Uploaded by KramMarkio on Sep 26, 2010
Hey guys, it's been a while~
I decided to pull a similar stunt to my last movie for this one, instead, using Pokemon White version. I modified the wild pokemon modifier code to extend past 649, the next two pokemon that appear are Egg and Manaphy Egg... odly enough, I haven't been able to get 652 to work that well, but I THINK for some reason that it triggers an unown to appear. Very odd.
^.^ Just thought I'd post this, for the same reasons as the last video. I believe that documenting this kind of thing might inspire some people to learn a little bit more about how the game data actually works.
HERE'S WHAT I USED:
DeSmuME 0.9.6 x64
my digital copy of pokemon White version
For the original wild pokemon modifier, please see http://www.youtube.com/watch?v=RNi6dIbIzjo
Now, this time I'm not going to tell you guys how to do it directly, because you wouldn't learn anything that way~
Instead, I'm going to teach you enough about Hexidecimal to understand how.
Hexidecimal is a base-16 number system, meaning that instead of counting to 10, you count to 16 to re-start. 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F
Now, if you're looking at an action replay code, for example, the one in the video linked above, and you wanted to change how many masterballs you got from it, you'd want to look through it for the number 649 (that's the number of masterballs the code originally gives you)
649 in Hex is 289 (You can use your computer calculator to find that out without too much brainwork.) Now to change that number to one or two higher, simply count upwards in hexidecimal~ in otherwords, 289 becomes,28A(650 in decimal), and then 28B(651 in hexidecimal) etc. etc.
Go on! Try it out for yourself!
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