Skeetendo

’Cause all games were better on the GBC

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#26 2017-04-28 19:00:32

JudgeWargrave
Member
Registered: 2016-06-28
Post 16/18

Re: Wargrave Tools 2.0, now on Github

For the Move Animation Editor, you must know what the instructions do. You can try copying from one animation to another for a start, but it isn't able to show you the results. You will have to use trial and error if you want to use that tool. You can also use the Move Editor to change the animation ID of a move, but this only allows you to reuse an existing animation, and the move's type will be incorrectly displayed as the animation's type in certain places.

Replacing a Teru-Sama with a new item should be as simple as changing it's data, like any item. The Teru-Samas that appear after HMs may not work though. I know that the item descriptions at least don't go that far.

Re: your message, making an item like Magnet or Black Belt has to do with the Param and Held Item fields. All of these items have Param = 0xA. Then set held item is relative to the type you want to boost. You can look up the existing items to see what byte each type has. ASM should be the same too I assume, 7D77. Basically, just imitate an existing item. Note that due to an oversight, Dragon Fang doesn't actually do anything, so you can repurpose that.

Creating a new move effect, like Psychic SpDef down AND confusing, the tool can't do. You can only choose from 256 existing effects (about 160 are documented), and change the % chance where applicable. You can try some of the undocumented ones beyond 0x9C, there may be something useful.

Sorry I'm not able to help you much further with what you want to do. Editing or copying something that exists is easier than adding something totally new. No tool exists that can create arbitrary item and move effects--to do that, you'll have to program it directly!

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#27 2017-04-29 13:51:54

Tylusnoir
Member
Registered: 2017-03-16
Post 12/13

Re: Wargrave Tools 2.0, now on Github

Hi thanks for the answer!

Ok pour the moves, I will try and error soo much time then. I will make a much of copy of my working versions!

I know how to make a evolution item like water stone! It's already awesome for me! I will create others objects with copying the ID and make the good changes!

About my message, for the French version the ASM is 2277. :p
I have to note all the types in the param section to see how modify the others objects with these codes, correct? And I want to create (or remplace) an item they can cancel x4 weakness in battle, it is possible or it's a new effects and the editor can't make it? Or it is possible to change the level of Pokemon hooked by Super Rod for example?

Ok thanks for info, I will make some originality with the 256 already existing. But I don't understand the second sentence?

Don't worry! Your answer is a diamond for me! And ok, thanks for these information.

Last question, Where do you find your french offsets? Because I want to apply the 255 icons/minis by Chamber_ but I don't have the real offsets to make it.

Thanks very much a lot, your softwares is amazing for me! Like the Holy Grail!

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#28 2017-05-03 06:06:39

JudgeWargrave
Member
Registered: 2016-06-28
Post 17/18

Re: Wargrave Tools 2.0, now on Github

Thanks, I'm glad to hear your appreciation!

When I said "Creating a new move effect, like Psychic SpDef down AND confusing, the tool can't do. You can only choose from 256 existing effects (about 160 are documented), and change the % chance where applicable. You can try some of the undocumented ones beyond 0x9C, there may be something useful." The bit about documented effects is referring to the fact that no move in the game uses a effect byte larger than 0x9C, so I don't know what those bytes do, if anything. There *could* be a byte that causes SpDef down and confusion, for example, although I don't think there's a good chance for that.

An item to cancel x4 weakness is something the editors can't make. Changing the level (or species) of Super Rod pokemon is also something the tools don't do. Since I never really fish in-game myself, I prioritized this about the same as editing egg moves--if I wanted a pokemon to have a move, I would just have them learn it directly, not via breeding, and if I wanted a pokemon to be accessible in the wild, I would just put it in the water for surfing. So I neglected these functions, sorry!

For the icons/minis, I don't have the offsets for what that changes so finding them in the French version isn't as simple. You could try using an English copy (1), using patch on another (2), then do a file compare on both files (1 and 2), with something like HxD, to find exactly where and what was changed. Then search the French version for the same bytes that begin the changed region in the English copy, and make the changes from there. I'm a bit busy to do this myself, sorry.

For a lot of what you want, working with disassembly is the best way. The problem is there isn't a disassembly for the French version, so if you want to go further, you'll have to use the English Crystal disassembly, or program with a hex editor, or have someone make disassembly of the French version. If you use the English, remember that you can transfer the work you did on the French version with these tools by exporting the data from the French version, then importing to the English version, which may or may not save you time. The recompiled English may have different offsets as well, however.

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#29 2017-05-05 11:13:16

Tylusnoir
Member
Registered: 2017-03-16
Post 13/13

Re: Wargrave Tools 2.0, now on Github

You're welcome!

Hmm... Soo after the byte 0x9C (or another one for French version I suppose), this is a lot of byte "unknown" for attack effects?
Edit: All attacks after 9C are bugged attack and 99% crash the game... Not very funny...

If I well understand, about all your software, all new fonctions cannot be created by the software, correct? Soo, I will try to make originality with the fonctions incorporated.

Very nice information for the icons/minis, thanks a lot but I will do that at the very end of my project because icons/minis doesn't work well with "Pokemon Editor Ultimate" created by Mateo. And I make a test these afternoon.
Edit: I compare the changes with which editors or softwares?

For the disassembly, yes your idea is great but the offsets are different and they make crash or bug the French version after the importation. I think I will do that but very carefully and one change by one.
Edit: I compare the changes with which editors or softwares?

Last edited by Tylusnoir (2017-05-05 15:13:14)

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#30 2017-05-18 07:21:22

Adam
Member
Registered: 2016-05-07
Post 79/93

Re: Wargrave Tools 2.0, now on Github

Just had to drop a note here thanking you for the tools. I´ve not needed them much for what I need to do, but I´m always more than happy with them when I do use them!

The only issue I seem to have is that you need to select the offset file before the rom every time you open it. But that´s no biggy compared to the reduced hassle of everything else!

Thanks again, Wargrave.

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#31 2017-09-14 16:58:09

No Honor
New member
Registered: 2017-09-13
Post 3/4

Re: Wargrave Tools 2.0, now on Github

Trying to open a ROM with any of these programs and I keep getting error: "Bad offset file: C:\Users\DylanMain\Desktop\Panned Gold Project\Pokemon - Gold Version (UE) [C][!].gbc
Could not find any recognizable digits."

Even when I try to open an offset the message is: "Bad offset file: C:\Users\DylanMain\Desktop\Panned Gold Project\WGen2_offsets\Gold.WGen2_offsets.txt
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"

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#32 2018-02-16 03:18:21

Silvalfo
New member
Registered: 2017-10-28
Post 1/2

Re: Wargrave Tools 2.0, now on Github

No Honor wrote:

Trying to open a ROM with any of these programs and I keep getting error: "Bad offset file: C:\Users\DylanMain\Desktop\Panned Gold Project\Pokemon - Gold Version (UE) [C][!].gbc
Could not find any recognizable digits."

Even when I try to open an offset the message is: "Bad offset file: C:\Users\DylanMain\Desktop\Panned Gold Project\WGen2_offsets\Gold.WGen2_offsets.txt
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"

I'm having precisely the same error. I can open Crystal's offsets and edit Crystal easily, but if I try to open Gold or Silver's offsets with the tool, it just shows the "out of range index" message and I can't proceed.

I'll just add that I used to use the older tools a LOT for move editing and moveset editing. The tools have given me so much fun. Thanks a lot!

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#33 2018-03-23 03:36:24

JudgeWargrave
Member
Registered: 2016-06-28
Post 18/18

Re: Wargrave Tools 2.0, now on Github

Ah, I see, sorry about that. That error could be more verbose, but it tells you the essential information: something is wrong with the offset file. In particular, comparing the Gold file with the Crystal file, you can see that the Gold file is missing some lines, namely the ones to do with area's names and wild pokemon. This is because I made the area editor after making the Gold and Silver offset files and neglected to update them with the new fields.

I added the relevant lines to the files and pushed them to the repo, you can find them here. I didn't bother updating the Dark Energy file.

In general, if something goes wrong with an offset file, you can probably fix it yourself. Try comparing it to an offset file that works and see what is different. There should be 38 lines and each line should start with a number in hex. Everything after that number is irrelevant to the program. Also make sure that the numbers in the offset file are correct for the ROM you are using. Use a hex editor to compare with a Crystal ROM to find where stuff has been moved.

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#34 2018-03-27 02:36:19

Silvalfo
New member
Registered: 2017-10-28
Post 2/2

Re: Wargrave Tools 2.0, now on Github

Thanks a lot! I'm still getting the hang of things, your explanation cleared things up a lot!

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