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View Poll Results: Do you want Platinum, HG/SS and BW first Map for the first release?
Yes 383 90.54%
No, later 40 9.46%
Voters: 423. You may not vote on this poll

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  #501  
Unread February 9th, 2012, 08:00 AM
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Skara
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Quote:
Originally Posted by droomph View Post
Hello!

This tool is far from done, but when it is, it will be able to.

So far, you can change the texture (material) of the general shapes (polygons), movement permissions, and changing houses, doors, and such.

(And uh, not judging, why would you make a Yellow remake?)
Pokemon can follow you in HGSS. Makes it better.
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  #502  
Unread February 18th, 2012, 01:00 AM
NintendoBoyDX
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Quote:
Originally Posted by droomph View Post
Also, you should try hex editing. Oh, the things you learn.
I can't stop loling at the difference between unfathomably stupid and something that is fathom stupid. Oh the stupidity.

NintendoBoy: "You should make the editor for the best engine."

droomph: "You should try hex editing."

Implying that its something you actually have to learn.

Anyway, I don't understand what is so difficult about changing targets to make the editor for the best engine that's out there. There's no reason to have to wait to do it.

Last edited by NintendoBoyDX; February 18th, 2012 at 01:05 AM.
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  #503  
Unread February 18th, 2012, 06:27 PM
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Whatever

Well, I wasn't around a long time, are there any files that need to be translated into german?
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  #504  
Unread February 18th, 2012, 09:43 PM
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Quote:
Originally Posted by looper View Post
Whatever

Well, I wasn't around a long time, are there any files that need to be translated into german?

Yes, always the Map list files, and other parts (interface, etc...)
The Mini-site is out, i will add translation files soon.
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Last edited by Link_971; February 29th, 2012 at 09:28 AM.
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  #505  
Unread February 21st, 2012, 05:45 PM
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pokehacking great on ds now, the new era awaits us hope soon allow us to change the graphics to our own 3D models would be very interesting and would allow develop myself more as a tiler
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  #506  
Unread March 10th, 2012, 02:16 PM
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I've noticed how Pokémon Black/White use triangular polygons on the map layout. I've done some zero-ing out many hex values in 0x2A30 - 0x3326, which made some polygons disappear. It's quite interesting how it works on generation 5, it just makes me want to experiment with Nuvema Town even more.



We're getting even closer to seeing a fully functional map editor by a skilled developer, I still need to learn about programming, as you can see... I'm pretty clueless on developing and knowing which hex values to be editing. xD
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Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #507  
Unread March 10th, 2012, 10:28 PM
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Quote:
Originally Posted by PokémonShinySilver View Post
I've noticed how Pokémon Black/White use triangular polygons on the map layout. I've done some zero-ing out many hex values in 0x2A30 - 0x3326, which made some polygons disappear. It's quite interesting how it works on generation 5, it just makes me want to experiment with Nuvema Town even more.

We're getting even closer to seeing a fully functional map editor by a skilled developer, I still need to learn about programming, as you can see... I'm pretty clueless on developing and knowing which hex values to be editing. xD

Good luck for your researches.

Also, new Pokémon versions are coming in june, right?
I need to prepare the future compatibility for these versions
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  #508  
Unread March 11th, 2012, 04:09 PM
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Quote:
Originally Posted by Link_971 View Post
Good luck for your researches.

Also, new Pokémon versions are coming in june, right?
I need to prepare the future compatibility for these versions :P
Seeing as they'll be based on BW more than likely, they should be the same.
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  #509  
Unread March 22nd, 2012, 05:22 PM
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Did The B/W Version Released !
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  #510  
Unread April 1st, 2012, 02:33 PM
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Quote:
Originally Posted by AwsomeMew View Post
Did The B/W Version Released !
If you mean that the Black/White Map editor, then nope, it hasn't been released yet, sorry. But if you mean the map viewer, then you may want to have a look in this thread.
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[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #511  
Unread April 13th, 2012, 05:12 PM
Kakko97
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when will you release the rev8???
i wanna it so much!!
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  #512  
Unread April 16th, 2012, 01:20 PM
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when will you release the rev8?
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  #513  
Unread April 24th, 2012, 06:34 PM
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Hello, i need anyone to test many textures from this list (and maybe, starting documentation for users).
Also, i always need updates for the translations (required for a full support in your language )
And, if anyone has new informations about these things to edit...

Thanks!
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  #514  
Unread April 25th, 2012, 10:20 AM
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When is this tools going to be realese?
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  #515  
Unread April 25th, 2012, 02:15 PM
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Stop asking please
You'll see in due time.
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  #516  
Unread May 27th, 2012, 09:10 PM
BlacknYellowHD
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The map hacking is in your hand, lucky you, you've been a legend ;D
I think you should release first Diamond/Pearl/Platinum, and then HG/SS and BW...

Last edited by BlacknYellowHD; May 28th, 2012 at 12:44 PM.
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  #517  
Unread May 28th, 2012, 07:49 AM
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I like how everyone wants HGSS and BW mapping in the first release, but they all expect it out soon.
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  #518  
Unread June 2nd, 2012, 12:23 PM
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'Twas only yesterday that I found out that the map layout data in HeartGold and SoulSilver is in a/0/6/5 when extracting it with a tool such as DSBuff, Nitro Explorer, Tinke or even CrystalTile2.

And there definitely is something I still need to learn... and that is how the polygons operate in the hex values.

I'm still looking forward to the map editor, just remember everyone... the more things you post about what you've noticed during your research in the ROMs, the more progress the developer will have.

If there's anyone wants to know where the locations of the map layout data in Tinke or CrystalTile2... well here they are:
Diamond/Pearl/Platinum: fielddata/land_data/land_data.narc
HeartGold/SoulSilver: a/0/6/5
Black/White: a/0/0/8

Instead of trying to mess up the map layout data, I'm gonna start messing around with the map_matrix.narc file in Pokémon Platinum. When I see the expected results, I shall post it here. ;)

Edit: I've just noticed that the map_matrix.narc has the same names as the BMD0 and MDL0 files. So I assume map_matrix.narc could be where the names are given for the models (which are buildings, houses ect). Like how the mapname.bin file works, it might have connection to the map_matrix.narc file.

Edit 2: Well, looks like I've found the weather pattern texture for Eterna Forest, which is shown in the screenshot. The mystery of the data for using the different weather effects remains. Ah well, more research is needed to be done, but either way... every research counts as improvement towards new things.
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[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Last edited by PokémonShinySilver; June 2nd, 2012 at 05:32 PM.
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  #519  
Unread June 3rd, 2012, 12:58 PM
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Yeah, all animations are stored in this file.
The problem is how to find the data for the maps.
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  #520  
Unread June 4th, 2012, 01:18 PM
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Quote:
Originally Posted by Link_971 View Post
Yeah, all animations are stored in this file.
The problem is how to find the data for the maps.
I assume it might be somewhere in the map layout data (or land_data), 'cause the layout and models have their data on which location it can be and which model it is by simply using the name of the model. So if most of the things to do with the land, effect and position are in the map files in land_data... then there's a chance that the weather and map position is also located in the map files in the land_data. While experimenting with... and altering the map_matrix didn't make any difference to the map while I was changing several random values while using Tinke. But I'll try experimenting it again on CrystalTile2, just to make sure Tinke did the same thing.

But who knows? The data might be in the first file inside map_matrix, 'cause I found that the first one means "everywhere", according to the mapname.bin. More research is needed to be done.
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[Platinum Lucario's Signature]
Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #521  
Unread June 5th, 2012, 03:21 PM
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Weather data is defined in arm9.bin in Diamond, Pearl and Platinum. HeartGold, SoulSilver, Black and White are still unknown, but it may be there too. I can confirm you it's there, as well as daytime music, nighttime music, camera, wild pokémon, scripts, texts, textures and parent map settings. I have edited all these settings for Pokémon DarkDiamond successfully. map_matrix.narc contains connection data and border map settings.

Has anyone of you tried to edit the files in land_data_release with 3ds Studio Max? It way easier and faster than by hex and you get 1:1 results. Here's an example with Route 202 (ignore the transparency issues):

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  #522  
Unread June 5th, 2012, 04:03 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
Weather data is defined in arm9.bin in Diamond, Pearl and Platinum. HeartGold, SoulSilver, Black and White are still unknown, but it may be there too. I can confirm you it's there, as well as daytime music, nighttime music, camera, wild pokémon, scripts, texts, textures and parent map settings. I have edited all these settings for Pokémon DarkDiamond successfully. map_matrix.narc contains connection data and border map settings.

Has anyone of you tried to edit the files in land_data_release with 3ds Studio Max? It way easier and faster than by hex and you get 1:1 results. Here's an example with Route 202 (ignore the transparency issues):

I'm still trying to get a copy of autodesk atm to do this. I think I have the NITRO plugins somewhere on my harddrive though. I'll have to install it on my PC and try this out. lol
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  #523  
Unread June 6th, 2012, 11:04 AM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
Ehm.. Sorry for the question, but I know how to export Models. But how do I import? I didn't find something in the Nitro Tools Archive...
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  #524  
Unread June 6th, 2012, 10:03 PM
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Quote:
Originally Posted by looper View Post
Ehm.. Sorry for the question, but I know how to export Models. But how do I import? I didn't find something in the Nitro Tools Archive...
There are plugins for 3ds Studio Max and Maya, but I can't tell you where to get them because I would break the forum rules (they are easy to find, however). After export, conversion has to be done with a small software found with the plugins.
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  #525  
Unread June 7th, 2012, 06:25 AM
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Originally Posted by Spiky-Eared Pichu View Post
There are plugins for 3ds Studio Max and Maya, but I can't tell you where to get them because I would break the forum rules (they are easy to find, however). After export, conversion has to be done with a small software found with the plugins.
k, because of the image, I thought that importing nsbmd-files to maya/3ds Studio Max is possible as well
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