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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #76    
Old February 28th, 2011, 06:54 PM
ChimeraReiax
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Quote:
Originally Posted by Team Fail View Post
Yes, loop points can be added. I'm still trying to comprehend it.
http://www.pokecommunity.com/showpos...43&postcount=5
Wrote up a little guide-ish thing on how to edit current loops, actually. :3

However, as that pastebin says, I can't make heads or tails with track offsets...
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  #77    
Old March 12th, 2011, 11:47 AM
Putin's Avatar
Putin
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Quote:
Originally Posted by ChimeraReiax View Post
but yes, since the overworld sprites of 494+ would be unable to be present unless they already had overworld sprites, and Nintendo probably would have overwritten that code. Then again, it IS possible that the code itself wasn't so consuming to the game and they just disabled it, but that's not exactly too likely. Still, a guy can dream.
Not all, but most (maybe all, but we only see most) of the 649 Pokémon have overworld sprites for the High-Link (Entralink).


As for the maps, they seem to be identical in behaviour, with the exception of a simple script like an archaic form of the common camera rotation feature in nearly every 3D game, except scripted, as was also present in HG, to the DPPt maps, which, IIRC, are GameCube 3D format maps. I am aware that a tool is in the works here for editing fourth and fifth gen maps, but tools that would work already exist, and I buggered around with the idea of making a Valve Hammer plugin for it, since I am familiar with Hammer.

The bit that makes me sigh is the thought of those sprites. There's really two options: To take out the animation and have static sprites, or to animate every Fakémon or future backport you want to do. Three thousand five hundred frames later...
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  #78    
Old March 14th, 2011, 10:47 AM
The 100 Mega Shock
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Only the previous generation Pokémon have Entralink OW sprites.

Anyway, you're overlooking a much bigger problem.

Pokémon sprites in BW are not frame-by-frame animation. They're segmented pieces drawn on a 256 x 128 map, stitched together by the engine in-game and animated using part swapping, auto transformation/rotation/scaling and moving each segment individually.

So, good luck hacking all that.
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Last edited by The 100 Mega Shock; March 14th, 2011 at 11:28 AM.
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  #79    
Old March 14th, 2011, 12:56 PM
knizz's Avatar
knizz
 
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Quote:
Originally Posted by Putin View Post
...DPPt maps, which, IIRC, are GameCube 3D format maps. I am aware that a tool is in the works here for editing fourth and fifth gen maps, but tools that would work already exist, and I buggered around with the idea of making a Valve Hammer plugin for it, since I am familiar with Hammer.
I worked a lot on an editor for 4/5th Gen but I doubt there will ever be a working editor. (In other words. There isn't any "in the works") There isn't enough known about the bmd-format but also
Quote:
Originally Posted by smurph717
Quote:
Originally Posted by knizz
Do you know another way to map the materials of a map to the materials of a btx-file without comparing the name?
Is this data "repointable"? (what is an indicator for the position of this data)
yeah i found out how to do that, it required some disassembly but it turns out that data is actually lz77 compressed in the arm9.bin file somewhere, i'll dump it soon and share it with you.
unfortunately the data isn't repointable, it's decompressed into static memory that's present for the entire game (the data is loaded even before the intro/title screen) and the address is hard coded into the game in multiple areas. i can tell you where its loaded in memory while running and i can tell you how to edit the data, recompress it, and replace it in the arm9.bin file though. give me a couple days though cuz i haven't touched anything pokemon related in like a month due to school and getting a job for the summer and other crap.
He hasn't answered eversince (last login in january). I still wonder how he found out...

But there's another way to edit maps. You can load them through my tools. Import them in 3ds max. And then use nintendos official tools to convert them back. (use G3DCVTR as keyword when searching)

The connection between mesh and textures however is hardcoded.

Quote:
Originally Posted by The 100 Mega Shock View Post
...Pokémon sprites in BW are not frame-by-frame animation. They're segmented pieces drawn on a 256 x 128 map, stitched together by the engine in-game and animated using part swapping, auto transformation/rotation/scaling and moving each segment individually...
Wow. How do you know?
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  #80    
Old March 15th, 2011, 05:24 PM
The 100 Mega Shock
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Quote:
Originally Posted by knizz View Post
Wow. How do you know?
Someone else was kind enough to rip all the textures.
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  #81    
Old March 16th, 2011, 02:52 PM
ChimeraReiax
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yay

Now to see if a program can be written to re-point files in .SDATs so longer/larger tracks can be injected (note: there's over 56,000 pointers). x_x
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  #82    
Old March 17th, 2011, 08:37 PM
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ok english rom's out, anyone else doing r/d?

CrystalTile2 not working for anyone else(on b/w)? any fixes?
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Last edited by Potatomuffin; March 17th, 2011 at 08:41 PM. Reason: forgot to put some thing
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  #83    
Old March 18th, 2011, 04:50 AM
Team Fail's Avatar
Team Fail
The fine line between in|sanity
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Quote:
Originally Posted by Potatomuffin View Post
ok english rom's out, anyone else doing r/d?

CrystalTile2 not working for anyone else(on b/w)? any fixes?
I have it working. I just haven't had the time to look. I am curious about one thing though.
EDIT: It seems all the debug images are still in the game, unmodified.
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Last edited by Team Fail; March 18th, 2011 at 04:58 AM.
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  #84    
Old March 18th, 2011, 01:38 PM
Putin's Avatar
Putin
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Quote:
Originally Posted by The 100 Mega Shock View Post
Someone else was kind enough to rip all textures. (link)
You will have to pardon me if I am being dense, but I see nothing about OW sprites there, which are what I was talking about, and which seem to work as always. Battle sprites aren't really an issue if your goal is to re-implement the following script/feature.


Quote:
Originally Posted by knizz View Post
I worked a lot on an editor for 4/5th Gen but I doubt there will ever be a working editor. (In other words. There isn't any "in the works") There isn't enough known about the bmd-format but also
Ah, I was mistaken. I recalled seeing a thread here and hearing rumours in another community, but I suppose it was the discontinued project you speak of.

Anyway, no information is unobtainable. The code was made by humans, and humans can decode it. Granted, perhaps hacking a Pokémon game is not the most likely thing to incite majour effort to decode such a thing.
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  #85    
Old March 18th, 2011, 01:46 PM
pichu2000
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Hi, if this can help in this research, i make a list containing all the header of the functions.c with their location in memory.
For some, i find also the file called when the function is executed.
Here's my list
Spoiler:
actor_tool.c ---> arm9.bin
app_keycursor.c ---> arm9.bin
app_taskmenu.c ---> arm9.bin
arc_util.c ---> a 0 8 1.narc
areaman.c ---> arm9.bin
arrow.c ---> overlay 217
b_app_tool.c ---> overlay 196
b_bag_main.c ---> overlay 197
b_plist_anm.c ---> overlay 198
b_plist_main.c ---> overlay 198
backup_system.c ---> arm9.bin
bag_param.c ---> arm9.bin
battle_championship_flow.c ---> overlay 176
battle_examination.c ---> arm9.bin
battle_rec.c ---> arm9.bin
battle_rec_tool.c --> overlay 188
beacon_detail_gra.c ---> overlay 216
beacon_status.c ---> arm9.bin
beacon_view.c ---> overlay 032
bgm_info.c ---> arm9.bin
bgwinfrm.c ---> arm9.bin
bg_font.c ---> overlay 217
bg_sys.c ---> arm9.bin
blink_palanm.c ---> arm9.bin
bmp.c ---> arm9.bin
bmp_cursor.c ---> arm9.bin
bmp_menu.c ---> arm9.bin
bmp_menuwork.c ---> arm9.bin
bmp_menulist.c ---> arm9.bin
bmp_oam.c ---> arm9.bin
billboard.c ---> arm9.bin
billboard_act.c ---> arm9.bin
box_savedata.c ---> arm9.bin
box2_main.c ---> overlay 170
box2_seq.c ---> overlay 170
box2_ui.c ---> overlay 170
br_codein.c --> overlay 183
br_btn.c --> overlay 186
br_btn_data.c --> overlay 186
br_fade.c --> overlay 186
br_graphic.c --> overlay 186
br_main.c --> overlay 187
br_net.c --> overlay 186
br_pokesearch.c --> overlay 186
br_res.c --> overlay 186
br_sidebar.c --> overlay 186
br_util.c --> overlay 186
bsubway_savedata.c ---> arm9.bin
bsubway_scr.c ---> overlay 021
btl_adapter.c ---> overlay 093
btl_calc.c ---> overlay 093
btl_client.c ---> overlay 093
btl_event.c
btl_field.c ---> overlay 093
btl_net.c ---> overlay 093
btl_pokeparam.c ---> overlay 093
btl_rec.c ---> overlay 093
btl_rec_sel.c ---> overlay 214
btl_rec_sel_graphic.c ---> overlay 214
btl_server.c ---> overlay 093
btl_server_cmd.c ---> arm9.bin
btl_server_flow.c ---> overlay 093
btl_setup.c ---> arm9.bin
btlv_bg.c ---> arm9.bin
btlv_b_gauge.c ---> overlay 094
btlv_camera.c ---> overlay 094
btlv_clact.c ---> overlay 094
btlv_core.c ---> arm9.bin
btlv_effect.c --> overlay 094
btlv_effvm.c ---> overlay 094
btlv_finger_cursor.c ---> overlay 094
btlv_field.c ---> overlay 094
btlv_gauge.c ---> overlay 094
btlv_input.c ---> overlay 094
btlv_mcss.c ---> overlay 094
btlv_scu.c ---> overlay 093
btlv_stage ---> overlay 094
btlv_timer.c ---> arm9.bin
button_man.c ---> arm9.bin
calender.c ---> overlay 010 ---> a 0 9 7.narc
chihou_zukan_award.c ---> overlay 221
chihou_zukan_award_graphic.c ---> overlay 221
c_gear.c ---> overlay 029
c_gear_power_onoff.c ---> overlay 035
cdemo_main.c ---> overlay 179
clact.c
cg_help.c ---> overlay 124
circle_graph.c ---> overlay 217
codein_param.c ---> arm9.bin
colosseum.c ---> overlay 012
comm_btl_demo_graphic.c ---> overlay 213
comm_entry_menu.c ---> overlay 021
comm_player.c ---> overlay 010
comm_player_support.c
compatible_irc_sys.c ---> overlay 101
config.c
coreboard.c ---> overlay 020
ctalkmsgwin.c ---> overlay 021
cursor_move.c ---> arm9.bin
delivery_beacon.c ---> overlay 010
delivery_irc.c ---> overlay 010
demo3d.c ---> overlay 203
demo3d_cmdsys.c ---> overlay 203
demo3d_data.c ---> overlay 203
demo3d_engine.c ---> overlay 203
demo3d_exp_c_cruiser.c ---> overlay 203
demo3d_graphic.c ---> overlay 203
digitalcardcheck.c ---> overlay 176
double3Ddisp.c
downsing.c ---> overlay 033
dup_fitting.c ---> overlay 133
dup_fitting_item.c ---> overlay 134
effect_encount.c ---> overlay 021
egg_demo_graphic.c ---> overlay 215
egg_demo_view.c ---> overlay 215
enceff.c ---> overlay 021
entrance_camera.c ---> overlay 021
eventdata_system ---> overlay 018 ---> a 1 2 5.narc
event_battle.c ---> overlay 010
event_battle_return.c ---> overlay 092
event_colosseum_battle.c
event_comm_common.c ---> overlay 018
event_comm_sleep.c
event_game_manual.c ---> overlay 021
event_gtsnego.c ---> overlay 001
event_ircbattle.c
event_field_proclink.c ---> overlay 010
event_mapchange.c ---> overlay 020
event_poke_status.c ---> overlay 010
event_pdc_return.c ---> overlay 227
event_research_radar.c ---> overlay 010
event_trainer_eye.c ---> overlay 021
event_shortcut_menu.c ---> overlay 010
event_wifibattlematch.c ---> overlay 002
fade.c
field_bbd_color.c ---> overlay 021
field_buildmodel.c ---> overlay 021
field_camera.c ---> overlay 021
field_camera_anime.c ---> overlay 021
field_comm_actor.c ---> overlay 021
field_effect.c ---> overlay 021
field_encount_st.c ---> overlay 010
field_encount.c ---> overlay 021
field_flash.c ---> overlay 021
field_fk_sound_anime.c ---> overlay 056
field_fog.c ---> overlay 021
field_ground_anime.c ---> overlay 021
field_gimmick_bssubway.c ---> overlay 052
field_gimmick_d06.c ---> overlay 051
field_gimmick_gate.c ---> overlay 048
field_g3dobj.c ---> overlay 021
field_g3d_mapper.c ---> overlay 021
field_g3d_map.c ---> overlay 010
field_light.c ---> overlay 021
field_menu.c ---> overlay 021
field_msgbg.c ---> overlay 021
field_nogrid_mapper.c ---> overlay 021
field_palace_sys.c ---> overlay 021
field_place_name.c ---> overlay 021
field_player.c ---> overlay 021
field_player_core.c ---> overlay 021
field_player_grid.c ---> overlay 021
field_player_grid_event.c ---> overlay 021
field_player_nogrid.c ---> overlay 021
field_rail.c ---> overlay 021
field_rail_loader.c ---> overlay 021
field_saveanime.c ---> overlay 021
field_sound_system.c ---> arm9.bin
field_status.c ---> arm9.bin
field_subscreen.c ---> overlay 021
field_task.c ---> overlay 021
field_task_manager.c ---> overlay 021
field_wfbc.c ---> overlay 021
field_wfbc_data_local.c ---> overlay020
field_zonefog.c
field_3dbg.c ---> overlay 021
fieldmap.c ---> overlay 021
fieldmap_ctrl_grid.c ---> overlay 021
fieldmap_ctrl_hybrid.c ---> overlay 021
fieldmap_ctrl_nogrid.c ---> overlay 021
fieldmap_ctrl_nogrid_work.c
fieldmap_func.c ---> overlay 021
fieldmap_tcb_camera_zoom.c ---> overlay 021
fieldskill_mapeff.c ---> overlay 021
file_util.c
flash_access.c
fld_btl_inst_tool.c ---> overlay 010
fld_exp_obj.c ---> overlay 021
fld_faceup.c ---> overlay 082
fld_particle.c ---> overlay 021
fld_scenarea.c ---> overlay 021
fld_scenarea_loader.c ---> overlay 021
fld_trade.c ---> overlay 021
fld_vreq.c
fld_wipe_3dobj.c ---> overlay 021
fldeff_btrain.c ---> overlay 021
fldeff_bubble.c ---> overlay 021
fldeff_do6denki.c ---> overlay 021
fldeff_encount.c ---> overlay 021
fldeff_fishing.c ---> overlay 021
fldeff_footmark.c ---> overlay 021
fldeff_grass.c ---> overlay 021
fldeff_gyoe.c ---> overlay 021
fldeff_hide.c ---> overlay 021
fldeff_iaigiri.c ---> overlay 021
fldeff_iwakudaki.c ---> overlay 021
fldeff_kemuri.c ---> overlay 021
fldeff_namipoke.c ---> overlay 021
fldeff_reflect.c ---> overlay 021
fldeff_ripple.c ---> overlay 021
fldeff_shadow.c ---> overlay 021
fldeff_splash.c ---> overlay 021
fldmmdl.c ---> overlay 010 ---> a 0 4 8.narc
fldmmdl_acmd.c ---> overlay 021
fldmmdl_blact.c ---> overlay 021
fldmmdl_g3dobj.c ---> overlay 021
fld3d_ci.c ---> overlay 021
frame_list.c ---> overlay 067
game_beacon.c ---> arm9.bin
game_beacon_accessor.c ---> overlay 010
game_beacon_search.c ---> overlay 010
game_comm.c ---> arm9.bin
game_data.c ---> arm9.bin
game_event.c ---> arm9.bin
gds_profile.c ---> arm9.bin
gf_font.c
gf_overlay.c
gf_standard.c
gfl_use.c ---> arm9.bin
gimmic_obj_elboard.c ---> overlay 048
gsync_disp.c ---> overlay 123
gsync_download.c ---> overlay 123
gsync_menu.c ---> overlay 123
gsync_message.c ---> overlay 123
gsync_state.c ---> overlay 123
gtsnego_disp.c ---> overlay 120
gtsnego_message.c ---> overlay 120
guru2.c ---> overlay 137
guru2.comm.c ---> overlay 137
guru2.main.c ---> overlay 137
g3d_camera.c
g3d_light.c
g3d_system.c -->a 0 7 5.narc
g3d_util.c
height_ex.c ---> overlay 021
ica_anime.c ---> arm9.bin
infowin.c ---> arm9.bin
intro_cmd.c ---> overlay 204
intro_graphic.c ---> overlay 204
intro_g3d.c ---> overlay 204
intro_mcss.c ---> overlay 204
intro_msg.c ---> overlay 204
intro_particle.c ---> overlay 204
intrude_battle.c
intrude_comm.c ---> overlay 011
intrude_field.c ---> overlay 018
intrude_message.c
intrude_subdisp.c ---> overlay 018
irc_appbar.c ---> overlay 101
irc_compatible.c ---> overlay 101
irc_ranking.c ---> overlay 106
ircbattlemenu.c ---> overlay 021
ircbattlematch.c ---> overlay 100
iss_city_sys.c ---> arm9.bin
iss_city_unit.c ---> arm9.bin ---> a 1 3 2.narc
iss_dungeon_sys.c ---> arm9.bin---> a 1 4 8.narc
iss_road_sys.c ---> arm9.bin
iss_switch.c ---> arm9.bin
iss_switch_sys.c ---> arm9.bin
iss_switch_set.c ---> arm9.bin
iss_sys.c ---> arm9.bin
iss_zone_sys.c ---> arm9.bin --> a 1 3 6.narc
iss_3ds_sys.c
itemmenu.c ---> overlay 070
key.c
land_data_patch.c ---> overlay 021
local_tvt_sys.c ---> overlay 174
local_tvt_chara.c ---> overlay 174
livebattlematch_flow ---> overlay 176
livebattlematch_irc ---> overlay 176
mail.c ---> arm9.bin
mailsys.c ---> overlay 136
mailtool.c ---> overlay 136
mailview.c ---> overlay 136
manual_category.c ---> overlay 225
manual_common.c ---> overlay 225
manual_data.c ---> overlay 225
manual_explain.c ---> overlay 225
manual_graphic.c ---> overlay 225
manual_list.c ---> overlay 225
manual_title.c ---> overlay 225
manual_top.c ---> overlay 225
manual_touchbar.c ---> overlay 225
map_matrix.c ---> overlay 010 --->a 0 0 9.narc
map_replace.c ---> overlay 010
mb_comm_sys.c ---> overlay 107
mb_parent_sys.c ---> overlay 107
mb_seq.c ---> overlay 136
mb_util_msg.c ---> overlay 107
mbp.c ---> overlay 107
mcss.c ---> arm9.bin
mictest.c ---> overlay 168
mistery.c ---> overlay 121
mistery_album.c ---> overlay 121
mistery_data.c ---> arm9.bin
mistery_graphic.c ---> overlay 121
mistery_net.c ---> overlay 121
mistery_util.c ---> overlay 121
mon.c
monolithe_tool.c ---> overlay 071
move_pokemon.c ---> overlay 010
msgdata.c --->a 0 0 2.narc, a 0 0 3.narc
msgsearch.c ---> overlay 067
mus_comm_func.c ---> overlay 132
mus_item_draw.c ---> overlay 112
mus_item_data.c ---> overlay 112
mus_poke_draw.c ---> overlay 112
mus_shot_info.c ---> overlay 112
mus_shot_photo.c ---> overlay 112
musical_dist_save.c ---> arm9.bin
musical_dressup_sys.c
musical_event.c
musical_mcss.c ---> overlay 112
musical_program.c
musical_stage_sys.c
musical_shot_sys.c ---> overlay 112
musical_system.c ---> overlay 112
myitem_savedata.c ---> arm9.bin
mystatus.c ---> arm9.bin
mysterydata.c
namein_data.c ---> overlay 194
namein_graphic.c ---> overlay 194
namein_setup.c ---> overlay 010
net_command.c
net.c
net_devwireless.c ---> overlay 014
net_err.c ---> arm9.bin
net_handle.c
net_lower_data.c
net_queue.c
net_ring_buff.c
net_save.c ---> arm9.bin
net_system.c
net_whpipe.c ---> overlay 014
no_gear.c ---> overlay 030
oeaki.c ---> overlay 023
p_status.c ---> overlay 131
p_sta_info.c ---> overlay 131
p_sta_oam.c ---> overlay 131
p_sta_ribbon.c ---> overlay 131
p_sta_skill.c ---> overlay 131
p_sta_sub.c ---> overlay 131
palanm.c --->a 0 1 1.narc
palette_anime.c ---> overlay 217
particle.c
party_select_list.c ---> overlay 021
pdc.c ---> overlay 098
pdc_main.c ---> overlay 098
pdc_msg.c ---> overlay 098
pdw_postman.c ---> overlay 021
pdwacc_disp.c ---> overlay 123
pdwacc_message.c ---> overlay 123
perapvoice.c ---> arm9.bin
percentage.c ---> overlay 217
place_name_letter.c ---> overlay 021
player_volume_fader.c ---> arm9.bin
playtime.c ---> arm9.bin
pleasure_boat.c ---> overlay 021
plist_battle.c ---> overlay 091
plist_demo.c ---> overlay 091
plist_menu.c ---> overlay 091
plist_message.c ---> overlay 091
plist_plate.c ---> overlay 091
pm_voice.c ---> arm9.bin
pms_draw.c
pms_input.c ---> overlay 110
pms_input_data.c ---> overlay 110
pms_selectgraphic.c ---> overlay 110
pms_word.c ---> arm9.bin
pmsi_param.c ---> arm9.bin
pmsi_search.c ---> overlay 110
pmsiv_category.c ---> overlay 110
pmsiv_edit.c ---> overlay 110
pmsiv_menu.c ---> overlay 110
pmsiv_wordwin.c ---> overlay 110
pokelist.c ---> overlay 092
pokemontrade_demo_down.c ---> overlay 118
pokemontrade_demo_common.c --> overlay 118,117
pokemontrade_demo_middle.c ---> overlay 118
pokemontrade_demo_up.c ---> overlay 118
pokemontrade_ircdemo.c ---> overlay 117
pokemontrade_2d.c ---> overlay 119
pokegra.c
pokeparty.c ---> arm9.bin
poke_personal.c ---> arm9.bin
poke_regulation.c ---> arm9.bin
poke_tool.c ---> arm9.bin
print_sys.c ---> arm9.bin
prof_word.c --> overlay 194
psel.c ---> overlay 223
psel_graphic.c ---> overlay 223
queue.c ---> overlay 217
rail_attr.c ---> overlay 021
rail_slipdown.c ---> overlay 063
report.c ---> overlay 034
report_event.c ---> overlay 010
research_common.c ---> overlay 217
research_graph.c ---> overlay 217
research_list.c ---> overlay 217
research_list_recovery.c ---> overlay 217
research_top.c ---> overlay 217
regulation.c ---> arm9.bin
ringtone_sys.c
savedata.c
save_control.c ---> arm9.bin
save_control_intr.c ---> overlay 088
save_otuside.c ---> overlay 228
screentex.c ---> arm9.bin
scrcmd_c03center.c ---> overlay 021
scrcmd_encount.c ---> overlay 021
scrcmd_fld_battle.c ---> overlay 021
scrcmd_musical.c ---> overlay 010
scrcmd_network.c ---> overlay 010
scrcmd_palpark.c ---> overlay 021
scrcmd_pokemon_fld.c ---> overlay 021
scrcmd_proc.c ---> overlay 010
scrcmd_proc_fld.c ---> overlay 021
scrcmd_sodateya.c ---> overlay 010
scrcmd_screeneffects.c ---> overlay 021
scrcmd_shop.c ---> overlay 021
scrcmd_work.c ---> overlay 010
script_sys.c ---> overlay 010
script_work.c ---> overlay 010
shinka_check.c ---> arm9.bin
shinka_demo.c ---> overlay 195
shinka_demo_effect.c ---> overlay 195
shinka_demo_graphic.c ---> overlay 195
shinka_demo_view.c ---> overlay 195
shortcut_menu.c ---> overlay 021
sodateya.c ---> overlay 021
sound_obj.c ---> overlay 021
sp_poke_gimmick.c ---> overlay 059
startmenu.c ---> overlay 088
snd_mic.c ---> arm9.bin
sta_act_bg.c ---> overlay 112
sta_act_light.c ---> overlay 112
sta_act_obj.c ---> overlay 112
sta_act_poke.c ---> overlay 112
subway_map_graphic.c ---> overlay 224
symbol_map.c ---> overlay 010
symbol_save.c ---> arm9.bin
systemfont.c
tcbl.c
textprint.c
th_award_graphic.c ---> overlay 220
the_end_graphic.c --> overlay 182
time_icon.c
touchbar.c ---> overlay 067
touchpanel.c
townmap.c ---> overlay 072
townmap_grh.c ---> overlay 072
trcard_sys.c ---> overlay 010
trial_house.c ---> overlay 021
tpoke_data.c
tr_ai.c ---> overlay 096
tr_tool.c
ui.c
ui_scene.c ---> overlay 067
union_app.c ---> overlay 022
union_chat.c
union_comm.c ---> overlay 012
union_eff.c ---> overlay 019
union_main.c ---> overlay 012
union_msg.c ---> overlay 019
union_oneself.c ---> overlay 019
union_subdisp.c ---> overlay 031
un_select.c ---> overlay 218
un_select_graphic.c ---> overlay 218
yesno_menu.c ---> overlay 067
waza_tool.c ---> arm9.bin
waza_oshie.c ---> overlay 010
weather.c ---> overlay 021
weather_task.c ---> overlay 021
wf2dmap_cmdq.c ---> overlay 127
wf2dmap_map.c ---> overlay 127
wf2dmap_obj.c ---> overlay 127
wf2dmap_objdraw.c ---> overlay 127
wf2dmap_scrdraw.c ---> overlay 127
wifi_bsubway_graphic.c ---> overlay 116
wifi_2dchar.c ---> overlay 127
wifibattlematch_graphic.c ---> overlay 177
wifibattlematch_sys.c ---> overlay 199
wifibattlematch_util.c ---> overlay 177
wifibattlematch_view.c ---> overlay 177
wifilogin_disp.c ---> overlay 115
wifilogin_message.c ---> overlay 115
wih.c ---> overlay 014
wih_dwc.c ---> arm9.bin
wipe.c
wipe_sub.c ---> arm9.bin
wordset.c
worldtrade_adapter.c ---> overlay 135
vm.c ---> arm9.bin
vman.c
vs_multi_list.c ---> overlay 097
zenkoku_zukan_award.c ---> overlay 222
zenkoku_zukan_award_graphic.c ---> overlay 222
zknd_tbar.c ---> overlay 208
zknsearch_main.c ---> overlay 210
zonedata.c ---> arm9.bin ---> a 0 1 2.narc
zukan.c ---> overlay 212
zukan_detail.c ---> overlay 208
zukan_detail_common.c ---> overlay 208
zukan_detail_form.c ---> overlay 208
zukan_detail_graphic.c ---> overlay 208
zukan_detail_headbar.c ---> overlay 208
zukan_detail_procsys.c ---> overlay 208
zukan_detail_touchbar.c ---> overlay 208
zukan_detail_voice.c ---> overlay 208
zukan_info.c ---> 206
zukan_nickname.c ---> overlay 207
zukan_search_engine.c ---> overlay 212
zukan_toroku_graphic.c ---> overlay 207
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  #86    
Old March 18th, 2011, 03:20 PM
Ardorin
Beginning Trainer
 
Join Date: Apr 2010
Has anybody found the location of the trainer back sprites?
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  #87    
Old March 19th, 2011, 04:04 AM
knizz's Avatar
knizz
 
Join Date: Aug 2007
Great list pichu2000.
How did you make it?
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VBA-M with lua scripting support (no longer in development)
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  #88    
Old March 19th, 2011, 04:22 AM
pichu2000
Smoochum
 
Join Date: Nov 2005
Gender:
I dump all the overlay.bin, and i uncompress them with crystaltile. Then i open all and i wrote all the .c functions that i find.
Then i used desmume debugger to find the called file. During emulation into slow VRAM part((200000-300000) the game load first the function and after(it's not easy to find) the file used from the function. I don't know if all the function work at the same way, but for now all the called file are exact.( For example zonedata.c called a 0 1 2.narc that contain effectively the map properties list.)

Do you wanna help me in this research?
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  #89    
Old March 19th, 2011, 06:16 AM
Team Fail's Avatar
Team Fail
The fine line between in|sanity
Community Supporter
 
Join Date: May 2009
Age: 19
Gender: Male
Nature: Brave
Quote:
Originally Posted by pichu2000 View Post
I dump all the overlay.bin, and i uncompress them with crystaltile. Then i open all and i wrote all the .c functions that i find.
Then i used desmume debugger to find the called file. During emulation into slow VRAM part((200000-300000) the game load first the function and after(it's not easy to find) the file used from the function. I don't know if all the function work at the same way, but for now all the called file are exact.( For example zonedata.c called a 0 1 2.narc that contain effectively the map properties list.)

Do you wanna help me in this research?
That's awesome. I hope to see that list complete- I'd love to tinker around with the game.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #90    
Old March 19th, 2011, 06:20 AM
pichu2000
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Join Date: Nov 2005
Gender:
Yes, but i need help because it's very difficult find the called file.
Someone wanna help me or not?
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  #91    
Old March 20th, 2011, 11:02 AM
The 100 Mega Shock
Donator Tier 3
 
Join Date: Aug 2010
Gender: Male
Quote:
Originally Posted by Putin View Post
You will have to pardon me if I am being dense, but I see nothing about OW sprites there, which are what I was talking about, and which seem to work as always. Battle sprites aren't really an issue if your goal is to re-implement the following script/feature.
I was referring to Putin's comment about adding different sprites or Pokémon into BW.
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  #92    
Old March 21st, 2011, 02:45 AM
Hellcat's Avatar
Hellcat
Beginning Trainer
 
Join Date: Oct 2006
Nature: Adamant
Ok guys.

It's been some time since the releases of all the B/W roms, and still I'm asking a very important question about the B/W hack.

I know it's possible, but it seems no-one can explain how to do this.

I mean this : youtube.com/watch?v=FvvUjuFQMBA

I want to know how to :

- change trainer's overworld sprite
- change trainer's mugshot (sprite in the "VS" screen, just as the battle start)
- change trainer's in-battle sprite (most important, the rest is optionnal)

As you can see in the video, it's possible. So, anyone can tell how the heck this guy made this ?

I'm not sure if I post this in the right section BTW.
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  #93    
Old March 21st, 2011, 10:34 PM
ystiang
Beginning Trainer
 
Join Date: Mar 2011
Are Pokemon sprites edit possible now?
Maybe from animated to fixed?

I know it stored at ROM a/0/0/4......
Any program or software can be extract and reinsert sprites?
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  #94    
Old March 22nd, 2011, 03:12 PM
tpmrpg's Avatar
tpmrpg
Beginning Hacker, Gamer
 
Join Date: Aug 2010
Gender: Male
how do you open all the files in the ROM like a/0/0/4 for example cause tahaxan won't open them.
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  #95    
Old March 27th, 2011, 09:00 AM
Team Fail's Avatar
Team Fail
The fine line between in|sanity
Community Supporter
 
Join Date: May 2009
Age: 19
Gender: Male
Nature: Brave
Quote:
Originally Posted by tpmrpg View Post
how do you open all the files in the ROM like a/0/0/4 for example cause tahaxan won't open them.
Try a complete unpack with DSlazy, but if you want individual files, try CrystalTile.
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[04:20.39] <@GoGo> I WILL INSERT WITH PLEASURE
[04:20.45] <@GoGo> shut it Bela

[05:41.55] <Team_Fail> Blue Spider is interesting, but #MEHMasterRace
[05:42.20] <diegoisawesome> Team_Fail: Sounds like a bunch of unmotivated people that still want to try to take over the world
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  #96    
Old March 31st, 2011, 11:32 AM
Sabi96's Avatar
Sabi96
Rank Star 5th-Gen Trainer
 
Join Date: Jan 2010
Location: We all live in a Pokemon World!
Age: 18
Gender: Male
Nature: Calm
Quote:
Originally Posted by Gamer2020 View Post


If only you could see the other things I didn't feel like taking screens of...
How did you do this??? Can you send me the files of Zekrom and Reshiram? Or tell me how to get it
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  #97    
Old March 31st, 2011, 04:58 PM
iAreMudkipz
Beginning Trainer
 
Join Date: Jun 2010
Gender: Male
Hi,
I've read a couple of tutorials on how to use CrytalTile 2. I've been trying to hack Black and White OWs.
I've gotten this far.
I need help =/
Attached Images
File Type: jpg PC HELP 2.JPG‎ (109.9 KB, 68 views) (Save to Dropbox)
File Type: png PC HALP1.PNG‎ (95.2 KB, 56 views) (Save to Dropbox)
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  #98    
Old March 31st, 2011, 07:03 PM
pokefan345's Avatar
pokefan345
モードストリート スター
 
Join Date: Feb 2009
Location: earth.
Gender: Male
Nature: Adamant
Quote:
Originally Posted by The 100 Mega Shock View Post
Pokémon sprites in BW are not frame-by-frame animation. They're segmented pieces drawn on a 256 x 128 map, stitched together by the engine in-game and animated using part swapping, auto transformation/rotation/scaling and moving each segment individually.
Wow. My respect for the developers at Nintendo just skyrocketed.
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  #99    
Old April 2nd, 2011, 06:44 PM
Kanzler
スペースディスコ ��82.
Community Supporter
 
Join Date: Jul 2008
Location: Toronto
Age: 21
Gender: Male
Nature: Relaxed
I've been hex editing for a short amount of time, and know next to nothing about how to do things properly. I've been looking into editing pokemon moves and what each byte does, how many bytes it takes to describe a move, etc. I've been cross analyzing segments that I think are specific moves, but I don't know where each move starts. Here's such a segment:

Surf: 53 53 48 00 00 00 0A 00 02 5F 64 0F 00 00 00 00 00 00 00 00 00 00 01 01 00 00 04 00 00 00 00 00 00 00 00 00

I am not sure whether or not a move starts with 53 53, but it seems like a trend, and I'm just using it as a starting point to centre all my records around. I've also recorded Psychic, Waterfall, Earthquake, Discharge, Flamethrower, and Cut in this way. I am positive of certain bytes that contain type, effect, power, accuracy, and pp.

The trouble is that I'm new to this business, and don't understand how to improve my efficiency. Hopefully this is a shoutout to everybody that's working on the same thing or has a better understanding of this than I do.

Btw, the attack info is stored at a/0/2/1. This is not completely my work, I didn't know where the attacks were stored until I found out on a certain post after scouring random forums.
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  #100    
Old April 2nd, 2011, 06:47 PM
FlameEntei
Old fan
 
Join Date: Mar 2011
Age: 28
Gender: Male
Anyone figure out how to edit the Wild Pokemon in routes. Or is Drayano the only one who has figured it out?
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