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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! Research & Development programs in this forum are subject to moderator approval before they are displayed.

#101
April 3rd, 2011 (7:23 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} aragornbird (｡◕‿‿◕｡) Join Date: Jan 2006 Location: Middle-Earth Nature: Quirky Posts: 3,732

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It's actually pretty easy, even for a beginner like me. All you need is a hex editor (I use HxD), a calculator that translates decimal into hex (I use subnet), and an online Pokemon guide that list Pokemon locations (like Serebii or Bulbapedia).
You can use the Wild Pokemon narc in order to do the editing, so extract a/1/2/6 from a B/W ROM using NitroExplorer 2 (a must for any DS Pokemon hacker).

Every location in the game has a certain Pokemon appearing at a certain level. For instance, Lv. 15 Venipede only appear in Pinwheel Forest. Most hex editors have a search function, so to jump to a certain area, locate a specific Pokemon at a specific level by translating its National Dex number and level into hex using your hex-to-decimal calculator.

Venipede is #543, which is 21F in hex. Now bytes in a hex editor always appear in multiples of two, so 02 1F is the same thing as 21F. But Pokemon games take the last two digits and put them in front of the first two. So the game recognizes Venipede as 1F 02.
Level is the same thing. The number 15 is F in hex, which is the same thing as 0F. So searching for "1F 02 0F" will take you to Lv. 15 Venipede's location and ultimately, the location for every Pokemon in Pinwheel Forest.

Now you can replace Pokemon and change the levels by overwriting the bytes that are there with the bytes that represent the Pokemon and/or levels you want.

After that, just save everything, reinsert the narc in the correct place, and test out your changes!

Also, every 4 bytes is a Pokemon entry. The first two bytes is the National Dex number of the Pokemon and the last two are the levels that Pokemon can be found. Venipedes can be found at Level 15 and 16 in Pinwheel Forest so you'll find entries for both 1F 02 0F 0F and 1F 02 10 10 (10 is 16 in hex).

There are several different methods of encountering Pokemon (normal grass, dark grass, shaking grass etc.) Each method has a total of twelve Pokemon entries, even if there is only one or two Pokemon that can be found in that method. Pokemon entries in the beginning of the 12 slots of any encounter method will make them more common than entries near the end. You can see this happening in Chargestone Cave's location, where Joltik's entries occupy a lot of spaces in the beginning and Tynamo's entry occupies only a little space near the end. This makes Joltik far more common than Tynamo.

Anyways, hopefully, that will help more people. Feel free to make a more extensive guide in the Tutorial's section.

And someone PLEASE figure out how to edit B/W trainer sprites. It's easy enough to access them in Crystal Tile 2, but the problem lies in what numbers to input to get the sprites to line up correctly.

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__________________

#102
April 4th, 2011 (12:54 AM). Edited April 4th, 2011 by FlameEntei.
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} FlameEntei Old fan Join Date: Mar 2011 Age: 30 Gender: Male Posts: 19
Ah ok.. now I am at Route 1 Patrat... which is at offset

083CBB44 at
F8 01 02 which is Patrat
FA 01 03 which is Lillipup.

In the Cygnus Editor, it looks like this

F8 01 02 FA 01 03.etc
---------------
Ok sorry I have succeeded adding Pidoves into Route 1. Thanks a lot.

Now has anyone figured out how to edit the title screen for Black and White?
#103
April 4th, 2011 (7:35 AM). Edited April 4th, 2011 by BlitzMK.
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} BlitzMK Join Date: May 2010 Gender: Male Posts: 3
Any news on how to edit the starter Pokemon? Nothing like Diamond/Pearl/Any other Pokemon game it seems. Been wading through hex for the past week trying to figure it out.
__________________

Your heart starts beating faster. The room starts feeling colder.
The sweat bursts out like a million fountains in your skin.
It's worse than bad... Someone just made fun of you on the internet.

#104
April 4th, 2011 (5:54 PM). Edited April 4th, 2011 by FlameEntei.
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} FlameEntei Old fan Join Date: Mar 2011 Age: 30 Gender: Male Posts: 19
Quote:
 Originally Posted by BlitzMK Any news on how to edit the starter Pokemon? Nothing like Diamond/Pearl/Any other Pokemon game it seems. Been wading through hex for the past week trying to figure it out.
It seems that there is no way to do that.

For Now I think we can just edit the Wild pokemon data to include the starters. In the Anime, we remember seeing starter pokemon having sustainable and wild population. Ash ketchum's pokemon are starters but they were caught "wild"
#105
April 11th, 2011 (12:56 AM). Edited April 12th, 2011 by Hi-Techneon.
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Hi-Techneon Join Date: Dec 2010 Location: Belgium Age: 19 Gender: Male Nature: Rash Posts: 228
Has someone found the Black and White Save Structure yet? What bytes represent the player coordinates, the party, empty bytes,...?

EDIT:
Quote:
 Originally Posted by BlahISuck I've been hex editing for a short amount of time, and know next to nothing about how to do things properly. I've been looking into editing pokemon moves and what each byte does, how many bytes it takes to describe a move, etc. I've been cross analyzing segments that I think are specific moves, but I don't know where each move starts. Here's such a segment: Surf: 53 53 48 00 00 00 0A 00 02 5F 64 0F 00 00 00 00 00 00 00 00 00 00 01 01 00 00 04 00 00 00 00 00 00 00 00 00 I am not sure whether or not a move starts with 53 53, but it seems like a trend, and I'm just using it as a starting point to centre all my records around. I've also recorded Psychic, Waterfall, Earthquake, Discharge, Flamethrower, and Cut in this way. I am positive of certain bytes that contain type, effect, power, accuracy, and pp. The trouble is that I'm new to this business, and don't understand how to improve my efficiency. Hopefully this is a shoutout to everybody that's working on the same thing or has a better understanding of this than I do. Btw, the attack info is stored at a/0/2/1. This is not completely my work, I didn't know where the attacks were stored until I found out on a certain post after scouring random forums.
I did a little research on Surf (even though my hex editor couldn't find it in a/0/2/1):
Surf: 53 53 48 00 00 00 0A 00 02 5F 64 0F 00 00 00 00 00 00 00 00 00 00 01 01 00 00 04 00 00 00 00 00 00 00 00 00
All parts I found are highlighted in red.
5F in decimal is 95, Surf's base power.
64 in decimal is 100, Surf's accuracy.
0F in decimal is 15, Surf's PP.
I'm not sure about '04' but if I'm right, it represents the type of the move.

EDIT2: By the way, if I'm right, then moves end with 5353, they don't start with it.
__________________

VDex:
White:
#106
April 11th, 2011 (8:35 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} IronTrapinch Join Date: Apr 2011 Gender: Female Posts: 35
Over at GBAttempt they have a 5th gen YAPE of sorts, it edits Type, Abilities, Base Stats, and the Ratios (gender, catch etc). But it doesn't have level up move changing yet unfortunately. Though I know it works, I changed Maractus to have Steel Thorns as a possible ability and it worked.
__________________
Hey guys, I just bought Pokemon Red and Blue Versions (the new games that came out last week) and what the freak is up with the new Pokemon? A rock with arms? A magnet that evolves into three magnets? A bird that grows a head when it evolves? A pile of sludge? A﻿ literal Pokeball with a face? What is Jynx supposed﻿ to be? And really GameFreak, a mime? Is that the best you can do? I remember when the Pokemon looked good in first gen Black and White. These﻿ suck! Bring back the old ones.
#107
April 11th, 2011 (2:02 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Zark Join Date: Mar 2008 Location: Spain Gender: Posts: 52
I made ​​a basic list of the structure of Pokémon Black:
Spoiler:
a/0/0/0 - Wi-Fi signal icon [5 files]
a/0/0/1 - [8 files]
a/0/0/2 - [288 files]
a/0/0/3 - [472 files]
a/0/0/4 - Pokémon Sprites [14285 files]
a/0/0/5 - [13 files]
a/0/0/6 - [733 files]
a/0/0/7 - Pokémon Icons [1431 files]
a/0/0/8 - [649 files]
a/0/0/9 - [255 files]

a/0/1/0 - [1 file]
a/0/1/1 - [222 files]
a/0/1/2 - [1 file]
a/0/1/3 - Doesn't open
a/0/1/4 - [282 files]
a/0/1/5 - [5 files]
a/0/1/6 - [668 files]
a/0/1/7 - [8 files]
a/0/1/8 - [668 files]
a/0/1/9 - EVOLUTION METHOD [668 files]

a/0/2/0 - [650 files]
a/0/2/1 - ATTACKS [560 files]
a/0/2/2 - [3 files]
a/0/2/3 - [8 files]
a/0/2/4 - [627 files]
a/0/2/5 - Item Icons [1005 files]
a/0/2/6 - Pokémon Black Intro [15 files]
a/0/2/7 - Option menu [17 files]
a/0/2/8 - [17 files]
a/0/2/9 - C-Gear [18 files]

a/0/3/0 - [35 files]
a/0/3/1 - Heroes Overworld Sprites [24 files]
a/0/3/2 - Other Overworld Sprites [97 files]
a/0/3/3 - [33 files]
a/0/3/4 - [39 files]
a/0/3/5 - [16 files]
a/0/3/6 - Unova Map (Sepia) [14 files]
a/0/3/7 - [1 file]
a/0/3/8 - [1 file]
a/0/3/9 - [18 files]

a/0/4/0 - ¿Trainer Card? [53 files]
a/0/4/1 - Some Trainer Sprites [33 files]
a/0/4/2 - [1 file]
a/0/4/3 - [47 files]
a/0/4/4 - [12 files]
a/0/4/5 - Pokémon Musical Accessories [102 files]
a/0/4/6 - [27 files]
a/0/4/7 - [80 files]
a/0/4/8 - [1 file]
a/0/4/9 - Minisprites [764 files]

a/0/5/0 - [2 files]
a/0/5/1 - [9 files]
a/0/5/2 - Pokémon Sprites [14285 files]
a/0/5/3 - [19 files]
a/0/5/4 - Bag Menu [11 files]
a/0/5/5 - Types [29 files]
a/0/5/6 - [44 files]
a/0/5/7 - [899 files]
a/0/5/8 - [17 files]
a/0/5/9 - [18 files]

a/0/6/0 - [1 file]
a/0/6/1 - [56 files]
a/0/6/2 - [10 files]
a/0/6/3 - [17 files]
a/0/6/4 - Trainer Backsprites [48 files]
a/0/6/5 - [2 files]
a/0/6/6 - [601 files]
a/0/6/7 - [98 files]
a/0/6/8 - [3 files]
a/0/6/9 - [29 files]

a/0/7/0 - [6 files]
a/0/7/1 - [39 files]
a/0/7/2 - Trainer Sprites [760 files]
a/0/7/3 - Trainer Backsprites [48 files]
a/0/7/4 - [1 file]
a/0/7/5 - Grass Animations [151 files]
a/0/7/6 - [29 files]
a/0/7/7 - [8 files]
a/0/7/8 - Pokémon's Internal menu [179 files]
a/0/7/9 - [34 files]

a/0/8/0 - [1 file]
a/0/8/1 - [14 files]
a/0/8/2 - [2 files]
a/0/8/3 - [172 files]
a/0/8/4 - [4 files]
a/0/8/5 - Minimap [21 files]
a/0/8/6 - [1 file]
a/0/8/7 - [1 file]
a/0/8/8 - [40 files]
a/0/8/9 - [24 files]

a/0/9/0 - [1 file]
a/0/9/1 - [1 file]
a/0/9/2 - TRAINER AND POKÉMON DATA [616 files]
a/0/9/3 - TRAINER AND POKÉMON DATA [616 files]
a/0/9/4 - [53 files]
a/0/9/5 - [165 files]
a/0/9/6 - [42 files]
a/0/9/7 - [2 files]
a/0/9/8 - [10 files]
a/0/9/9 - Battle Menus [17 files]

a/1/0/0 - Battle Menus [20 files]
a/1/0/1 - [1 file]
a/1/0/2 - [31 files]
a/1/0/3 - [64 files]
a/1/0/4 - [13 files]
a/1/0/5 - [29 files]
a/1/0/6 - [20 files]
a/1/0/7 - [39 files]
a/1/0/8 - [282 files]
a/1/0/9 - [17 files]

a/1/1/0 - [2 files]
a/1/1/1 - [6 files]
a/1/1/2 - [6 files]
a/1/1/3 - [6 files]
a/1/1/4 - [6 files]
a/1/1/5 - [183 files]
a/1/1/6 - [79 files]
a/1/1/7 - [53 files]
a/1/1/8 - [11 files]
a/1/1/9 - [9 files]

a/1/2/0 - [5 files]
a/1/2/1 - [23 files]
a/1/2/2 - [15 files]
a/1/2/3 - [650 files]
a/1/2/4 - [29 files]
a/1/2/5 - [428 files]
a/1/2/6 - WILD POKÉMON[112 files]
a/1/2/7 - [7 files]
a/1/2/8 - [8 files]
a/1/2/9 - [12 files]

a/1/3/0 - [36 files]
a/1/3/1 - [69 files]
a/1/3/2 - [5 files]
a/1/3/3 - [12 files]
a/1/3/4 - [670 files]
a/1/3/5 - [28 files]
a/1/3/6 - [31 files]
a/1/3/7 - [108 files]
a/1/3/8 - [8 files]
a/1/3/9 - [12 files]

a/1/4/0 - [7 files]
a/1/4/1 - [14 files]
a/1/4/2 - [39 files]
a/1/4/3 - [28 files]
a/1/4/4 - [23 files]
a/1/4/5 - [8 files]
a/1/4/6 - [10 files]
a/1/4/7 - [3 files]
a/1/4/8 - [18 files]
a/1/4/9 - [1 file]

a/1/5/0 - [32 files]
a/1/5/1 - Season Statuses [12 files]
a/1/5/2 - [3 files]
a/1/5/3 - [9 files]
a/1/5/4 - [37 files]
a/1/5/5 - Mail Backgrounds [48 files]
a/1/5/6 - [46 files]
a/1/5/7 - [26 files]
a/1/5/8 - [5 files]
a/1/5/9 - [113 files]

a/1/6/0 - [252 files]
a/1/6/1 - GAME FREAK PRESENT, POKÉMON B/W [5 files]
a/1/6/2 - [19 files]
a/1/6/3 - [7 files]
a/1/6/4 - 2011 Pokémon, 1995-2011 Nintendo... [5 files]
a/1/6/5 - [13 files]
a/1/6/6 - [9 files]
a/1/6/7 - [655 files]
a/1/6/8 - [315 files]
a/1/6/9 - [951 files]

a/1/7/0 - Juniper's Intro [37 files]
a/1/7/1 - [14 files]
a/1/7/2 - [27 files]
a/1/7/3 - [35 files]
a/1/7/4 - [24 files]
a/1/7/5 - [2 files]
a/1/7/6 - [52 files]
a/1/7/7 - [64 files]
a/1/7/8 - [649 files]
a/1/7/9 - [50 files]

a/1/8/0 - Mugshots [44 files]
a/1/8/1 - [35 files]
a/1/8/2 - [11 files]
a/1/8/3 - [28 files]
a/1/8/4 - [17 files]
a/1/8/5 - [2 files]
a/1/8/6 - [7 files]
a/1/8/7 - [12 files]
a/1/8/8 - VS Recorder, Saved Videos [5 files]
a/1/8/9 - [11 files]

a/1/9/0 - [7 files]
a/1/9/1 - [9 files]
a/1/9/2 - [23 files]
a/1/9/3 - [14 files]
a/1/9/4 - [652 files]
a/1/9/5 - [14 files]
a/1/9/6 - [7 files]
a/1/9/7 - [8 files]
a/1/9/8 - [1 file]
a/1/9/9 - [11 files]

a/2/0/0 - [3 files]
a/2/0/1 - [8 files]
a/2/0/2 - [10 files]
a/2/0/3 - [4 files]
a/2/0/4 - [8 files]
a/2/0/5 - Starter Selection Graphics [40 files]
a/2/0/6 - Battle Subway Map [4 files]
a/2/0/7 - [1 file]
a/2/0/8 - [4 files]
a/2/0/9 - [1 file]

a/2/1/0 - [9 files]
a/2/1/1 - [1 file]
a/2/1/2 - [2 files]
a/2/1/3 - [8 files]
a/2/1/4 - [1000 files]
a/2/1/5 - [315 files]
a/2/1/6 - [52 files]
a/2/1/7 - [2 files]
a/2/1/8 - [4 files]
a/2/1/9 - [10 files]

a/2/2/0 - [13 files]
a/2/2/1 - [7 files]
a/2/2/2 - [6 files]
a/2/2/3 - [13 files]
a/2/2/4 - [4 files]
a/2/2/5 - [151 files]
a/2/2/6 - [174 files]
a/2/2/7 - [1 files]
a/2/2/8 - [6 files]
a/2/2/9 - [51 files]

a/2/3/0 - [64 files]
a/2/3/1 - [73 files]
a/2/3/2 - [1 file "battle_pocket.dat"]
a/2/3/3 - [2 files]
a/2/3/4 - [3 files]
__________________

Pokémon Light Black DS
#108
April 12th, 2011 (1:13 AM). Edited April 12th, 2011 by andibad.
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} andibad Join Date: Apr 2010 Location: Indonesia Gender: Male Posts: 33
Maybe like this ? :
Spoiler:

a/0/0
a/0/0/0 ---> indikator wifi sprite
a/0/0/1 ---> minning sprite ??? (DPPt file ???)
a/0/0/2 ---> dialog file - main
a/0/0/3 ---> dialog file - story
a/0/0/4 ---> Pokemon Sprites
a/0/0/5 ---> dialog frame sprite
a/0/0/6 ---> SPA
a/0/0/7 ---> icon pokemon file
a/0/0/9 ---> GMIF file ???

a/0/1
a/0/1/0 ---> BTNF, GMIF???
a/0/1/1 ---> battle animation sprite
a/0/1/2 ---> BTAF , BTNF, GMIF ???
a/0/1/3 --->
a/0/1/4 ---> 0XTB, the overworld BTX files arena sprite
a/0/1/5 --->
a/0/1/6 ---> base stats
a/0/1/7 --->
a/0/1/8 ---> Level up move
a/0/1/9 ---> pokemon data evolve data

a/0/2
a/0/2/0 --->
a/0/2/1 ---> move script, stat script
a/0/2/2 ---> sprite frame biru di dialog error code
a/0/2/3 ---> Font BW data
a/0/2/4 --->
a/0/2/5 ---> item sprites, poke ball, ect
a/0/2/6 ---> logo ?
a/0/2/7 ---> BG pokedex, setting layout?
a/0/2/8 ---> C-gear sprite
a/0/2/9 ---> c-gear sprite -->conect

a/0/3
a/0/3/0 ---> c-gear sprite, [Touchscreen status]
a/0/3/1 ---> hero sprite, player
a/0/3/2 ---> people sprite, NPC
a/0/3/3 ---> c-gear
a/0/3/4 ---> trainer card sprite
a/0/3/5 ---> sCRENN Main menu sprite (compressed)
a/0/3/6 ---> Peta sprite own world- (??)
a/0/3/7 --->
a/0/3/8 --->
a/0/3/9 ---> Peta sprite own world- 2 (??)

a/0/4
a/0/4/1 ---> Trainer sprites in combat
a/0/4/2 --->
a/0/4/3 ---> summary sprite, email sprite text
a/0/4/4 ---> ???
a/0/4/5 ---> BTX SPRITE POKEMON MUSICAL
a/0/4/6 ---> Pokemon musical sprite
a/0/4/7 ---> People pokemon musical sprite
a/0/4/8 --->
a/0/4/9 ---> BTX SPRITE HERO SPRITE

a/0/5
a/0/5/0 ---> Text c-gear time+online
a/0/5/1 --->
a/0/5/2 ---> Pokemon Sprites
a/0/5/3 --->
a/0/5/5 ---> Pokemon types / movement type Japanese
a/0/5/6 ---> weather effect sprite
a/0/5/7 ---> wild pokemon outside (???)
a/0/5/8 --->

a/0/6
a/0/6/0 --->
a/0/6/1 --->
a/0/6/2 --->
a/0/6/4 ---> Hero sprite used pokeball (compressed in new method ?)
a/0/6/5 ---> Text ? font battle pokemon name?
a/0/6/6 --->
a/0/6/7 --->
a/0/6/8 ---> debug sprite ? is look view status?
a/0/6/9 ---> bta files ?

a/0/7
a/0/7/0 --->
a/0/7/2 ---> sprite hero, NPC sprite (compressed)
a/0/7/3 ---> hero action pokeball with miracle shooter
a/0/7/4 ---> Model sprite ?
a/0/7/5 ---> BTX icon sprite grass, water , ect
a/0/7/7 ---> feeling checker back sprite
a/0/7/8 ---> Pokemon sprite summary sprite
a/0/7/9 --->

a/0/8
a/0/8/0 --->
a/0/8/1 --->
a/0/8/2 --->
a/0/8/3 ---> [Pokemon status menu]+in battle , status sprite, battle, menu ?
a/0/8/4 --->
a/0/8/5 ---> World map
a/0/8/6 --->
a/0/8/7 --->
a/0/8/9 ---> battle recorder back screen

a/0/9
a/0/9/0 --->
a/0/9/1 --->
a/0/9/2 ---> trdata
a/0/9/3 ---> pkdata
a/0/9/4 ---> felling check sprite
a/0/9/5 ---> battle moves effect sprite
a/0/9/6 ---> Wireless battle sprite
a/0/9/7 --->
a/0/9/8 --->
a/0/9/9 ---> battle item menu buttons sprite

a/1/0
a/1/0/0 ---> battle mobe menu buttons sprite
a/1/0/1 --->
a/1/0/3 --->
a/1/0/4 --->
a/1/0/5 --->
a/1/0/6 ---> mic test back screen sprite
a/1/0/7 --->
a/1/0/8 --->
a/1/0/9 --->

a/1/1
a/1/1/0 --->
a/1/1/1 --->
a/1/1/2 --->
a/1/1/3 --->
a/1/1/4 --->
a/1/1/5 --->
a/1/1/6 ---> PC BOX Sprite
a/1/1/7 --->
a/1/1/8 ---> Keyboard
a/1/1/9 --->

a/1/2
a/1/2/0 ---> Wifi club screen
a/1/2/1 --->
a/1/2/2 --->
a/1/2/3 --->
a/1/2/4 ---> Pokemon types / movement type English
a/1/2/5 --->
a/1/2/6 ---> wild pokemon data script file
a/1/2/7 ---> BMD0
a/1/2/9 ---> help PC menu sprite model

a/1/3
a/1/3/0 ---> gate tv artwork BTX file sprite
a/1/3/1 ---> [Character Artworks]
a/1/3/2 --->
a/1/3/3 ---> battle competition menu start
a/1/3/4 --->
a/1/3/5 ---> battle effect sprinkle
a/1/3/6 --->
a/1/3/7 ---> Battle Recorder
a/1/3/8 --->
a/1/3/9 ---> DSi / DSi XL / LL Menu Screen

a/1/4
a/1/4/0 ---> background sprite
a/1/4/1 ---> DW SELECTED POKEMON SPRITE
a/1/4/2 ---> poketransfer sprite
a/1/4/3 ---> Game Sync Screens
a/1/4/4 ---> globalWIfi sprite
a/1/4/5 ---> wifi WFC conection sprite
a/1/4/6 --->
a/1/4/7 ---> water effect effect texture
a/1/4/8 --->
a/1/4/9 --->

a/1/5
a/1/5/0 ---> Nitro model hero+ effect BTX Model
a/1/5/1 ---> Season Screens (Spring, Summer, Autumn, Winter)
a/1/5/2 --->
a/1/5/3 ---> Ice Texture (???)
a/1/5/4 --->
a/1/5/5 ---> Email sprite
a/1/5/6 --->
a/1/5/7 --->
a/1/5/8 --->
a/1/5/9 ---> pokedex / data pokemon sprite summary

a/1/6
a/1/6/0 ---> Texture 3D animate file + hero sprite, weather at call feature
a/1/6/1 ---> Gamefreak screen opening <<
a/1/6/2 ---> gym place texture
a/1/6/3 --->
a/1/6/5 --->
a/1/6/6 --->
a/1/6/7 --->
a/1/6/8 --->
a/1/6/9 --->

a/1/7
a/1/7/0 ---> opening game, Player and his friend's Pictures
a/1/7/1 --->
a/1/7/2 ---> c-gear - Live caster
a/1/7/3 ---> Balloons status chat emotion (c-gear chat fuction)
a/1/7/4 --->
a/1/7/5 --->
a/1/7/6 ---> BTX files, ship texture, house texture~~~
a/1/7/7 ---> BTX files, ??? (i don't know what that texture for?)
a/1/7/8 --->
a/1/7/9 --->

a/1/8
a/1/8/0 ---> Mugshot sprite (compressed)
a/1/8/1 ---> Wifi and Wifi related models (example, world globe)
a/1/8/2 ---> opening N/opening start game at beggining ???
a/1/8/3 ---> sprite ???
a/1/8/4 ---> Trainer Sprites
a/1/8/5 --->
a/1/8/6 --->
a/1/8/7 ---> Mysterious Person 'N'
a/1/8/8 ---> VSrecorder battle board sprite
a/1/8/9 ---> opening border sprite (N opening, pokemon opening)

a/1/9
a/1/9/0 ---> texture ???
a/1/9/1 ---> sprite ???
a/1/9/2 ---> c-gear, chat fuction sprite
a/1/9/3 ---> union tower sprite
a/1/9/4 --->
a/1/9/5 ---> Contains Item-finder Images
a/1/9/6 --->
a/1/9/7 ---> Wifi and Wifi related models (example, world globe)
a/1/9/9 ---> Questioner sprite

a/2/0
a/2/0/0 ---> sprite save writing book
a/2/0/1 ---> [Certificate] battle testing di raimon city
a/2/0/2 ---> [Certificate] battle testing di raimon city
a/2/0/3 --->
a/2/0/4 ---> Texture?
a/2/0/5 ---> [Starter's pictures/3D Models]
a/2/0/6 ---> Battle Subway Map
a/2/0/7 ---> Has model data (same as below)
a/2/0/8 --->
a/2/0/9 --->

a/2/1
a/2/1/0 --->
a/2/1/1 --->
a/2/1/2 --->
a/2/1/3 ---> hall of fame sprite
a/2/1/4 --->
a/2/1/5 --->
a/2/1/6 ---> battle stanbay sprite
a/2/1/7 --->
a/2/1/8 --->
a/2/1/9 --->

a/2/2
a/2/2/0 ---> ['The End' Screen/3D Models]
a/2/2/1 --->
a/2/2/2 ---> 0DMB files
a/2/2/3 ---> forgot/remember move sprite in-game
a/2/2/4 --->
a/2/2/5 --->
a/2/2/6 --->
a/2/2/7 --->
a/2/2/8 ---> 0dmb
a/2/2/9 ---> dba

a/2/3
a/2/3/0 ---> Has MDL0 files (3d models)
a/2/3/1 --->
a/2/3/2 --->
a/2/3/3 --->
a/2/3/4 ---> Error message

nb: both are for pokemon black and white.
#109
April 30th, 2011 (3:05 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Hikamaru Platinum Tier Join Date: Mar 2011 Location: Australia Age: 24 Gender: Female Nature: Quirky Posts: 42,337
Quote:
 Originally Posted by aragornbird ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ It's actually pretty easy, even for a beginner like me. All you need is a hex editor (I use HxD), a calculator that translates decimal into hex (I use subnet), and an online Pokemon guide that list Pokemon locations (like Serebii or Bulbapedia). You can use the Wild Pokemon narc in order to do the editing, so extract a/1/2/6 from a B/W ROM using NitroExplorer 2 (a must for any DS Pokemon hacker). Every location in the game has a certain Pokemon appearing at a certain level. For instance, Lv. 15 Venipede only appear in Pinwheel Forest. Most hex editors have a search function, so to jump to a certain area, locate a specific Pokemon at a specific level by translating its National Dex number and level into hex using your hex-to-decimal calculator. Venipede is #543, which is 21F in hex. Now bytes in a hex editor always appear in multiples of two, so 02 1F is the same thing as 21F. But Pokemon games take the last two digits and put them in front of the first two. So the game recognizes Venipede as 1F 02. Level is the same thing. The number 15 is F in hex, which is the same thing as 0F. So searching for "1F 02 0F" will take you to Lv. 15 Venipede's location and ultimately, the location for every Pokemon in Pinwheel Forest. Now you can replace Pokemon and change the levels by overwriting the bytes that are there with the bytes that represent the Pokemon and/or levels you want. After that, just save everything, reinsert the narc in the correct place, and test out your changes! Also, every 4 bytes is a Pokemon entry. The first two bytes is the National Dex number of the Pokemon and the last two are the levels that Pokemon can be found. Venipedes can be found at Level 15 and 16 in Pinwheel Forest so you'll find entries for both 1F 02 0F 0F and 1F 02 10 10 (10 is 16 in hex). There are several different methods of encountering Pokemon (normal grass, dark grass, shaking grass etc.) Each method has a total of twelve Pokemon entries, even if there is only one or two Pokemon that can be found in that method. Pokemon entries in the beginning of the 12 slots of any encounter method will make them more common than entries near the end. You can see this happening in Chargestone Cave's location, where Joltik's entries occupy a lot of spaces in the beginning and Tynamo's entry occupies only a little space near the end. This makes Joltik far more common than Tynamo. Anyways, hopefully, that will help more people. Feel free to make a more extensive guide in the Tutorial's section. And someone PLEASE figure out how to edit B/W trainer sprites. It's easy enough to access them in Crystal Tile 2, but the problem lies in what numbers to input to get the sprites to line up correctly. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
Can you please show me the hex codes for all Pokemon (like as you said, Venipede is 21F). Thanks cos I want to get started!
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#110
April 30th, 2011 (10:50 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Kaphotics ♥ Quick Claw Guillotine ♥ Join Date: Apr 2011 Posts: 22
Quote:
 Originally Posted by Hikari10 Can you please show me the hex codes for all Pokemon (like as you said, Venipede is 21F). Thanks cos I want to get started!
Convert the Pokedex # from decimal to hex.
#111
May 9th, 2011 (2:42 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} ChimeraReiax Join Date: Feb 2011 Gender: Male Posts: 23
Wonder when anyone will crack map data.

Seriously, map data has to be cracked SOMEhow...
#112
May 22nd, 2011 (5:44 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} andibad Join Date: Apr 2010 Location: Indonesia Gender: Male Posts: 33
Map is hard to understand because is script to control a pieces sprite to bring a some event is a route/town/ect, well is just fake maybe someone fast to crack the map
#113
June 4th, 2011 (9:30 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Joalsses Join Date: Mar 2010 Gender: Male Posts: 12
hello!
so,I made some vocaloids overwords,theres a way to use em on the game?
thanks
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#114
January 13th, 2012 (11:32 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} armanr Join Date: Aug 2011 Gender: Male Posts: 7
Title says it all. The narc for moves is a/0/2/1 but what about abilities?
#115
June 17th, 2012 (2:19 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Incineroar the [christmas] spirit of the fighter Moderator Join Date: May 2009 Location: Iki Town Age: 21 Gender: Male Nature: Brave Posts: 12,947
So I was looking at maps and I did this today:

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#116
June 19th, 2012 (4:41 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Kaphotics ♥ Quick Claw Guillotine ♥ Join Date: Apr 2011 Posts: 22
Recently I've been figuring out how the game does scripts and I've gotten a bunch of good results.

a/0/5/7 contains the script files for a given map.

The main limitation is knowing what each command does and how many parameters it has. Scripting in BW is really easy and editing the script file for the map is really nice due to the narc filesystem.

Code:
```some script commands with some sense so far

0000 nop
0001 nop1
0002 --
000C XXXX XXXX
0012 xxxx
001A xxxx
001E XXXXXXXX
002F -
0030 - 					doinstant
0032 -					waitbuttonthen
003C 0400 xxxx yyyy zzzz aaaa		textA
003D 0400 xxxx yyyy zzzz		textB
003E -
003F -
0046 xx xx
0049					textC
004C xx
0057 xx XXXX				Text Variables
0085 xxxx xxxx zzzz			start 1v# battle with ?logic?
0086 yyyy xxxx xxxx zzzz		start 2v# battle with ?logic?
0098 xxxx				PlayBGM
00BE mmmm xxxx yyyy ffff		f2b mapchange nosound
00BF mmmm xxxx yyyy ffff		spinwarp
00C0					soundless variable door warp
00C1 					sandpit
00C2 mmmm xxxx yyyy ffff		f2b mapchange with sound
00C3					goto union
00C5					play surf anim
00C6					gooey push
00C7					play cut anim
0178 dddd ll				wildencounter dex level```
I've been posting this stuff and more over at ProjectPokemon; can't directly link due to my postcount limit here...
#117
June 23rd, 2012 (9:36 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Incineroar the [christmas] spirit of the fighter Moderator Join Date: May 2009 Location: Iki Town Age: 21 Gender: Male Nature: Brave Posts: 12,947
So just looking at B2W2 in Tinke, I see that the title screen theme is streamed.
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#118
June 30th, 2012 (9:17 AM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} Platinum Lucario The Legendary Master of Light! Crystal Tier Join Date: Jan 2008 Location: Warrnambool, Victoria, Australia. Gender: Male Nature: Calm Posts: 1,553
Quote:
 Originally Posted by Team Fail So just looking at B2W2 in Tinke, I see that the title screen theme is streamed.
Hm... thought so. Though there is something I've actually done with Black 2, which is changing the "Push Start Button" graphics into the official English "Press Start" by simply changing the 6-5.NCGR.l (file5 in Tinke) and 6-6.NCER (file6 in Tinke) with the ones from the official English of the first Black/White. The graphics for Black 2 and White 2 are in a/0/2/6, same location as the first Black/White.

And guess what? Success! Take a look:
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#119
November 22nd, 2014 (2:35 PM).
 .christmas {font-weight: bold;} .christmas span:nth-child(odd) {color: #308D5E !important;} .christmas span:nth-child(even) {color: #cf0505;} TomsonXD Join Date: Dec 2013 Posts: 4
Hi
Where I can find all Overworld Sprite Codes of Pokemon? I am using Kazo's NPCE tool to change sprites. I can find some sprites by checking the Overworld sprites of Pokemon that are in the game, but I can't find Haxorus's sprite and Emolga's sprite code :C

To check Haxorus's sprite code I need to know what is the Overworld narc and Script narc for Nature Preserve, but I don't have 100% Save game and cant't check this :C

Have someone the Pokemon Black 2/ White 2 Save game with Nature Preserve available???