View Full Version : PPTE - Project Pokémon's Trainer Editor (for DPP)
SCV
December 23rd, 2008, 06:53 PM
Please download from the attachment at the bottom of this post and not the other links. Those have not been updated. Thank you.
Hello everyone I have made a Trainer Editor for DPP.
http://i367.photobucket.com/albums/oo119/SCVgeo/PPTE.jpg
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Here is the Official Release information:
http://db.pokesav.org/main/?q=12-23-08-ROM-Hack-PPTE-SCV
http://db.pokesav.org/main/?q=PPTE
[quote]
Trainer Editor: PPTE (Project Pokemon's Trainer Editor)
Coded by SCV.
Download: Click Here (http://db.pokesav.org/main/mirrors/PPTE%20-%20PKM%20DB.zip)
______________________________________________________________________________________
Pre-requisites:
- Windows OS
- .Net 3.5
______________________________________________________________________________________
Features:
Change most trainer data, including:
1) Number of Pokemon
2) Trainer Sprite (class)
3) Whether you can specify attacks
5) Pokemon
4) Pokemon Form (Platinum only)
5) Attacks
6) Levels
7) Pokemon Items (For Type 3, maybe 0 and 2 as well, but definitely not 1)
8) Whether it is a double battle
9) Trainer Items
______________________________________________________________________________________
Know Bugs/Issues:
1) Program will crash if you use DP files and the game is not set to DP.
2) Use type 2 only of you are going to test what it does. In DP no pokemon has type 2 originally I added type 2 support based on how it works in platinum. But the game might very well crash if you use it.
3) The option for puting 0 pokemon is there but I have not tested what happens when you save it. Best thing is don't use it.
______________________________________________________________________________________
How to use:
1) Extract trdata.narc and trpoke.narc by exploring the 'poketool' folder and then the 'trainer' folder using NitroExplorer2b.
2) Select which game you are modifying. [Either DP or Platinum]
3) Load trdata.narc and trpoke.narc into PPTE.
4) Edit trainers accordingly.
5) Save by updating trainer data and Pokemon data.
6) Replace the original narc files in the 'trainer' folder of the ROM by using NitroExplorer2b's 'Re-Insert' feature.
7) Start up your game and face your modified opponents!
______________________________________________________________________________________
Please report any bugs you find.
Now if you are changing how many pokemon a trainer has or the type of pokes a trainer has, make sure to use nitroexplorer2 to reinsert the narc files.
My program will resize the narc correctly to handle more pokemon or less pokemon or different type of pokemon. But most programs won't insert a narc file that is bigger than the one in the game.
ALWAYS have back ups of trpoke.narc, trdata.narc and your DPP rom.
I made this an open source program because I believe in helping others learn. Hopefully some of you will go ahead and learn C# to be able to understand this. If anyone has technical tips or any other tips or critisms, I would be glad to read them.
______________________________________________________________________________________
Credits:
- SCV [writing the PPTE]
- Treeki [writing Nitro Explorer 2]
- fenzo666 [beta testing, bug reporting, video, readme, how to]
- damio [bug reporting, icon]
- loadingNOW [PokeDSPic's C# code + most NarcReader.cs is the same as in PokeDSPic]
- Sabresite [legal.exe C# code]
- HackMew [Redoing the GUI, adding RemoveFromEnd Function to the NarcReader class, optimizations to the program, bug fixes]
Changelog:
12/26/08 (12/27/08) beta 0.1
-Fixed a bug which was caused by not recalculating the new offsets when the narc is resized.
-Disabled Pokemon Item option for Type 0.
-Removed issue about pokemon appearing to hold items such as masterballs. This was caused by enabling items for type 0.
-Will now label updated versions by beta 0.(number). I know what version I want to do for version 1.0, but that might be a few months away.
12/28/08 beta 0.2
-Fixed a bug which made it so that the pokemon would be the one with number 256 more than the one you chose in some cases.
12/29/08 beta 0.3
-Replacement GUI by HackMew.
-HackMew added the DeleteFromEnd function which makes it so that you don't have to manually remove bytes from the end anymore.
-Fixed a bug with the Alternate Form support which was caused by fixing the bug in beta 0.2
12/29/08 beta 0.4
-Added AutoComplete feature to all drop down lists.
-Fixed (finally?) a bug with the way pokemon and form are determined. Should finally be correct. For beta 0.3 only the first form would be displayed.
-Fixed an annoyance of losing attacks(in some cases) if you change type.
01/06/09 beta 0.5
-Various optimizations made by HackMew. Program is now about half the size!
-HackMew fixed a bug which sometimes occured when selecting the last trainer.
-HackMew added custom autocomplete to the Trainer ID dropdown. This works by goind the the right trainer when you type in, for example, "Trainer 35". Then if you add a 0 to the end of that you will be taken to to Trainer 350.
Lugia100
December 24th, 2008, 03:59 PM
Great tool man, thanks! Keep up the good work!!
nadjim
December 24th, 2008, 04:25 PM
tanks for this tools man, great joob^^
D-Trogh
December 24th, 2008, 06:03 PM
If people like this I don't need to continue my trainer editor, jeej :D
Though, I might continue.. I dunno :P
Anyway, nice work!
But.. using NARC files is ok, (easier for the programmer too, lol!), but I wouldn't use it if you have to load two different NARCs..
I know it's better for memory and speed.. but meh, just load the two narcs from the ROM in an array or something, and use that..
The NARCs are after each other in the ROM I think, so ;)
-blablabla... I know why you do it, like this.. meh THINK so anyway :D
SCV
December 24th, 2008, 06:34 PM
If people like this I don't need to continue my trainer editor, jeej :D
Though, I might continue.. I dunno :P
Anyway, nice work!
But.. using NARC files is ok, (easier for the programmer too, lol!), but I wouldn't use it if you have to load two different NARCs..
I know it's better for memory and speed.. but meh, just load the two narcs from the ROM in an array or something, and use that..
The NARCs are after each other in the ROM I think, so ;)
-blablabla... I know why you do it, like this.. meh THINK so anyway :DThanks.
I am curious as to why you think I do it this way. Please post what you think. Then I will say if you were correct (or close) or not.
E-Bag
December 25th, 2008, 02:48 AM
Nice app, good to see some hackers using a language besides VB6 :P The UI is... kinda ugly, there's a lot of blank space, some stuff looks a little out of place, and numericupdowns are the best way to go for level and such.
choatix
December 25th, 2008, 05:16 PM
Nice program, I really like it!
If you can help, why are there two sets of data for Lucas/Dawn? Thanks in advamce.
Added:
Changing thre amount of pokemon that trainers are using glicthes up the program. I changed the amouynt of poikemon used by Roark to 6 (and tried 4) and after that the suronding trainers and maybe more came up with an error message.
NTA
December 25th, 2008, 06:16 PM
LOL i thought the giratina came at level 100 ive never played it so i wouldnt know T_T
SCV
December 25th, 2008, 07:30 PM
Nice program, I really like it!
If you can help, why are there two sets of data for Lucas/Dawn? Thanks in advamce.
Added:
Changing thre amount of pokemon that trainers are using glicthes up the program. I changed the amouynt of poikemon used by Roark to 6 (and tried 4) and after that the suronding trainers and maybe more came up with an error message.
Was this for platinum or DP? What was the error message? The more detail you can give as to what you did the easier it will be for me to fix the problem you are having.
Also which two sets of data? Lucas/Dawn usually have three sets of battles which one gets activated depends on who one chooses as the starter. But I am not sure if that's what you are asking about.
Nice app, good to see some hackers using a language besides VB6 :P The UI is... kinda ugly, there's a lot of blank space, some stuff looks a little out of place, and numericupdowns are the best way to go for level and such.
Thanks for the suggestions. I will change a few things to numericupdowns. I was thinking of redesigning the way pokemon are displayed, maybe even use a different form that opens up, but I am not sure. Do you have any specific suggestions as to what would make the UI better?
Gokey Shuckle
December 26th, 2008, 07:41 PM
It's not working to well for me. I am using an American DP ROM, and I was changing Trainer2's Shinx's moves. I changed it to Type 1 in order to do this. It was originally Type 0. When I edited the moves, I pressed "Update Trainer Data" and then went to another trainer. However, I went back to Trainer2, and now it showed that it now has a Krabby with no moves edited and Type 0. I have no clue how it changed into a Krabby all of a sudden. Then when I attempted to change it back into the normal Shinx, it said I had to remove bytes from (0x8)x8 or something like that. Can you help me?
SCV
December 26th, 2008, 09:20 PM
It's not working to well for me. I am using an American DP ROM, and I was changing Trainer2's Shinx's moves. I changed it to Type 1 in order to do this. It was originally Type 0. When I edited the moves, I pressed "Update Trainer Data" and then went to another trainer. However, I went back to Trainer2, and now it showed that it now has a Krabby with no moves edited and Type 0. I have no clue how it changed into a Krabby all of a sudden. Then when I attempted to change it back into the normal Shinx, it said I had to remove bytes from (0x8)x8 or something like that. Can you help me?
When you tried adding attacks the narc file was made bigger. Putting it back to how it was, it needs to be made smaller again. I could not find a way to automatically delete the number of bytes that need to be deleted. The program will tell you how many bytes to delete. It should have said: 8(0x8)
for the number of bytes to be removed. The first number is in decimal and the second is in hex (still the same number). In this case there wasn't much of a difference but if you had to delete 100 bytes then it would say: 100 (0x64) bytes. I did this because some hex editors show the number of selected bytes in hex.
I will look into why you are having krabby show up. Thanks for the detail. It will have to wait about 5 hours though.
Edit:
I updated the program to fix the bug reported by choatix.
Archuleta Shuckle I could not recreate your situation. But try with the updated version and see if you still encounter the same problem. Either way, thank you both for reporting.
I updated the attachment in the first post. I have also put two attachments this time. One is the source and the other the program and the readme.
EDIT: I had forgotten to fix the bug for the case when the narc file is made smaller. To the person who downloaded the previous update. Please, re-download. I did not make this update a new version.
Gokey Shuckle
December 27th, 2008, 08:25 PM
I'm still getting errors. Now I am strictly working on Type 0 in hopes that something will work, but everytime I try to change a trainer's pokemon, it tells me to delete more bytes. When I updated with Trainer2 to give him only a Weedle, it turned into a Dustox when clicked back to him. I have all the source files in the same folder as PPTE and the SLN file also, but it is still not working correctly. I just wonder if the rom I am using is not compatible.
EDIT: I THINK I figured out the problem. What I did was, I re-extracted the trdata and trpoke files, and placed ALL the source files and the program itself in one folder. I changed Trainer 3 to Type 1 and their Pokemon are Bidoof and Taillow. Bidoof has Tackle, Water Sport, Rest, and Fury Cutter while Taillow has Peck, Growl, Twister, and Refresh. At first, I would type the attacks in manually rather than search them down on the list, and would save. However, when reverting back, Fury Cutter turned into Pay Day, however, i've noticed that if you actually look for them in the list, and the save without typing the whole name of the attack in, it updates correctly. So I think I figured out my problem.
SCV
December 27th, 2008, 08:39 PM
I'm still getting errors. Now I am strictly working on Type 0 in hopes that something will work, but everytime I try to change a trainer's pokemon, it tells me to delete more bytes. When I updated with Trainer2 to give him only a Weedle, it turned into a Dustox when clicked back to him. I have all the source files in the same folder as PPTE and the SLN file also, but it is still not working correctly. I just wonder if the rom I am using is not compatible.
Download from the attachment at the bottom of the first post. It says there are 0 views to the latest files. So you are not using the latest version.
Also the source is only if you want to understand the programming that went into making this program.
Gokey Shuckle
December 27th, 2008, 08:48 PM
I made an edit on that post explaining that I got the issue under control. :P
And I do have the new version, but I don't know why it still says 0 views.
EDIT: Okay, I just went and tested it in the game. When checking to see if Trainer3 (Lass on route 202) had all the correct stuff, it appeared Bidoof's edits were there, however, when she sent out her second Pokemon, it wasn't an Eevee. It was a Marshtomp! Could this error occur in the game if you don't update while the program isn't set to DP?
gamefreakfatty
December 28th, 2008, 12:36 AM
I haven't used it yet, but from the looks of things, yours is great! At least now I know that I don't have to update mine. =P
Good job!
SCV
December 28th, 2008, 03:20 AM
I made an edit on that post explaining that I got the issue under control. :P
And I do have the new version, but I don't know why it still says 0 views.
EDIT: Okay, I just went and tested it in the game. When checking to see if Trainer3 (Lass on route 202) had all the correct stuff, it appeared Bidoof's edits were there, however, when she sent out her second Pokemon, it wasn't an Eevee. It was a Marshtomp! Could this error occur in the game if you don't update while the program isn't set to DP?Well if you are editing a DP file you have to have it set to DP. The formats are different so you have to make sure you specify when you are using DP. I don't understand why it would give you marshtomp, though. What was the level of the marshstomp? Also what were the moves you put on eevee?
I haven't used it yet, but from the looks of things, yours is great! At least now I know that I don't have to update mine. =P
Good job!
Thanks
Gokey Shuckle
December 28th, 2008, 07:10 AM
Eevee had Tackle, Sand-Attack, Bite, and Fake Tears. Also, I think their might be something wrong with the coding. When I tried to change a trainer's pokemon to Feraligatr, when I clicked back, it turned into a Vespiquen in the game and in the program. Other effects happen to most of the GS Pokemon, however, when testing on Houndoom, it remained Houndoom. But it seems to be in some sort of order. Sentret turned into Pachirisu, Furret turned into Buizel, Hoothoot turned into Floatzel etc. but I don't knoe where it ends. All I know is that it didn't affect Houndoom. And all I did was change the pokemon and kept them as Type 0. I just wonder if this is the similar reason as to why Eevee changed into Marshtomp. I think there might be something wrong with the offsets or something got mixed up during the creation of the tool. I've seen this happen once before with a Wild Pokemon Editor where the Pokemon would change to something else.
SCV
December 28th, 2008, 06:19 PM
Eevee had Tackle, Sand-Attack, Bite, and Fake Tears. Also, I think their might be something wrong with the coding. When I tried to change a trainer's pokemon to Feraligatr, when I clicked back, it turned into a Vespiquen in the game and in the program. Other effects happen to most of the GS Pokemon, however, when testing on Houndoom, it remained Houndoom. But it seems to be in some sort of order. Sentret turned into Pachirisu, Furret turned into Buizel, Hoothoot turned into Floatzel etc. but I don't knoe where it ends. All I know is that it didn't affect Houndoom. And all I did was change the pokemon and kept them as Type 0. I just wonder if this is the similar reason as to why Eevee changed into Marshtomp. I think there might be something wrong with the offsets or something got mixed up during the creation of the tool. I've seen this happen once before with a Wild Pokemon Editor where the Pokemon would change to something else.
There was indeed something wrong. I fixed it now and updated the program. Thanks for reporting this. I did not get time to look into the problem with eevee. I will do that later. I don't think its related to this one though.
Blader
December 28th, 2008, 08:56 PM
First i want to say that your tool is amazing, (one day before you released it, i started to edit the .narc files with a hex editor xDD)
I have one question is it possible to change the Type of a Trainer e.g. Lass on Route 202 to a Type 3 Trainer(or a lot of Type 0 Trainers into Type 1, 2 or 3 ). Or would that cause problems?
SCV
December 28th, 2008, 10:00 PM
First i want to say that your tool is amazing, (one day before you released it, i started to edit the .narc files with a hex editor xDD)
I have one question is it possible to change the Type of a Trainer e.g. Lass on Route 202 to a Type 3 Trainer(or a lot of Type 0 Trainers into Type 1, 2 or 3 ). Or would that cause problems?
That should work fine. There were a few problems in the original release but I fixed it for beta 0.1.
If you run into any problems let me know.
Blader
December 28th, 2008, 10:07 PM
Okay i will check it and thanks for your fast reply^^
HackMew
December 29th, 2008, 05:30 PM
Hey, SCV do you mind telling me what did you change exactly in beta 0.2?
Because I've been changing here's and there, improving and fixing things.
For example, the window wasn't supposed to be resized. Yet you it could be maximized
Double battle was enabled even when the number of Pokémon was less than 2,
Also, choosing a level from a ComboBox isn't that pratical, where possible I replaced them with numeric UpDowns. I've adjusted the menus too.
BTW, I guess you'd like to know what is the meaning of the Trainer Type, right?
Just like in the Advance Gen, the value is actually splitted into two bits, each one acting as a binary switch.
In binary:
0 = 00
1 = 01
2 = 10
3 = 11
Now, the fist bit is represents the item and the latter the attacks.
00 = No item, default attacks
01 = No item, custom attacks
10 = Item, default attacks
11 = Item + custom attacks
Here's a screenshot of what I've done so far:
http://i39.tinypic.com/2qvxsht.jpg
SCV
December 29th, 2008, 06:31 PM
Hey, SCV do you mind telling me what did you change exactly in beta 0.2?
I changed the following (and the corresponding for the other pokemon):
private void comboBox5_SelectedIndexChanged(object sender, EventArgs e)
{
if (comboBox5.Enabled)
{
currentpokes[0, 4] = (byte)(this.comboBox5.SelectedIndex & 0xFF);
currentpokes[0, 5] |= (byte)(((this.comboBox5.SelectedIndex & 0xFF00) >> 8)&1);
AddPokemonForms(0, this.comboBox5.SelectedIndex, this.PForm1);
}
}
I erased the | (I bolded it above).
This was causing the pokemon chosen to be 256 more than its supposed to be if the current one was already 256 or more.
I forgot to erase it when I added the AddPokemonForms function.
BTW, I guess you'd like to know what is the meaning of the Trainer Type, right?
Just like in the Advance Gen, the value is actually splitted into two bits, each one acting as a binary switch.
In binary:
0 = 00
1 = 01
2 = 10
3 = 11
Now, the fist bit is represents the item and the latter the attacks.
00 = No item, default attacks
01 = No item, custom attacks
10 = Item, default attacks
11 = Item + custom attacks
Here's a screenshot of what I've done so far:
http://i39.tinypic.com/2qvxsht.jpg
Yes, I know what trainer type was for. I had not thought of stating it as you do in A-Trainer, though. For a while, there was some reason for which I though type 0 could have Items but after revising a bit, I saw that was wrong and fixed it for beta 0.1.
Good job on the UI. This was my first time making a program with a UI so I am very inexperienced in that area.
HackMew
December 30th, 2008, 04:55 AM
All right, this is my updated source code.
Feel free to credit me if you wish.
SCV
December 30th, 2008, 05:30 AM
All right, this is my updated source code.
Feel free to credit me if you wish.
Thanks for the contribution. I added the contributions I noticed to the Credits section and the change log. I also added a "thank you for the GUI" message in the About section of the program.
I had another bug related/caused by fixing the bug from beta 0.2. I updated the source and the binary.
HackMew
December 30th, 2008, 05:36 AM
Thanks for the contribution. I added the contributions I noticed to the Credits section and the change log. I also added a "thank you for the GUI" message in the About section of the program.
I had another bug related/caused by fixing the bug from beta 0.2. I updated the source and the binary.
You're welcome. Glad to see you liked it ;)
I dunno if you thought about it already, but having auto-complete for all trainer names/Pokémon/etc. would be nicer.
Oh, I forgot to tell you a few things I noticed. When I select Trainer123, it's class is set to "PI", weird enough I know.
Also, selecting last trainer will raise an unhandlex exception.
SCV
December 30th, 2008, 06:10 AM
You're welcome. Glad to see you liked it ;)
I dunno if you thought about it already, but having auto-complete for all trainer names/Pokémon/etc. would be nicer.
Oh, I forgot to tell you a few things I noticed. When I select Trainer123, it's class is set to "PI", weird enough I know.
Also, selecting last trainer will raise an unhandlex exception.
I will eventually add auto-complete. There was someone already who had problems because there is no auto-complete.
The trainer class PI comes directly from the trainer classes that the ROM has.
Serebii says its P.I. I will check on why it comes PI when extracted from the rom and whether in battle it shows up as PI or P.I.
BTW, Trainer123 never gets called to battle. Also notice that it has a level 5 Rattatta. Apparently there are many of those in the trainer data (trainers with level 5 Rattatta that never get called in the game.
But there is a PI/P.I. that does get called in Route 214. This trainer class has the following sprite: http://www.serebii.net/pokearth/trainers/dpp/58.png.
I will look into the unhandled exception that you mentioned.
Thanks.
EDIT: I checked with the trainer in Route 214 and it is in fact "PI".
HackMew
December 30th, 2008, 06:14 AM
I will eventually add auto-complete. There was someone already who had problems because there is no auto-complete.
The trainer class PI comes directly from the trainer classes that the ROM has.
Serebii says its P.I. I will check on why it comes PI when extracted from the rom and whether in battle it shows up as PI or P.I.
BTW, Trainer123 never gets called to battle. Also notice that it has a level 5 Rattatta. Apparently there are many of those in the trainer data (trainers with level 5 Rattatta that never get called in the game.
But there is a PI/P.I. that does get called in Route 214. This trainer class has the following sprite: http://www.serebii.net/pokearth/trainers/dpp/58.png.
I will look into the unhandled exception that you mentioned.
Thanks.
Hmm, I see. Looks like all those are sort of place holders.
SCV
December 31st, 2008, 04:42 AM
I updated the first post with beta 0.4.
Here is the change log information:
12/29/08 beta 0.4
-Added AutoComplete feature to all drop down lists.
-Fixed (finally?) a bug with the way pokemon and form are determined. Should finally be correct. For beta 0.3 only the first form would be displayed.
-Fixed a bug that caused you to lose attacks(in some cases) if you change type. All attacks will now be "remembered". So if, for example, you are in type 1 then press down to go to type 2 and then down again to go to type three, the attacks you had in type 1 will remain. However, the pokemon item is lost when you go to type 0 or 1.
I did not encounter any problem with selecting the last pokemon trainer. If anyone else does let me know what you did that might have caused it.
TwinBroz
January 1st, 2009, 04:12 AM
Hey, the information part seems to work well, but the sprite doesn't. For example I just edited all of the elite four with different pokemon to make them harder and gave them all 6 pokemon instead of some having 5. When I loaded it up Aaron only had 5 pokemon when I set it to 6, and the same pokemon he normaly had but with the levels I set and the moves I set, yet the pokemon were still the same...
Am I doing anything wrong or has anyone experienced this problem?
I simply edited the Narc file, saved all, and reinserted the files, the trainer data and the pokedata in the poketools file.
SCV
January 1st, 2009, 06:11 AM
Hey, the information part seems to work well, but the sprite doesn't. For example I just edited all of the elite four with different pokemon to make them harder and gave them all 6 pokemon instead of some having 5. When I loaded it up Aaron only had 5 pokemon when I set it to 6, and the same pokemon he normaly had but with the levels I set and the moves I set, yet the pokemon were still the same...
Am I doing anything wrong or has anyone experienced this problem?
I simply edited the Narc file, saved all, and reinserted the files, the trainer data and the pokedata in the poketools file.
I tested this and it works fine for me.
A few things to keep in mind: Save each after each trainer you edit. Don't edit alot of trainers and press "save all" at the end of it.
That's the only thing I can think that might cause that.
Also make sure you are using the latest version.
TwinBroz
January 1st, 2009, 07:07 PM
Is beta 0.4 the latest version because thats what I have been using. Anyway Ill see if I can fix the problem just playing around with it.
SCV
January 1st, 2009, 08:54 PM
Is beta 0.4 the latest version because thats what I have been using. Anyway Ill see if I can fix the problem just playing around with it.
OK, problem solved.
The problem was that TwinBroz was editing the first set of battles with the elite 4. But when testing it he was at the point in the game when he would battle the second set of pokemon for the elite four, therefore he could not see the changes that he had made.
Maxim
January 2nd, 2009, 02:38 PM
Will it ever be possible to change trainer names? It's extraneccessary for me.
SCV
January 2nd, 2009, 03:16 PM
Will it ever be possible to change trainer names? It's extraneccessary for me.
Eventually it should be. But first I need to rework the system so that I can get the ROM loaded and read things from the rom (otherwise there is at least 3 more narc files to load) and I need to find where the trainer names are stored.
HackMew
January 6th, 2009, 10:05 PM
Pretty major update, I would say. Bugfixes, optimizations and few improvements as well.
Regarding bugs, I've fixed the problem that was happening to me with the last trainer. Basically the problem was that the program was trying to read pas the end of the file. I guess I screwed up the narc file while testing the DeleteFromEnd function, but you might want to take a look anyway.
Fixed the Game/TrainerID combos too. Whenever you were typing random things (for example) or anyway invalid things, the SelectedIndex was set to -1, obviously. The Save All button was enabled anyway though, causing problem after being clicked due to the bad index. BTW, the TrainerID combo features a custom auto-complete now.
Few words about the optimizations. Basically I've optimized anything, and the size of the .exe is almost halved now. I've removed most of those lists, keeping only one of each type. I'm talking about Pokémon names etc. So the program is even faster now when loading because the combo filling is handled "manually" after the initialization. Speed aside, it's better anyway because you have just one list and there are less chances to make errors etc. Or if you find an error, only one list needs to be updated etc.
Reading all the data from the ROM would be definitely better I suppose; maybe the best solution would be supporting both .narc files and ROM.
SCV
January 7th, 2009, 08:24 AM
Pretty major update, I would say. Bugfixes, optimizations and few improvements as well.
Regarding bugs, I've fixed the problem that was happening to me with the last trainer. Basically the problem was that the program was trying to read pas the end of the file. I guess I screwed up the narc file while testing the DeleteFromEnd function, but you might want to take a look anyway.
Fixed the Game/TrainerID combos too. Whenever you were typing random things (for example) or anyway invalid things, the SelectedIndex was set to -1, obviously. The Save All button was enabled anyway though, causing problem after being clicked due to the bad index. BTW, the TrainerID combo features a custom auto-complete now.
Few words about the optimizations. Basically I've optimized anything, and the size of the .exe is almost halved now. I've removed most of those lists, keeping only one of each type. I'm talking about Pokémon names etc. So the program is even faster now when loading because the combo filling is handled "manually" after the initialization. Speed aside, it's better anyway because you have just one list and there are less chances to make errors etc. Or if you find an error, only one list needs to be updated etc.
Reading all the data from the ROM would be definitely better I suppose; maybe the best solution would be supporting both .narc files and ROM.
Thanks for these updates. The auto complete for the Trainer ID doesn't seem to be working. I'll hold off on putting it in the first post until that is fixed.
HackMew
January 7th, 2009, 11:44 AM
Thanks for these updates. The auto complete for the Trainer ID doesn't seem to be working. I'll hold off on putting it in the first post until that is fixed.
You're welcome. Like I told it's a custom auto-complete. It won't actually suggest anything.
But try writing "trainer 00" then type "9". Trainer 009 would be selected. Then delete the "9" and type "5". Trainer 005 is selected now.
That's the way it's supposed to work.
SCV
January 7th, 2009, 01:01 PM
You're welcome. Like I told it's a custom auto-complete. It won't actually suggest anything.
But try writing "trainer 00" then type "9". Trainer 009 would be selected. Then delete the "9" and type "5". Trainer 005 is selected now.
That's the way it's supposed to work.
OK, I updated the first post with the new files.
Terry. T.
January 10th, 2009, 03:49 PM
Thanks! Now Pokémon Diamond Extreme can be finished!
EDIT-How do you get the NARC?
SCV
January 10th, 2009, 04:18 PM
Thanks! Now Pokémon Diamond Extreme can be finished!
EDIT-How do you get the NARC?
You need to extract it with a program that can do that. In my sig there is a link to a zip file that has NitroExplorer2, Tahaxan and NDS Editor. Any of those will extract for you. Load the rom and look in \poketool\trainer
Powersight
January 10th, 2009, 08:59 PM
Hackmew/SCV
Can i have the link for trainer editor firered ? O_O
SCV
January 10th, 2009, 09:04 PM
Hackmew/SCV
Can i have the link for trainer editor firered ? O_O
Look in HackMew's Tool Factory.
Powersight
January 10th, 2009, 10:10 PM
Thanks, but anyways tell HackMew to give more specific information such as Brendan is id #200 and sprite 133 :)
SCV
January 10th, 2009, 10:28 PM
Thanks, but anyways tell HackMew to give more specific information such as Brendan is id #200 and sprite 133 :)
I think its more appropriate if you explain/mention the issue in HackMew's toolbox. He might see it here, you should really talk about it in his thread.
interdpth
January 11th, 2009, 03:08 AM
Do you load the text from the ROM or is it in the program? ;(
Edit:
Oh, obviously not, you need to do things like that to have a full fledged application.
LEARN FROM DA PAST AND DON'T FOLLOW DERE MISTAKES YOUNG ONE.
And you shall rank into awesome~
PainPal
February 26th, 2009, 06:22 PM
I'm new and i don't know the trainer number for the trainer i want to edit. Can somebody help me find out!?? Plz!! I know no ones posted on this thread for a month, but if you know, plz reply ASAP!
Luke
February 27th, 2009, 01:54 AM
Sorry dear. Please don't revive threads that are over a month old. Thank you.