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onyx79 October 8th, 2009 9:06 PM

someone has the 1st person location for this game?(when you enter in a place and you see a picture of it)

Magnius October 9th, 2009 1:47 PM

Anyone real advanced at this hacking stuff? See what I did done is, you know how in the Japanese HGSS you can only select 5 lettered names? Well I need someone who's advanced at hacking to extend that to 8 letters.

All that really has to be done is to find the Platinum code and copy and paste that code over the HGSS one. However, I have no idea how I would go about doing this.

HackMew October 9th, 2009 2:22 PM

Quote:

Originally Posted by Magnius (Post 5200332)
Anyone real advanced at this hacking stuff? See what I did done is, you know how in the Japanese HGSS you can only select 5 lettered names? Well I need someone who's advanced at hacking to extend that to 8 letters.

All that really has to be done is to find the Platinum code and copy and paste that code over the HGSS one. However, I have no idea how I would go about doing this.

Sorry, but no. You can't just "copy and paste" from Platinum or something. If the name can have up to 5 letters, it's pretty safe to say the memory area reserved for the player's name can use only up to 5 spaces, and what's next is sure used for other stuff.

Poryhack October 9th, 2009 3:03 PM

Actually the 5-char thing is just an entry restriction placed on the Japanese games (not sure about the Korean ones). Save files are language-independent and they always have room for 10 chars.

It would still take an assembly hack though; whether it's an "easy" one or not you'll probably have a hard time finding someone who knows assembly to implement it.

HackMew October 10th, 2009 12:26 AM

Quote:

Originally Posted by Poryhack (Post 5200439)
Actually the 5-char thing is just an entry restriction placed on the Japanese games (not sure about the Korean ones). Save files are language-independent and they always have room for 10 chars.

It would still take an assembly hack though; whether it's an "easy" one or not you'll probably have a hard time finding someone who knows assembly to implement it.

Save files are language-independent, indeed. Still, I have no idea where that 10 come from. The player's name can have up to 7 chars plus the terminator and, being stored in a custom UTF-16 encoding, the whole name area takes a total of 16 bytes. Nonetheless, the player's name should be stored into some temporary place before it's actually written to the save. And there could be not enough room allocated there. Those are my two cents.

SCV October 10th, 2009 6:02 AM

Quote:

Originally Posted by Magnius (Post 5200332)
Anyone real advanced at this hacking stuff? See what I did done is, you know how in the Japanese HGSS you can only select 5 lettered names? Well I need someone who's advanced at hacking to extend that to 8 letters.

All that really has to be done is to find the Platinum code and copy and paste that code over the HGSS one. However, I have no idea how I would go about doing this.

What "code" are you talking about exactly?

Poryhack October 10th, 2009 6:41 AM

Oh, I was looking at pokemon names. You're right, trainer names can only be 7.

PokeBal33 October 10th, 2009 6:45 AM

Quote:

Originally Posted by narutoactor (Post 5099970)
I dont think we will be able to hack it for a while we havent even been able to hack dp that well yet

ya me either. I think most people will stick to hacking the GBA roms. When there are better tools for HGSS then maybe it will get popular.

Steveice10 October 11th, 2009 12:11 PM

Yeah you could probably modify the amount of characters aloud in a game. I know for a fact because with pokesav you can make the name more than 5 letters so it's just a restriction in entering names.

Zephi October 12th, 2009 9:10 PM

Ah.. haven't been on PC in awhile. Anyway, on-topic: the list.txt for HGSS on PokeTEX doesn't seem to be working for me. Probably my fault, and it's been a long time since I used it. I moved my pl_list out of the folder, put the one from the first page in there, loaded up SS, and... nothing. I little down the list I managed to come across Charizard's OV, albeit messed up. Where'd I mess this up?

mindfreak October 13th, 2009 8:15 AM

Quote:

Originally Posted by Zephi (Post 5214663)
Ah.. haven't been on PC in awhile. Anyway, on-topic: the list.txt for HGSS on PokeTEX doesn't seem to be working for me. Probably my fault, and it's been a long time since I used it. I moved my pl_list out of the folder, put the one from the first page in there, loaded up SS, and... nothing. I little down the list I managed to come across Charizard's OV, albeit messed up. Where'd I mess this up?

Hmm, did you use a clean or a patched rom?
Try HG (unpatched) thats where I found the offsets.

Steveice10 October 15th, 2009 4:37 PM

Help
 
EDIT: Never Mind... I found them.

ankrahman28 October 18th, 2009 12:53 PM

Quote:

Originally Posted by Poryhack (Post 5109204)
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-



Thanx for the locations. now all i need 2 know is how to open the file with the new trainer back sprites. Is their a program that can??

xcan October 23rd, 2009 7:20 PM

.....
We cann't see the things at the YouThbe in China...
Who can help us?
oh....I am so sorry that I cann't speak English well....

Ash's Sceptile October 24th, 2009 6:07 PM

Hey Everybody
Why don't modify the Game Text (the place where we put player's names, rival's name)? Could we put English font on the boxes? If Anyone knows put, talk to me and teach me! I don't like the letters in Japanese!
On the site of Spriters Resource have many pictures of the boxes!

Poryhack October 24th, 2009 6:13 PM

Quote:

Originally Posted by Ash's Sceptile (Post 5256574)
Hey Everybody
Why don't modify the Game Text (the place where we put player's names, rival's name)? Could we put English font on the boxes? If Anyone knows put, talk to me and teach me! I don't like the letters in Japanese!
On the site of Spriters Resource have many pictures of the boxes!

Doing that would require an assembly hack, so it's unlikely that it will happen.

SharpPoint October 24th, 2009 7:28 PM

To be honest, even if we could hack 4th generation games as well as we can hack 3rd generation games, I wouldn't switch over. I'm perfectly happy with my 2D graphics.

Poryhack October 25th, 2009 7:05 AM

There is a certain advantage when it comes to making/editing 2D over 3D. Even if it were as easy as ploping a map model into Maya, etc just learning how to operate a 3D editor seems to be quite complicated.

I wasn't around for the golden age of GBA hacking though, and I have no desire to backtrack.

Oxnite October 26th, 2009 5:21 AM

Sorry if I'm not able to put questions here.. But I really want an answer.

I know we can edit the Trainers' Pokémon in HG / SS already, but how good? Here are my questions:

1) Are we already able to edit the Trainers' Pokémon in HG / SS as good as in DPP?

2) If I'm going to edit the Trainers' Pokémon in HG / SS now, can I use the edited .narc file for the English HG / SS Roms (when they are released)? Or do I have to edit every Trainers' Pokémon again then?

3) (Only answer this question when you've answered YES to question 1) I was trying to edit the Trainers' Pokémon, but it looked much more messed up, with every Trainers' SECOND Pokémon being at level 1 or something. Eh, it just looked messed up. Or was I doing something wrong?

Thanks!

Mew~ October 26th, 2009 5:29 AM

What i realy want is a mapping tool, maybe like in the tool is shows everything 2d and then in the emulator or whatever would be 3d... i dunno! If only we had the stuff nintendo used to make the games :( IM GOING ON STIKE!!!!!!!!

Banjora Marxvile October 26th, 2009 6:50 AM

Quote:

Originally Posted by Pokemon League Champion (Post 5261682)
What i realy want is a mapping tool, maybe like in the tool is shows everything 2d and then in the emulator or whatever would be 3d... i dunno! If only we had the stuff nintendo used to make the games :( IM GOING ON STIKE!!!!!!!!

Fine, bye.

A map editor, even though it is in high demand, will be incredibly hard to make, as everything near enough uses 3D polygons, and that is shown playing through the games. True that this could possibly be manipulated and able to place if a tool was created, but for Tiles, it would make them even harder to do. And to make good maps, you may need new tiles.

Poryhack October 26th, 2009 10:33 AM

Quote:

Originally Posted by Pokemon League Champion (Post 5261682)
If only we had the stuff nintendo used to make the games :( IM GOING ON STIKE!!!!!!!!

Rather ironic that you should say that. I recommend you get together a few buddies, pull your heads out of wherever they are lodged, and take a good look around this forum.

Alpha de Splash October 26th, 2009 11:10 AM

Quote:

Originally Posted by Oxnite (Post 5261664)
Sorry if I'm not able to put questions here.. But I really want an answer.

I know we can edit the Trainers' Pokémon in HG / SS already, but how good? Here are my questions:

1) Are we already able to edit the Trainers' Pokémon in HG / SS as good as in DPP?

2) If I'm going to edit the Trainers' Pokémon in HG / SS now, can I use the edited .narc file for the English HG / SS Roms (when they are released)? Or do I have to edit every Trainers' Pokémon again then?

3) (Only answer this question when you've answered YES to question 1) I was trying to edit the Trainers' Pokémon, but it looked much more messed up, with every Trainers' SECOND Pokémon being at level 1 or something. Eh, it just looked messed up. Or was I doing something wrong?

Thanks!

I think I have the general format of the HGSS trainers. It is indeed different from the trainers of DPPt (So it won't work on DPPt Tools). And you should be able to use the same narc for the english granted that they don't insert trainers (that would cause all the trainers to be one later, messing everything up).

Quote:

Originally Posted by Deviation (Post 5261858)


Fine, bye.

A map editor, even though it is in high demand, will be incredibly hard to make, as everything near enough uses 3D polygons, and that is shown playing through the games. True that this could possibly be manipulated and able to place if a tool was created, but for Tiles, it would make them even harder to do. And to make good maps, you may need new tiles.

Tiling isn't going to be remotely possible in the HGSS maps. What may happen is dragging pre-made polygons somehow, but all this stuff is still in the works of those whose computers hate them...

Oxnite October 27th, 2009 1:28 AM

Quote:

Originally Posted by pokesplash (Post 5262370)
I think I have the general format of the HGSS trainers. It is indeed different from the trainers of DPPt (So it won't work on DPPt Tools). And you should be able to use the same narc for the english granted that they don't insert trainers (that would cause all the trainers to be one later, messing everything up).

Oh okay, so it's waiting for a HG / SS Trainer Pokémon editor tool?

Is it hard to create that tool?

Potatomuffin October 28th, 2009 4:56 PM

actually we do have the stuff that nintendo used to make the games. some guy posted the tools they used for d/p and me and my friends tried running it. sadly we couln't get it to work cause we didn't have Maya and some other programs. all nintendo did was to add certain plugins and a .narc maker program. its probabally still sitting in the tools section of pokecommunity.


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