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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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  #26    
Old September 11th, 2009, 02:01 AM
Pedro250
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Originally Posted by D-Trogh View Post
Erm.. of course the evolution structure is the same.. I don't think new evolution types were added so..
You are rigth but i think that as they change the file structure, the maybe change the way that the files works.
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  #27    
Old September 11th, 2009, 09:08 AM
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Hey guys, look what just popped out of my copy of visual basic!



Hop over to my thread quick!!!! lol
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  #28    
Old September 11th, 2009, 11:09 AM
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Originally Posted by Alice. View Post
You've got all the sprites?! I'd love to see them, that is a step forward at least, being able to hack out all the sprites in a matter of hours!
Yes, I have got all of them.
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  #29    
Old September 11th, 2009, 11:17 AM
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Well I'm the mapper for DP, so I'll be doing the same thing here as well. It'll just take me a bit to get adjusted
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  #30    
Old September 12th, 2009, 08:13 AM
Poryhack
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To clarify on the different file system, it looks like a (rather lame and futile) attempt at making it harder for people browsing through to find stuff. I wanted to browse with tahaxan so I unpacked the ROM, gave all the files in the /a/ directory .narc extensions, and repacked. Obviously the ROM won't play anymore but it makes the process of browsing through the files (especially for graphics) much quicker and easier.

Also, it looks like the majority of the stuff stored outside of the /a/ directory is old DPPt stuff kept for whatever reason. Sure most of you figured that out by now though...

I have been able to recognize a ton of narcs that are basically the same as their named counterparts in DPPt. I'll probably try to get together a list of what each narc file contains to making browsing/editing easier.

EDIT: OH, and SCV has found all the overworlds. Last I checked he was just preparing some pages on PP.org to put them on.

Last edited by Poryhack; September 12th, 2009 at 08:21 AM.
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  #31    
Old September 12th, 2009, 10:06 AM
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How i can open extraced files from NitroExplorer?
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  #32    
Old September 12th, 2009, 12:07 PM
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Quote:
Originally Posted by Poryhack View Post
To clarify on the different file system, it looks like a (rather lame and futile) attempt at making it harder for people browsing through to find stuff. I wanted to browse with tahaxan so I unpacked the ROM, gave all the files in the /a/ directory .narc extensions, and repacked. Obviously the ROM won't play anymore but it makes the process of browsing through the files (especially for graphics) much quicker and easier.
You also could've written a simple plugin you know.. that handles those files as NARC files.
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  #33    
Old September 12th, 2009, 12:55 PM
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Hey guys! I'm back! remember me? Its great to see all of you guys in one place together again! By the way, I'm the guy who map/sprite/texture hacked diamond and platinum! my diamond hacking videos are in my sig! By the way, is the Japanese rom out yet? I'll bet I can hack that to!
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  #34    
Old September 12th, 2009, 01:02 PM
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  #35    
Old September 12th, 2009, 01:57 PM
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I downloaded the ROM on Friday, however I used the walk anywhere code... and what I found out was that HG/SS was not edited from Platinum, it was basically started right from the beginning.
It is no wonder why all the 3D objects were enhanced. Which also means the emulation is a bit harder, since this time a lot of the free space was used up during development.
So things are way much more different, but the map layout is exactly the same as it was in D/P/Pt. The same with the music too.

All I can just hope for is a 4th Generation Map Layout editor. In which can edit the 3D objects.

I have a question, how come isn't anyone making a 3D Map editor for the 4th generation? I know it is possible, nothing in this matter is impossible.
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  #36    
Old September 12th, 2009, 01:59 PM
Poryhack
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Quote:
Originally Posted by D-Trogh View Post
You also could've written a simple plugin you know.. that handles those files as NARC files.
I haven't ever looked into making tahaxan plugins, maybe I should... On the plus side I doubt it would've saved me more than a few minutes since I batch renamed the narcs anyway.

I've identified all narcs that are identical to those found in (japanese) Platinum and made a list below. I also added some things that I have found along with a few items from this thread. NARCs that remain unchanged from platinum are indicated with a *. Note that just because a platinum narc is in the /a/ directory does not mean it is actually used. For instance D-Trogh noticed that the pokemon icons were in 2/2/8, but the new ones are actually in 0/1/8.

/a/0/
Code:
    0
        0-
        1-
        2-
        3-growtbl*
        4-pokemon battle sprites
        5-
        6-trainer backsprites
        7-
        8-
        9-
    1
        0-
        1-
        2-script
        3-scr_msg*
        4-
        5-
        6-
        7-
        8-item icons
        9-
    2
        0-pokemon icons
        1-
        2-wechar*
        3-wepltt*
        4-wecell*
        5-wecellanim*
        6-imageclip*
        7-message file
        8-underg_radar*
        9-
    3
        0-
        1-namein*
        2-
        3-
        4-evo*
        5-fontoam*
        6-
        7-
        8-
        9-pst_gra*
    4
        0-bm_field*
        1-
        2-
        3-
        4-
        5-ugeffect_obj_graphic*
        6-start screen graphics
        7-
        8-ug_trap*
        9-
    5
        0-ug_fossil*
        1-ntag_gra*
        2-tradelist*
        3-ug_parts*
        4-opening*
        5-
        6-
        7-
        8-
        9-
    6
        0-
        1-
        2-ug_anim*
        3-weather_sys*
        4-
        5-
        6-nuts_data*
        7-
        8-
        9-pokefoot*
    7
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-oekaki*
        9-
    8
        0-
        1-
        2-
        3-fld_comact*
        4-
        5-
        6-contest_data*
        7-
        8-wifip2pmatch*
        9-demo_trade*
    9
        0-
        1-
        2-
        3-field_cutin*
        4-demo_climax*
        5-
        6-
        7-
        8-
        9-
/a/1/
Code:
  0
        0-
        1-
        2-
        3-
        4-vs_demo_gra*
        5-pokezukan*
        6-
        7-
        8-
        9-
    1
        0-
        1-pokeanm*
        2-
        3-
        4-alt form sprites
        5-egg_data*
        6-egg_demo_particle*
        7-
        8-
        9-shinka_demo_particle*
    2
        0-
        1-
        2-
        3-wifi_earth*
        4-ranking*
        5-ppark*
        6-
        7-
        8-btdtr*
        9-btdpm*
    3
        0-
        1-
        2-poke_yofs*
        3-
        4-
        5-poke_shadow*
        6-
        7-poke_shadow_ofx*
        8-
        9-fldtanime*
    4
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-bm_room*
        9-
    5
        0-area graphics
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-
        9-
    6
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-
        9-
    7
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-
        9-
    8
        0-
        1-d_test*
        2-
        3-
        4-
        5-pl_cb_data*
        6-wifi_unionobj*
        7-guru2*
        8-frontier_particle*
        9-bucket*
    9
        0-codein_gra*
        1-
        2-worldtimer*
        3-manene*
        4-dp_height*
        5-dp_height_o*
        6-lobby_news*
        7-email_gra*
        8-wlmngm_tool*
        9-balloon_gra*
/a/2/
Code:
    1
        0-wflby_map*
        1-wifi_lobby*
        2-pl_btdtr*
        3-pl_btdpm*
        4-pl_bsdpm*
        5-
        6-pokelist_particle*
        7-wifi_lobby_other*
        8-footprint_board*
        9-zukan_enc_platinum*
    2
        0-ballslow_data*
        1-pl_etc_particle*
        2-pms_aikotoba*
        3-
        4-
        5-
        6-
        7-
        8-poke_icon*
        9-kowaza*
    3
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-
        9-
    4
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-
        9-
    5
        0-
        1-
        2-
        3-
        4-
        5-
        6-
        7-
        8-
        9-
    6
        0-
        1-
        2-intro graphics
        3-
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  #37    
Old September 12th, 2009, 05:17 PM
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イーブイ
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Documentation is awesome.

/a/0/1/5 contains the D/P/Pt bag and some other stuff
/a/0/3/9 has the tabs from the D/P/Pt (and HG/SS?) Pokémon summary screen
/a/0/4/9 contains an animation of the Zephyr Badge rotating?
/a/0/5/8 contains the trainers from the front
/a/0/6/4 contains the icons on the D/P menu, both above and under ground
/a/0/7/1 contains an HP gauge, so probably the rest is in-battle stuff. Whether it's DP/Pt or HG/SS, I have no idea.
/a/1/0/9 contains battle transitions: the Galaxy logo, the Rocket logo, the VS image, various gym leader headshots
/a/1/2/0 contains Oak, Oak's Marril, full-size shots of Gold and Kotone, and animations for them shrinking to game-size
/a/1/2/2 is probably the D/P ending; has the D/P trainers riding bikes.
/a/1/2/6 has big tilesets for.. a Charizard.. some leaf patterns..
/a/1/2/7 has a Smeargle from behind, LCD numbers, and a little vertical strip of "Replay", Pikachu, Marill, a Pokéball, etc. I assume this is game corner stuff
/a/1/4/2-9 are all tilesets.
/a/1/5/5 has some Japanese text and a logo on fire
/a/1/7/9 contains overworld people sprites, as well as the overworld Pokémon from DP/Pt and some overworld items like boulders and the ice/moss rocks

And after that my ripper died a miserable death because I can't figure out how to get the correct sizes of sprites.


Incidentally, where on earth are the overworld Pokémon, level-up moves, and encounters?
Addendum: Moves look to be /a/0/3/3. /a/2/4/8 is in a format I don't recognize at all, but there are the same number of files as in poke_icon.
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Last edited by イーブイ; September 12th, 2009 at 08:26 PM.
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  #38    
Old September 12th, 2009, 08:40 PM
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Quote:
Originally Posted by イーブイ View Post
Incidentally, where on earth are the overworld Pokémon, level-up moves, and encounters?
Addendum: Moves look to be /a/0/3/3. /a/2/4/8 is in a format I don't recognize at all, but there are the same number of files as in poke_icon.
What do you mean by overworld pokemon? Their sprites or do you mean the event files that say which overworld sprites show up?

Moves are indeed in /a/0/3/3. The data for the moves themselves is in /a/0/1/1 don't know if anyone has checked for changes.
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  #39    
Old September 12th, 2009, 08:47 PM
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Overworld sprites.

Still at a loss for encounters. Format must have changed considerably.
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  #40    
Old September 12th, 2009, 09:06 PM
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Quote:
Originally Posted by イーブイ View Post
Overworld sprites.

Still at a loss for encounters. Format must have changed considerably.
I am close to starting to look for encounters.

Overworld sprites are here: /a/0/8/1

They have all been extracted. Currently the pokemon are up on my site.
http://projectpokemon.org/imagedex/i...emon&natid=001

Its not completely functional yet.
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  #41    
Old September 12th, 2009, 10:06 PM
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Oh, no wonder. I don't have a clue what to do with textures.

I wanted to grab them myself because I'd only seen them on TSR slapped haphazardly into a big montage. If you don't mind my making use of these, do you have a tarball or similar?
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  #42    
Old September 13th, 2009, 05:23 AM
pichu2000
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I have been working on the event file, in particular on warps
Well, i found some important thing
Seemed that also in Hgss we can change form at Rotom
The proof is in the warp 9301 that conduces in this room
http://img43.imageshack.us/img43/4101/rotomroom.png
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  #43    
Old September 13th, 2009, 08:27 AM
Poryhack
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Not a huge surprise there, all of rotoms forms have their own overworlds. Nice find though.
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  #44    
Old September 13th, 2009, 04:38 PM
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Yay! SCV has arrived! if the model structure is the same I should be able to spit out a hack video in a week or less! the plattet and sprites also seem to be the same, so that shouldn't be a problem. And sorry about my stupid question. Also the ROM crashes at random places, even on r4ds (i have one!) such as After wild battle, While walking in grass. Remake, my foot, this is a total remodel of the interface! even the bag is 3D! I can't wait for the English version!
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  #45    
Old September 13th, 2009, 04:39 PM
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Quote:
Originally Posted by Potatomuffin View Post
Yay! SCV has arrived! if the model structure is the same I should be able to spit out a hack video in a week or less! the plattet and sprites also seem to be the same, so that shouldn't be a problem. And sorry about my stupid question. Also the ROM crashes at random places, even on r4ds (i have one!) such as After wild battle, While walking in grass. Remake, my foot, this is a total remodel of the interface! even the bag is 3D! I can't wait for the English version!
There is a patch somewhere to make it not do that...
check gbatemp
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  #46    
Old September 13th, 2009, 04:47 PM
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Quote:
Originally Posted by Potatomuffin View Post
Yay! SCV has arrived! if the model structure is the same I should be able to spit out a hack video in a week or less! the plattet and sprites also seem to be the same, so that shouldn't be a problem. And sorry about my stupid question. Also the ROM crashes at random places, even on r4ds (i have one!) such as After wild battle, While walking in grass. Remake, my foot, this is a total remodel of the interface! even the bag is 3D! I can't wait for the English version!
I've looked through the map files and they retain the same structure (minus some little change in the file head size and the note below). In fact my map viewer is finally almost done! (dppt/hgss)

There is something different with permissions, where 06 is the default free movement byte instead of 00 (in New Bark at least).
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  #47    
Old September 13th, 2009, 05:26 PM
deepbluemew
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Hmmm...

I know where are the trainer data if you haven't find them

They are like around

2FDAxxx or something

Bai.
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  #48    
Old September 14th, 2009, 09:13 AM
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イーブイ
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Encounters are in /a/0/3/7 and /a/1/3/6. One's HG, one's SS. Contains:

Eight bytes for encounter rate (grass, surfing, rock smash, old rod, good rod, super rod, padding, padding)
Twelve bytes for levels
Twelve words (16-bit) for morning grass Pokémon
Twelve words for day grass Pokémon
Twelve words for night grass Pokémon
Four words for some sort of special encounter; always two from Hoenn and two Sinnoh, and only populated when there are grass Pokémon. Seems like a PokéRadar type of thing, but it also works in caves?
Five dwords for surfing
Two dwords for what appears to be Rock Smash
Five dwords for Old Rod
Five dwords for Good Rod
Five dwords for Super Rod
Four more Pokémon words that seem to correspond to grass, surfing, good rod, super rod. Most of the time these are the four most-common Pokémon available by grass/surf/rods, but there are a few uniques like Clamperl and Poochyena.

Water dwords are { uint8 min_level; uint8 max_level; uin16 pokemon_id; }.

Here's a more readable dump of, um, one of them. I forget which it was. http://pastebin.com/m1f33764d

Need to know what the two specials are, whether that really is Rock Smash, and what areas these correspond to for this to be useful.
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  #49    
Old September 14th, 2009, 09:29 AM
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which is the best anti-piracy patch? because mine doesn't seem to work very well
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  #50    
Old September 14th, 2009, 09:34 AM
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Are there any tools that are being made or worked on?
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