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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #51    
Old October 18th, 2010 (06:26 PM).
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[JW] why exactly don't we just wait for the english ROM to be dumped? [would do so myself, if the game was available, had the money to buy it, and the equipment to do so with, but none of those are true, sadly DX] I mean, that saves us the trouble of having to re-do stuff when it comes out and all
PLUS we have to look at ugly CAPS ON EVERYTHING WE READ UNLESS NINTENDO DECIDED TO ADD THE LOWERCASE LETTERS. which means we also would have to add an entire set of characters...seems like a lot of trouble for little reward. idk, maybe it's just me
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  #52    
Old October 19th, 2010 (06:16 PM).
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I don't know much about 4th gen hacking, but I think once it's figured out how to map it, the 5th gen won't be too hard since it's also made of 3D models. I can imagine it will be as hard as hacking Super Mario 64, and I can't even begin to understand that!
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  #53    
Old October 22nd, 2010 (07:49 AM).
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Quote originally posted by Team Fail:
No, not the translation. The text itself, it's apperance. It looks horrible compared to the 4th gen text. The letters are different size, whereas the 4th gen letters were the same size. A lower-case "I" is two pixels too short. It looks bad in other text.
We can fix that. If Nintendo doesn't do it first. =D

The text isn't that bad, though.
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  #54    
Old November 9th, 2010 (04:51 PM).
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Well, has anyone found anything else?
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  #55    
Old November 10th, 2010 (05:19 AM).
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Quote originally posted by ●•ΛΣЯӨЩ•●:

Where did you get that program? Because I'm searching in Google and it doesn't appear...
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  #56    
Old November 10th, 2010 (06:28 AM).
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Quote originally posted by Team Fail:
Well, has anyone found anything else?
~Bump~
I 'unno, but I'm going to try and figure out the music, just for remixing. XD
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  #57    
Old November 13th, 2010 (11:06 AM).
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does anyone find where the pokedex entry data is (on the save, of course)
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  #58    
Old December 7th, 2010 (03:49 PM).
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Quote originally posted by Team Fail:
...That is if the text can be extracted. thenewpoketext cannot do it.

Answer To Your Post
People On Project Pokemon Already Have A 80-90% English Translation Patch For Pokemon Black and white
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  #59    
Old December 13th, 2010 (04:09 PM). Edited December 14th, 2010 by Team Fail.
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Quote originally posted by shubshub:
Answer To Your Post
People On Project Pokemon Already Have A 80-90% English Translation Patch For Pokemon Black and white
That was a long time ago. I am aware of the translation.

I've ripped some images from the game, some of them make me think that they were not removed before production and could just have been left there by mistake. Also, some familiar logos!

Pokemon Diamond (J) logo

Pokemon Pearl (J) logo

A error screen. It reads, "An error has occurred. Please turn off the power."- Courtesy of Scarf.

I have no idea why this is in here. If it is saying something, what is it? :\

Some cool text field. Much different from the traditional Alphabet view. It also contains only English characters. I think the foreign characters to the side changes what can be input.

A tile I ripped. I don't know if it is used at all in the game or not.

A SOUND TEST MENU? If this can be accessed through Action Replay, that would be amazing. Also, it seems like it is a debug menu to me. There is a touchscreen image that has a varying amount of sliders. Nothing more.
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  #60    
Old February 15th, 2011 (07:21 PM).
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I'd love for there to be a sound test menu in BW. x_x

Also, a hell of a lot of things were left in B/W's code. They were apparently built off of HG/SS which were built off of D/P. How do I know? Key items. No, the actual key items.

To name a few, here's some beta data that shouldn't even be in B/W (if you hack to get these items they'll act as normal useless items; you can give them to Pokemon and toss them): Red Chain, Apricorn Basket, Rainbow Wing, Silver Wing, Blue Orb, Azure Flute, Enigma Stone, Jade Orb, Lunar Wing, Magma Stone, Red Orb... The list can go on actually.

It seems the developers preferred to just turn off code instead of removing it entirely. If we're lucky, that might mean that the code for Pokemon following you around is located somewhere in the code... Someone just needs to find it and activate it. That's just theoretical, though.
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  #61    
Old February 16th, 2011 (03:38 AM).
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Even if such a thing was still in there, it wouldn't work with any Unova Pokémon. (maybeeee the ones who have overworld sprites for other purposes in-game like Zorua but that's a stretch that the game can just happen to grab these from the correct spot)

I don't believe they would copy such a massive chunk of code wholesale, either. I don't recall anyone finding remnants of the system in the game script so I don't see why a fully-functional system would be present in the code.
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  #62    
Old February 16th, 2011 (11:57 AM).
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Hence why I said theoretical

but yes, since the overworld sprites of 494+ would be unable to be present unless they already had overworld sprites, and Nintendo probably would have overwritten that code. Then again, it IS possible that the code itself wasn't so consuming to the game and they just disabled it, but that's not exactly too likely. Still, a guy can dream.

Who knows, maybe if enough people ask, the next game to come out (the alleged "grey/gray/chrome") will have a comeback with the overworld sprites. Highly doubt it though.

Off-topic aside, anyone figure out how the camera switches field of views yet?
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  #63    
Old February 17th, 2011 (08:13 AM).
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Apparently a guy on YouTube added Leaf in the game:

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  #64    
Old February 17th, 2011 (11:09 AM).
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Quote originally posted by ChimeraReiax:
Hence why I said theoretical

but yes, since the overworld sprites of 494+ would be unable to be present unless they already had overworld sprites, and Nintendo probably would have overwritten that code. Then again, it IS possible that the code itself wasn't so consuming to the game and they just disabled it, but that's not exactly too likely. Still, a guy can dream.

Who knows, maybe if enough people ask, the next game to come out (the alleged "grey/gray/chrome") will have a comeback with the overworld sprites. Highly doubt it though.
I don't think it would be too hard to add them...
If you can mess with the pointer data and use free space to add them, and then use the base from HG/SS and add it in the right location, it should work.
Never tried it, but I think I should.
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  #65    
Old February 18th, 2011 (04:08 AM). Edited February 18th, 2011 by The 100 Mega Shock.
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Then you actually have to draw all 100+ of the things.

And what about the save file? Does that even have the neccessary data to hold the follower's co-ordinates like HG/SS?
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  #66    
Old February 18th, 2011 (07:47 PM).
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Quote originally posted by ChimeraReiax:
Hence why I said theoretical

but yes, since the overworld sprites of 494+ would be unable to be present unless they already had overworld sprites, and Nintendo probably would have overwritten that code. Then again, it IS possible that the code itself wasn't so consuming to the game and they just disabled it, but that's not exactly too likely. Still, a guy can dream.

Who knows, maybe if enough people ask, the next game to come out (the alleged "grey/gray/chrome") will have a comeback with the overworld sprites. Highly doubt it though.

Off-topic aside, anyone figure out how the camera switches field of views yet?
Well, when a Pokemon is sent from the Dream World to the forest in the High Link, it uses its OW, so they may be in the game.

As for the camera angle, in my USRCHEAT.DAT file on my Acekard, there are camera mods. They generally work, but are glitchy in locations with non-standard camera angles. I'll get the codes later.
Quote originally posted by The 100 Mega Shock:
Then you actually have to draw all 100+ of the things.

And what about the save file? Does that even have the neccessary data to hold the follower's co-ordinates like HG/SS?
It must. Or else the game wouldn't be able to save where you are in the game. It might not have the last moved direction, though. If all goes well, we could copy/paste the data since it is based off of HGSS.
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  #67    
Old February 20th, 2011 (08:38 AM).
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Utuber6061, the one who imported RSE music in B&W, was able to edit OWs, the players backsprite, the enemy trainers sprite and the Pokémon of the opponent.


Maybe we could ask him how he did it?
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  #68    
Old February 20th, 2011 (08:46 AM).
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Quote originally posted by Hi-Techneon:
Utuber6061, the one who imported RSE music in B&W, was able to edit OWs, the players backsprite, the enemy trainers sprite and the Pokémon of the opponent.


Maybe we could ask him how he did it?
That just requires the new trainer editor from Magius/Kazowar and a graphics editor. Plus, asking him gets you nowhere. If you ask him about music looping, he'll tell you about a fake plugin for FL Studio.
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  #69    
Old February 23rd, 2011 (06:56 AM).
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Is anyone working on a starter editor? (Or a wild Pokemon editor, I guess) Or is that too far off the map now?
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Old February 24th, 2011 (12:50 PM).
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Quote originally posted by Hi-Techneon:
Utuber6061, the one who imported RSE music in B&W, was able to edit OWs, the players backsprite, the enemy trainers sprite and the Pokémon of the opponent.


Maybe we could ask him how he did it?
That vid's a little old (and in weird quality for some odd reason), but nonetheless was pretty cool to watch. It made me wish for an RSE remake >.>;

But, everything there except the music was done in the video of the main character battling Leaf (the champion music was unused; he just somehow edited what music is used. Should ask him how he did that if nobody here knows o.o). utuber6061 made the RSE champion music (which IMO is pretty awesome), but like always won't say how he put it in with looping. Typical, isn't it?
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  #71    
Old February 24th, 2011 (01:37 PM).
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Quote originally posted by Team Fail:
It must. Or else the game wouldn't be able to save where you are in the game. It might not have the last moved direction, though. If all goes well, we could copy/paste the data since it is based off of HGSS.
The Save File in HGSS has seperate bytes for the Follower's co-ordinate, alongside the player's.
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  #72    
Old February 25th, 2011 (02:04 PM). Edited February 28th, 2011 by ChimeraReiax.
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Hm, maybe a dedicated ASM programmer can dip into the code and see if he/she can see what makes the separate co-ordinates for the partner Pokémon? (just being optimistic; I don't expect this to happen any time soon)

Also, the guy who put Leaf into B/W also put Steven into HG/SS as a battleable character.



EDIT: Higher quality video with no narroration uploaded by the actual guy who made it, but lower level poké's with the normal Champion music :E

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  #73    
Old February 27th, 2011 (05:02 AM).
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Quote originally posted by ChimeraReiax:
Hm, maybe a dedicated ASM programmer can dip into the code and see if he/she can see what makes the separate co-ordinates for the partner Pokémon? (just being optimistic; I don't expect this to happen any time soon)

Also, the guy who put Leaf into B/W also put Steven into HG/SS as a battleable character.



EDIT: Higher quality video with no narroration uploaded by the actual guy who made it, but lower level poké´s with the normal Champion music :E

That is a HearGold hack. You can easily make this with DSPicPlat., PPRE and a music editor.
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  #74    
Old February 28th, 2011 (12:43 PM).
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Quote originally posted by ChimeraReiax:
Also, the guy who put Leaf into B/W also put Steven into HG/SS as a battleable character.
I'm pretty sure I know that's a HeartGold hack. I was just pointing out something cool, and in the process noting Leaf wasn't his first hack.

Also you can edit B/W's music as easy as you can edit HGSS' music, except with instruments more restricted because each track has its own SBNK and SWAR. :/

EDIT: Also, aren't loop points not editable or something?
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  #75    
Old February 28th, 2011 (03:06 PM).
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Quote originally posted by ChimeraReiax:
I'm pretty sure I know that's a HeartGold hack. I was just pointing out something cool, and in the process noting Leaf wasn't his first hack.

Also you can edit B/W's music as easy as you can edit HGSS' music, except with instruments more restricted because each track has its own SBNK and SWAR. :/

EDIT: Also, aren't loop points not editable or something?
Yes, loop points can be added. I'm still trying to comprehend it.
http://www.pokecommunity.com/showpost.php?p=6383343&postcount=5
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