ROM Hack [Release] Pokemon X/Y/OR/AS multi cheat plugin

  • Thread starter Thread starter RednaxelaNnamtra
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Ok thanks i tesh after i come back for said is it work or no.
Can i use Quick egg hatching?
 
what do you press to get out of the cheat select screen back to the game ?

I have selected the all shiny cheat in AS , i press B to get back to game but there are no shiny Pokemon :s
 
Go in A Building or Change the Route. Maybe this work

Tried that it didnt work :( none of the cheats are working like 100% catch and only Encounter Pokemon you haven seen...

When exactly do you go into the cheat menu (via x+y buttons ) ?? before you load your save or after ?

Thank you
 
Tried that it didnt work :( none of the cheats are working like 100% catch and only Encounter Pokemon you haven seen...

When exactly do you go into the cheat menu (via x+y buttons ) ?? before you load your save or after ?

Thank you

Are you on the latest version of the game?

The cheats plugin requires a fully updated game. Version 1.4 for ORAS, version 1.5 for XY.
 
After :D

When you in the Cheat menu navigate to the cheat press a and double b than the cheat is activated.
 
Tried loads of different ways to get the cheats to work but no luck :(

I am using the version of BootNTR installed via the latest version of FBI and i have v3.2 of NTR

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Are you on the latest version of the game?

The cheats plugin requires a fully updated game. Version 1.4 for ORAS, version 1.5 for XY.

Ahh that might be why then, i am using the Sinking Sapphire rom mod which cant be updated :(
 
Tried loads of different ways to get the cheats to work but no luck :(

I am using the version of BootNTR installed via the latest version of FBI and i have v3.2 of NTR

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Ahh that might be why then, i am using the Sinking Sapphire rom mod which cant be updated :(
Okay. There is it irrelevant
The Rom had Changes in the Code.
It will doesnt work whit a Rom. Sorry
 
Re,Stoned is not work for egg shiny..:x
I activ only all pkm shiny and quicky egg and i use vol for go other place and try break but no..still no shiny..:'(
u kw other soluction?
 
Nice work :)
Wouldn't it be better if you changed all non walkable tiles to walkable tiles? ;)

That's actually what I'm doing :)
with
C0000000 00000640 50000000 01000021 00000000 00000020
I'm writing 0x640 times the 32bit value 0x0000020 (walkable) if the value is 0x01000021 (which means not walkable). The collision data inside RAM is spread into a 40x40 field if I understood the GR fileformat correctly.

Every area is a 40x40 field in reality and has a indeed a static offset inside RAM. Inside the header (before the actual GR data) are multiple pointers which point to different offsets and not all contain valid GR data. It would be much easier if e.g. the first area you are (when you load the game) had a static address. But each area has its own offset. So not only would I have to handle multiple pointers at once alone I would also need to check for valid and currently used data. Its doable but see below...

It would take me maybe a day or so to write the final code but its not worth the effort for multiple reasons:

-the code is only valid for the 40x40 field that means you can't explore out of bounds fields (black area) or travel outside of routes to make shortcuts to towns. Out of bounds area has no GR data so its treated as non-walkable tile from the game engine.
-z-axis has also problems. e.g. you can't glitch through most stone steps when there is no walkable tile behind it.
-warp points (to enter/exit areas/houses) are disabled with this; thus you just walk through without entering a new map. The engine expects a non-walkable tile as a warp-point. I'm not 100% sure but it seems with GR data alone you can't tell if the non-walkable tile is a warp point or just a e.g. wall.
-Some maps have invisible walls even with the manipulated GR data. e.g. you can't explore the water of wonder-isles.
-
ehm... there is really nothing to explore... most of the 40x40 tiles you can walk anyway and out of it is just black nothing. Even water which is behind non walkable tiles is just a decoration tile. You can't interact with it and can't catch anything.

So for me these limitations are a killer for the cheat and I don't see an easy workaround for this. Walkthrough-walls was pretty fun on the DS/GBA :) Those times are gone...
 
Last edited by GothicIII,
Could you please implement the Pokemon Randomizer and embed it into this plugin so we dont have to swap the files each time?

EDIT:
The only cheat I can get working is the 1hp cheat. Nothing else works :/
im on the latest update
 
Last edited by pman152,
Could anybody tell me what exactly " Variation encounter modifier " cheat do in the game ? is this for pokemon nature editing or something ?
 
Last edited by HongAlex,
Hi,

Could someone explain me how i can get rare candy with the item modifier? I just don´t know what i´m doing wrong?
I set the cross in the game plugin config at "Item modifier (using medicine". After that i press R+Right(+10). But when i do this only the count of the Item on the third place raises from 1 to 51!
 

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