3 dummy files full of garbage data and naming them as the files listed before, we were able to get it to boot, after which we were greeted with a lovely message: The weird thing is, Black and White were used for the 2011 PWC, not 2010. This could imply that the app was a carry over from a previous tool used the year before. Luckily, I just so happen to have a copy of Black. Putting in the correct cartridge displays the message "No problems found" and ask if you want to save the results. Through testing we were able to figure out how to get past this screen as it turns out "No problems found" also acts as a default message, if something does fail one of the checks it will display what the error was. It's possible to make it check both the party Pokemon and Pokemon in the Battle Box by editing regulation.cfg file. PWC2010 Log Viewer Log viewer shows the results saved from Rule Check, it shows the player's username and gives a technical description of each Pokemon in the party (stats, friendship, exp, moveset, etc.). By pressing "X" it will do the same thing but for the Battle Box instead. PokemonBW2 Rule Check Tool Exactly the same as PWC2010, expect looks for the Black2/White2 cartridge instead More Technical Details Looking into the game's files, we were able to extract the messages displayed by Rule Check: Rule Check Messages regulation.cfg is, as the name suggests, a config file. Through dumb luck I was able to figure out this much: Offset 0x00: checks party Offset 0x01: checks battlebox Offset 0x05: turns on cart access Offset 0x0C: save to livematch.dat These values have to be "turned on" meaning the value is set to '1' If offset 0x05 isn't turned on then it will say that the cart isn't inserted. If offset 0x00 or 0x01 aren't turned on but 0x05 is, then it will say that it passed all checks (probably the default message) The files saved from Rule Check and are viewed in Log Viewer are named "logTYYMMDD.dat" and "logBYYMMDD.dat" (YYMMDD is the date, so something like Oct. 31 2019 would be 191031). LogT is for the results from the party (T=Team?) and logB is from the Battle Box. Through great efforts, users Epicpkmn11 and edo9300 were both able to reverse-engineer these files before we were able to figure out how to save it: Google Sheets regulation.bin appears to handle simple checks like invalid number of Pokemon in party, level caps, and duplicate items/Pokemon rule.prd may be used for more advance checks like invalid movesets and banned Pokemon/items Conclusion As of right now, interest has been dying as people began shifting to their own personal projects. For the past 3 weeks nobody has found anything new and I'm left to try and figure it out on my own. The problem is I know very little about NDS development and how the Pokemon games work in a technical level, which is why I'm turning here for help. We still know very little about regulation.bin and rule.prd, which are believe to be two key factors in order to get Rule Check to work properly, and without the original SD card we are left in the dark. It's possible that rule.prd is somehow linked to the hex values found in Pokemon (movesets, lvls, type, etc.), but can't really determine where and what to look for We don't know how much is relied on the files or if certain checks are programmed Any insights, suggestions, resources, or tips are greatly accepted!
  5. Hello, PP Just dropping a question to see if Gen 5 games will get more support such as functioning c-gear skins, PokeDex Skins, and dream world pokemon editing. Please do consider this as it will only benefit Gen 5 games. I'm playing through Black again so I thought I'd ask this question Thanks!
  6. Any AR codes or hex offsets to unlock being able to use party pokemon in Pokestar Studios for all scripts (whether unlocked already or still locked)? There's none so far in the internet (all I see are unlocking all scripts, but that's something else)
  7. Because nobody ever really understood how trainer music was determined until now, and it seems like a useful feature to have. Alright so for this you're gonna want to extract your rom and decompress a couple of the files. I normally use ndstool and blz.exe to do this: ndstool -x originalromname.nds -9 arm9.bin -7 arm7.bin -y9 y9.bin -y7 y7.bin -d data -y overlay -t banner.bin -h header.bin copy arm9.bin arm9decomp.bin blz -d arm9decomp.bin copy overlay\overlay_0036.bin overlay_0036decomp.bin blz -d overlay_0036decomp.bin Now we need to make a few changes to our decompressed overlay 36. They change slightly based on version. Black 2: White 2: Now, this change will affect how big the file is when compressed, so we need to edit a table in y9.bin to take that into account open it up, go to offset 0x49C, and change it from 58 E9 03 -> 5C E9 03 for Black 2 or 30 E9 03 -> 34 E9 03 for White 2. Finally, we insert the music table itself. Originally the game contains a table for each of the 236 trainer classes in the form AA GG EE EE, where AA is unknown, GG is gender, and EE EE is the encounter (not the battle) music. The gender field isn't really used for much of anything, so we're just gonna overwrite it with a field for battle music. Note that we only have one byte to work with, so we're restricted to music in the range 0400 to 04FF, but that includes pretty much everything anyway. Now, open your decompressed arm9, and go to 0x8E394 for Black 2 or 0x8E3C0 for White 2. Here, you want to replace with This will assign each trainer class the same music they had in the vanilla game. Obviously this is not very useful, so go ahead and edit that second column to assign whatever music you like to each trainer class. You can use BWTE or something to remind yourself what order the 236 classes come in. Once you've done that, it's time to rebuild the rom. Which brings us to the bad news. Even though we didn't change the size of the decompressed arm9, our changes still affect what size it is after compression, which for some reason causes major issues when rebuilding the rom. One way to solve this is to just insert the decompressed arm9, instead of compressing it first. This basically solves the issue, but at a cost: the game will now supposedly only be compatible with emulators, not an actual DS. copy overlay_0036decomp.bin overlay\overlay_0036.bin blz -en overlay\overlay_0036.bin ndstool -c newromname.nds -9 arm9decomp.bin -7 arm7.bin -y9 y9.bin -y7 y7.bin -d data -y overlay -t banner.bin -h header.bin Obviously this is not ideal, so if anyone knows how to insert a compressed arm9.bin with a different size from the original WITHOUT making the game impossible to boot, please let me know. But either way, hope someone finds all this useful.
  8. Hey everyone! I've been trying for weeks to get Pokemon Black 2 / White 2 to look 2D thanks to camera cheats but this seems worthless. Here is the cheat : By hacking the game's maps in SDSME and exporting the models of the maps or buildings to Blender, I discovered the orthogonal perspective which shows a a perfect 2D view (as in HGSS because the 2D view is possible in those games thanks to AR cheats). The only problem in Blender is that the models look blurry and it's impossible to obtain a perfect size of the models without the blurring. That's what I mean : So I wanted to know if someone is willing to try to look into the roms and deactivate the current perspective to make the game look 2D. As a graphist and as a game creator (I'm the creator of the fangames Pokemon Cinder & Foam), I'm really interested by the graphic style of the games and it will be a really good opportunity to study the game's graphics.
  9. Information about the project: Engine/Rom Base: White 2 USA Project Grey, ie Pokémon Red Islands, is a sequel to Pokémon BW / B2W2. Elapses three years after BW and 1 year after B2W2. There will be a new region called "Red Island" with new fakemons and legendary. The protagonists are the BW (hence the sequel ). STORY Have already passed three years since that event in Unova. Today they sent me a letter telling me that I, [player], I am invited to go to the Pokémon major championship, organized in the Red Islands. It is assumed that is attending by all the best championship winning coaches of the Pokémon League the past 20 years. When I got there I attended very well, there were new Pokémon, many were friendly, some not so. When the time came to present the championship told us the following informations and rules: "All who have won a championship will have to fight with you to rise ye victory, every week a match is made, it will not be worth cooperate with other participants. The championship will be made in the entire archipelago, ie while fighting can move around throughout the region. While Do not fight in championship notify days in your spare time you can be attacked by bandits. Do not be afraid, assail this as vacation, but Do not trust, if you lose a combat either with whomever in this region, whether in day championship... You are sentenced to death ... Sorry, you can not go back to your regions. Flights are cut and you are surrounded by a glass wall until after the championship. Now, I will tell participants: Rizzo (B2W2), Bruno (RZE), Leon (DPPT), Nanci (B2W2), [player] (BW), Lira (HGSS), Maya (DPPT) Eco (HGSS), Blue (RGA), Aura (RZE ), [...] and Red (RGA). Enjoy your holiday ..." SCANS VIDEOS [video=youtube;BsHzcafj4dg]https://www.youtube.com/watch?v=BsHzcafj4dg
  10. 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
  11. [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
  12. Hey there. New here. Looking for feedback/suggestions, etc. [EDIT] Apparently at some point a Gen IV mod came out called Sun & Moon. So now maybe I need to change the names? You snooze for nine years, you lose, I guess. The sun and moon are actually hugely central to my plotline, so for now the working titles are Solar & Lunar. I've been sitting on an idea for a ROM mod since shortly after Gen III came out, but priorities changed and I left it in the dust until I picked up Pokemon Y recently and started playing again. So here's a quick rundown of my goals: Remake/retell the original Pokémon games with a cohesive and compelling story Present Team Rocket as a credible threat with believable motives Establish an internal cosmology using legendary and mythical pokémon as narrative focus [*]Add/redesign cities and landmarks in Kanto to accommodate a total of 18 gyms One for each type [*]Gradually ramp up difficulty to surpass traditional Pokémon games without starting at an increased difficulty level [*]Include a higher-than-usual but not complete list of catchable pokémon A complete list would be available between Sun and Moon, using breeding and evolution Evolution would include simulated in-game trades [*]Utilize day-night cycle dynamic Early versions of this plan had one game set in day and the other at night, (guess which was which!) because GBA emulators couldn't simulate a real-time clock At the time I originally conceived this, I was only planning to have 17 gyms, as Fairy didn't exist. There's also over 300 more pokémon now. Those pokémon don't serve any purpose for my narrative, but many of them have unique type combinations that could add some satisfying depth to the gameplay without further hacks that might be less intuitive to players. So my questions here today boil down to: Is Black 2/White 2 the best choice to mod from? There seem to be an abundance of resources available, with people making progress on 721 and Fairy imports. Will people be satisfied if I cherry-pick pokémon from across the generations, or will they expect commitment to either 386 or 721? My original plan was 386, but now there's a Ghost/Steel pokémon and that is SO COOL. Is there still enough interest in Gen III mods and enough supported resources to justify abandoning the expanded features of DS emulation? What do people consider excessive in terms of options? How much is too much for a mod to present to players? Can we emulate clocks now? I'm so behind the times! Thanks for your time. I'm looking forward to some feedback before I start cracking hexes open on this little pet project of mine.
  13. 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).
  14. NARC file order (CLICK THIS FOR HUGE LIST OF NARC LOCATIONS): Notable files for ROM Hacks: /a/0/0/3 - Story Text /a/0/0/8 - Maps /a/0/1/1 - battle backgrounds /a/0/1/2 - ZoneData /a/0/1/6 - personal.narc (pokemon editing) /a/0/1/8 - level up moves /a/0/1/9 - evolutions /a/0/2/1 - Move data (type, bp, etc) /a/0/2/6 - title screen /a/0/3/0 - Start Menu Sprite /a/0/5/6 - Ingame Scripts /a/0/6/5 - Move Animations /a/0/7/1 - Animated Trainer Sprites (front, vs) /a/0/7/2 - Animated Trainer Sprites (back, send out) /a/0/9/1 - Trainer Data /a/0/9/2 - Trainer Pokemon /a/1/2/4 - Egg Moves /a/1/2/6 - Overworlds /a/1/2/7 - Encounter Tables /a/1/6/3 - In Game Trades /a/2/6/7 - Trainer Mugshots /a/2/7/3 - Hidden Hollow Encounter Table /a/2/8/2 - PokeMart Data /a/2/9/1 - PWT Board Trainer Sprites /a/2/9/6 - Pokedex Ingame Locations /a/0/1/6 indices and structure (personal.narc): Encounter Table: Now has 135 locations. Here's their entry->ingame location: Poké Mart Locations: Credits & Thanks To: personal.narc identification and structure: Codr and magical Location Map of encounter slots: xfr File identification: Kaphotics, magical, Bond697, Codr, veekun, Sanky, Jerry, Andibad
  15. Hi I am really bored by Pokemon games difficulties and since i have noone to play with online, i want to pump up the games challenge mode (whose existance actually gave me this idea), makeing alle the gyms and post game encounters and the elite 4 a much of a challenge as I can (becuase lets face it the actual challenge mode is only slightly more of a challenge) So what i need are a few pointers to what tools to use and how to compile a proper patch, and how i might find the adresses of the trainers pokemon stats for the challenge mode key (because i would like to keep the on and off option to make it a bit more professional), doesnt need to be too indepht, im thankful for everything you can give me, so dont mind posting as few as you know, its still better than nothing. Im sure many would like this, but even if not id apreciate the infos. Thanks and greetings, john
  16. Hey, all! My name's Aninymouse and I've been dabbling in Pokemon ROM hacking for quite some time. Though I've edited all the way from Gen 2 to the present, I've never yet seen a project come to completion and release. However, this time I plan on finishing what I've started. I don't have any fancy graphics to show you yet, or even any YouTube videos, but I'm going to show you my vision for my version of Pokemon Black 2 & Pokemon White 2. The goal of True White 2 & Ideal Black 2 is to simply offer a more robust experience overall, while retaining the basic gameplay of Black 2 & White 2 that we all enjoy. Think about prominent projects of the past, like "Perfect Platinum"; this project will have a similar scope. Below, I'll outline my initial desires for this hack. Things might get added on later if I learn more tricks or get some help! CHANGES >Pokemon >>Availability - My goal is to have the only version exclusives to be Black or White Kyurem. All 649 Pokemon should be here. >>Types & Stats - Some Pokemon will be of different types. Base stats will most likely stay the same unless I have a good reason to change them. >>Abilities - Many Pokemon will have different abilities, some will more easily be found with better ones. >>Moves - Each Pokemon family will have at least one new attack to use. Some moves will be improved or altered. >>Hidden Hollow & Dream World - Expect these Pokemon to sometimes be very surprising. >>Evolutions - All Pokemon can evolve without trading. You won't be left out in the cold if you have trouble finding other players! >>Wild Held Items - Many rare items will be at your disposal. >>Miscellaneous - Some gender ratios and other information will be altered. >Towns & Maps - Many shops will carry a wider variety of items to use. >Storyline - While the bulk of the story will remain unchanged for now, some dialogue will be changed. >>Trainers - Trainers will generally have more Pokemon, and of higher levels and higher difficulty. >>Gym Leaders - The Leaders will definitely be much more rewarding. Far too easy on Normal Mode in B2W2. >>Pokemon World Tournament - Most teams here will recieve tweaks to keep things interesting. Regional divisions will remain reasonably easy to allow for BP grinding, while the World Leaders, Champion League, and Type Masters divisions will all be fairly challenging! >Other Changes >>Items - TMs and other items might change location to ease pokemon raising, or what have you. >>TM & HM - Several relatively useless TMs may change; for instance: Ally Switch, Incinerate, etc. >>Types - I think two to five changes to the "Type Chart" will vastly improve competitive balance and spice things up! >>Challenge & Assist - I'm wanting to research ways that Challenge & Assist Mode Keys can be allowed from the start without infrared. If RAM editing & AR codes are the only way, well, so be it. This is just my starting list. Feel free to suggest changes! I love hearing other people's ideas! If you'd like to partner up and get involved in a growing project, just contact me on the forums or email me at aninymouse@hotmail.com. Obviously, I'd like to use the USA version of the game for this, but until October there are a lot of things that can be done on the Japanese version in the meantime!
  17. Well, I don't know if it's possible, but this crossed through my mind after a joke thread involving a fanart made by a pixiv artist named cosmo (hence the name). The point of this request is to take any of the BW2 games and change the starter Pokemons (Snivy, Tepig and Oshawott) for Lv1 Tangela, Grimer and Magikarp respectively, mainly to use it for nuzlocke challenges. Here a little screencap I edited in PS: And the fanart made by cosmo:
  18. OrrominGnome here, I have an idea for a Pokemon B2W2 mod. I don't have a lot of ROM modifying experience, but that's where you come in. Good luck. Expected Features: Pokemon -All 649 should be available in some way. -Some Pokémon will be of a different type than officially. -Pokemon will have Version Exclusive Abilities, making up to 5 abilities per Pokémon. Hidden abilities should not be edited. -Since Trading is not possible on an emulator, all trade evolutions must go. Misc -You should start out with the National Dex (i.e. get it from Bianca). -Gym Leaders and the Elite Four will have Version Exclusive Rosters. -Gym Leaders will have 5 Pokémon in Normal Mode, but 6 Pokemon in Challenge Mode. Cheren is an exception to this rule, with only 4 Pokémon in Normal Mode, with no version differences. -Elite Four members all have 6 Pokémon in both Normal and Challenge Mode. -TMs and HMs are the same, but we should find a way to edit move tutors to add more of them. 88 Moves should be available via Move Tutor (4 move tutors, 22 moves each). Google hates me! For information, look here at your own risk. More aspects coming soon. https://docs.google.com/spreadsheet/ccc?key=0Ap5pc87LRol6dHhIY0g1N3lFU0xJQm1oTVg1T1JTTXc https://docs.google.com/document/d/1rfH9QQ5-4q8INR25mgf3qVz3NkmMROVlJge15MkR4Iw/edit https://docs.google.com/document/d/15_dXZIqT3FxQJR2821IJh5xDiUPoP66aN1wSh_cyxsw/edit https://docs.google.com/document/d/120-vGdOar6HNLHLqw1N4mQNwrdTeBRmfXn67irs1YoA/edit You can submit your miscellaneous ideas for Pokemon Blitz Black 2 and Pokemon Lava White 2 on this document: https://docs.google.com/document/d/1se1Mz_ug9YhZMriF4gRL8MAEhy2wyPxYLTrVG7RQcHY/edit Since this stupid attachments manager is refusing to upload the patch, and Google Drive hates me, you NEED to download it here: http://www66.zippyshare.com/v/99670/file.html Sorry if I haven't been working here for a while, but I am planning on a catchathon project coming this May. Just leave some ideas by my doorstep (via PM)
  19. 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.
  20. so i have this idea that i've been kicking around in my head probably since right after b2w2 came out in japan. i think this will be a set of games that is hacked for a good long time to come. this is quite likely the last set of main series releases on the ds. anyway, what if we could actually program for the games? i don't mean in assembly, but in C or C++. i know what i would have to do and exactly what i would have to write to create a nice, robust library for low-level manipulation of the game. for example, say you wanted to decrypt a party pokemon do something with one of its fields: (let's say the level for pkm party slot 3) u32 slot3_lv = getPkmStat(getPartyPkmAddress(&PkmBlk, 3), PKM_LV, NULL); you could do that instead of writing some assembler and compiling it with the gcc assembler from devkitarm, arm-none-eabi-as, and hoping you got the syntax right, all the pointers right, etc etc. some of the things you could do: -create your own set of overlays and load them like gamefreak using their overlay handler -not just write your own scripts, but write your own code and create your own script commands to use in your scripts -create your own data files and load them into memory to manipulate them with your own code -add your own code to the engine -add new fields and data to pkm files -add new data to the save game -add your own events and save them, add new swarms and other events -add new stuff to happen at midnight -tweak damage calculations, stat calculations, a lot of stuff without needing an AR -hell, rewrite the graphics renderer if you're feeling really enterprising my list of script commands is very nicely filled out and quite thorough- all from analyzed code, all completely correct. i've done everything on this list(barring a lame attempt at the last one). what i'm offering is a way to do it more easily through a library and higher-level code instead of assembly. something like this would be much more accessible. i have an IDA database absolutely packed with info that would be so useful to this along with quite a few pages in a notepad of stuff and even more kind of bouncing around in my head that i've never mentioned to anyone. i have a script compiler partially done, a script decompiler partially done, and the source files for libPKM prepped, but not started. this has the potential to be a full devkit for bw2. the reason i'm doing this and not just starting work directly is that i'm wondering how many people would actually use it. i can think of less than a half dozen people that even could use it. so.. would anyone out there use this? it would take hacking this game to a whole other level, but it's not worth doing if i'm going to spend a ton of time on it and no one is going to use it. i'd love it if people could get behind this a little bit because it has huge potential, but like i said i don't really know how many people can use it. thoughts?
  21. So, while planning the type advantages I felt like I was letting the original typings control me too much so I made everything be x1 in an image file, went around doing what I felt would be good and here is the result: I'm pretty happy with it so it'll probably stay that way ;D -Almost all pokemon have 480 stat total (the sum of base HP, Attack, Defense, Sp.Attack, Sp.Defense and speed that calculates the pokemon's stat) with 2 exceptions: Shedinja has 401 and Slaking (being now the ONLY pokemon with the Truant ability) 600 (480+120 to the HP stat). -Starters are Eevee, Pikachu and Clefairy -Pikachu evolves with the Thunder Stone, Clefairy with the Moon Stone and Eevee evolves into Vaporeon with the Water Stone, Jolteon with the Thunder Stone, Flareon with the Fire Stone, Espeon with the Sun Stone, Umbreon with the Moon Stone, Leafeon with the Leaf Stone and Glaceon with the Shiny Stone. -Normal starters (like Snivy, Charmander, Piplup etc.) all evolve with leaf, fire and water stones instead of levels. -Various moves have been modified and TM49 is now Tri-Attack instead of Echoed Voice. -Politoed and Poliwrath are now 4th evolution since Tympole is now a prevolution of Poliwag. Tympole evolves into Palpitoad if taught sandstorm via TM and leveling up. -Zubat evolves into Woobat after using a Dawn Stone (Zubats are now found in the world instead of Woobats) -Kirlia evolves at level 30 into Gallade if male and into Gardevoir if female. (Kirlia's 2nd ability trace becomes pure power for Gallade and Serene Grace for Gardevoir) -Legendary Pokemon can now breed and are legendary because they've got extra given EVs (All pokemon have 3 given EVs and legendaries have 6) which makes them easier to make powerful. (easier to get them there but they're not better, a Rattata is just as powerful as anything now ;D Even though it's strong stat is speed.. Oh well..) -Trade evolution pokemon usually evolve either via level, level with held item and in the specific cases of Karrablast and Shelmet: Karrablast evolves when holding a protector and Shelmet when holding a shed shell. And those are some of the changes; I'll make a full list of changes to Pokemon and moves in a PDF or something soon, no story changes have been made yet and I'm currently testing but if you want to try it out: https://mega.co.nz/#!4wlylKqR!LgmmBlpx-jp66EdM1lywZD9UWnwv83msGTRPIqVAogc Old post below:
  22. The first post will be the patch and instructions and the second will be a look into how I managed to do this. Using this will be a little bit complex for now until the new version of Kazo's trainer editor shows up. I don't know if he'll be doing it or if I'll be doing it, but it will be available at some point soon-ish. Until then, there are basic instructions in the text file and obviously you can ask questions in here. So what we've got here is the first implementable hack for 5th gen Rom hacks. For now it will just be for B2W2, but will eventually be for BW as well. As the title states, it lets you pick the nature for opposing trainers' pokes. http://hack.thundaga.com/trainer_nature.7z Also, here's a pic of what I was talking about in the text file: The red square is byte 0x4B, the one you're supposed to edit.
  23. The premise: In my new/still unnamed region, Team Gemini is obsessed with finding a perfect balance between natural opposites. They require the local Gyms to run as two-type partnerships, with one Gym Leader's specialty complementing the other's (Fire/Water, Grass/Bug, Fighting/Dark. and so on). Yes, that set-up means Gym battles are always doubles in this game; but the player's NPC friend will join him in town between solo adventures. The Elite Four and current Champion of my new region, meanwhile, remain hidden as they stay one step ahead of Team Gemini. A secret resistance movement exists, occasionally rewarding the player for missions--but not revealing its inner workings until the final showdown to free the Elite Four. To add: New types: have already worked out the mechanics for a Light type, need help working out Sound type New moves: some variations of existing moves, some originals, some imports from Gen VI New species (regional starters, a legendary trio, and a few new Eeveelutions at least) Changelist continued in a later reply; sound promising so far?
  24. Welcome Pokemon Black 2 A The Game right now is still in indev state but soon it will be completed, more things will be added as progress through. Only Available in Black 2 ATM White 2 Coming Soon Features: VS Hilbert and Hilda at Nuvema Town Mewtwo was made for a test but you can find it in the Entralink Forest Play as Trainer Gray (optional), including Overworld Sprites (but finishing, soon will be finished), Mugshot, Flying sprite, PWT Sprite. Exception of Trainer Card Sprite Catch the Resolute Form Keldeo Catch Victini at Liberty Garden Going to be featured in the future: New npcs gives you items and key items More Exciting Trainers like Hilbert & Hilda More Exciting Gym Leader Battles Sonic's Shoes instead of a Bike Credits (in order of which helped the most): Kaphotics - For helping me learn how to script in the game KazoWAR - His tools did a fantastic job at inserting the sprites Myself - For making Gray's Sprite. Download link: Coming Soon...
  25. Hello guys, I'm new here. I am making my own Pokemon White 2 game and I want to make other Pokemons to be unique and somehow useful in battle. Example: 1. giving Parasect the Prankster ability, hence, it can abuse Spore. 2. giving Stantler the Magic Guard ability, hence, it can use Facade without worrying burn damage. 3. giving Beautifly the Simple ability, hence, it can use Quiver Dance. 4. Giving Shedinja the Reversal and Flail, since it has 1HP. 5. Giving Ursaring the Contrary ability, hence, it can speed up with Hammer Arm etc. Unfortunately, there are so many pokemons and I am running out of ideas for each pokemon. Maybe you can share your ideas to me.. Thanks in advance!!:smile::smile::smile:
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