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Recent content by pichu2000

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    Research: Reverse Engineering Pokemon White 2 Game Code

    Hi, guys! As I promise, we start analyze ASM blocks from binary file of White 2 code. For now we skip the first two "sections" (I wanna start with some "easy" to understand) As I define previously, from offset 0x2006D64 to 0x2006EE8 we have all the functions linked with original snd_mic.c source...
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    Research: Reverse Engineering Pokemon White 2 Game Code

    Hi Bond, I've already your database (I work hardly on it for 1-2 years, finding a bunch of new functions). I know that White 2 uses only a series of structures, with functions that operate in these structures. I called it wrongly "classes", it's only a naming convention. I fixed the addresses...
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    Research: Reverse Engineering Pokemon White 2 Game Code

    POKEMON WHITE 2 REVERSE ENGINEERING Hi, I'm back! After a lot of silent backstage work I decided to share with you my research about Pokemon White 2 Game original code. I decided to analyze White 2 because it's more structured than DPP, HGSS and also because Bond of projectpokemon gives a...
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    Tool: Nintendo Pokemon Rom Editor

    Ah, I know why(The tool approximate point when it read from the table...). I need to find the right position, but I'll fix it.
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    Tool: Nintendo Pokemon Rom Editor

    Not fully yet. I have too less time to dedicate on mapping for now (script is more simple)
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    Tool: Nintendo Pokemon Rom Editor

    Thanks for the advice Link, can you tell me which bytes (taking an example) are corrupted?
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    Scusa ancora per il ritardo della risposta, ma per ora sono molto ma molto impegnato con...

    Scusa ancora per il ritardo della risposta, ma per ora sono molto ma molto impegnato con l'università. Non ho il tempo per continuare la guida (preferisco lavorare sul mio programma), ma se ti fa piacere la posto postare lo stesso (seppur incompleta) P.S Come mi piace parlare italiano xD pichu2000
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    Tool: Nintendo Pokemon Rom Editor

    Hi guys, sorry for the lack of updates, but I'm very busy during this period. I'm returning working on Script: so I added Kaphotics discoveries regarding BW (thanks Kaphotics), and I finished almost all DPP command definition (not meaning, only definition). It's not much but it's the maximum...
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    Tool: Nintendo Pokemon Rom Editor

    After a lot time of thinking on it, I decide to make NPRE open source. You can reach it at: http://code.google.com/p/nintendo-pokemon-rom-editor/source/browse/ I hope this can improve the developing of the program, becuase I'll very busy this year. I know, some parts of the code are very...
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    Tool: Nintendo Pokemon Rom Editor

    Bw2 scripts are in a 0 5 6. About the double view I think is a good idea, I need to work on it when I have time (very little)...
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    Tool: Nintendo Pokemon Rom Editor

    There's a limit on simplify the script. We cannot remove variables, for example, that is the basic core of the new mechanism.
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    Tool: Nintendo Pokemon Rom Editor

    Hi, people! Sorry for the lack of updates, but UNI this year is very difficult and I have almost no time to work on tool. But I hope to find it! Now, a question about script: I'm working on a better script viewer (to help people to have a more meaningful representation of what a script should...
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    Tool: Nintendo Pokemon Rom Editor

    Thanks! For trainer data I need to investigate, but I think is linked with trdata.narc. The terrain data is "created" by me (It's not in header) and help the user to find which other map has the same header (I make a function that, using matrix data, return all terrain with a particular header)
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    Tool: Nintendo Pokemon Rom Editor

    Big update: I finished working on Map Header interface and association between map, script, event and other maps. All works only if you open map as Narc (3D). I wanna show you my beta map-matrix viewer! http://imageshack.us/a/img88/2369/headermatrixinfo.png Please, tell me if you like the...
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    Tool: Nintendo Pokemon Rom Editor

    The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table). Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then...
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