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Tool: Nintendo Pokemon Rom Editor

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Platinum Lucario

The Legendary Master of [color=#D8D48C]Light[/colo
1,607
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16
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  • Hm... I actually like the original one of the scripting style in NPRE, though I was actually thinking... why not we have a mix of them? Like this for instance:

    Code:
    === Script 3 ===
    
    Offset: 68 Fanfare( MUSIC_ID 1500)
    Offset: 72 LockAll()
    Offset: 74 FacePlayer()
    Offset: 76 StoreFlag 165
    Offset: 80 If EQUAL Function 0 (98 )
    Offset: 87 Message2( MESSAGE_ID 4 = Già, quindi il Capopalestra è tornato/ne l'ho sfidato./r... Ci ha polverizzato. Ora devo/nrimettere in sesto tutta la squadra.../0 )
    Offset: 90 WaitButton()
    Offset: 92 CloseMessageKeyPress()
    Offset: 94 ReleaseAll()
    Offset: 96 End()
    
    === Function0===
    
    Offset: 98 Message2( MESSAGE_ID 3 = Sembra che il Capopalestra Fannie/nnon sia da queste parti./rEh! Avrà saputo che bazzico nei/ndintorni e se la sarà data a gambe!/0 )
    Offset: 101 WaitButton()
    Offset: 103 CloseMessageKeyPress()
    Offset: 105 ReleaseAll()
    Offset: 107 End()

    Oh wait! An even better idea! How about we can have the option to change the script style layout? So we can then change between the different views. 'Cause some people would surely like to see the offsets for the scripts and where they are and all that. And there are some people that'd like a programming style environment. ^^

    And hey, I was also thinking... do you know where the scripting NARC is in Black/White/Black 2/White 2? 'Cause I'm a little clueless in where it is. xD
     
    153
    Posts
    18
    Years
    • Seen Jan 14, 2016
    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)...
     

    Platinum Lucario

    The Legendary Master of [color=#D8D48C]Light[/colo
    1,607
    Posts
    16
    Years
  • In some of the scripts in Black 2/White 2, such as script 1 and 3... it will come up with an error like this:
    Code:
    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.
    
    ************** Exception Text **************
    System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
       at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
       at System.IO.BinaryReader.ReadUInt16()
       at PG4Map.Formats.Scripts.readScriptsOffset(BinaryReader reader, List`1 scriptList, List`1 scriptOffList)
       at PG4Map.Formats.Scripts.loadScript(Stream actualNode)
       at PG4Map.Formats.Scripts.listScript_SelectedIndexChanged(Object sender, EventArgs e)
       at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
       at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
       at System.Windows.Forms.ComboBox.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: 4.0.30319.296 (RTMGDR.030319-2900)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Pokémon DS Map Viewer
        Assembly Version: 0.0.0.0
        Win32 Version: 0.0.0.0
        CodeBase: file:///I:/Emulation/ROM%20Hacking/Nintendo%20Systems/Handheld/Nintendo%20DS/Tools/Nintendo%20Pok%E9mon%20ROM%20Editor/Beta4.1/NPRE%204.1.exe
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.278 built by: RTMGDR
        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: 4.0.30319.282 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.296 built by: RTMGDR
        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: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Configuration
        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.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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.

    And there is something that I would like to suggest. Using MKDS Course Modifier's NSBMD viewer on the editor would be a better idea, 'cause it shows the textures correctly and their transparency as well as showing all of the camera rather than the side of it, so you can see the models much more aligned, where as in PG4Map... the camera viewing angle is only showing part of it, not all of it.
     
    58
    Posts
    11
    Years
    • Seen Mar 4, 2024
    Oh wait! An even better idea! How about we can have the option to change the script style layout? So we can then change between the different views. 'Cause some people would surely like to see the offsets for the scripts and where they are and all that. And there are some people that'd like a programming style environment. ^^
    That's what I was getting at but no one likes to listen to a guy that can't even type :D
     

    Platinum Lucario

    The Legendary Master of [color=#D8D48C]Light[/colo
    1,607
    Posts
    16
    Years
  • I was thinking... it would be excellent if NPRE was open source, then things could be improved and we could all help fix any bugs in the program. 'Cause after all... if one person doesn't have much time working on a tool... then there's not much of a choice. lol

    There's either:
    1. Work on it yourself and we all wait a year or two for next version.
    2. Make it open source so that it can speed up development of the tool and fix any bugs in the program.
    3. Focus more on developing NPRE than important stuff (not recommended).
     
    13
    Posts
    13
    Years
    • Seen Aug 15, 2020
    Thanks Pichu! You have done a huge contribution to the community :)
     
    3,830
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    • Age 27
    • OH
    • Seen Feb 26, 2024
    That was wonderful idea, Pichu!
    I'm sure that this will really allow this program to move forward, because it shows a lot of promise.
     

    Platinum Lucario

    The Legendary Master of [color=#D8D48C]Light[/colo
    1,607
    Posts
    16
    Years
  • 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 strange, and they need revision, but we can do it, together.

    Stay tuned!

    Yay! Thank you so much! ^^

    This should speed up the development of NPRE and be able to fix any bugs in the program. And indeed this will improve the developing of the program, anyone will be able to contribute to the program. :)
     

    Kaphotics

    ♥ Quick Claw Guillotine ♥
    22
    Posts
    13
    Years
    • Seen Oct 29, 2018
    While procrastinating for studying finals, I made updates to the BW2 script parsing.

    BW's commands got overwritten so just select BW when loading a BW2 script narc. I added ~500+ commands to the code and it currently does pretty well at interpreting most scripts.

    dl.dropbox.com/u/12206225/NPRE-1226.zip

    I included the source I compiled from if one wants to make further edits/compare.

    edit 12/25/12: updated again with even more commands. still identifying each function & documenting each parameter
    edit 12/26/12: up to 603 individual commands added
     
    Last edited:
    212
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    17
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    • Seen Mar 17, 2024
    I will like to improve this tool and integrate the DSMGE's interface into it (or equivalent).
    Now that Spiky is the best editor, i think it's time to have a simplified manual texture editor. :)
     
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