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Link_971
October 8th, 2010, 10:30 PM
Hello at all!

Here, in 2010, i've presented my new tool ; DS Map Graphics Editor, the first Map editor for Pokemon 4th and 5th gen games.
This editor has never been accomplished, but it have never been cancelled.

Today, this project has merged into a specific branch of NPRE, for propose a more clear manual texture editor, for users which prefer use this method.



Features of DSMGE (with NPRE rev5 / PG4Map core) :


- Friendly multilingual user interface (DSMGE)
- 3D Viewer in real time (PG4Map)
- Materials viewer / editor (NPRE / DSMGE)
- Polygon viewer / editor (NPRE / DSMGE)
- Map generator (DSMGE)



Informations :


Coded in C#.

Original language : French
Size : - MB



Translators (interface, lists) :


English version :

Team Fail
mindfreak


German / Dutch version :

looper
Frankiscool


Spanish version : Spiky-Eared Pichu


Italian version :

P-troizépi
Platinum994


Romanian version : n0rul3s


Japanese version : 雷影 イチロ[/I]



Versions :


0.5 (Private) - 12th January, 2013 : Better gestion of saving functions (beta). Critical bugfix for the converter. Critical bugfix for polygons saving (alpha).
0.4 (Private) - 11th January, 2013 : Important cosmetics changes. Bugfix for individual or assembled polygons view. More security to prevent errors. End of support of "Map" files. "Map" to NSBMD converter.
0.3 (Private) - 11th January, 2013 : Better gestion of saving functions (alpha). Refreshing the viewer after saving (alpha).
0.2 (Private) - 10th January, 2013 : 2D / 3D option (alpha). Individual or assembled polygons view (beta).
0.1 (Private) - 9th January, 2013 : DSMGE interface integrated. Improved lisibility of the viewer.



Questions / Answers :


I have modified the Map, how i can import .nsmbd into my game?


You should import the files edited into Spiky's editor.



When i try to open the tool, i've got an error message.


Check if you have all directories and files included with the tool (especially textures).



When i try to edit something, i've got an error message.


You have maybe one or multiple files corrupted ; download original files.
Also, that's maybe a bug from the software. If you think that's a bug, thanks to report it.

shadowwalke
October 9th, 2010, 12:24 PM
First post :/

This tool looks so cool. I can't wait for this tool to be release :)

Gigatom~
October 9th, 2010, 02:02 PM
Amazing, that would probably be the first 4th Gen Map Editor. Very good job.

Gigatom~

Frankiscool
October 9th, 2010, 02:25 PM
finally, after waiting 3 years!

Team Fail
October 9th, 2010, 02:39 PM
I officially LOVE YA. This is what we all have been waiting for. I cannot WAIT to use this! I can't see the screen, but it will be cool to play on my AceKard! :P

Another cool feature to throw in a later release, though, is a camera angle editor. Ya know, with the Crazy Zoom code and all...

mindfreak
October 9th, 2010, 03:12 PM
Can this only move the big objects? (like houses and stuff)
Or can you also edit the grass/Trees?
Just asking because you didn't show us more....
(And I already knew how to change models...)

Anyway good job,
Good luck with the first 4th Gen map Editor.

PokémonShinySilver
October 9th, 2010, 06:35 PM
Yes! It's about time! I was just about to create a map editor for the 4th generation, actually.

Looks to me like it's pretty easier than all other generations. I wish you luck with the editor, because it looks like you'd pretty much be the first to ever have a map editor for the 4th generation.

I'd might as well work on attempting to create a map editor that would edit the hex in the ROM and not have to extract the ROM in order to do so. That is... once I learn how to use Microsoft Visual Basic.

But great work, I'm not sure why no one was doing it earlier. Because this will be... the beginning of 4th Generation hacks. So we're no longer stuck in the past of 2D hacking anymore, we'll finally be able to edit 3D! YAY!


However, I'm not sure if the grass and house are in the same objects. Are they different again? Or is the grass an object?

jota_rdk
October 9th, 2010, 06:52 PM
I think it will be a good tool. I will prove it when you publish the tool.

Greetings!

Gigatom~
October 9th, 2010, 07:15 PM
I've got one question. How will we be able to edit the models?
Have you thought of an Editor in the Map Editor (would be more comfortable), or
how will we make them ?
I don't now anything about 3D Models and those things, so maybe this questions would be stupid ;)

Lugiaz Soul
October 9th, 2010, 07:37 PM
I don't think thats important right now because you can still make a great game with the old models:)

Team Fail
October 9th, 2010, 07:43 PM
If it's in French, I can translate. I know basic French.

Gigatom~
October 9th, 2010, 07:44 PM
I don't think thats important right now because you can still make a great game with the old models:)

Yeah, but it would be really nice when you can insert your own models, which would be a big difference to other games.

Link_971
October 9th, 2010, 07:50 PM
Another cool feature to throw in a later release, though, is a camera angle editor. Ya know, with the Crazy Zoom code and all...

Why not, but no for today!



Can this only move the big objects? (like houses and stuff)
Or can you also edit the grass/Trees?


I work on texture editing.
For models, that's simple, but you can choose what you want for every model in the Map.



Looks to me like it's pretty easier than all other generations.
However, I'm not sure if the grass and house are in the same objects. Are they different again? Or is the grass an object?


It's more harder than 3G.
Because models (houses, buildings) and textures (grass, trees) are separate in the Map.

That's why i've made other modes.



I've got one question. How will we be able to edit the models?
Have you thought of an Editor in the Map Editor (would be more comfortable), or
how will we make them ?
I don't now anything about 3D Models and those things, so maybe this questions would be stupid



For models, you don't need see anything.
But you can use the fantastic Yet Another Map Viewer, if you want. :)

Team Rocket's Raichu
October 9th, 2010, 07:52 PM
Yeah, but it would be really nice when you can insert your own models, which would be a big difference to other games.

There are plenty of great hacks that don't edit GameFreak's tiles. And if they do they look like they were made by GameFreak.

Gigatom~
October 9th, 2010, 08:11 PM
There are plenty of great hacks that don't edit GameFreak's tiles. And if they do they look like they were made by GameFreak.

I know, but it would make your game unique if you can insert your models.
And, you can imitate Game Freaks style, too.

Binary
October 9th, 2010, 09:32 PM
The screens look very promising. I'm not a programmer myself, but I hope you get help from other programmers. Anyways, good luck.

flash boy
October 10th, 2010, 10:41 AM
Good luck with this one. It'll be fairly interesting to see how this one turns out.

PokémonShinySilver
October 10th, 2010, 11:52 AM
3D mapping is different from other consoles... since it's all on the Nintendo DS engine. It's gonna be so fantastic to see the first map editor.

It's more harder than 3G.
Because models (houses, buildings) and textures (grass, trees) are separate in the Map.

That's why i've made other modes.

Hm... interesting. I had a feeling the Structure Objects and Layout Objects were sepparate because when I used the Walk Through Walls code... the textures on the Layout Objects were missing on a map that was supposed to have them, which only leaves it completely white.

As for the Structure Objects... they just appear as a block with gridlines in it.

It feels as if it might be a little easier to edit D/P with a tool like a map editor... because in the 3rd generation... we haven't figured out how to add new movements to different tiles.

Some Layout Objects probably have different frames, for the different textures. Because there's some Structure Objects that have movement, like the Wind Turbines for instance, they might have the different frames for the movement, as for the flowers probably are based on the different textures.

Gigatom~
October 10th, 2010, 03:58 PM
For models, you don't need see anything.
But you can use the fantastic Yet Another Map Viewer, if you want. :)

Haha, but maybe you can combine your Editor with knizz Yet another Map Viewer if that's possible. ;)

Link_971
October 10th, 2010, 04:20 PM
Haha, but maybe you can combine your Editor with knizz Yet another Map Viewer if that's possible. ;)



Yes, for refresh in real time, but i don't know how i can do :p


Edit : Individual texture editing works.
Now, i work on parameters (position, number of elements, lengh, width...) that's hard.


http://img258.imageshack.us/img258/307/29051297.png


By the way, i repeat i need help for other programmers, i can't realize an complete Map Editor alone.

mindfreak
October 10th, 2010, 06:35 PM
Cool, this is looking really good!
To bad I cant help you programming.
(I can barely program a calculator....)

Any idea when this will be released?
(Take all the time you need I'll wait.)

Team Fail
October 11th, 2010, 07:15 AM
I wouldn't mind helping, but I have no programming experience. Can it change the song that plays on a given map?

knizz
October 11th, 2010, 10:38 AM
Yes, for refresh in real time, but i don't know how i can do :p

Learn a bit FLTK. Read "map_editor.cpp", "map.c" and "map.h". Add some buttons in "map_editor.cpp". Let the callbacks change the values in the structures for buildings. Rewrite the map-reader so it interprets the map-model as raw data and not as a model (because model-writing doesn't work yet).

You ask me why I don't do it myself? I'm way too lazy.

PS: If you are actually interested then wait until I upload the latest version.

Skara
October 11th, 2010, 11:05 AM
General layout Idea.

Have 2 tabs for the part with the actual map contents.
Models - Buildings, Fountains etc
Terrain - Water, Grass, Plants, Rocks etc

Also, have a built-in Event Editor so you can change the text from the program.
An In-depth Event Editor and Event Maker would also be good.

Then have the Event, Permissions and Header tab too.

If you can't do any of that, that's fine. I can help direct the layout, but I'm useless when it comes to writing a program.

Spiky-Eared Pichu
October 11th, 2010, 12:53 PM
I wouldn't mind helping, but I have no programming experience. Can it change the song that plays on a given map?

That would be very useful, although you can change it with PPRE. The problem is that it doesn't exist yet a list with the music values.

If you are planning to add a music chooser function to the program, I can help you by creating a list with the music values.

Frankiscool
October 11th, 2010, 03:04 PM
I can translate it to dutch

Skara
October 11th, 2010, 03:13 PM
Yeah there's a thought.
Who can do multi-lingual translation?

Spiky-Eared Pichu
October 11th, 2010, 05:51 PM
I forgot to say that I'm Spanish, so I can translate it to Spanish.

Chimchar 9
October 11th, 2010, 06:09 PM
I really hope this becomes successful as I think everyone else does too. lol
Anyway, it's looking great so far. If you need any help maybe LU-HO can help you? As he has experience on making a map editor, so he could give you a little advice. That's just a suggestion you don't have to listen to me, but I'm just trying to give you ideas on who could help. ;) Good luck with this project. (Y)

Elite Trainer Red
October 12th, 2010, 06:23 PM
For writing why dont you check the model size(bytes) in comparison the the imported one and sorta make it like Unlz.gba but the image box bit with some sort of plugin from some model viewer to show the models :D just my two cents

Skara
October 12th, 2010, 09:12 PM
Is there any chance of releasing a BETA of this? it'll be better to suggest features then.

Team Fail
October 12th, 2010, 10:05 PM
Is there any chance of releasing a BETA of this? it'll be better to suggest features then.

That'd be a plan- to see what this program can do.

Link_971
October 13th, 2010, 03:39 PM
Any idea when this will be released?


I think i can release a special build with first map for the next month.



Can it change the song that plays on a given map?

That would be very useful, although you can change it with PPRE. The problem is that it doesn't exist yet a list with the music values.

If you are planning to add a music chooser function to the program, I can help you by creating a list with the music values.



I'm not sure if we can change the musics with PPRE.
If you have offsets, music values and music list, i can integrate the function in a new tool, with an Event Editor, Header Editor, etc etc...



I can translate it to dutch

Who can do multi-lingual translation?

I forgot to say that I'm Spanish, so I can translate it to Spanish.



Ok thanks, but for now i just need translation for the first lists, the interface is not completly ready :P

(http://www.zshare.net/download/814907555159d9d5/)

Frankiscool
October 13th, 2010, 06:13 PM
Hey Link_971,
I have a question for you:
What is Porte électrique Bâtiments in english? I think Valley Windworks but I am not sure.
And I have a note for you:
The first list, I don't translate it because the Dutch pokemon diamond/pearl/platinum town/village/route names are the same as in English.

Spiky-Eared Pichu
October 13th, 2010, 06:26 PM
Hey Link_971,
I have a question for you:
What is Porte électrique Bâtiments in english? I think Valley Windworks but I am not sure.
And I have a note for you:
The first list, I don't translate it because the Dutch pokemon diamond/pearl/platinum town/village/route names are the same as in English.

I have already translated the files, and "Porte électrique Bâtiments" means "Electric door of Buildings" (you know, the one of the Pokémon Center, Mart, etc).

I know I'm not Link_971, but I always want to help people having trouble with languages :)

Skara
October 13th, 2010, 06:30 PM
What was the .zip actually meant to contain? just the text files?

Team Fail
October 14th, 2010, 12:53 AM
Is it still there? It says the size is 0.00 MB.
NVM. I'm currently translating all I can into English.

UPDATE: I have to finish "DP Maps (Outside)" . Everything else is 100% translated.

looper
October 14th, 2010, 08:30 AM
I made a german translation, but I couldn't translate the following ones:

[Route 214 - Passage secret] - Maybe the Spring Path?
[Parcelle d'arbres]
[Surface maritime]
[Parcelle d'arbres ronds]
[Parcelle d'arbres ronds]
[Terrain verdoyant]

Siège Pokémontre S.A

and the sans porte in the models list everywhere.

Gigatom~
October 14th, 2010, 09:45 AM
I made a german translation, but I couldn't translate the following ones:

[Route 214 - Passage secret] - Maybe the Spring Path?
[Parcelle d'arbres]
[Surface maritime]
[Parcelle d'arbres ronds]
[Parcelle d'arbres ronds]
[Terrain verdoyant]

Siège Pokémontre S.A

and the sans porte in the models list everywhere.

Route 214 - Passage secret is `Route 214 - Frühlingspfad`,
sans porte means `Ohne Tür`. I don't know the other things.

looper
October 14th, 2010, 09:55 AM
bien, err, fine.

So the only things I don't know anymore are:
[Parcelle d'arbres]
[Surface maritime]
[Parcelle d'arbres ronds]
[Parcelle d'arbres ronds]
[Terrain verdoyant]

PS: sans porte.... eh, thats easy^^

Team Fail
October 14th, 2010, 12:59 PM
Siège Pokémontre S.A.

That took 5 seconds to guess. Let's break it down.

Pokemon + Montre
Pokemon + Watch
Obviously Poketch, so the Poketch building :D I'm actually glad I took French now. Also, I don't think that's all the models. I went through with a hex editor a while back, and there were some missing, like some of the various Galactic buildings and Eterna Buildings. Maybe they are stored seperately???

looper
October 14th, 2010, 01:31 PM
That took 5 seconds to guess. Let's break it down.

Pokemon + Montre
Pokemon + Watch
Obviously Poketch, so the Poketch building :D I'm actually glad I took French now. Also, I don't think that's all the models. I went through with a hex editor a while back, and there were some missing, like some of the various Galactic buildings and Eterna Buildings. Maybe they are stored seperately???


yay, i already knew it^^

i've finished the translation with the map viewer(with using my brain^^) and I think the last maps are only the blocks for the borders.

In german randblock

I'll search the other ones, but it seems, that there are just empty rooms for a while.(maps)

It seems that there are 665 maps itE, so there is much work to do^^

Skara
October 14th, 2010, 03:28 PM
Is there an actual version of this downloadable?

looper
October 14th, 2010, 06:41 PM
no. There isn't a release yet.

Spiky-Eared Pichu
October 14th, 2010, 08:44 PM
The Spanish translation: http://mriera-eyeos.webege.com/pokemon/DP_Map_Texture_Changer_ES.zip

Team Fail
October 15th, 2010, 01:46 AM
I have translated all I can into English. If you can show me the maps of what I couldn't translate, I'll give you the English name. (124-131)

looper
October 15th, 2010, 06:48 AM
map 33 - just some flowers.
map 39 - just some trees
map 159 - 162 - Springpath
173 - trees
174 - water
175 - mountain
176 - trees
177 - trees
178 - empty field

Team Fail
October 15th, 2010, 07:34 PM
map 33 - just some flowers.
map 39 - just some trees
map 159 - 162 - Springpath
173 - trees
174 - water
175 - mountain
176 - trees
177 - trees
178 - empty field

Thanks. Now, 124-131 are odd, Marine Passage? I think 33, 39, and 173-178 are border blocks/Mystery Zone.

Platinum994
October 16th, 2010, 03:04 PM
Hi, I've translated files in Italian. I've uploaded them as an attachment ;).

PokémonShinySilver
October 17th, 2010, 03:09 AM
As some people might know about this already, the maps are consisted of fixed map size of 25x25 blocks.

So basically if all the maps are to be read, it would have to be every single map square on the Town Map layout. Because the Town Map always locates the exact possition you are. From what I've realized from the surf glitch in the Japanese Diamond/Pearl versions in version 1.0 (first release), I've noticed how when you go across to the left... it changes your possitioning on the map to the very first map. in the square. Which would be possitioned at 0x0 (at the top left corner), the 0 possitions on the first row and second row are out of range of the world map (Town Map).

So yeah, creating a map editor would require every blank maps, single terain object maps, normal maps, and special maps (eg. inside buildings, Lake Verity, caves ect.). The single terrain object maps only just need one object to fill the entire map.

I'm sure once the map editor is complete, I'm sure creating 4th Generation hacks could be a little more easier in mapping than the 3rd generation, because you can place different objects made and place them anywhere. The 3rd generation required placing one tile after another, while the 2nd and 1st had 4 tiles placed together.

Link_971
October 17th, 2010, 08:10 AM
As some people might know about this already, the maps are consisted of fixed map size of 25x25 blocks.

The single terrain object maps only just need one object to fill the entire map.


Yes, that's true.
But that's isn't easy, and i'm still working on texture editing (for now, numbers of elements in a group of textures).


http://img831.imageshack.us/img831/4676/80546396.png


PS: New screens attached.

Frankiscool
October 17th, 2010, 11:24 AM
Nice update=D

I have an updated version of the Dutch translation. I have fixed some spelling mistakes and mistranslations.

da_absol
October 19th, 2010, 10:10 PM
wow...can't wait till this comes out. I will try to find some programmers....

Team Fail
October 22nd, 2010, 12:25 AM
So how's it coming along?

PokémonShinySilver
October 22nd, 2010, 07:46 AM
I like how the development of the DP map editor is coming along, especially when I look at those new screenshots of the editor. Good luck, I'm so looking forward to seeing the first map editor for the 4th generation.

Off the topic: I'm actually getting interested in researching the 5th generation's mapping, because it looks pretty much like a mixture of both 3rd and 4th generation. The 3rd generation part in the 5th generation mapping is not being able to go outside the boundries of the map grouping. As the 4th generation part is the objects, however... all the map groupings in the 5th generation have their sets of objects and textures, as the 5th generation maps aren't placed on one big world map like the 4th.

Link_971
October 22nd, 2010, 07:53 AM
Off the topic: I'm actually getting interested in researching the 5th generation's mapping, because it looks pretty much like a mixture of both 3rd and 4th generation. The 3rd generation part in the 5th generation mapping is not being able to go outside the boundries of the map grouping. As the 4th generation part is the objects, however... all the map groupings in the 5th generation have their sets of objects and textures, as the 5th generation maps aren't placed on one big world map like the 4th.



Yes, me too.
If you know where land_data is located in the files, i can start the research.

Team Fail
October 22nd, 2010, 01:18 PM
Yes, me too.
If you know where land_data is located in the files, i can start the research.

Not to mention that you would need the models as well.

Link_971
October 24th, 2010, 03:10 PM
YATTA!
It works!

Now i can make Pt, HG/SS and BW Map Editor (after DP, sure) :P

Team Fail
October 24th, 2010, 03:20 PM
YATTA!
It works!

Now i can make Pt, HG/SS and BW Map Editor (after DP, sure) :P

OH MY GOD!!!! This game JUST CAME OUT and YOU broke it! You, sir are a genius.

PokémonShinySilver
October 24th, 2010, 04:37 PM
OH MY GOD!!!! This game JUST CAME OUT and YOU broke it! You, sir are a genius.

And it's all thanks to me! 'Cause I told him the location of the map files. ;D

They're in a folder called "a". In that folder, there is folders numbered 0, 1, and 2. When you open any of the folders, you'll see more folders that have numbers from 0-9. When you go into any of those folders, you'll find files numbered in the same way as what the folders are. But there is no file extention for the files, so yeah.

It's time to conquer the 5th generation maps! (Along with of course... the 4th)

This is going to probably catch up to Nintendo already, and there'll probably be someone that will manage to create a Ruby and Sapphire remake on the 5th generation engine before Nintendo does.

Yay! This is fantastic! ^^


PS, I also checked the files in the "a" folder catorgory and had a look with a hex editor and found out that there was things named "polygon372" for example, that's how I came to know that they were indeed map files. And it felt like it too, because the folder contained alot MegaBytes, somewhere in the 100s. And yes, that was before I told him about it.

Team Fail
October 24th, 2010, 04:39 PM
And it's all thanks to me! 'Cause I told him the location of the map files. ;D

They're in a folder called "a". In that folder, there is folders numbered 0, 1, and 2. When you open any of the folders, you'll see more folders that have numbers from 0-9. When you go into any of those folders, you'll find files numbered in the same way as what the folders are. But there is no file extention for the files, so yeah.

It's time to conquer the 5th generation maps! (Along with of course... the 4th)

This is going to probably catch up to Nintendo already, and there'll probably be someone that will manage to create a Ruby and Sapphire remake on the 5th generation engine before Nintendo does.

Yay! This is fantastic!

With this, hell ya! The only thing we need to find is how to loop music. I might have something, bit I'm too lazy to do it now. This should now be a cross-generation map editor.

countryemo
October 24th, 2010, 04:53 PM
This looks awesome, I didnt post at first.

But woah?? B&W mapping? I thought changing pokemon/ect came out fisrt :P
But this is just plain miracle.

is this gonna turn into multi tool besides mapping like A-map.?

Well good luck, ill be watching! :)

PokémonShinySilver
October 24th, 2010, 04:54 PM
With this, hell ya! The only thing we need to find is how to loop music. I might have something, bit I'm too lazy to do it now. This should now be a cross-generation map editor.

Hm, probably might be. However, I do know that the 5th generation does have a different mapping engine from the 4th generation. This is why you can't go outside the boundries of a map grouping.

A map grouping contains some maps (probably to the maximum of 9) which do indeed work much differently from the 4th generation. The 4th generation maps were pretty much maps on one whole world map (including the ones that are out of range on the Town Map) and the special maps like the houses, caves and Lake Verity ect. In the 5th generation, all the map groupings are sepparate to each other, alot like how the 3rd generation works, except with fixed map sizes and no map connections. In the 3rd generation, you couldn't go outside the boundries of a map. But they are on the Nintendo DS, but it would be kinda like merging the 1st and 2nd generation into one map editor.

As for music, there have already been people that have looped music in Black/White.

Team Fail
October 24th, 2010, 05:13 PM
Hm, probably might be. However, I do know that the 5th generation does have a different mapping engine from the 4th generation. This is why you can't go outside the boundries of a map grouping.

A map grouping contains some maps (probably to the maximum of 9) which do indeed work much differently from the 4th generation. The 4th generation maps were pretty much maps on one whole world map (including the ones that are out of range on the Town Map) and the special maps like the houses, caves and Lake Verity ect. In the 5th generation, all the map groupings are sepparate to each other, alot like how the 3rd generation works, except with fixed map sizes and no map connections. In the 3rd generation, you couldn't go outside the boundries of a map. But they are on the Nintendo DS, but it would be kinda like merging the 1st and 2nd generation into one map editor.

As for music, there have already been people that have looped music in Black/White.

Ok, so no mystery zone. :'( You'll have to PM me some videos of the "5th gen looping" things. Where are these map and model files located? I want to try a few things. I also need to talk to knizz.

EDIT: This should now be named, "DS Map Graphics Editor".

Link_971
October 24th, 2010, 05:19 PM
is this gonna turn into multi tool besides mapping like A-map.?


Maybe.
For now, i work on a advanced version of DP Map Graphics Editor (with browser tabs?)

;)


Edit : BW Map Editing progress.
The door are now in the model, yeah!

And there are interesting parameters (rotation etc...) :p




Edit 2 : I have serious problems with Visual Basic.
Especially with software limitation.

- 6000 max lines per procedure (64k)
- 255 max controls per form
- A certain number of form, procedures, and lines for the project.


How i can broke these limitations?
I need more space...

PokémonShinySilver
October 25th, 2010, 11:25 AM
Maybe.
For now, i work on a advanced version of DP Map Graphics Editor (with browser tabs?)

;)


Edit : BW Map Editing progress.
The door are now in the model, yeah!

And there are interesting parameters (rotation etc...) :p




Edit 2 : I have serious problems with Visual Basic.
Especially with software limitation.

- 6000 max lines per procedure (64k)
- 255 max controls per form
- A certain number of form, procedures, and lines for the project.


How i can broke these limitations?
I need more space...




Wow, nice! To be honest... I haven't even managed to find out which map I have edited. And I aren't sure which file is the starting town. I have only edited the file listed in C:\dsbuff\NDS_UNPACK\data\a\0\0\8 and I aren't sure what map it is.

And which version of Visual Studio do you have? I was about to buy Visual Studio 2010, but it's waaaaaaaay too expensive.

Maybe the newer versions have increased limit sizes, or maybe it's the differences between the Professional, Premium, and Ultimate editions.

'Cause I do know Visual Studio 2010 does have those editions. I was shocked when I saw the price of the Ultimate edition of Visual Studio 2010, it was about in the $6,000 price.

Zee Best
October 25th, 2010, 11:02 PM
Thanks, was really usefull for ripping some sprites.

Team Fail
October 25th, 2010, 11:11 PM
Wow, nice! To be honest... I haven't even managed to find out which map I have edited. And I aren't sure which file is the starting town. I have only edited the file listed in C:\dsbuff\NDS_UNPACK\data\a\0\0\8 and I aren't sure what map it is.

And which version of Visual Studio do you have? I was about to buy Visual Studio 2010, but it's waaaaaaaay too expensive.

Maybe the newer versions have increased limit sizes, or maybe it's the differences between the Professional, Premium, and Ultimate editions.

'Cause I do know Visual Studio 2010 does have those editions. I was shocked when I saw the price of the Ultimate edition of Visual Studio 2010, it was about in the $6,000 price.

Why don't you find a crack of it, or some free trial?

Link_971
October 26th, 2010, 12:04 PM
Wow, nice! To be honest... I haven't even managed to find out which map I have edited. And I aren't sure which file is the starting town. I have only edited the file listed in C:\dsbuff\NDS_UNPACK\data\a\0\0\8 and I aren't sure what map it is.


BW Maps in Nitro Explorer :

a/0/0/8
a/2/2/9
a/2/3/0


And which version of Visual Studio do you have? I was about to buy Visual Studio 2010, but it's waaaaaaaay too expensive.


Visual Basic 6, the last version that supports Visual Basic language.


Maybe the newer versions have increased limit sizes, or maybe it's the differences between the Professional, Premium, and Ultimate editions.


Maybe, but i'm not sure, and i should rewrite my code in VB.NET...


'Cause I do know Visual Studio 2010 does have those editions. I was shocked when I saw the price of the Ultimate edition of Visual Studio 2010, it was about in the $6,000 price.

Why don't you find a crack of it, or some free trial?


$6000?
Wow! I think i'll take an trial version :p

Nanoman
October 26th, 2010, 12:24 PM
I think it's a good idea to switch to vb.net, vb6 is just so old. And in Visual Basic Express (the official IDE for vb.net) there are no limitation like the ones you have now (there are some other limitations though).
And of course Visual Basic Express is completely free.

Team Fail
October 26th, 2010, 11:11 PM
BW Maps in Nitro Explorer :

a/0/0/8
a/2/2/9
a/2/3/0

Why are there three? Too large or something? That boggles me.
$6000?
Wow! I think i'll take an trial version :p

I would, I don't know if there is a trial.

Link_971
October 27th, 2010, 01:08 PM
I think it's a good idea to switch to vb.net, vb6 is just so old. And in Visual Basic Express (the official IDE for vb.net) there are no limitation like the ones you have now (there are some other limitations though).
And of course Visual Basic Express is completely free.


Yes, but the only problem is HexFunctions module of Darthatron.
That's not compatible. And that's funny but that's only what i need.


Why are there three? Too large or something? That boggles me.

I would, I don't know if there is a trial.


It's okay now, i just need an upgrade of HexFunctions.

Nanoman
October 27th, 2010, 01:58 PM
Well, you could take a look at the source of that module and try to convert it to vb.net.
Or you could always write a module yourself, reading/writing stuff is not that hard is vb.net.

Team Fail
October 29th, 2010, 04:18 AM
Well, why don't you release a beta editor for us to test, or even select a few testers. Then, you finish the DP map editor. Then, when you find a new programming environment, you can create the multi-tool. It seems to me that you have the bare bones for a DP map editor, anyways. Movements, Objects, possibly music and events. That's all we need for now. PPRE can handle the rest.

NOTE: I am throwing this out as an idea. I want to see what people have to say about this, I AM NOT pressuring the creator of this tool.

Link_971
October 29th, 2010, 08:00 AM
Well, why don't you release a beta editor for us to test, or even select a few testers. Then, you finish the DP map editor. Then, when you find a new programming environment, you can create the multi-tool. It seems to me that you have the bare bones for a DP map editor, anyways. Movements, Objects, possibly music and events. That's all we need for now. PPRE can handle the rest.

NOTE: I am throwing this out as an idea. I want to see what people have to say about this, I AM NOT pressuring the creator of this tool.


I already work on the "multi-tool" :p
The new interface is ready. It looks like Advance Map.

Why do you want an Event editor?

I can make an Event editor, but my priority is the Header Editor, too.
BTW, If anyone know how i can find these values (music, weather...), thanks to tell me.

PokémonShinySilver
October 29th, 2010, 01:04 PM
I already work on the "multi-tool" :p
The new interface is ready. It looks like Advance Map.

Why do you want an Event editor?

I can make an Event editor, but my priority is the Header Editor, too.
BTW, If anyone know how i can find these values (music, weather...), thanks to tell me.

Hm... y'know... there is the maps with the weather in the 4th generation, along with some mixed weather effects. Here are the different weather effects that I know of in the game:

Normal
Indoor (prevents the palette changes of the real time clock)
Cloudy (only occurs on Route 213, only sometimes)
Rain (occurs on Route 215, Route 212 (south); sometimes occurs on Route 213)
Heavy Rain (only occurs on Route 212 (south), only sometimes)
Heavy Rain with Thunderstorm (only occurs on Route 212 (south), only sometimes)
Volcanic Ash (only occurs on Route 227)
Sandstorm (only occurs on Route 228)
Fog (appears on Route 210 and Turnback Cave)
Background Fog (appears on mountainous routes and near Mt. Coronet)
Tree Shadows (appears in Eterna Forest)
Hail (occurs on Route 216 and Acuity Lakefront)
Blizzard (occurs on Route 217, sometimes Route 216)
Snow (occurs in Snowpoint City, sometimes on Acuity Lakefront)
Diamond Dust (only occurs in Snowpoint City, only sometimes)


The only thing now... is to find out the hex values for each one of them.

What I do know... in Ruby, Sapphire and Emerald... there is a script for the weather to trigger on Route 119, which can either be Normal, Rainy, or Rainy with Thunderstorm.
The same thing applies for the map weather, I think the whole map has some sort of weather script that is able to change every day, or always be set to that weather.

Link_971
October 29th, 2010, 09:19 PM
Hm... y'know... there is the maps with the weather in the 4th generation, along with some mixed weather effects. Here are the different weather effects that I know of in the game:

Normal
Indoor (prevents the palette changes of the real time clock)
Cloudy (only occurs on Route 213, only sometimes)
Rain (occurs on Route 215, Route 212 (south); sometimes occurs on Route 213)
Heavy Rain (only occurs on Route 212 (south), only sometimes)
Heavy Rain with Thunderstorm (only occurs on Route 212 (south), only sometimes)
Volcanic Ash (only occurs on Route 227)
Sandstorm (only occurs on Route 228)
Fog (appears on Route 210 and Turnback Cave)
Background Fog (appears on mountainous routes and near Mt. Coronet)
Tree Shadows (appears in Eterna Forest)
Hail (occurs on Route 216 and Acuity Lakefront)
Blizzard (occurs on Route 217, sometimes Route 216)
Snow (occurs in Snowpoint City, sometimes on Acuity Lakefront)
Diamond Dust (only occurs in Snowpoint City, only sometimes)


The only thing now... is to find out the hex values for each one of them.

What I do know... in Ruby, Sapphire and Emerald... there is a script for the weather to trigger on Route 119, which can either be Normal, Rainy, or Rainy with Thunderstorm.
The same thing applies for the map weather, I think the whole map has some sort of weather script that is able to change every day, or always be set to that weather.


Thanks for the list!

For the values, yes, but that's hard to find.
I think it's not in land_data but in a other file...

If i can find weather values, i can find music values, and other things...

Team Fail
October 30th, 2010, 05:27 AM
I already work on the "multi-tool" :p
The new interface is ready. It looks like Advance Map.

Why do you want an Event editor?

I can make an Event editor, but my priority is the Header Editor, too.
BTW, If anyone know how i can find these values (music, weather...), thanks to tell me.

Well, what I mean by "Events Editor" is where people stand, their script offset, where door warps are, flying positions, triggers for events, and whatnot. I also think that if you look in sound_data.sdat, all your music offsets will be in there. If you aren't using a fileviewer, look for SDAT written within the hex in plain ASCII. There are also music modification/weather Poketch modifier codes for the Action Replay. Those may help, but I don't know... Or, you can have the program search for the .sdat, and have it find and locate the internal name and offset of any .sseq files in it. That way, if custom music is inserted, size won't be (much of) an issue.

lark125
October 30th, 2010, 09:17 AM
this is realy cool man good job!!

when do you think the release i comming because i can't wait ainymore :P

PokémonShinySilver
October 30th, 2010, 09:55 AM
Thanks for the list!

For the values, yes, but that's hard to find.
I think it's not in land_data but in a other file...

If i can find weather values, i can find music values, and other things...

Well... if it isn't in land_data... I guess it's in either mapmatrix (where the warps are located, I think), eventdata (which I don't have a clue exactly what it has), or script (which might be the location of the ingame scripts).

I would try eventdata first.

Link_971
October 30th, 2010, 07:28 PM
Well, what I mean by "Events Editor" is where people stand, their script offset, where door warps are, flying positions, triggers for events, and whatnot.


PPRE can edit all events, in the Maps.
Why do you want the same thing?

I know it's a bit confused in PPRE, but that's the best, for now.


this is realy cool man good job!!
when do you think the release i comming because i can't wait ainymore :P



Early 2011 i think (first DP Maps).
That's not really hard, but the programmation is long.



Well... if it isn't in land_data... I guess it's in either mapmatrix (where the warps are located, I think), eventdata (which I don't have a clue exactly what it has), or script (which might be the location of the ingame scripts).

I would try eventdata first.



I think it's in map_matrix because :

Connexions are in zone_event_release.
General textures are in area_data.
Events are in scr_seq_release and maybe zone_event_release.
encountdata is for wild Pokémon...


And i've found the Mystery Zone when i have changed the file.

lark125
October 30th, 2010, 10:09 PM
sweet i can't wait :P it makes hacking so much easyer

Black Charizard.
October 31st, 2010, 08:56 PM
Will try to help you with VB.NET programming the map editor.

Skara
October 31st, 2010, 11:27 PM
PPRE is crap for eventing. Everyone wants a useable one, you can make the best.

Also, can you do map windows? like in photoshop, you can have several pictures at once. This way, you could add warps, c+p events AND tackle two maps at once. I suggest you do it.

Team Fail
November 1st, 2010, 04:26 AM
PPRE is crap for eventing. Everyone wants a useable one, you can make the best.

Also, can you do map windows? like in photoshop, you can have several pictures at once. This way, you could add warps, c+p events AND tackle two maps at once. I suggest you do it.

That sounds awful difficult to do imo.

I wouldn't mind testing, but today at work, something came in my head. I cannot know until I can edit a specific map. If you want to know what I might have found, could you PM me?

PokémonShinySilver
November 3rd, 2010, 09:36 PM
What I've noticed about the differences of the 4th and 5th generation... is that the field data and all that is located in different areas... and defenantly uses different engines from each other.

In the 4th generation... the fielddata has:
areadata (for land model data and texture data)
build_model (for structure model data)
encountdata (for wild Pokémon encounter offsets)
eventdata (for the locations of the warps, scripts, triggers, and people)
land_data (for the whole map, including normal maps, special maps and empty maps with it's locations of structure models, land models and textures)
mapmatrix (used for map scripts)
maptable (lists the names of all the maps)
mm_list (corrects the use of moving structure model frames to use correct models for the structure model movements)
pokemon_trade (for trading Pokémon to the correct Pokémon)
script (contains the data for the scripts, warps, triggers and people offsets)

As for the 5th generation contains everything in one file for a map grouping, so it seems.
It might be easier to create a map editor for the 5th generation than the 4th, but it's best if the 4th generation map editor gets done first.
As the 5th generation has folders listed from 0-9 and files listed from 0-9.

Link_971
November 7th, 2010, 09:20 AM
Little video on the old version :
http://www.zshare.net/video/82435182cd335b53/

PokémonShinySilver
November 7th, 2010, 12:06 PM
Little video on the old version :
http://www.zshare.net/video/82435182cd335b53/

Oh cool, yay! I can't believe we're getting closer already to being able edit Pokémon Diamond more easily. It seems like the editor uses a 2D interface to edit the maps. But if we're going for a 5th generation map editing interface, it would have to be in full 3D.
Which makes me think... since the 5th generation has mapping style similar to the 3rd generation with 4th generation 3D mapping style thrown into the mix, as the 5th generation is so similar to the 3rd in it's 'not going outside the boundries' style.

Theab95
November 11th, 2010, 07:05 PM
Awesome tool I can't wait to the release but I think it's hard to edit the map

PokémonShinySilver
November 12th, 2010, 11:34 AM
Awesome tool I can't wait to the release but I think it's hard to edit the map

It would be hard at first, but we can all try to attempt to edit the map and all that. That is if we get used to editing a map via a hex editor. The problem is... it takes quite a lot of time. Mainly the reason that expert ROM Hackers use tools... is mainly for faster development.

But yes... for the 4th and 5th generation... I'm sure it would take a while to learn how to know where the values for the possitioning and the model itself. I'm sure alot of beginners would be interested in relying on the tools to edit the games... because they're new to ROM Hacking and they're learning. Which I do understand of course. ^^'

A great map editor for the 4th generation sure would be a great thing to see... and then we'd finally have conquered the 4th generation's mapping. Then we'd have the 5th generation's 3D editing interface, which we'd definately need to conquer. What I've realized... is that the DS's mapping engine can't really be changed very much... only to a certain extent.

Team Fail
November 12th, 2010, 03:20 PM
I'm sure alot of beginners would be interested in relying on the tools to edit the games... because they're new to ROM Hacking and they're learning. Which I do understand of course. ^^'

Well put. New hacker's aren't experienced as much to use a hex editor. I know how to use it basically, I had to do that to insert a sseq recently.

Link? Can you PM me? I Need to bug you over some additional unintentional features that may result from this. I'll tell you in the PM.

LightOfTruth
November 15th, 2010, 08:02 PM
Glad to see Di/Pe/Pl getting hacked. I always look at what could be done when I play the game. Like a remake of Pokemon Emerald :)

PokémonShinySilver
November 16th, 2010, 03:11 PM
Glad to see Di/Pe/Pl getting hacked. I always look at what could be done when I play the game. Like a remake of Pokemon Emerald :)

Yeah, as we're always seeing more improvements on hacking the Nintendo DS games. I'm possitive that it will continue to improve even more, so people will be able to bring their imagination to life, and produce the 3D objects and even change alot of things in a game. And with ROM Hacking... anything's possible with editing game. So it doesn't matter what the console is... as long as we've got a ROM, we'll be able to research and edit it.

We can all help... and learn how to edit a ROM, and then create a program that will indeed edit stuff in the game. Like for instance... a map editor getting made for the 4th generation. And yes, it's not like it's hard or anything... but it can be complicated and can take quite a long time to do. Because you have to research the ROM while editing the hex to see what it does and all that, then once you've learned, then you make the program allowing to edit it, and also... it has to read the content that is compressed in the NDS file. Using Cristal Tile 2 (even though it's in Chinese), you can click the Nintendo DS icon, it's on the same row as new file, open file excetra, just look for what looks like a Nintendo DS and once you've clicked on it, you'll see what there is in the contents, so it'll make life a bit easier when looking for files to edit and stuff.

If you're wait for a map editor... and you still want that urge to edit an NDS file... it's always best to give it a try. ;)
Even if I haven't yet... I'm sure to try and learn how to hex edit and understand the values of the objects and stuff, once I do learn how to do it, I'm sure I might be able to create my map editor for the fifth generation, aww yeah! :)

pokewalker
November 16th, 2010, 06:07 PM
Glad to see Di/Pe/Pl getting hacked. I always look at what could be done when I play the game. Like a remake of Pokemon Emerald :)

I think I might make a HG/SS hack, called: Pokemon AquaBlue or ThunderYellow. But I first want to make some other hacks. I'm now making Pokemon Koen Version, which is a Diamond hack. Still waiting for the map editor :D

ggctuk
November 16th, 2010, 06:36 PM
There's so much progress that has been made, and while I wasn't looking he snuck in Black/White compatibility :shocked:

At the rate this is going it won't be long before AdvanceMap has serious competition on its hands (as it's still out of public hands and I assume it's still in its earliest stages). The only problems that MIGHT arise are some maps in Generation 4 - many interiors still rely on the old Generation 3 tiling system (although I assume that can be changed since beta shots showed 3D interiors in Generation 4)

PokémonShinySilver
November 16th, 2010, 06:54 PM
There's so much progress that has been made, and while I wasn't looking he snuck in Black/White compatibility :shocked:

At the rate this is going it won't be long before AdvanceMap has serious competition on its hands (as it's still out of public hands and I assume it's still in its earliest stages). The only problems that MIGHT arise are some maps in Generation 4 - many interiors still rely on the old Generation 3 tiling system (although I assume that can be changed since beta shots showed 3D interiors in Generation 4)

Not really... the interier maps are in 3D, just that it uses a map script that puts the 3D quality into a compressed look. However, they don't have that type of map script in Pokémon Black or Pokémon White. :\

Every map in the 4th and 5th generation uses 3D, doesn't even matter what it is. ;)

EDIT: And yeah, maybe it might become as good as AdvanceMap, however Lu-Ho is working on his AdvanceMap for the next version, and naw... the future version won't be compatible for the 4th or 5th generation. I'm pretty sure Lu-Ho pretty much is trying to do what he can to insert the funtionality for the animated tiles in the 3rd generation (Ruby, Sapphire, FireRed, LeafGreen, Emerald), and probably fixing problems with the map and prahaps making it easier to change the type of map in the 3rd generation.

Irish Chameleon
November 21st, 2010, 02:43 PM
This looks like it's really coming along Link, excellent work :D I would love to help but I'm only a beggining scripter 8(

But I think once its officially made and released that a bunch of us should pool together to make a hack :D... I can already see a few R/S/E or FR/LG remakes in the distance haha :D

Link_971
November 24th, 2010, 01:18 AM
Hi guys.
I have a good and bad news.

I progress in textures editing.
But... we can't totally change what we want...

See my picture for more info.

Spiky-Eared Pichu
November 24th, 2010, 01:18 PM
Hi guys.
I have a good and bad news.

I progress in textures editing.
But... we can't totally change what we want...

See my picture for more info.

Well, nobody is perfect to do things perfectly. But, what's the problem? You can't edit textures for every square separately?

I don't know how this works but I'm sure you will succeed. With effort you can do ANYTHING, because hacking has no limits... (if you don't trust me check my hack's thread, Pokémon DarkDiamond)

Team Fail
November 24th, 2010, 01:27 PM
Dang Wii...

It looks like progress. Can't wait for a beta, as I want to start on a DS hack because I am learning scripting! :D On the DS! :D

sab
November 25th, 2010, 02:44 AM
Wait a minute, Those screens on the first page make it look like you can edit fifth gen maps. Anyway this looks great! Abit difficult to get used to at first, but will be great once released. Best of luck to ya!

Team Fail
November 25th, 2010, 02:49 AM
I think I might make a HG/SS hack, called: Pokemon AquaBlue or ThunderYellow. But I first want to make some other hacks. I'm now making Pokemon Koen Version, which is a Diamond hack. Still waiting for the map editor :D

I'm thinking on Aqua Sapphire version. Obviously, a remake of RS on either Platinum or HG. How can you determine the XY position of an object, and can you create a Z axis to move you up and down from flat ground as opposed to basic flat-ground direction?

Link_971
November 25th, 2010, 05:27 AM
You can't edit textures for every square separately?


Yes, that's it...
My problem is the size of the squares.

Look the difference between Diamond and Platinum.




I don't know how this works but I'm sure you will succeed. With effort you can do ANYTHING, because hacking has no limits... (if you don't trust me check my hack's thread, Pokémon DarkDiamond)


I hope ^^

PokémonShinySilver
November 28th, 2010, 01:07 AM
Yes, that's it...
My problem is the size of the squares.

Look the difference between Diamond and Platinum.


Here's the reason why: ALL textures in the 4th generation doesn't just have one texture for one block, it isn't like the 3rd generation. They come in different sizes, but they all have to fit to the end of a block though. The textures can reach out to a varity of blocks. So it's not just one, but can be like 6 of them. Like the flowers for instance and the trees as well.

The same thing applies for the 5th generation as well, although there can be some frame movements with a texture as well, like small grass in Black/White in the town you start in, it has a frame movement, to make it look as if the grass was being blown by the wind.

As for movement permissions, they have several options and is totally different from the 3rd generation. In the 3rd generation, the movement permissions were just simple bytes that allocated the movement and all that. As for the 4th generation, things have changed. Movement permissions have their behavior bytes (for the movement of grass, water reflection, ect.), their level byte (for the hight of the sprite) and their passable byte (for not being passable, being passable, or requiring surf. Like in the 3rd generation). But in the 5th generation, the movement permissions have been changed around a bit, like for instance... you cannot be able to encounter a wild Pokémon by being on the water, you'd only encounter a wild Pokémon if you're using surf, so even if you're surfing on a block where there's no water at all... you'd still encounter a wild Pokémon if there's any data for the wild Pokémon in water.

And there's movement permissions in Black/White that is able to make sprites co-respond in the direction that the movement is faced. So like it changes the up, down, left and right movements facing in a different direction. Because this is something that was implemented in the 5th generation... there is no data of this whatsoever in the 4th generation.

Team Fail
November 28th, 2010, 06:26 AM
The same thing applies for the 5th generation as well, although there can be some frame movements with a texture as well, like small grass in Black/White in the town you start in, it has a frame movement, to make it look as if the grass was being blown by the wind.
So, they have tile animations now? Cool!
And there's movement permissions in Black/White that is able to make sprites co-respond in the direction that the movement is faced. So like it changes the up, down, left and right movements facing in a different direction. Because this is something that was implemented in the 5th generation... there is no data of this whatsoever in the 4th generation.
I don't follow. Can I see an example?

Link_971
November 28th, 2010, 07:21 AM
Here's the reason why: ALL textures in the 4th generation doesn't just have one texture for one block, it isn't like the 3rd generation. They come in different sizes, but they all have to fit to the end of a block though. The textures can reach out to a varity of blocks. So it's not just one, but can be like 6 of them. Like the flowers for instance and the trees as well.



Yes, but i don't find where block data are localized in the narc.
I don't understand all.

PokémonShinySilver
November 29th, 2010, 06:03 AM
I don't follow. Can I see an example?

Like in Hiun City for instance... when you're in the main part of the city, there are movement permissions that co-respond in the direction that is used, like for instance... the up, down, left and right movements get adjusted into facing in a different direction... like as if you're running around a curved part or something (eg. the Sky Arrow Bridge). This was something that was implemented in the 5th generation for movement permissions, so like if you're in a building that has a curved area such as spiral stairs... the movement permissions are set in that way so that you'll move up the stairs while rotating around.

DJ91990
December 7th, 2010, 09:28 AM
Wow...I have been waiting for this day.

At least SOMEBODY is ACTIVELY WORKING on a 4th Gen map editor. Let alone a 4th AND 5th gen Map editor!

Dude...if this becomes public, you ALL can bet that for my promotional project to kick off the 4th and 5th gen hacking REVOLUTION...I will port my current GBA hack...Pokemon Limestone to the DS platform! Because I plan to have two regions in Pokemon Limestone, I would need to use Heart Gold and Soul Silver as my base ROMs.

3D may seem complex at first, but it can be easier to use and faster to create maps when compared to 2D ones. However, when you look at a 3D map like a 2D map...that is where thing become complicated.

Link_971, you are now working on the FINAL STEP for interesting 4th and 5th gen hacking to be successful!

There is already an Overworld Sprite editor, Trainer editor, and Script Editor. (Don't beleive me? Check out Project Pokemon!) So this 4th and 5th gen MAP EDITING TOOL is just what the Doctor Ordered! I am now completely excited for this tool to become public! I hope you succeed!

Link_971, I hope this becomes public soon!
As always, take your time to make sure that when this becomes public, that it is free of all the nasty bugs and errors that would crash ROMs.
*Subscribes to Thread*

Team Fail
December 7th, 2010, 03:10 PM
Like in Hiun City for instance... when you're in the main part of the city, there are movement permissions that co-respond in the direction that is used, like for instance... the up, down, left and right movements get adjusted into facing in a different direction... like as if you're running around a curved part or something (eg. the Sky Arrow Bridge). This was something that was implemented in the 5th generation for movement permissions, so like if you're in a building that has a curved area such as spiral stairs... the movement permissions are set in that way so that you'll move up the stairs while rotating around.
Ohhhh... I see. Like, when you use walk through Walls Action Replay codes, for instance. You cannot use it in the main part of Hiun City or Sky Arrow Bridge. I get it totally now.

PokémonShinySilver
December 8th, 2010, 02:43 PM
Ohhhh... I see. Like, when you use walk through Walls Action Replay codes, for instance. You cannot use it in the main part of Hiun City or Sky Arrow Bridge. I get it totally now.

Yeah, because the walk through walls Action Replay code normally makes you be able to walk through any movement permission that consists of not passable ect. However, any movement permissions that require surf or are in a type of movement permission that changes the direction you face in are not supported for that Action Replay code. And like I've said once before... unlike in the 4th and earlier generations, you were able to encounter Pokémon on a water-like texture, because it had the data for that sort of thing. In generation 5 however, you will only encounter the wild Pokémon if you're using surf, so even if you're like surfing on the land, you'll still encounter a wild Pokémon if the movement permission is set for that particular block, if there is any wild Pokémon data set for that particular map.

And so we're trying to conquer the maps of the 5th generation, however... there is a problem... "I lack knowledge in hex editing". x.x
Yeah... I wish I had knowledge in understanding the hex data of the maps in the 5th generation. Then I could possibly even attempt to create my own hack of Pokémon Black. D:

Magius
December 10th, 2010, 06:23 AM
I personally can not wait for this.

Just a quick question? What do you think about focusing on just being able to make maps just using the original models and graphics the game uses for the first release? Maybe work on model and graphics editing later? I am sure there are a ton of people who can make awesome 4th gen hacks using the regular models and graphics.

I want to make an entire region using default graphics myself personally.

Team Fail
December 10th, 2010, 06:32 AM
I personally can not wait for this.

Just a quick question? What do you think about focusing on just being able to make maps just using the original models and graphics the game uses for the first release? Maybe work on model and graphics editing later? I am sure there are a ton of people who can make awesome 4th gen hacks using the regular models and graphics.

I want to make an entire region using default graphics myself personally.

Same here. Took the words out my mouth. But, how do map connections and the locations on the world map work?

PokémonShinySilver
December 10th, 2010, 07:00 AM
Same here. Took the words out my mouth. But, how do map connections and the locations on the world map work?

There are no map connections in the 4th generation, because all the maps are 25x25 blocks, they all are made just in one location of the map. So for instance, if you were creating a town or something in that particular area of the world map, you'd have to put the objects in that particular map, but as for the special maps, they just need to be made, it doesn't require you to have to just put the objects in a certain map layout. But what I do know... is that if you go outside to the right of a special map, it brings you right onto the normal maps that are all based off the location of the town map.

In the 5th generation however, I've noticed that all the maps are consisted of special maps, so there's no maps that rely the location of the town map, this is pretty much why it's all adjusted so that the player cannot go outside the boundries of the maps. And yeah, there's no map connections in generation 5th either.

So yeah, no matter even if a map is blank... you can always change it from a no-go map to an actual map with objects on it. But remember, the mystery zone maps in the 4th generation consist of one texture object, as for the 5th generation has null maps that have one object on them, and where ever there is no map data, you cannot be able to enter that area. Except in the 4th generation, the blank maps are still mystery zone maps.

pokewalker
December 10th, 2010, 07:19 AM
There are no map connections in the 4th generation, because all the maps are 25x25 blocks, they all are made just in one location of the map. So for instance, if you were creating a town or something in that particular area of the world map, you'd have to put the objects in that particular map, but as for the special maps, they just need to be made, it doesn't require you to have to just put the objects in a certain map layout. But what I do know... is that if you go outside to the right of a special map, it brings you right onto the normal maps that are all based off the location of the town map.

In the 5th generation however, I've noticed that all the maps are consisted of special maps, so there's no maps that rely the location of the town map, this is pretty much why it's all adjusted so that the player cannot go outside the boundries of the maps. And yeah, there's no map connections in generation 5th either.

So yeah, no matter even if a map is blank... you can always change it from a no-go map to an actual map with objects on it. But remember, the mystery zone maps in the 4th generation consist of one texture object, as for the 5th generation has null maps that have one object on them, and where ever there is no map data, you cannot be able to enter that area. Except in the 4th generation, the blank maps are still mystery zone maps.

Well... That's clear. However, I still don't understand why the game says "Mystery Zone"? As you said the MZ are blanc, but why does it says MZ then?

PokémonShinySilver
December 10th, 2010, 07:36 AM
Well... That's clear. However, I still don't understand why the game says "Mystery Zone"? As you said the MZ are blanc, but why does it says MZ then?

Like I've said before, the maps are consisted of 25x25 blocks, any area that is outside the paths of the world map are considered Mystery Zones or "-----" in HeartGold and SoulSilver. Any area that is outside of the maps that you're supposed to be in is a Mystery Zone. They consist of one texture object, and that one texture object covers the whole map with the same object. And that's how it works. ;D

Team Fail
December 10th, 2010, 08:35 PM
There are no map connections in the 4th generation, because all the maps are 25x25 blocks, they all are made just in one location of the map. So for instance, if you were creating a town or something in that particular area of the world map, you'd have to put the objects in that particular map, but as for the special maps, they just need to be made, it doesn't require you to have to just put the objects in a certain map layout. But what I do know... is that if you go outside to the right of a special map, it brings you right onto the normal maps that are all based off the location of the town map.

In the 5th generation however, I've noticed that all the maps are consisted of special maps, so there's no maps that rely the location of the town map, this is pretty much why it's all adjusted so that the player cannot go outside the boundries of the maps. And yeah, there's no map connections in generation 5th either.

So yeah, no matter even if a map is blank... you can always change it from a no-go map to an actual map with objects on it. But remember, the mystery zone maps in the 4th generation consist of one texture object, as for the 5th generation has null maps that have one object on them, and where ever there is no map data, you cannot be able to enter that area. Except in the 4th generation, the blank maps are still mystery zone maps.

So, It's like placing two blocks side-by-side? It's the map in relation to one another? Ok... I get it...

pokewalker
December 11th, 2010, 10:32 AM
Like I've said before, the maps are consisted of 25x25 blocks, any area that is outside the paths of the world map are considered Mystery Zones or "-----" in HeartGold and SoulSilver. Any area that is outside of the maps that you're supposed to be in is a Mystery Zone. They consist of one texture object, and that one texture object covers the whole map with the same object. And that's how it works. ;D

OK... I get it. (I always thought it said Mystery Zone because GF entered that itself in the game XD)

Team Fail
December 11th, 2010, 04:58 PM
OK... I get it. (I always thought it said Mystery Zone because GF entered that itself in the game XD)

Well, they did. It was the only way to make it work. The name is a placeholder so the game won't crash when Mystery Zone is force loaded.

pokewalker
December 11th, 2010, 06:27 PM
Well, they did. It was the only way to make it work. The name is a placeholder so the game won't crash when Mystery Zone is force loaded.

But GF don't want us to cheat don't they? So why would they make the Mystery Zone work?

sab
December 11th, 2010, 07:49 PM
But GF don't want us to cheat don't they? So why would they make the Mystery Zone work?
They don't like people cheating, but they like cheating, and experimenting themselves. They made it so that it was possible to go in so that they could enter. Not so we could enter. It does bring up the question of why they didn't take it out though...

ggctuk
December 11th, 2010, 10:22 PM
They don't like people cheating, but they like cheating, and experimenting themselves. They made it so that it was possible to go in so that they could enter. Not so we could enter. It does bring up the question of why they didn't take it out though...

I wouldn't be surprised if it was either one of these two:
-Removing them would mean they would have to repoint a lot of data possibly.
OR
-They were going to use them as map spaces but took them out at the very last minute.

shubshub
December 11th, 2010, 10:33 PM
so will the tool be released any time soon?
just asking cuz i wanna start making ds pokemon hacks

Team Fail
December 11th, 2010, 10:39 PM
But GF don't want us to cheat don't they? So why would they make the Mystery Zone work?
Well, the map is based on a grid. I cannot remember specifically the dimensions but it is all based on a grid-like system. The Mystery Zone is the "filler" between all the maps. It is nonexistent in Black/White because it does not work on a grid system.
so will the tool be released any time soon?
just asking cuz i wanna start making ds pokemon hacks
We all are waiting. He said he doesn't know yet when it will be released.

The 100 Mega Shock
December 11th, 2010, 10:52 PM
But GF don't want us to cheat don't they? So why would they make the Mystery Zone work?

You're replying with the assumption that Game Freak knew it was impossible to ever reach the Mystery Zone in normal play.

We all know it isn't, because it can be easily accessed through the use of either the Surf Glitch (In original Japanese copies of DP) or via Tweaking. And that's why the Mystery Zone has it's own name and other things specified for it - it's impossible to create a piece of software as large as a game and know there won't be bugs the player can inadvertently trigger so it's best to fill in as much failsfe information as possible to minimize what could happen if the player ends up in there.

It's the same reason why we have things like Missingno having a specified name, or the various failsafes built into battling without Pokémon in the later games.

shubshub
December 12th, 2010, 12:50 AM
Hopefully it is going to be released soon
I dont care how many bugs it has as long as it can edit maps

pokewalker
December 12th, 2010, 03:09 PM
Hopefully it is going to be released soon
I dont care how many bugs it has as long as it can edit maps

Well I do care about bugs. If you've done alot of work, and it freezes, would you care about bugs then?

Link_971
December 20th, 2010, 01:29 PM
That's the listing of HGSS Maps (outside)
Who can translate this?

mindfreak
December 20th, 2010, 02:50 PM
I'll translate to English.
Th e only thing I don't know is what GTS means

Edit
Here you go:

Tropical Sunlight
December 20th, 2010, 03:53 PM
GTS is the Global Trade Station. :)

pokewalker
December 20th, 2010, 05:45 PM
This tool will be very helpfull for my hack :)
I'm busy doing scripting now, but shall I translate the HGSS maps to dutch?

mindfreak
December 20th, 2010, 05:52 PM
This tool will be very helpfull for my hack :)
I'm busy doing scripting now, but shall I translate the HGSS maps to dutch?

There is really nothing to translate to duch...
(Since we have the english version and the same city names)

pokewalker
December 20th, 2010, 06:12 PM
There is really nothing to translate to duch...
(Since we have the english version and the same city names)

well you can translate tree to boom for example... but you're right there's no point in doing that :P

Frankiscool
December 21st, 2010, 11:28 AM
I have just made the Dutch language version.

mindfreak
December 21st, 2010, 12:21 PM
I have just made the Dutch language version.
And I updated your Dutch version.. ;) (You forgot the last few words)

pokewalker
December 21st, 2010, 12:26 PM
And I updated your Dutch version.. ;) (You forgot the last few words)

.... you said there was nothing to translate to Dutch! Now you did it yourself?

Spiky-Eared Pichu
December 21st, 2010, 04:16 PM
That's the listing of HGSS Maps (outside)
Who can translate this?

And the spanish boy took the power of the translation...

I'll translate this in the next hours, because I'm currently finishing my hack's demo and I'm busy.

PS: In what file are the movement permissions stored in DP? In land_data_release_XXX?

Platinum994
December 21st, 2010, 10:19 PM
Hey, I've translated the file into Italian. I've posted it as an attachment. I hope you'll like it ^^!

Link_971
December 22nd, 2010, 10:27 AM
And the spanish boy took the power of the translation...

I'll translate this in the new hours, because I'm currently finishing my hack's demo and I'm busy.

PS: In what file are the movement permissions stored in DP? In land_data_release_XXX?


Yes, and for HGSS / BW too.


Hey, I've translated the file into Italian. I've posted it as an attachment. I hope you'll like it ^^!


Thanks, great job :)

looper
December 22nd, 2010, 03:51 PM
Here comes the german translation

Spiky-Eared Pichu
December 22nd, 2010, 05:21 PM
And the Spanish one too! I can't wait to see the release!

Team Fail
December 26th, 2010, 03:36 AM
Hey- there is something I realized. When I translated the English names of the DPPT maps, there wasn't places like Distortion World, or Mt. Coronet, or Hall of Origin. Why is that?

looper
December 26th, 2010, 10:31 AM
There are many Maps missing.

for example, in HG/SS is the Mountain with Red missing or things like that, when i'm remembering right.

PokémonShinySilver
December 27th, 2010, 10:42 AM
There are many Maps missing.

for example, in HG/SS is the Mountain with Red missing or things like that, when i'm remembering right.
Remember, HG/SS and B/W have many files with numbers on them in the "a" folder.
They might even be in a different file, so you might wanna check the other numbers as well.


Oh and also... there's something I might need to tell you all... we're trying to find the block values for Pokémon D/P/Pt maps. If we manage to find this... then we would progress even further. However... something kinda struck my thought just now... maybe it could be the same sort of thing that is also used for model values? Because I think someone's managed to change the model values, and I think it's also mentioned in the Tutorials forum as well. If anyone knows where the block values in D/P/Pt are... then we'll be able to progress further.

Chaos Rush
December 29th, 2010, 10:18 PM
Oh and also... there's something I might need to tell you all... we're trying to find the block values for Pokémon D/P/Pt maps. If we manage to find this... then we would progress even further. However... something kinda struck my thought just now... maybe it could be the same sort of thing that is also used for model values? Because I think someone's managed to change the model values, and I think it's also mentioned in the Tutorials forum as well. If anyone knows where the block values in D/P/Pt are... then we'll be able to progress further.
By block values, do you mean map dimensions? I remember reading somewhere that all D/P/Pt/HG/Ss maps have the same dimensions, and each large map is actually made up of several smaller maps. That's why the tweaking glitch works, as when performed, not all the chunks are loaded, which is why there are blank areas.

You know how in Pokemon Emerald, the Battle Frontier is actually two separate maps in AdvanceMap, but in-game it seems like one? Almost every map in the 4th gen games are like that, as large maps like Jubilife City is actually several smaller maps. If you know what the crazy zoom AR code is, you can zoom out the camera to see which section of the map is loaded.

n0rul3s
December 30th, 2010, 08:36 PM
Hey! Your now writing history in NDS Hacking xD
BTW Can I be the Romanian Translator??
This year i saw a lot of Romanian Hackers and it will be good for us (Romanian Hackers) to have a tool in our language. I will respect your reply,no matter what xD!
I didn`t wait for a reply.
Here`s the document:

Link_971
December 31st, 2010, 07:25 AM
By block values, do you mean map dimensions?


Nope, the block values of the textures.
That's little more hard, isn't it?


Hey! Your now writing history in NDS Hacking xD
BTW Can I be the Romanian Translator??
This year i saw a lot of Romanian Hackers and it will be good for us (Romanian Hackers) to have a tool in our language. I will respect your reply,no matter what xD!
I didn`t wait for a reply.
Here`s the document:


Yes, but can you translate the first files too?
Thanks!

n0rul3s
December 31st, 2010, 08:26 AM
I didn`t read all the thread so, I didn`t know there are more files xD
BTW When will you release a demo version??
I hope you`ll do it soon because I`m losing my calm xD
BTW Check my name on the list...you forgot the "L". (n0ru3s)

Finished them:

andibad
January 4th, 2011, 10:19 AM
I can translate this great program into my language? indonesia? if you sure i will send file.

PokémonShinySilver
January 4th, 2011, 11:58 AM
By block values, do you mean map dimensions? I remember reading somewhere that all D/P/Pt/HG/Ss maps have the same dimensions, and each large map is actually made up of several smaller maps. That's why the tweaking glitch works, as when performed, not all the chunks are loaded, which is why there are blank areas.

You know how in Pokemon Emerald, the Battle Frontier is actually two separate maps in AdvanceMap, but in-game it seems like one? Almost every map in the 4th gen games are like that, as large maps like Jubilife City is actually several smaller maps. If you know what the crazy zoom AR code is, you can zoom out the camera to see which section of the map is loaded.

Yes, of course... I already knew that from when I noticed how every map is located on the world map and also moves your location on the map to the same area. Because the world map is consisted of locating every map that exists in the main map of the 4th generation, there's only one thing that locates in a random part of the map, it's the special maps such as the ones inside houses, Lake Varity, caves and Eterna Forest ect.

But I actually mean the block values... as in the values for the different texture objects, like the trees for instance.

Spiky-Eared Pichu
January 4th, 2011, 01:37 PM
Yes, of course... I already knew that from when I noticed how every map is located on the world map and also moves your location on the map to the same area. Because the world map is consisted of locating every map that exists in the main map of the 4th generation, there's only one thing that locates in a random part of the map, it's the special maps such as the ones inside houses, Lake Varity, caves and Eterna Forest ect.

But I actually mean the block values... as in the values for the different texture objects, like the trees for instance.

I'm not sure, but are you searching for the values that determine (for example) what is grass, what is a door or what is water (surf)?

Because if it's this, Project Pokémon made an article about it. These values appear in the "Movement permission" section. The article is here: http://projectpokemon.org/wiki/Map_structure

PokémonShinySilver
January 5th, 2011, 11:47 AM
I'm not sure, but are you searching for the values that determine (for example) what is grass, what is a door or what is water (surf)?

Because if it's this, Project Pokémon made an article about it. These values appear in the "Movement permission" section. The article is here: http://projectpokemon.org/wiki/Map_structure

See? I KNEW the movement permissions were responsible for the grass animation and all that and the reflections as well.

So that's another step forward in the mapping research. So it's not the blocks that have the animation, it's the movement permissions, just as what I thought it was. Because at one stage when I was on Spear Pillar using the Walk Through Walls code, I noticed a block that of course made a reflection, a grass animation and of course. And the block was on the blank part of the Spear Pillar map.

Link_971
January 5th, 2011, 01:41 PM
I can translate this great program into my language? indonesia? if you sure i will send file.


Yes, sure.


So it's not the blocks that have the animation, it's the movement permissions


Yes, that's very interesting.

But we always need more research for the blocks.
It's not really difficult to learn, but it's hard to find each value (every block is unique).



PS : I think we can split blocks as we want.
See my picture.

PokémonShinySilver
January 5th, 2011, 02:16 PM
But we always need more research for the blocks.
It's not really difficult to learn, but it's hard to find each value (every block is unique).

Hm... when you say that... that makes me think how a texture object block would actually have some value for it, every square on the map would actually have their value in the land_data_release.narc it should be somewhere, try changing one of the squares to a different value and prahaps it should change. Alot like the models of houses and all that. Like we already know about changing the different models, like houses ect. but we also have the textures as well, so changing the value of them to something different might actually make it appear as something else. You should try it out, the value that of course makes the object disappear is the value for the type of object. You might find blank ones at first but you might also see other ones... such as water or even flowers, grass, normal grass ect.

So that does make me think... when you find the value for the object, list it down so you'll remember what object it is and all that, and continue changing the value and adding the other object values to the list.

Because... how else would a map be shown on an editor in a way that looks like it has all the texture objects in it?

Link_971
January 5th, 2011, 02:38 PM
it should be somewhere, try changing one of the squares to a different value and prahaps it should change.


Yes i know where they are, but i have no idea to how change them.
It's not just an value, that's multiple differents values (string of data, generally) for each block.

But maybe they work like the models.
Anyway, i need more time.

Skara
January 5th, 2011, 07:39 PM
Any idea when we'll have an English Language Demo?

Link_971
January 5th, 2011, 08:12 PM
Any idea when we'll have an English Language Demo?


When i will have more success in texture hacking.

Otherwise i will release an demo without texture editing.
I don't know when, i'm very busy and i'm working alone on this project - with help of PokémonShinySilver.

Skara
January 6th, 2011, 01:35 PM
Surely Lu-Ho can help you? after all, he DID make the genius Advancemap...

chaton
January 6th, 2011, 02:52 PM
A publication date for the French people?

looper
January 6th, 2011, 03:49 PM
@skara: Lu-Ho did AM based on Goldmap, so he had a base^^

I know, that actually he works on a newer version, but that was for GBA, and I don't know(and believe) that he knows much about NDS

@chaton: I guess it would be nearly the same date, because when he has the language files, he can publish all versions at the same time.

Link_971
January 7th, 2011, 09:20 AM
@skara: Lu-Ho did AM based on Goldmap, so he had a base^^

I know, that actually he works on a newer version, but that was for GBA, and I don't know(and believe) that he knows much about NDS

@chaton: I guess it would be nearly the same date, because when he has the language files, he can publish all versions at the same time.



Maybe Lu-Ho can help me, but he is busy :/


And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD



Edit : Last call for research help.
I've attached a little documentation.

It's very important, and that's the last step for complete texture editing.

Team Fail
January 8th, 2011, 06:18 AM
Maybe Lu-Ho can help me, but he is busy :/


And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD



Edit : Last call for research help.
I've attached a little documentation.

It's very important, and that's the last step for complete texture editing.





I hope to peek at them soon, but my Wii cannot display the images correctly. I'll see them once I get access to a computer.

Just a mild suggestion, but could one of us write a complete tutorial on how to use it, so n00bs don't spam on the tool's thread? I can write an English readme or an instructional thread we all can post to in various languages or various readmes.

EDIT: I managed it, but I got a peek at them Are you trying to find the values for the various tiles, and all of them, or are you trying to allow them to be edited?

PokémonShinySilver
January 8th, 2011, 10:27 AM
Surely Lu-Ho can help you? after all, he DID make the genius Advancemap...
Alright... you probably don't realize that LU-OH really isn't into Nintendo DS hacking very much, he mainly focuses on the 3rd generation editing. So far he has created a beta version of a tile animation editor that has beeb posted on WhackAHack. Since the GameBoy Advance and Nintendo DS are different handhelds... they work a bit differently. The Nintendo DS has archives in the ROM, so it kinda makes it a little easier to find stuff and replace things than what it would on the GameBoy Advance, but hey, we still haven't gotten the hang of it all yet. xD In the end, I'm pretty sure the tools will improve and prahaps there'll be an editor in which will edit any Nintendo DS game. Wouldn't that be brillient? ;) And yes, as Link said, LU-HO is busy as always.
And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD



Edit : Last call for research help.
I've attached a little documentation.

It's very important, and that's the last step for complete texture editing.



Don't worry, you'll get better. ^^ You can just take your time on the editor, I'm sure you might find out how to use the same interface as what is used on the 3D map viewers, because that is what is needed for a 4th generation map editor, a two-dimentional map editor is a bit tricky unless you use the textures set in a folder for the program. It's not like you have to create the same 2D interface as what AdvanceMap has, what would be recommended is to have two options in the map interface, one in which allows you to move around the map and zoom in, and the other in which allows you to select a block and change it to whatever block you wish to and to drag it around too. You can find out about how to create a 3D interface that relies on moving from one square to the next. Also movement permissions can also have the height level as well, same thing with the objects. If you've noticed when using the Walk Through Walls code, you'll find how the movement permissions on mountainous areas all take the sprite up one level (even though the movement permissions are non passable), they also have the byte in which takes the sprite up one level, if you notice on the snowy area of Mt. Coronet, the movement permissions have their byte in which raises the sprite up one level, it also has it's passable byte, so it needs to have other options on the movement permissions when you set them, and the abillity to select multiple movement permissions, or even objects. So there's many other things that would be needed for a map editor so that it would make mapping a whole lot faster. Because I'm sure GameFreak would've had an interface like that during development. There wasn't too many people on the development team, when I looked at the credits in Black/White, so yeah.

And cool, thanks! I'm sure this documentation will come in handy. ^^ So I might also look into texture editing as well.

Ketwes
January 8th, 2011, 09:10 PM
When this tool is completed, it will open up a whole new world of 4th Generation hacking. I would love to help speed up the process by researching tile values for you. If you could give me a link to all the programs you use and how to find the tiles I would gladly help. I'm actually trying to remake Pokemon FireRed and LeafGreen with a base rom of HeartGold, but I have no possible way to accomplish that as of now. Anything I can do to help?

pokewalker
January 9th, 2011, 04:39 PM
When this tool is completed, it will open up a whole new world of 4th Generation hacking. I would love to help speed up the process by researching tile values for you. If you could give me a link to all the programs you use and how to find the tiles I would gladly help. I'm actually trying to remake Pokemon FireRed and LeafGreen with a base rom of HeartGold, but I have no possible way to accomplish that as of now. Anything I can do to help?

Well you could learn about PPRE; since it has alot of commands you probably won't understand. e.g. have you ever heard about Setflag 106? It means that the Pokémon window will pop up and be unlocked. I mean, I'm now like 6 months busy with learning PPRE and I still don't understand it 100 % o_0

Ketwes
January 9th, 2011, 06:10 PM
Well you could learn about PPRE; since it has alot of commands you probably won't understand. e.g. have you ever heard about Setflag 106? It means that the Pokémon window will pop up and be unlocked. I mean, I'm now like 6 months busy with learning PPRE and I still don't understand it 100 % o_0
I actually have used PPRE a little,I used it to make the main character's room to lead to Red's House in Palette Town. I also changed Red's Mom to say her text from FireRed and LeafGreen. What I don't understand how to do is make Red's mom give me the Bag, Trainer Card, Save, and Options for my menu. Also, what's the deal with Setflag and Checkflag? Do they work off each other? If it's currently possible, I would also like to know how to make a script like the one from FireRed and LeafGreen where professor oak says "Wait! Don't go out in the grass!" and leads you back to the lab. If you could help me figure that out that would be a step ahead.

I'm also trying to figure how to copy the scripts from Professor Elm's lab into Professor Oak's lab. Basically, I'm trying to script Professor Oak to give me the starter Pokemon instead of Professor Elm.

Team Fail
January 9th, 2011, 06:58 PM
What about full 3D locations like Sky Arrow Bridge, Castellia (Hiun) City or the Distortion World? How can those work?

Link_971
January 9th, 2011, 07:13 PM
What about full 3D locations like Sky Arrow Bridge, Castellia (Hiun) City or the Distortion World? How can those work?


I think it's not a problem, and maybe more easier to edit.
Hiun City has many models (buildings, boats...)

Skara
January 9th, 2011, 07:53 PM
btw, will this edit DP, Platinum, HG/SS games AND BW?

Link_971
January 9th, 2011, 08:01 PM
btw, will this edit DP, Platinum, HG/SS games AND BW?


Yes.
I begin the BW Map listing.

It's little more hard, because i have no viewer this time.
lol, i have nothing :p

Team Fail
January 9th, 2011, 08:03 PM
Yes.
I begin the BW Map listing.

It's little more hard, because i have no viewer this time.
lol, i have nothing :p

Awesome. If you need nemes (Doubt that), let me know. Check the VM I sent you.

Skara
January 9th, 2011, 08:29 PM
Release the Gen 4 version first then release a new version with Gen 5 when all the European names are revealed.

Team Fail
January 9th, 2011, 08:39 PM
Release the Gen 4 version first then release a new version with Gen 5 when all the European names are revealed.

Well, most of us know all the Japanese names already. It wouldn't really matter in the end. It would be a smart idea, though, to add the English names later on when then are all revealed.

Skara
January 9th, 2011, 09:35 PM
And Indonesian and god-knows what other language this'll be in.
I also hope for a built-in RMXP (The thing that was modded to make Pokémon Essentials) Event Editor and maybe... just maybe... an Event maker and music replacement tool?
This would take aeons to make, I know, but when it happens it will be life-changing.

Team Fail
January 9th, 2011, 09:45 PM
And Indonesian and god-knows what other language this'll be in.
I also hope for a built-in RMXP (The thing that was modded to make Pokémon Essentials) Event Editor and maybe... just maybe... an Event maker and music replacement tool?
This would take aeons to make, I know, but when it happens it will be life-changing.

Nah. It'll just stay as a map editor. I do have a music replacement tutorial if you want to read it. ^.^

Skara
January 9th, 2011, 09:55 PM
Maybe, I prefer simple programs then tutorials tbh. I can't code but I can't imagine it being a hard tool to make for Gen 3 and/or 4.

Team Fail
January 9th, 2011, 10:04 PM
Maybe, I prefer simple programs then tutorials tbh. I can't code but I can't imagine it being a hard tool to make for Gen 3 and/or 4.

Well, it'd defeat the purpose of it being a map editor.

Wow, this thread has over 10K views. This must be the next thing. XD

Skara
January 9th, 2011, 10:20 PM
It does actually... I hope someone makes a tool then.
Map Editing should be good, as long as my desired Event System is in place I'll be happy.

Team Fail
January 9th, 2011, 11:31 PM
It does actually... I hope someone makes a tool then.
Map Editing should be good, as long as my desired Event System is in place I'll be happy.

PPRE can do events. I'm happy. But, I want to know how to change what song plays on a map.

Skara
January 9th, 2011, 11:54 PM
PPRE is very complicated. There's all codes and numbers and shizzle... it scares me a little.

colcolstyles
January 10th, 2011, 01:48 AM
Can we please get this discussion back onto the the tool being showcased in this thread? If you want to talk about PPRE, please do it elsewhere.

Link_971
January 10th, 2011, 02:29 AM
PPRE can do events. I'm happy. But, I want to know how to change what song plays on a map.

Yes, and many other things.
That's why i don't added a event editor.


PPRE is very complicated. There's all codes and numbers and shizzle... it scares me a little.


Maybe, but it's complete. Very complete.
The interface is little hard to understand, but it's a good tool.


Otherwise, i have finished the list of first twenty BW Maps.


0- Kanoko Town
1- Route 1 (South)
2- Route 1 (West)
3- Route 1 (East)
4- Route 1 (North)
5- Karakusa Town
6- Route 2 (South)
7- Route 2
8- Route 2
9- Route 2 (West)
10- Sanyou City
11- Sanyou City (Big Fountain)
12- Route 3 (East)
13- Route 3
14- Route 3 (Cave)
15- Route 3 (South-West)
16- Route 3 (South-East)
17- Shippou City (East)
18- Shippou City (West)
19- (Around) Yaguruma Forest
20- (Around) Yaguruma Forest (South-East)
21- (Around) Yaguruma Forest (South)
22- ???????? (I don't know where it is, after that)


Not need translate, thanks :p


But i have not found the bridge and Hiun City.
Maybe it's in other file (such as Distortion World)...

Skara
January 10th, 2011, 04:47 PM
I imagine Castelia City and the Distortion World to be in the same group. They ARE advanced 3D maps after all.

Team Fail
January 12th, 2011, 06:33 AM
I imagine Castelia City and the Distortion World to be in the same group. They ARE advanced 3D maps after all.
Quite possible. I'd investigate further. But, why would it be in a different file? It's just coded slightly differently, not that different from other maps, just to allow for a third dimension of movement along the Z axis.
Landlord, you quickly publish this nsd map hacking tool!
Posts, like this, I despise. *Wishes I had my mod controls at hand*

Link_971
January 12th, 2011, 04:49 PM
Quite possible. I'd investigate further. But, why would it be in a different file? It's just coded slightly differently, not that different from other maps, just to allow for a third dimension of movement along the Z axis.


Yes, you are maybe right.
But i can't find the next maps after the last i've changed why?

That's maybe specifics maps for seasons...


Posts, like this, I despise. *Wishes I had my mod controls at hand*


Yeah, me too.
I'm not a robot.


PS : For the moderators, can you edit title of the thread please (DP => DS Map Graphics Editor)? Thanks.

Team Fail
January 13th, 2011, 03:55 AM
The building Lord, what time are you going to distribute this map hack tools?

He isn't yet. There is much left yet to do. Just be patient.

Link_971
January 13th, 2011, 06:14 AM
I have finished the DP Maps list if you want translate.
This week-end, i work more than ever on textures editing.

Team Fail
January 13th, 2011, 02:09 PM
I have finished the DP Maps list if you want translate.
This week-end, i work more than ever on textures editing.

I'll work on it tonight when I get home from school. I shouldn't be too long, I hope.

Reserved English spot

Andrew McKenzie
January 13th, 2011, 05:12 PM
The building Lord, what time are you going to distribute this map hack tools?

You already asked this and it was deleted because it is against the rules of both the topic AND forum.

You are NOT, I repeat, NOT allowed to ask for release dates of tools, hacks,
games, etc in the Game Development and Emulation Boards.

The tool will be released when the author has done sufficient research,
coded it to the best he can and most importantly and by no means to be ignored...

The tool will be released when it is good and ready to be released.
Not any sooner.
Unless you wish for you roms/hacks to be corrupted.

You should be happy that the author of the tool is taking his time to make such a thing for the public.
He could otherwise have the topic closed, and work on it in secret, for himself.

Be patient.


As for you Link, I think it IS awesome that you are taking your time to develop such a tool for the lazier of us, like myself.
And the progress thus far, by no means being relatively close to completion is a great start and I wish you luck with the rest of the development.
Keep going strong and if the constant asking for releases gets too much, perhaps even just
close the thread and converse with those needed for development over PMs and emails.
And then re-open when you are truly ready.

Other than that, you are doing a wonderful job. Good luck, mate!

andibad
January 13th, 2011, 06:17 PM
Great job link and also team fail, you master for me ^o^, yeah i no have time to help this project, but i hope this tool can usefull, thank for work to build and create this, anyway i have some secret (is not secret again) you can download VS 2010 ultimate, but before download you must register VS Express first, because is can licensed ultimate too, is not use crack or cheat, because microsoft maybe forgot, license key VS express is can used in ultimate edition ??? (sorry)

hm i will translate to my language, is can accept in you tools? i hope is can.

i still study a lot, yeah i study some c++, VB, pascal but no really can, but Thankyou ^o^

i can translate it into Japanese language too ???

EDIT::
Hm i hope about GUI is no made confused, yeah i no problem at GUI, i always used cmd.exe to control my computer XDD
anyway sorry

Team Fail
January 14th, 2011, 10:00 PM
What does it mean by "Bis"? Does that mean copy? I can't translate it directly. Other than that, everything is translated.

Link_971
January 15th, 2011, 12:09 AM
It mean that's the same Map.

Team Fail
January 15th, 2011, 12:35 AM
It mean that's the same Map.

Ok. Good. I found out something on YouTube, about a "Beta Safari Zone". Here:
2Wgc-PjtNvw
You should update Maps 547, 548, 549, 550, 551, and 552.

EDIT: Here is the completed map. If there is anything that is incorrectly translated, let me know and I'll correct it ASAP.

805587804
January 15th, 2011, 03:11 AM
sorry!I should not be in a hurry to the NDS map toosl! I will respect the author, until he released, I will also help!

Team Fail
January 15th, 2011, 04:33 PM
Great job link and also team fail, you master for me ^o^, yeah i no have time to help this project, but i hope this tool can usefull, thank for work to build and create this, anyway i have some secret (is not secret again) you can download VS 2010 ultimate, but before download you must register VS Express first, because is can licensed ultimate too, is not use crack or cheat, because microsoft maybe forgot, license key VS express is can used in ultimate edition ??? (sorry)

hm i will translate to my language, is can accept in you tools? i hope is can.

i still study a lot, yeah i study some c++, VB, pascal but no really can, but Thankyou ^o^

i can translate it into Japanese language too ???

EDIT::
Hm i hope about GUI is no made confused, yeah i no problem at GUI, i always used cmd.exe to control my computer XDD
anyway sorry

It'd be smart to translate it to Japanese. But, what about GUI? Shouldn't the program itself be translated for each release? Or a language setting?

hackiosa
January 15th, 2011, 08:41 PM
Hey I wanted to ask if I can help with programming the tool?
I am a good(professional) VB Programmer! Are using Visual Basic 2003, 2008 or 2010?


Best Regards Hackiosa

Link_971
January 17th, 2011, 12:13 AM
EDIT: Here is the completed map. If there is anything that is incorrectly translated, let me know and I'll correct it ASAP.


Awesome.
Thanks for your giant work!


It'd be smart to translate it to Japanese. But, what about GUI? Shouldn't the program itself be translated for each release? Or a language setting?


I don't really know for now...
The first release will be only in french.


Hey I wanted to ask if I can help with programming the tool?
I am a good(professional) VB Programmer! Are using Visual Basic 2003, 2008 or 2010?


I use Visual Studio 2010.

Team Fail
January 17th, 2011, 12:19 AM
Awesome.
Thanks for your giant work!

You're welcome. I might as well participate in the first of a series of NDS Pokemon Map editors. :D

Link_971
January 17th, 2011, 04:54 AM
Project now hosted on Google Code.
http://code.google.com/p/ds-map-graphics-editor/

Team Fail
January 17th, 2011, 06:10 AM
Project now hosted on Google Code.
http://code.google.com/p/ds-map-graphics-editor/

Whoa. What? Does that mean an "release"?

Link_971
January 17th, 2011, 06:39 AM
Maybe multiple SVN releases, yes.
(Before the first official release)

Team Fail
January 17th, 2011, 03:49 PM
Okay. I have ran the first version. Looks good, but once I click on the "Diamant/Perle" button, I get a .NET error.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process. ---> System.IO.IOException: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at DS_Map_Graphics_Editor.DP..ctor()
--- End of inner exception stack trace ---
at DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Assembly Version: 1.0.0.0
Win32 Version: 0.0.0.1
CodeBase: file:///C:/Users/Jordan/Desktop/DSMGE/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

hackiosa
January 17th, 2011, 03:58 PM
Awesome.
Thanks for your giant work!





I don't really know for now...
The first release will be only in french.





I use Visual Studio 2010.
Ah VS 2010, no problem i can install that ^^
So can I help?

Spiky-Eared Pichu
January 17th, 2011, 06:04 PM
I have translated the DPPt maps to Spanish (sorry if I'm a bit late...). And I have also tried the SVN, but I get this error when I click on "Diamant/Perle" (and it's different to Team Fail's one):

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: Could not load file or assembly 'Microsoft.VisualBasic.PowerPacks.Vs, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. El sistema no puede encontrar el archivo especificado. ---> System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.VisualBasic.PowerPacks.Vs, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. El sistema no puede encontrar el archivo especificado.
at DS_Map_Graphics_Editor.DP.InitializeComponent()
at DS_Map_Graphics_Editor.DP..ctor()
--- End of inner exception stack trace ---
at DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Assembly Version: 1.0.0.0
Win32 Version: 0.0.0.1
CodeBase: file:///D:/Archivos%20de%20programa/Pok%E9mon%20Esmeralda/NDS/Tools/DS%20Map%20Graphics%20Editor/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I have searched for PowerPacks v10, but I can't find it. Now I'm installing Visual Studio 2010, so I tell you what happens. Oh, and I have .NET v4 installed.

Team Fail
January 17th, 2011, 08:35 PM
I have another one.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: Could not load file or assembly 'Microsoft.VisualBasic.PowerPacks.Vs, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified. ---> System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.VisualBasic.PowerPacks.Vs, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.
at DS_Map_Graphics_Editor.DP.InitializeComponent()
at DS_Map_Graphics_Editor.DP..ctor()
--- End of inner exception stack trace ---
at DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Assembly Version: 1.0.0.0
Win32 Version: 0.0.0.1
CodeBase: file:///C:/Users/Jordan/Desktop/SVN%20rev1/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Link_971
January 18th, 2011, 03:49 AM
************** Exception Text **************

System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMG\DP\land_data_release.narc' because it is being used by another process.



Close other process before open DS Map.
And you must leave the folder "DP" in the same directory (don't move file).



I have translated the DPPt maps to Spanish (sorry if I'm a bit late...). And I have also tried the SVN, but I get this error when I click on "Diamant/Perle"



Thanks for your translation.
For the components problems, read this (http://www.visualbasicask.com/visual-basic-power-packs/missing-powerpacks-dependancy.shtml).

805587804
January 18th, 2011, 06:16 AM
Building Lord, an NDS hackers map modifier couldn't open it

DS Map Graphics Editor Problems This does not open, can not be used, how to get to use?You posted the link in the SNV is not working?

Team Fail
January 18th, 2011, 04:33 PM
Close other process before open DS Map.
And you must leave the folder "DP" in the same directory (don't move file).

I never did. Nothing had it open or anything. I'll try installing VB 2010 and see if anything new arises.

Trés bien! Well done! That looks real good, but I hope we soon can select more than Twinleaf Town (Bonaugure).

Link_971
January 18th, 2011, 05:02 PM
I never did. Nothing had it open or anything. I'll try installing VB 2010 and see if anything new arises.

Trés bien! Well done! That looks real good, but I hope we soon can select more than Twinleaf Town (Bonaugure).


Not today :p
If you know the time it takes to create a function for ONE map, ONE model :p

1-2h at every time (test non included).

I can go faster, but i need beta-testers, when i share SVN versions.
Otherwise, in 3 years we are still here :)

Team Fail
January 18th, 2011, 05:17 PM
Not today :p
If you know the time it takes to create a function for ONE map, ONE model :p

1-2h at every time (test non included).

I can go faster, but i need beta-testers, when i share SVN versions.
Otherwise, in 3 years we are still here :)
I could see that. It seems difficult.

I could help with testing. If you want. :p

Link_971
January 18th, 2011, 07:26 PM
I could see that. It seems difficult.

I could help with testing. If you want. :p


If you are ready, it's okay.



Building Lord, an NDS hackers map modifier couldn't open it

DS Map Graphics Editor Problems This does not open, can not be used, how to get to use?You posted the link in the SNV is not working?


Huh... what?

Team Fail
January 18th, 2011, 07:56 PM
If you are ready, it's okay.
Yup. Fine with it.
Huh... what?
I think he's using a translator. Based on an earlier post.

Spiky-Eared Pichu
January 18th, 2011, 08:22 PM
I installed that file and the error persists. I tried to install Visual Studio 2010 and nothing changes. This is weird, but it's the first SVN, so it may be a glitch or something similar.

Team Fail
January 18th, 2011, 08:39 PM
I installed that file and the error persists. I tried to install Visual Studio 2010 and nothing changes. This is weird, but it's the first SVN, so it may be a glitch or something similar.

Try this version (http://www.microsoft.com/express/Downloads/#2010-Visual-Basic). I got it working, completely errorless.

Platinum994
January 18th, 2011, 09:16 PM
Okay. I have ran the first version. Looks good, but once I click on the "Diamant/Perle" button, I get a .NET error.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process. ---> System.IO.IOException: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at DS_Map_Graphics_Editor.DP..ctor()
--- End of inner exception stack trace ---
at DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Assembly Version: 1.0.0.0
Win32 Version: 0.0.0.1
CodeBase: file:///C:/Users/Jordan/Desktop/DSMGE/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Same thing for me. However, tomorrow I'll start to translate the last update of DP maps in Italian.

Team Fail
January 18th, 2011, 09:22 PM
Same thing for me. However, tomorrow I'll start to translate the last update of DP maps in Italian.
Try the solution I have in the quote below.
Try this version (http://www.microsoft.com/express/Downloads/#2010-Visual-Basic). I got it working, completely errorless.

805587804
January 19th, 2011, 03:59 AM
I mean, the NDS map hacking tool does not open, get how to do it?

Link_971
January 19th, 2011, 04:35 AM
I installed that file and the error persists. I tried to install Visual Studio 2010 and nothing changes. This is weird, but it's the first SVN, so it may be a glitch or something similar.


Yeah, me too on my Virtual PC.
Don't worry, i will find the right components.



Same thing for me. However, tomorrow I'll start to translate the last update of DP maps in Italian.


For this error, use the SVN rev2.


I mean, the NDS map hacking tool does not open, get how to do it?


Download and install Microsoft Framework 4.
After that, install Microsoft Visual Studio Express 2010.

805587804
January 20th, 2011, 07:14 AM
I can open the NDS hacking tools, but I click on the diamond / pearl when "System can not find the file specified" how to solve this?
************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process. ---> System.IO.IOException: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at DS_Map_Graphics_Editor.DP..ctor()
--- End of inner exception stack trace ---
at DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Assembly Version: 1.0.0.0
Win32 Version: 0.0.0.1
CodeBase: file:///C:/Users/Jordan/Desktop/DSMGE/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Team Fail
January 20th, 2011, 01:43 PM
I can open the NDS hacking tools, but I click on the diamond / pearl when "System can not find the file specified" how to solve this?
************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details. The error is: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process. ---> System.IO.IOException: The process cannot access the file 'C:\Users\Jordan\Desktop\DSMGE\DP\land_data_release.narc' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
at DS_Map_Graphics_Editor.DP..ctor()
--- End of inner exception stack trace ---
at DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
at DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Assembly Version: 1.0.0.0
Win32 Version: 0.0.0.1
CodeBase: file:///C:/Users/Jordan/Desktop/DSMGE/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

You're using the error message I got. Anyways, download this:
http://www.microsoft.com/express/Downloads/#2010-Visual-Basic
That should fix everything.

Platinum994
January 20th, 2011, 05:01 PM
Well, I have this problem:

System.InvalidOperationException: Errore durante la creazione del form. Per informazioni dettagliate vedere Exception.InnerException. Errore: Impossibile caricare il file o l'assembly 'Microsoft.VisualBasic.PowerPacks.Vs, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' o una delle relative dipendenze. Impossibile trovare il file specificato. ---> System.IO.FileNotFoundException: Impossibile caricare il file o l'assembly 'Microsoft.VisualBasic.PowerPacks.Vs, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' o una delle relative dipendenze. Impossibile trovare il file specificato.
in DS_Map_Graphics_Editor.DP.InitializeComponent()
in DS_Map_Graphics_Editor.DP..ctor()
--- Fine della traccia dello stack dell'eccezione interna ---
in DS_Map_Graphics_Editor.My.MyProject.MyForms.Create__Instance__[T](T Instance)
in DS_Map_Graphics_Editor.Form1.Button1_Click(Object sender, EventArgs e)
in System.Windows.Forms.Control.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ButtonBase.WndProc(Message& m)
in System.Windows.Forms.Button.WndProc(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assembly caricati **************
mscorlib
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 (RTMRel.030319-0100)
Base di codice: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DS Map Graphics Editor
Versione assembly: 1.0.0.0
Versione Win32: 0.0.0.1
Base di codice: file:///C:/Documents%20and%20Settings/Utente/Desktop/SVN%20rev2/DS%20Map%20Graphics%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
Versione assembly: 10.0.0.0
Versione Win32: 10.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 (RTMRel.030319-0100)
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
mscorlib.resources
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 (RTMRel.030319-0100)
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_it_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
Microsoft.VisualBasic.resources
Versione assembly: 10.0.0.0
Versione Win32: 10.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic.resources/v4.0_10.0.0.0_it_b03f5f7f11d50a3a/Microsoft.VisualBasic.resources.dll
----------------------------------------
System.Windows.Forms.resources
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.1 built by: RTMRel
Base di codice: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_it_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------

************** Debug JIT **************
Per abilitare il debug JIT, è necessario impostare il valore
jitDebugging nella sezione system.windows.forms del file di configurazione
dell'applicazione o del computer (machine.config).
L'applicazione inoltre deve essere compilata con il debug
abilitato.

Ad esempio:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Quando il debug JIT è abilitato, tutte le eccezioni non gestite
vengono inviate al debugger JIT registrato nel computer,
anziché essere gestite da questa finestra di dialogo.

Can you help me?

Team Fail
January 20th, 2011, 07:32 PM
Well, I have this problem:



Can you help me?

Try this: http://www.microsoft.com/express/Downloads/#2010-Visual-Basic

It should solve the issue.

805587804
January 22nd, 2011, 03:27 AM
You released the V3, I can open, how to open the ROM?

Link_971
January 22nd, 2011, 07:19 AM
You released the V3, I can open, how to open the ROM?


You don't need open the Rom.
Just edit the Maps.

The land_data is in DP folder.

DNZGames
January 22nd, 2011, 10:02 AM
just, wow! amazing! can't wait! This will make hacking DS roms so awesome!!! can't wait for it!

Link_971
January 22nd, 2011, 05:57 PM
Map music hacking :

http://www.zshare.net/video/85577956645ec5bc/

It's not a clean change because we need editing the sound_data file, but it's a real change, not a AR code!

Team Fail
January 22nd, 2011, 06:45 PM
Map music hacking :

http://www.zshare.net/video/85577956645ec5bc/

It's not a clean change because we need editing the sound_data file, but it's a real change, not a AR code!

That's awesome! Can't wait to try it!

805587804
January 23rd, 2011, 03:37 AM
It is not to say that only DS Pearl / Diamond Edition files into DP, you can edit it?
And how to edit the map?

Link_971
January 23rd, 2011, 08:27 AM
It is not to say that only DS Pearl / Diamond Edition files into DP, you can edit it?
And how to edit the map?


It's only the SVN releases, you can't edit many things.

805587804
January 23rd, 2011, 11:24 AM
When the amount of ................. it can only release a map editor NDS ROM-hacker ?

雷影 イチロ
January 23rd, 2011, 10:34 PM
I have attached a translation of DP Maps into Japanese.
Your progress is amazing!

Magius
January 23rd, 2011, 11:04 PM
Map music hacking :

http://www.zshare.net/video/85577956645ec5bc/

It's not a clean change because we need editing the sound_data file, but it's a real change, not a AR code!

I do not think that is a viable approach. With that all maps that used song A that was edited to be song B will play song B.

805587804
January 24th, 2011, 03:51 AM
That we can only land_data_release to edit pearl / diamond been found?

Link_971
January 24th, 2011, 09:42 AM
I have attached a translation of DP Maps into Japanese.
Your progress is amazing!


Great, thanks!


I do not think that is a viable approach. With that all maps that used song A that was edited to be song B will play song B.


Yes, but look my list.
I have found two same musics for two different town.


0- ????????
1- Zone Mystère
2- ????????
3- ????????
4- Bonaugure (Jour)
5- Litorella (Jour)
6- Floraville (Jour)
7- Verchamps / Bonville (Jour)
8- Routes 225, 226, 227 (Jour)
9- Aire de Détente (Jour)
10- Féli-Cité (Jour)
11- Joliberges (Jour)
12- Charbourg (Jour)
13- Vestigion / Célestia (Jour)
14- Unionpolis (Jour)
15- Verchamps / Bonville (Jour)
16- Voilaroc (Jour)
17- Rivamar (Jour)
...


Maybe every map has a music value.



That we can only land_data_release to edit pearl / diamond been found?


What do you mean?

805587804
January 24th, 2011, 11:26 AM
I mean can only be used in the land_data_release DP folder to edit the map?

Link_971
January 24th, 2011, 11:29 AM
I mean can only be used in the land_data_release DP folder to edit the map?


Yes, you need this file.
And other in future versions (sound_data, msg_data, etc...) (Included automatically)

Magius
January 24th, 2011, 06:48 PM
Will the source code ever be uploaded? You are hosting it on Google Code and even used a GNU license for your program.

Team Fail
January 24th, 2011, 07:02 PM
Yes, you need this file.
And other in future versions (sound_data, msg_data, etc...) (Included automatically)

I can find all the data files for other versions if you need them for English releases and include them all in a pack if you need it.

Link_971
January 24th, 2011, 07:11 PM
Will the source code ever be uploaded? You are hosting it on Google Code and even used a GNU license for your program.


For now, i prefer hide the code.



I can find all the data files for other versions if you need them for English releases and include them all in a pack if you need it.



land_data are universal ^^


(Except :

HeartGold / SoulSilver JAP : Casino Map
Black / White : Black City and White Forest)


sound_data, too
msg_box no, but it's not a problem (same offsets)

Team Fail
January 24th, 2011, 07:24 PM
(Except :

HeartGold / SoulSilver JAP : Casino Map
Black / White : Black City and White Forest)

Actually, White Forests' data is in Black, and vice versa. All it is, is different pointers to data. You can test this by swapping saves between the two. It'll be rather glitchy, though.
ZD4CJJoBaGk

Link_971
January 24th, 2011, 07:33 PM
Actually, White Forests' data is in Black, and vice versa. All it is, is different pointers to data. You can test this by swapping saves between the two. It'll be rather glitchy, though.
ZD4CJJoBaGk



Interesting.
But i need a certain WB file for viewing BW Maps with YAMV (and i haven't this file).

Team Fail
January 24th, 2011, 07:37 PM
Interesting.
But i need a certain WB file for viewing BW Maps with YAMV (and i haven't this file).

I don't think you need any special file to view them.

I removed the first 20 bytes from the wb files to get the bmd files. So yeah... I made the tool in 5 minutes
http://www.pokecommunity.com/showpost.php?p=6279337&postcount=81

Link_971
January 24th, 2011, 08:01 PM
I don't think you need any special file to view them.


http://www.pokecommunity.com/showpost.php?p=6279337&postcount=81



I've try, but YAMV can't read obtained file.

雷影 イチロ
January 24th, 2011, 09:29 PM
Attached is Platinum Map translations.
I have also attached an updated DP Map translations as I noticed a few errors.

EDIT: Zip folder contains DP, Pt and HGSS Map lists translated to Japanese.

805587804
January 25th, 2011, 02:42 AM
That landlord, when will we be able to edit the map hacking tools NDS games?

Link_971
January 25th, 2011, 03:32 AM
Attached is Platinum Map translations.
I have also attached an updated DP Map translations as I noticed a few errors.

EDIT: Zip folder contains DP, Pt and HGSS Map lists translated to Japanese.


Perfect! ^^



That landlord, when will we be able to edit the map hacking tools NDS games?


I don't know when.
The project is long.

Team Fail
January 25th, 2011, 04:47 AM
That landlord, when will we be able to edit the map hacking tools NDS games?

Thing is, he has to profile every object on every map. It will take him quite a while to do so.

pokewalker
January 25th, 2011, 05:59 PM
Actually, White Forests' data is in Black, and vice versa. All it is, is different pointers to data. You can test this by swapping saves between the two. It'll be rather glitchy, though.
ZD4CJJoBaGk

This is just logical. If you link with a Black game in the Global Link and you own White and then do a mission, you can visit Black city. This isn't a glitch (except the glitch forest) because both places are in both games. Also, cross-over your sav works because BOTH THE GAMES HAVE THE SAME BASE. GF starts with making one game, and then they copy it and slightly edit the copy to get 2 different games. This isn't weird or anything, if you put a HG sav on a SS game you can catch Lugia the SS way. That's how it is done.

Lol same reply as I posted on UTube <3

Team Fail
January 25th, 2011, 06:05 PM
This is just logical. If you link with a Black game in the Global Link and you own White and then do a mission, you can visit Black city. This isn't a glitch (except the glitch forest) because both places are in both games. Also, cross-over your sav works because BOTH THE GAMES HAVE THE SAME BASE. GF starts with making one game, and then they copy it and slightly edit the copy to get 2 different games. This isn't weird or anything, if you put a HG sav on a SS game you can catch Lugia the SS way. That's how it is done.

Lol same reply as I posted on UTube <3

Well, I haven't used High Link yet. But, interesting none the less.

n0rul3s
January 27th, 2011, 08:25 PM
Hey!
Sorry,i have some problems and i don`t have time translating the last file...please wait a little more.

Link_971
January 28th, 2011, 05:10 AM
Thing is, he has to profile every object on every map. It will take him quite a while to do so.


Yes, that's so long.
It's boring, sometimes.

I don't know how i will do for the next 1500 (and more) Maps :/



Hey!
Sorry,i have some problems and i don`t have time translating the last file...please wait a little more.


Don't worry, take your time :)