![]() Many of them seem to change to random numbers if I watch CE while I walk around the room, and then only get locked into the number that corresponds to the species in question once the battle starts. Of course, they apparently correspond to a lot of other things too. Using that I've been able to consistently find a group of values that correspond to the pokemon's number. I even found a custom search value type that lets me do the math automagically. RPG maker uses a 2x+1 offset, I discovered thanks to people in the forum. I've started to use the second one because amazingly the addresses don't seem to change if I stay in this room and save-reload so I've been able to work with them for a longer period of time. The main thing I'm trying to modify right now is the type of Pokemon that come out in a wild battle or in a set-piece battle like walking into a creature on the map. In fact, getting much out of it using Cheat Engine has been a real bastard. Of course, this game isn't a classical GB Pokemon game, so my understanding of how addressing works only goes so far. I have a pretty solid understanding of editing games and I've been cheating my way (enjoyably) through Pokemon games for a long time, since Red/Blue. So, I'm not the first one to try to work with this game and I probably won't be the last, unless I can actually make some headway. ![]() ![]() Posted: Sun 6:13 pm Post subject: Working With Pokemon Zeta/Omicron (RPG Maker XP) ![]()
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