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Data Files are gibberish

Rayziken 2

Beginning ROM Hacker
232
Posts
13
Years
    • Seen Sep 9, 2016
    Hi, I was wondering if it's normal for the .dat files that come with Essentials to be in complete gibberish, because I thought they needed to be edited. When I look at them, however, they're just nonsensical characters that aren't even in English letter form (I'm pretty sure I've seen Japanese and Arabic characters thrown around somewhere, as well as the typical garbage characters).
     

    Zeak6464

    Zeak #3205 - Discord
    1,101
    Posts
    11
    Years
  • Hi, I was wondering if it's normal for the .dat files that come with Essentials to be in complete gibberish, because I thought they needed to be edited. When I look at them, however, they're just nonsensical characters that aren't even in English letter form (I'm pretty sure I've seen Japanese and Arabic characters thrown around somewhere, as well as the typical garbage characters).

    Your .dat files come from the PBS folder .... so when the game debugs and compresses it converts the pbs files to .dat files
    Take Items for instants if you Edit the PBS/Items.txt then afterwards it will have to be compressed to see the results in game.
    If anything just EDIT PBS files then run debugger
     

    Rayziken 2

    Beginning ROM Hacker
    232
    Posts
    13
    Years
    • Seen Sep 9, 2016
    I don't think you're supposed to be directly editing the .dat files. What are you aiming to do?
    Mainly just simple stuff; adding in new moves, types, items and Pokémon.

    Your .dat files come from the PBS folder .... so when the game debugs and compresses it converts the pbs files to .dat files
    Take Items for instants if you Edit the PBS/Items.txt then afterwards it will have to be compressed to see the results in game.
    If anything just EDIT PBS files then run debugger
    Ah, now I understand it. That is massive help. I can't thank you enough! :D

    EDIT: Might as well ask another question whilst I'm here; is it possible to create custom move function codes. A lot of the moves I intend to make require new (but relatively simple) effects, like an Accuracy version of Flatter, for example.
     
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