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SCV February 8th, 2009 5:57 PM

Quote:

Originally Posted by E-Bag (Post 4344347)
There is already a BMD viewer made by kiwi-ds, but very nice work.

That's not the significance. The significance is that he was able to display the textures.

This is not straightforward since the textures are not located in the land_data_files.

EDIT: I also figured out the maps.


Potatomuffin February 14th, 2009 11:42 AM

Cool, how did you do this? tell me please! this is great news!

SCV February 14th, 2009 4:00 PM

1 Attachment(s)
Quote:

Originally Posted by Potatomuffin (Post 4351574)
Cool, how did you do this? tell me please! this is great news!

I modified the source to kiwi.ds' nsmbd viewer.

The original version and my modification can be obtained, here: http://tahaxan.arcnor.com/index.php?option=com_smf&Itemid=29&topic=65.75

I'll attach it as well, for simplicity.

The nsbmd file has to be copied out of the land data files and the correct texture found in:
\fielddata\areadata\area_map_tex\map_tex_set.narc

Name both of them the same, exampe: map.nsbmd, map.nsbtx

Scythe_Ironclaw February 15th, 2009 12:12 PM

I have a problem when trying to launch the program.
"C:\Documents and Settings\Owner\Desktop\NSBMD\nsbmd.exe

This application failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."

Did I do something wrong?
I have carefully read your instructions but they don't seem very clear.

Quote:

The nsbmd file has to be copied out of the land data files and the correct texture found in:
\fielddata\areadata\area_map_tex\map_tex_set.narc

Name both of them the same, exampe: map.nsbmd, map.nsbtx
What is this "NSBMD" file that has to be copied out of the land data files?
When you stated map.nsbmd and map.nsbts am I looking for one file in the Pokemon ROM or two?
Then I just rename the two files to the map.nsbmd and map,nsbtx?

Please help me.

SCV February 15th, 2009 6:46 PM

Quote:

Originally Posted by DJ91990 (Post 4354354)
I have a problem when trying to launch the program.
"C:\Documents and Settings\Owner\Desktop\NSBMD\nsbmd.exe

This application failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
Did I do something wrong?
I have carefully read your instructions but they don't seem very clear.

Try installing this: http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en




Quote:

What is this "NSBMD" file that has to be copied out of the land data files?
It holds the 3D data for (part of the map)
The first 16 bytes tells you how big each of the 4 sections of a land data is. The numbers are stored in little endian form. You want to go to the part where the the model file starts. Search "BMD0", copy as many bytes as the beginning of the file says the third section is.

Example (land_data_release0)
00080000800100002489000080010000
are the first 16 bytes.
This tells us that the first section is 0x800 bytes long, the next is 0x180 and the third is 0x8924, so you go to 0x10+800+0x180 and copy 0x8924 and make a new file from it.

Quote:

When you stated map.nsbmd and map.nsbts am I looking for one file in the Pokemon ROM or two?
You are looking for two files. One you get by copying out the model section from the land data file. The other is in \fielddata\areadata\area_map_tex\map_tex_set.narc
The land data files are in \fielddata\landdata\land_data_release.narc.

Quote:

Then I just rename the two files to the map.nsbmd and map,nsbtx?
Right.

hi sir tomato my password is syvniti February 16th, 2009 11:39 AM

s0 have u found the map editor yet?
I dun't fell like lookin 1000 + pages for answer lulz.

SCV February 16th, 2009 12:17 PM

Quote:

Originally Posted by Gvdl bmmzpv tuvqje cjudi (Post 4357096)
s0 have u found the map editor yet?
I dun't fell like lookin 1000 + pages for answer lulz.

As far as we know, there is no map editor. There is not even a full map display program yet.

Potatomuffin February 16th, 2009 5:04 PM

how do you get this thing to work? i downloaded the program and the Microsoft thingy,but when i opened it, it just closed! help please

SCV February 16th, 2009 5:58 PM

Quote:

Originally Posted by Potatomuffin (Post 4358073)
how do you get this thing to work? i downloaded the program and the Microsoft thingy,but when i opened it, it just closed! help please

You drag the nsbmd file into the program icon. Alternatively you can run the program through the command prompt.

G1R4T1N4 February 19th, 2009 6:02 PM

ds sprite editor plz :| me tried looking for one but... no luck wellsome luck but me no speek italiano

SCV February 19th, 2009 6:36 PM

Quote:

Originally Posted by G1R4T1N4 (Post 4367748)
ds sprite editor plz :| me tried looking for one but... no luck wellsome luck but me no speek italiano

What kind of sprites?

There are already programs for getting edited pokemon, trainer, pokemon party, sprites into a hack.

Taisuru February 19th, 2009 10:19 PM

Problem with pokedspic, Item program specifically.

I extracted a regular pokeball, edited it in paint, but when I opened it in pokedspic, I got 2 errors (Needs to be 8bbi or something and needs to be 160x80/80x160) I then redid the edit in photoshop, and when I saved it THERE I got rid of the first error, then I saved it as the size it wanted, but it becomes squished and ugly looking (No errors though).

So how do I extract, edit, and re-insert an item sprite?

SCV February 20th, 2009 7:25 AM

1 Attachment(s)
Quote:

Originally Posted by Taisuru (Post 4368261)
Problem with pokedspic, Item program specifically.

I extracted a regular pokeball, edited it in paint, but when I opened it in pokedspic, I got 2 errors (Needs to be 8bbi or something and needs to be 160x80/80x160) I then redid the edit in photoshop, and when I saved it THERE I got rid of the first error, then I saved it as the size it wanted, but it becomes squished and ugly looking (No errors though).

So how do I extract, edit, and re-insert an item sprite?

Like I said when I originally released the modification, they were intended for extraction but I would add insertion eventually. Since no one had said they tried or wanted to insert I had not fixed, it.

I attached a fixed version.

The image should be 8bpp and 32x32.

Taisuru February 20th, 2009 1:15 PM

Still a bit glitchy, here's what happened.

When I opened my edited image (Pokeball2.bmp), I got this.
http://i144.photobucket.com/albums/r181/NTATai/problem2.png
It looked fine at first, but then when I wrote to the narc file, it looked like this.
http://i144.photobucket.com/albums/r181/NTATai/problem.png
(Yes, it is a quickly made pokecube, I'm just testing it with something simple)

Edit: Tested after inserting. It looks like that in game as well.

Edit2: When opening as a 4bpp, it switches the palette about badly (Yet again, after writing to narc).
http://i144.photobucket.com/albums/r181/NTATai/problem3.png

Edit3: Inserted and tested again, it looks like that (Overly big orange box and all, unlike the previous, which removed the grey at least) in game.

SCV February 20th, 2009 2:37 PM

Quote:

Originally Posted by Taisuru (Post 4369866)
Still a bit glitchy, here's what happened.

Try simply extracting an icon and then reinserting it in another place. If that works for you then it means you are not setting up the image properly. Only 16 colors can be used so and the one in the 1st spot has to be the one that will be made transparent).

What did you use to make a 4bpp image? As far as there is no program that will produce those. I had to set up the program to turn 8bp images into 4bpp images, but you have to stick to 16 colors otherwise you color loss.

In photoshop, you would choose:
mode--> indexed

mode--> 8bit/channel

G1R4T1N4 February 20th, 2009 7:47 PM

i tried da webite but no links to a emulator

SCV February 20th, 2009 8:11 PM

Quote:

Originally Posted by G1R4T1N4 (Post 4371353)
i tried da webite but no links to a emulator

What website?
For an emulator search for no$gba.

Taisuru February 21st, 2009 9:37 PM

I used the EXACT colors that were used in the original pokeball sprite. I also did not move it whatsover and as you can see the first pixel would be the color that should be transparent.

Also, I used Photoshop CS4, when saving as a bmp, it gives the option for 4bpp.

SCV February 21st, 2009 10:50 PM

1 Attachment(s)
Quote:

Originally Posted by Taisuru (Post 4375362)
I used the EXACT colors that were used in the original pokeball sprite. I also did not move it whatsover and as you can see the first pixel would be the color that should be transparent.

Also, I used Photoshop CS4, when saving as a bmp, it gives the option for 4bpp.

New version that will work for 8bpp indexed bmp. Remember to only use the first 16 colors.

Also make sure you insert the palette and the image separately. The palette goes in the (228) and the image in the (230).

wolfy February 24th, 2009 3:33 AM

i cant wait till ds hacks aree popular
thats gonna be awesome

dragonarche February 24th, 2009 6:48 AM

Quote:

Originally Posted by SCV (Post 4355111)
Try installing this: http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en




It holds the 3D data for (part of the map)
The first 16 bytes tells you how big each of the 4 sections of a land data is. The numbers are stored in little endian form. You want to go to the part where the the model file starts. Search "BMD0", copy as many bytes as the beginning of the file says the third section is.

Example (land_data_release0)
00080000800100002489000080010000
are the first 16 bytes.
This tells us that the first section is 0x800 bytes long, the next is 0x180 and the third is 0x8924, so you go to 0x10+800+0x180 and copy 0x8924 and make a new file from it.


You are looking for two files. One you get by copying out the model section from the land data file. The other is in \fielddata\areadata\area_map_tex\map_tex_set.narc
The land data files are in \fielddata\landdata\land_data_release.narc.

Right.

uhh whaaa
can you plese make your instructions for extracting map from land_data_release0
simpler plese thanx sorry for the extra work iam n00b

deadlyangel91792 February 24th, 2009 7:50 AM

i have a question by modifying the same program used to translate the japanese version of pokemon platinum to english (a patch does exist not complete though) do you think we can make a script editor???

SCV February 24th, 2009 8:03 AM

Quote:

Originally Posted by deadlyangel91792 (Post 4382487)
i have a question by modifying the same program used to translate the japanese version of pokemon platinum to english (a patch does exist not complete though) do you think we can make a script editor???

Scripts and text are two entirely different things.
Anyways, I have already made a script editor. Look some number of posts up.

It is a part of PPRE. Its not like the script editors for GBA because we don't know most of the commands, it would be great if you helped out with some commands.

I will be releasing a revamped version in a few weeks, maybe interpreting some commands that we already know.

Quote:

Originally Posted by dragonarche (Post 4382435)
uhh whaaa
can you plese make your instructions for extracting map from land_data_release0
simpler plese thanx sorry for the extra work iam n00b

Try searching for BMD0 in the land data file, then copy from the there (including BMD0) until you reach BHDC (don't include BHDC) and make a new file with that.
Not really since that is as easy as it gets.

LynnCreed February 24th, 2009 4:02 PM

Would it be possible to make a combination hack? For example, a game with Ranger tiles and the same pokemon-encountering method but with classic battling a la diamond and pearl?

dragonarche February 24th, 2009 7:17 PM

Quote:

Originally Posted by SCV (Post 4382496)
Scripts and text are two entirely different things.
Anyways, I have already made a script editor. Look some number of posts up.

It is a part of PPRE. Its not like the script editors for GBA because we don't know most of the commands, it would be great if you helped out with some commands.

I will be releasing a revamped version in a few weeks, maybe interpreting some commands that we already know.


Try searching for BMD0 in the land data file, then copy from the there (including BMD0) until you reach BHDC (don't include BHDC) and make a new file with that.
Not really since that is as easy as it gets.

how do i get the texture file to work i extracted it form field data/ area_map_tex /map_tex_set.narc/map_tex_set-0.0xtb
and renamed it to map.nsbtx when i run the program with the texture i get a error
it works fine with texture


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