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  #626    
Old June 8th, 2014 (03:00 AM).
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it seems this project is dead...
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  #627    
Old June 8th, 2014 (10:20 AM).
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GoGoJJTech
http://GoGoJJTech.com (WIP!)
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Quote originally posted by Poke_Spirit:
it seems this project is dead...
You're not helping by saying this. Plus something this intricate takes time, so either don't say anything at all or support.
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  #628    
Old June 8th, 2014 (03:14 PM).
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From what I was told, he is rewriting the application, so that'll take him some time.
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  #629    
Old June 16th, 2014 (09:35 PM).
casey321123
 
Join Date: Jun 2013
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when i try to load a game (so far heart gold and pokemon white) i get an error that says it cant find a banner.bin file. im on windows XP
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  #630    
Old June 17th, 2014 (01:34 AM).
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Tao Dragon
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Oh! A DS map editor. It was here since 2012 but I didn't notice it until now. I haven't been in pokecommunity for long and I just started to ROM hack like a month ago using advance map. Frankly there are so many fields were you can elaborate on that it's kind of overwhelming. I still have not mastered anything. I do maps but sometimes I get stuck because I just don't start editing tilesets and stuff and I wish I could just add sprites and new tiles instead of replacing existing ones and also I wish I could create new headers for each new map I can make. There are a few that are not in use within the game but that is just not enough. Going on topic. I'm actually ecxited about the idea of being able to create maps in DS pokemon games. I would really like to hack a black 2 rom. The question is will I have trouble using this tool? Like I imagine something that I want to do and suddenly I'm going to be unable to make it because of program limitaions? Because what I seek to do is add regions to the default existing region. In Black 2 being Unova. For example I want to recreate the Hoenn region with using gen 5.2's graphics. Is this program at that stage where I can freely edit maps of gen 5 and create scripts? I know this might be hard work but I can only imagine all the effort that is being put in this program. I just want to make sure that there won't be any surprises were I suddenly have to stop what I'm doing because of an issue. Maybe I should test it. But answers could also help before I take this decision.
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  #631    
Old June 20th, 2014 (05:32 AM).
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Hi Spiky, this tool is awesome and I've tried to use it for a project I've got in mind.

However, something strange occurs. I edited Header 107's (Mt.Moon Main Floor) Texture 1 field replacing it's value with the one of Cerulean Cave, since I wanted Mt.Moon to use Cerulean Cave's tileset. I made sure I pressed enter when writing the value and saved the header.

But when I test in-game, the map has still got it's original tileset, even though SDSME shows the map's header with the new value /:
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  #632    
Old June 23rd, 2014 (12:07 AM).
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KJGungeon
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Quote originally posted by †Nømura:
Hi Spiky, this tool is awesome and I've tried to use it for a project I've got in mind.

However, something strange occurs. I edited Header 107's (Mt.Moon Main Floor) Texture 1 field replacing it's value with the one of Cerulean Cave, since I wanted Mt.Moon to use Cerulean Cave's tileset. I made sure I pressed enter when writing the value and saved the header.

But when I test in-game, the map has still got it's original tileset, even though SDSME shows the map's header with the new value /:
It's not that, you can't edit the tileset like that. Your gonna have to change textures internally, by using MKDS Editor/Modifier Latest. Or you can extract the tileset file and change the texture names using hex. I wish there was an easier way doing this, but using MKDS is the easiest.
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  #633    
Old July 6th, 2014 (11:19 AM).
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mikelan98
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The script command "008B" may be named "SetGivedPokemonMove". For example:

Code:
GiveStoredPokemon 0xPokemonNumber 0x?? 0x0 0x0 0x0 0x800C
008B 0x8005 0x0 0xFirstMoveNumber
008B 0x8005 0x1 0xSecondMoveNumber (Optional)
008B 0x8005 0x2 0xThirdMoveNumber (Optional)
008B 0x8005 0x3 0xFourthMoveNumber (Optional)
This script is used, for example, in HGSS, when you receive the Dratini with Extreme Speed.
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  #634    
Old July 12th, 2014 (10:23 AM).
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Quote originally posted by KJGungeon:
It's not that, you can't edit the tileset like that. Your gonna have to change textures internally, by using MKDS Editor/Modifier Latest. Or you can extract the tileset file and change the texture names using hex. I wish there was an easier way doing this, but using MKDS is the easiest.
Yes, but this would make every map using that tileset file have the new textures, while I want only Mt.Moon and Cerulean Cave to display them. Is that possible?
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  #635    
Old July 25th, 2014 (07:22 PM). Edited July 25th, 2014 by KJGungeon.
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KJGungeon
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Quote originally posted by †Nømura:
Yes, but this would make every map using that tileset file have the new textures, while I want only Mt.Moon and Cerulean Cave to display them. Is that possible?
I know how to add a new texture line to the tileset files, the only problem is that you have to find time hex editing the maps obj files that have those textures. Edit the map.obj with hex editor and find texture name. You can change the name of the textures you see to the tileset's texture. It will only affect the map.obj you selected. If I can make a tut on how to add a new texture to the tileset file, you can use those new texture names on maps you only want textures to appear in.
(remember map.obj textures must have the same names as the tilesets in order to show.)

Sorry I made this very fast, and I'm not an active user because I'm a full time student, and part time worker. If you need help or more tips, just pm me or other guys who does nds rom hacking around here.

I'm also making a program that can edit the textures and its name using something like paint. By attaching an obj, you can see the textures it has. I'm not sure what else is needed, but I will have a release plan for it.
(It means that you can select an obj map file, and tileset file that goes with the map. Then edit them or add new texture without the use of hex editing.)

Because of this program I haven't been on hacking other areas of the NDS Rom, since I plan to solo this project out. I'm still learning the use of how to program with C+ and other stuff. But I'm getting there.

Goodluck RomHackers!
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  #636    
Old August 1st, 2014 (02:22 AM).
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mikelan98
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The SDSME makes the HGSS arm9 incompatible for r4 and similar. And the map headers are in arm9.bin
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  #637    
Old August 9th, 2014 (07:16 PM).
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Hello Guys i just need a small help
My game Pokemon Platinum V1.0A EU
I can't find script for Text 379
Could you Help Me Please am finding too But Fail
Thanks in Advance
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  #638    
Old October 2nd, 2014 (12:17 PM). Edited October 2nd, 2014 by emelian65.
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Hello, I want to know how to add a rematchable N on the Top of Celestial Tower, after beating Alder... can someone explain me or direct me to a place/thread/post/etc. of how can i do this? Please?

I also want to know if it's possible with this tool?

I couldn't open the trainer editor, is this normal?
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  #639    
Old October 4th, 2014 (07:29 AM). Edited October 4th, 2014 by GlaciaTaso.
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Hi,Spiky.
I am looking forward to version 1.9.0.
Your tool helps me a lot to edit maps.
So please don't stop developing SDSME.
This is a example.
http://www.youtube.com/watch?v=SJnIpUS9QG4
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  #640    
Old November 20th, 2014 (03:19 PM).
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The project seems dead for now..
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  #641    
Old November 21st, 2014 (10:20 AM).
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if you want i can translate the program to greek!
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  #642    
Old November 23rd, 2014 (05:52 AM).
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Platinum Lucario
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It's just like any program, if it isn't open source... no one can continue where the person left off at when the person no longer has interest in continuing the project or they have had some condition in where they can't continue. AdvanceMap is a good example of how a closed source project has been abandoned.

But of course, I highly doubt this project would get abandoned until quite a few years have passed. ^^'
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