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  #201  
Unread November 17th, 2012, 01:51 AM
PokémonShinySilver's Avatar
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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.
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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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  #202  
Unread November 17th, 2012, 11:45 AM
Жека
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Quote:
Originally Posted by PokémonShinySilver View Post
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
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  #203  
Unread November 17th, 2012, 01:30 PM
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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).
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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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  #204  
Unread November 17th, 2012, 09:15 PM
pichu2000
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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-po...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!
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  #205  
Unread November 17th, 2012, 11:23 PM
X-Lan
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Thanks Pichu! You have done a huge contribution to the community
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  #206  
Unread November 18th, 2012, 01:00 AM
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agentgeo
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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.
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  #207  
Unread November 18th, 2012, 03:22 AM
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PokémonShinySilver
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Quote:
Originally Posted by pichu2000 View Post
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-po...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. :)
__________________
[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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  #208  
Unread November 18th, 2012, 04:56 AM
Жека
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This is going to be revolutionary!
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  #209  
Unread December 13th, 2012, 11:25 PM
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shubshub
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Does anybody have a working link to this tool The Links are broken and I would really like to use this tool thanks
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  #210  
Unread December 13th, 2012, 11:31 PM
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Pike15
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Quote:
Originally Posted by shubshub View Post
Does anybody have a working link to this tool The Links are broken and I would really like to use this tool thanks
Same here i would really like a download for this tool
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  #211  
Unread December 14th, 2012, 12:25 AM
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andibad
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i don't know why...

please download NPRE from http://code.google.com/p/nintendo-po...source/browse/

=="
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  #212  
Unread December 14th, 2012, 12:33 AM
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Pike15
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Quote:
Originally Posted by andibad View Post
i don't know why...

please download NPRE from http://code.google.com/p/nintendo-po...source/browse/

=="
i dont found any download link there??
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  #213  
Unread December 14th, 2012, 01:03 AM
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Quote:
Originally Posted by Pike15 View Post
i dont found any download link there??
It's the source code. You won't find an .exe there unless you download the entire source and compile it yourself.
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  #214  
Unread December 14th, 2012, 02:05 AM
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Quote:
Originally Posted by Pike15 View Post
i dont found any download link there??
Here you go, download if you dont feel like compiling yourself, this took me a long time to find so enjoy!
Just extract NPRE....I've setup the textures and made a folder already.

https://dl.dropbox.com/u/97136646/NPRE.rar
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  #215  
Unread December 14th, 2012, 11:14 AM
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Quote:
Originally Posted by VERGUNDAI View Post
Here you go, download if you dont feel like compiling yourself, this took me a long time to find so enjoy!
Just extract NPRE....I've setup the textures and made a folder already.

https://dl.dropbox.com/u/97136646/NPRE.rar
thx dude you´re the best.
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  #216  
Unread December 19th, 2012, 04:13 AM
Kaphotics
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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 by Kaphotics; December 26th, 2012 at 09:02 AM.
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  #217  
Unread December 25th, 2012, 02:05 PM
Cubera
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thank you for the script update
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  #218  
Unread December 31st, 2012, 11:04 AM
805587804
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http://dl.dropbox.com/u/12206225/NPRE-1226.zip
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  #219  
Unread January 8th, 2013, 05:41 AM
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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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  #220  
Unread January 10th, 2013, 12:45 AM
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VERGUNDAI
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Originally Posted by Link_971 View Post
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.
https://dl-web.dropbox.com/get/Publi...rar?w=c8f1fc10

Latest NPRE.exe if you guys like download without compiling! (download UPDATED)
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  #221  
Unread January 10th, 2013, 01:11 PM
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andibad
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Quote:
Originally Posted by VERGUNDAI View Post
https://dl-web.dropbox.com/get/Publi...rar?w=c8f1fc10

Latest NPRE.exe if you guys like download without compiling! (download UPDATED)
btw in google code, is have compile one? o.o , compile one is on bin folder ... here

just download that folder using ripping download tools.

btw is no have any update, last update is on november 2012 o.o.
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  #222  
Unread January 12th, 2013, 10:00 PM
pichu2000
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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 that I can do for now.
Stay tuned!
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  #223  
Unread January 13th, 2013, 10:30 AM
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Link_971
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Hi pichu, just a little thing without relation with scripts ; the saving part for polygons is a little corrupted.

I have checked all bytes and it seems that NPRE modifies a few bytes in the NSBMD file, only for the selected polygon. Also, Spiky's tool does not have the same format for NSBMD files, maybe because his tool uses a specific compression format.

I'm not sure if these particularities works on an real DS, so that's why i give my recommandations
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  #224  
Unread January 13th, 2013, 08:51 PM
pichu2000
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Thanks for the advice Link,
can you tell me which bytes (taking an example) are corrupted?
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  #225  
Unread January 13th, 2013, 09:16 PM
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Pike15
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Yo pichu. Are you able to edit bw2 maps in this tool??
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