Skeetendo

’Cause all games were better on the GBC

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#1 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 20/64

GSC Wild Pokémon Editor - Updated 7/29/10

Well here it is, the result of three day's work.

This program allows you to easily edit the wild Pokemon encountered by the player. It edits grass encounters, surfing encounters, swarms, and special encounters in Gold, Silver, and Crystal.

This program is able to be compiled on any OS that can run Lazarus. Included is the Windows executable, for any other OS you will have to compile it yourself. The source is included in the zip.

Screenshots:
d7q2u.png vZmIb.png
4ObKr.png iKdsc.png
L9hey.png b83ei.png

(I really wish this board had spoiler support)

Download Link:
Click here to download.

Version History:
7/29/10 - Fixed Crystal
6/18/10 - 1.0.1 - Bugfix
6/17/10: 1.0 - Initial Release

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#2 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 74/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Quite noobish of me but I think I'll use this editor when hacking Dark Future further from here  :D

Thanks for making it !

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#3 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 192/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Thanks for posting! I'll give this a go in the morning. Looks pretty legit though. Good work!

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#4 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 75/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

I could open pokemon gold with that program but it didn't support crystal.
I got this error message when trying to run it:

Unable to open file "C:/.../Crystal.GBC".

Press OK to ignore and risk data corruption.
Press Cancel to kill the program.

If I click OK, it won't open the rom and if I click Cancel, it works the same way as Exit.

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#5 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 21/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Odd, I used Crystal for the screenshots.

1. Is is read-only?
2. Do you get the same error with a lowercase extension?
3. If you put the ROM in the same folder as the program, does it work?

Which reminds me, if the ROM is read-only, you'll get a crash when you try to save. Going to find out if there's a way to tell if it's read-only or not.

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#6 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 76/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

1. It's not read-only.
2. Have no idea what "lowercase extension" means.
3. I tried putting it in the same folder and it didn't work then but when both rom and the editor were on desktop it surprisingly did work  :o

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#7 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 193/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

by lowercase extension he means using *.gbc instead of *.GBC

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#8 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 77/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10


by lowercase extension he means using *.gbc instead of *.GBC

okay, my computer doesn't let me change it but I think it's .GBC

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#9 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 22/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Where do you have the rom located normally?

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#10 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 194/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

In the folder, go to Tools/Folder Options. Then click over to the "View" tab and uncheck the box for "Hide extensions for known file types."

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#11 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 78/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

I figured out how to make it to work.
There was a letter in that folder that doesn't belong to english alphabet and the rom was inside it.
After I changed the name of that folder, the editor was able to locate the rom.

"In the folder, go to Tools/Folder Options. Then click over to the "View" tab and uncheck the box for Hide extensions for known file types.", thanks  ☺

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#12 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 195/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

no problem sheck. Glad its workin for ya.

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#13 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 23/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Hey miksy, could you give me a few characters that cause the error? I think it's possible to make it work with them from what I just read, and I'd like to just in case.

Nevermind, figured it out. Expect a fixed release tonight.

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#14 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 24/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Updated the zip file. Should now show as Version 1.0.1

Changes:
Fixed errors related to Unicode file names
Read-only files will not be opened, and an error dialog will be shown.

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#15 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 79/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Yeah it works now  ☺

Now there is support for:

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#16 1970-01-01 00:33:30

julian6732
New member
Registered: 2010-10-16
Post 1/1

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Hey Harrison, nice tool. I think there is a problem with the locations in Johto - Water, where say  route 44, there are the pokemon of route 43, same with route 45, shows the pokemon of route 44. These are the only ones i saw, i don't know if there are more but probaly, i mean

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#17 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 25/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Ah, so my hunch was right. I had figured that any problems with data would come from Crystal, since I had just assumed that it went in the same order as Gold/Silver. Is there a map editor for Crystal that shows bank and number like GoldMap does? Looks like tomorrow I'll go through the code by hand and figure out what map is missing from the list

If someone wants to be awesome and find out at what map does it stop matching up correctly, I'd be greatly obliged.

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#18 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 23/452

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Just read the info from the rom and be done with it. Reproducing stuff by hand is not fun.

Maybe even cut map names and just make it selectable by map bank and map number.

cYa,

Tauwasser

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#19 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 196/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

That would alctually be quite handy, and would make it easier to make it so you can re-assign wild pokemon data to a new map.

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#20 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 26/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Could read it directly from the rom like Goldmap does, though that'd result in all the indoor maps and all also being listed in the dropdown box. It'd be good though if someone did a massive hack though, as it'd work on every map.

If I do that, I'll probably make the options "Land, Water, Swarms, Special". Swarms and Special would be static lists like they are now, Land and Water would be loaded from ROM. Sound good?

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#21 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 197/3,578

Re: GSC Wild Pokémon Editor - Updated 7/29/10

That sounds like a good way to handle it.

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#22 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 24/452

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Just don't display maps without Pokémon. If somebody wishes to add one or swap places, he will be required to input the correct map bank and map number anyway.

That way it's neat and tidy.

cYa,

Tauwasser

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#23 1970-01-01 00:33:30

Miksy91
Member
Registered: 2010-10-16
Post 82/2,339

Re: GSC Wild Pokémon Editor - Updated 7/29/10

I just tested this tool by editing the water pokemon of Olivine City.
But it doesn't seem to work as I believe it edits data elsewhere.
Are you sure the offset are correct for crystal ?

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#24 1970-01-01 00:33:30

Harrison
Member
Registered: 2010-10-16
Post 28/64

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Crystal is messed because it has a different order of maps.

I'm finally trying to finish this up. I tried the way of loading area names directly from the ROM, but that'd be extremely complicated due to the way they are ordered. (By the way, the pointer table in Crystal for the area names is at $1CA8C5)

So I'm currently trying to work out a way to get a list of the maps and their banks from Crystal.  My idea is to edit Goldmap 1.6 to work with Crystal, which would be pretty easy if I could find out where the map header pointers were located. If anyone knows, I'd appreciate it.

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#25 1970-01-01 00:33:30

Luigi-San
Member
Registered: 2010-10-16
Post 8/129

Re: GSC Wild Pokémon Editor - Updated 7/29/10

Crystal Wild Pokemon offsets:

[Route10 (1)]
Start offset=$2b53a
[Rock Tunnel (2)]
Start offset=$2b306
[Rock Tunnel (1)]
Start offset=$2b2d7
[Mt. Moon]
Start offset=$2b2a8
[Digletts Cave]
Start offset=$2b279
[Victory Road (1)]
Start offset=$2b335
[Tohjo Falls]
Start offset=$2b364
[Silver Cave (3)]
Start offset=$2ad46
[Silver Cave (2-Hidden Rooms)]
Start offset=$2ad75
[Silver Cave (2)]
Start offset=$2ad17
[Silver Cave (1)]
Start offset=$2ace8
[Silver Cave Route]
Start offset=$2b0f2
[Whirl Islands SE Entry]
Start offset=$2ac2c
[Whirl Islands (Corridor)]
Start offset=$2abfd
[Whirl Islands NW Entry]
Start offset=$2ab70
[Whirl Islands SW Entry]
Start offset=$2abce
[Whirl Islands (Lugia Chamber)]
Start offset=$2acb9
[Whirl Islands (2)]
Start offset=$2ac8a
[Whirl Islands (1)]
Start offset=$2ac5b
[Whirl Islands NE Entry]
Start offset=$2ab9f
[Dark Cave (1)]
Start offset=$2ada4
[Dark Cave (2)]
Start offset=$2add3
[Mt. Mortar (2)]
Start offset=$2aa27
[Mt. Mortar (4)]
Start offset=$2aa56
[Mt. Mortar (3)]
Start offset=$2a9f8
[Mt. Mortar (1)]
Start offset=$2a9c9
[Ice Cave (4)]
Start offset=$2aae3
[Ice Cave (6)]
Start offset=$2ab41
[Ice Cave (5)]
Start offset=$2ab12
[Ice Cave (3)]
Start offset=$2aab4
[Ice Cave (1)]
Start offset=$2aa85
[Tin Tower (9)]
Start offset=$2a795
[Tin Tower (8)]
Start offset=$2a766
[Tin Tower (7)]
Start offset=$2a737
[Tin Tower (6)]
Start offset=$2a708
[Tin Tower (5)]
Start offset=$2a6d9
[Tin Tower (4)]
Start offset=$2a6aa
[Tin Tower (3)]
Start offset=$2a67b
[Tin Tower (2)]
Start offset=$2a64c
[Burned Tower (2)]
Start offset=$2a7f3
[Burned Tower (1)]
Start offset=$2a7c4
[National Park (Normal)]
Start offset=$2a822
[Ilex Forest]
Start offset=$2a99a
[Slowpoke Well (2)]
Start offset=$2a96b
[Slowpoke Well (1)]
Start offset=$2a93c
[Union Cave (3)]
Start offset=$2a90d
[Union Cave (2)]
Start offset=$2a8de
[Union Cave (1)]
Start offset=$2a8af
[Ruins of Alph Chamber]
Start offset=$2a880
[Ruins of Alph]
Start offset=$2a851
[Sprout Tower (3)]
Start offset=$2a61d
[Sprout Tower (2)]
Start offset=$2a5ee
[Route29]
Start offset=$2ae02
[Route30]
Start offset=$2ae31
[Route31]
Start offset=$2ae60
[Route32]
Start offset=$2ae8f
[Route33]
Start offset=$2aebe
[Route34]
Start offset=$2aeed
[Route35]
Start offset=$2af1c
[Route36]
Start offset=$2af4b
[Route37]
Start offset=$2af7a
[Route38]
Start offset=$2afa9
[Route39]
Start offset=$2afd8
[Route42]
Start offset=$2b007
[Route43]
Start offset=$2b036
[Route44]
Start offset=$2b065
[Route45]
Start offset=$2b094
[Route46]
Start offset=$2b0c3
[Route1]
Start offset=$2b393
[Route2]
Start offset=$2b3c2
[Route3]
Start offset=$2b3f1
[Route4]
Start offset=$2b420
[Route5]
Start offset=$2b44f
[Route6]
Start offset=$2b47e
[Route7]
Start offset=$2b4ad
[Route8]
Start offset=$2b4dc
[Route9]
Start offset=$2b50b
[Route10]
Start offset=$2b53a
[Route11]
Start offset=$2b569
[Route13]
Start offset=$2b598
[Route14]
Start offset=$2b5c7
[Route15]
Start offset=$2b5f6
[Route16]
Start offset=$2b625
[Route17]
Start offset=$2b654
[Route18]
Start offset=$2b683
[Route21]
Start offset=$2b6b2
[Route22]
Start offset=$2b6e1
[Route24]
Start offset=$2b710
[Route25]
Start offset=$2b73f
[Route26]
Start offset=$2b76e
[Route27]
Start offset=$2b79d
[Route28]
Start offset=$2b7cc

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