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Research [General] 5th Generation Pokémon Hacking/Information Consolidation

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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  #76    
Old February 28th, 2011 (6:54 PM).
ChimeraReiax ChimeraReiax is offline
     
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    Quote:
    Originally Posted by Team Fail View Post
    Yes, loop points can be added. I'm still trying to comprehend it.
    http://www.pokecommunity.com/showpost.php?p=6383343&postcount=5
    Wrote up a little guide-ish thing on how to edit current loops, actually. :3

    However, as that pastebin says, I can't make heads or tails with track offsets...
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      #77    
    Old March 12th, 2011 (11:47 AM).
    Putin's Avatar
    Putin Putin is offline
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      Quote:
      Originally Posted by ChimeraReiax View Post
      but yes, since the overworld sprites of 494+ would be unable to be present unless they already had overworld sprites, and Nintendo probably would have overwritten that code. Then again, it IS possible that the code itself wasn't so consuming to the game and they just disabled it, but that's not exactly too likely. Still, a guy can dream.
      Not all, but most (maybe all, but we only see most) of the 649 Pokémon have overworld sprites for the High-Link (Entralink).


      As for the maps, they seem to be identical in behaviour, with the exception of a simple script like an archaic form of the common camera rotation feature in nearly every 3D game, except scripted, as was also present in HG, to the DPPt maps, which, IIRC, are GameCube 3D format maps. I am aware that a tool is in the works here for editing fourth and fifth gen maps, but tools that would work already exist, and I buggered around with the idea of making a Valve Hammer plugin for it, since I am familiar with Hammer.

      The bit that makes me sigh is the thought of those sprites. There's really two options: To take out the animation and have static sprites, or to animate every Fakémon or future backport you want to do. Three thousand five hundred frames later...
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        #78    
      Old March 14th, 2011 (10:47 AM). Edited March 14th, 2011 by The 100 Mega Shock.
      The 100 Mega Shock The 100 Mega Shock is offline
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      Only the previous generation Pokémon have Entralink OW sprites.

      Anyway, you're overlooking a much bigger problem.

      Pokémon sprites in BW are not frame-by-frame animation. They're segmented pieces drawn on a 256 x 128 map, stitched together by the engine in-game and animated using part swapping, auto transformation/rotation/scaling and moving each segment individually.

      So, good luck hacking all that.
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        #79    
      Old March 14th, 2011 (12:56 PM).
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      knizz knizz is offline
         
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        Quote:
        Originally Posted by Putin View Post
        ...DPPt maps, which, IIRC, are GameCube 3D format maps. I am aware that a tool is in the works here for editing fourth and fifth gen maps, but tools that would work already exist, and I buggered around with the idea of making a Valve Hammer plugin for it, since I am familiar with Hammer.
        I worked a lot on an editor for 4/5th Gen but I doubt there will ever be a working editor. (In other words. There isn't any "in the works") There isn't enough known about the bmd-format but also
        Quote:
        Originally Posted by smurph717
        Quote:
        Originally Posted by knizz
        Do you know another way to map the materials of a map to the materials of a btx-file without comparing the name?
        Is this data "repointable"? (what is an indicator for the position of this data)
        yeah i found out how to do that, it required some disassembly but it turns out that data is actually lz77 compressed in the arm9.bin file somewhere, i'll dump it soon and share it with you.
        unfortunately the data isn't repointable, it's decompressed into static memory that's present for the entire game (the data is loaded even before the intro/title screen) and the address is hard coded into the game in multiple areas. i can tell you where its loaded in memory while running and i can tell you how to edit the data, recompress it, and replace it in the arm9.bin file though. give me a couple days though cuz i haven't touched anything pokemon related in like a month due to school and getting a job for the summer and other crap.
        He hasn't answered eversince (last login in january). I still wonder how he found out...

        But there's another way to edit maps. You can load them through my tools. Import them in 3ds max. And then use nintendos official tools to convert them back. (use G3DCVTR as keyword when searching)

        The connection between mesh and textures however is hardcoded.

        Quote:
        Originally Posted by The 100 Mega Shock View Post
        ...Pokémon sprites in BW are not frame-by-frame animation. They're segmented pieces drawn on a 256 x 128 map, stitched together by the engine in-game and animated using part swapping, auto transformation/rotation/scaling and moving each segment individually...
        Wow. How do you know?
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          #80    
        Old March 15th, 2011 (5:24 PM).
        The 100 Mega Shock The 100 Mega Shock is offline
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        Quote:
        Originally Posted by knizz View Post
        Wow. How do you know?
        Someone else was kind enough to rip all the textures.
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          #81    
        Old March 16th, 2011 (2:52 PM).
        ChimeraReiax ChimeraReiax is offline
           
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          yay

          Now to see if a program can be written to re-point files in .SDATs so longer/larger tracks can be injected (note: there's over 56,000 pointers). x_x
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            #82    
          Old March 17th, 2011 (8:37 PM). Edited March 17th, 2011 by Potatomuffin.
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          Potatomuffin Potatomuffin is offline
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            ok english rom's out, anyone else doing r/d?

            CrystalTile2 not working for anyone else(on b/w)? any fixes?
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              #83    
            Old March 18th, 2011 (4:50 AM). Edited March 18th, 2011 by Incineroar.
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            Incineroar Incineroar is offline
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            Quote:
            Originally Posted by Potatomuffin View Post
            ok english rom's out, anyone else doing r/d?

            CrystalTile2 not working for anyone else(on b/w)? any fixes?
            I have it working. I just haven't had the time to look. I am curious about one thing though.
            EDIT: It seems all the debug images are still in the game, unmodified.
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              #84    
            Old March 18th, 2011 (1:38 PM).
            Putin's Avatar
            Putin Putin is offline
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              Quote:
              Originally Posted by The 100 Mega Shock View Post
              Someone else was kind enough to rip all textures. (link)
              You will have to pardon me if I am being dense, but I see nothing about OW sprites there, which are what I was talking about, and which seem to work as always. Battle sprites aren't really an issue if your goal is to re-implement the following script/feature.


              Quote:
              Originally Posted by knizz View Post
              I worked a lot on an editor for 4/5th Gen but I doubt there will ever be a working editor. (In other words. There isn't any "in the works") There isn't enough known about the bmd-format but also
              Ah, I was mistaken. I recalled seeing a thread here and hearing rumours in another community, but I suppose it was the discontinued project you speak of.

              Anyway, no information is unobtainable. The code was made by humans, and humans can decode it. Granted, perhaps hacking a Pokémon game is not the most likely thing to incite majour effort to decode such a thing.
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                #85    
              Old March 18th, 2011 (1:46 PM).
              pichu2000 pichu2000 is offline
                 
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                Hi, if this can help in this research, i make a list containing all the header of the functions.c with their location in memory.
                For some, i find also the file called when the function is executed.
                Here's my list
                Spoiler:
                actor_tool.c ---> arm9.bin
                app_keycursor.c ---> arm9.bin
                app_taskmenu.c ---> arm9.bin
                arc_util.c ---> a 0 8 1.narc
                areaman.c ---> arm9.bin
                arrow.c ---> overlay 217
                b_app_tool.c ---> overlay 196
                b_bag_main.c ---> overlay 197
                b_plist_anm.c ---> overlay 198
                b_plist_main.c ---> overlay 198
                backup_system.c ---> arm9.bin
                bag_param.c ---> arm9.bin
                battle_championship_flow.c ---> overlay 176
                battle_examination.c ---> arm9.bin
                battle_rec.c ---> arm9.bin
                battle_rec_tool.c --> overlay 188
                beacon_detail_gra.c ---> overlay 216
                beacon_status.c ---> arm9.bin
                beacon_view.c ---> overlay 032
                bgm_info.c ---> arm9.bin
                bgwinfrm.c ---> arm9.bin
                bg_font.c ---> overlay 217
                bg_sys.c ---> arm9.bin
                blink_palanm.c ---> arm9.bin
                bmp.c ---> arm9.bin
                bmp_cursor.c ---> arm9.bin
                bmp_menu.c ---> arm9.bin
                bmp_menuwork.c ---> arm9.bin
                bmp_menulist.c ---> arm9.bin
                bmp_oam.c ---> arm9.bin
                billboard.c ---> arm9.bin
                billboard_act.c ---> arm9.bin
                box_savedata.c ---> arm9.bin
                box2_main.c ---> overlay 170
                box2_seq.c ---> overlay 170
                box2_ui.c ---> overlay 170
                br_codein.c --> overlay 183
                br_btn.c --> overlay 186
                br_btn_data.c --> overlay 186
                br_fade.c --> overlay 186
                br_graphic.c --> overlay 186
                br_main.c --> overlay 187
                br_net.c --> overlay 186
                br_pokesearch.c --> overlay 186
                br_res.c --> overlay 186
                br_sidebar.c --> overlay 186
                br_util.c --> overlay 186
                bsubway_savedata.c ---> arm9.bin
                bsubway_scr.c ---> overlay 021
                btl_adapter.c ---> overlay 093
                btl_calc.c ---> overlay 093
                btl_client.c ---> overlay 093
                btl_event.c
                btl_field.c ---> overlay 093
                btl_net.c ---> overlay 093
                btl_pokeparam.c ---> overlay 093
                btl_rec.c ---> overlay 093
                btl_rec_sel.c ---> overlay 214
                btl_rec_sel_graphic.c ---> overlay 214
                btl_server.c ---> overlay 093
                btl_server_cmd.c ---> arm9.bin
                btl_server_flow.c ---> overlay 093
                btl_setup.c ---> arm9.bin
                btlv_bg.c ---> arm9.bin
                btlv_b_gauge.c ---> overlay 094
                btlv_camera.c ---> overlay 094
                btlv_clact.c ---> overlay 094
                btlv_core.c ---> arm9.bin
                btlv_effect.c --> overlay 094
                btlv_effvm.c ---> overlay 094
                btlv_finger_cursor.c ---> overlay 094
                btlv_field.c ---> overlay 094
                btlv_gauge.c ---> overlay 094
                btlv_input.c ---> overlay 094
                btlv_mcss.c ---> overlay 094
                btlv_scu.c ---> overlay 093
                btlv_stage ---> overlay 094
                btlv_timer.c ---> arm9.bin
                button_man.c ---> arm9.bin
                calender.c ---> overlay 010 ---> a 0 9 7.narc
                chihou_zukan_award.c ---> overlay 221
                chihou_zukan_award_graphic.c ---> overlay 221
                c_gear.c ---> overlay 029
                c_gear_power_onoff.c ---> overlay 035
                cdemo_main.c ---> overlay 179
                clact.c
                cg_help.c ---> overlay 124
                circle_graph.c ---> overlay 217
                codein_param.c ---> arm9.bin
                colosseum.c ---> overlay 012
                comm_btl_demo_graphic.c ---> overlay 213
                comm_entry_menu.c ---> overlay 021
                comm_player.c ---> overlay 010
                comm_player_support.c
                compatible_irc_sys.c ---> overlay 101
                config.c
                coreboard.c ---> overlay 020
                ctalkmsgwin.c ---> overlay 021
                cursor_move.c ---> arm9.bin
                delivery_beacon.c ---> overlay 010
                delivery_irc.c ---> overlay 010
                demo3d.c ---> overlay 203
                demo3d_cmdsys.c ---> overlay 203
                demo3d_data.c ---> overlay 203
                demo3d_engine.c ---> overlay 203
                demo3d_exp_c_cruiser.c ---> overlay 203
                demo3d_graphic.c ---> overlay 203
                digitalcardcheck.c ---> overlay 176
                double3Ddisp.c
                downsing.c ---> overlay 033
                dup_fitting.c ---> overlay 133
                dup_fitting_item.c ---> overlay 134
                effect_encount.c ---> overlay 021
                egg_demo_graphic.c ---> overlay 215
                egg_demo_view.c ---> overlay 215
                enceff.c ---> overlay 021
                entrance_camera.c ---> overlay 021
                eventdata_system ---> overlay 018 ---> a 1 2 5.narc
                event_battle.c ---> overlay 010
                event_battle_return.c ---> overlay 092
                event_colosseum_battle.c
                event_comm_common.c ---> overlay 018
                event_comm_sleep.c
                event_game_manual.c ---> overlay 021
                event_gtsnego.c ---> overlay 001
                event_ircbattle.c
                event_field_proclink.c ---> overlay 010
                event_mapchange.c ---> overlay 020
                event_poke_status.c ---> overlay 010
                event_pdc_return.c ---> overlay 227
                event_research_radar.c ---> overlay 010
                event_trainer_eye.c ---> overlay 021
                event_shortcut_menu.c ---> overlay 010
                event_wifibattlematch.c ---> overlay 002
                fade.c
                field_bbd_color.c ---> overlay 021
                field_buildmodel.c ---> overlay 021
                field_camera.c ---> overlay 021
                field_camera_anime.c ---> overlay 021
                field_comm_actor.c ---> overlay 021
                field_effect.c ---> overlay 021
                field_encount_st.c ---> overlay 010
                field_encount.c ---> overlay 021
                field_flash.c ---> overlay 021
                field_fk_sound_anime.c ---> overlay 056
                field_fog.c ---> overlay 021
                field_ground_anime.c ---> overlay 021
                field_gimmick_bssubway.c ---> overlay 052
                field_gimmick_d06.c ---> overlay 051
                field_gimmick_gate.c ---> overlay 048
                field_g3dobj.c ---> overlay 021
                field_g3d_mapper.c ---> overlay 021
                field_g3d_map.c ---> overlay 010
                field_light.c ---> overlay 021
                field_menu.c ---> overlay 021
                field_msgbg.c ---> overlay 021
                field_nogrid_mapper.c ---> overlay 021
                field_palace_sys.c ---> overlay 021
                field_place_name.c ---> overlay 021
                field_player.c ---> overlay 021
                field_player_core.c ---> overlay 021
                field_player_grid.c ---> overlay 021
                field_player_grid_event.c ---> overlay 021
                field_player_nogrid.c ---> overlay 021
                field_rail.c ---> overlay 021
                field_rail_loader.c ---> overlay 021
                field_saveanime.c ---> overlay 021
                field_sound_system.c ---> arm9.bin
                field_status.c ---> arm9.bin
                field_subscreen.c ---> overlay 021
                field_task.c ---> overlay 021
                field_task_manager.c ---> overlay 021
                field_wfbc.c ---> overlay 021
                field_wfbc_data_local.c ---> overlay020
                field_zonefog.c
                field_3dbg.c ---> overlay 021
                fieldmap.c ---> overlay 021
                fieldmap_ctrl_grid.c ---> overlay 021
                fieldmap_ctrl_hybrid.c ---> overlay 021
                fieldmap_ctrl_nogrid.c ---> overlay 021
                fieldmap_ctrl_nogrid_work.c
                fieldmap_func.c ---> overlay 021
                fieldmap_tcb_camera_zoom.c ---> overlay 021
                fieldskill_mapeff.c ---> overlay 021
                file_util.c
                flash_access.c
                fld_btl_inst_tool.c ---> overlay 010
                fld_exp_obj.c ---> overlay 021
                fld_faceup.c ---> overlay 082
                fld_particle.c ---> overlay 021
                fld_scenarea.c ---> overlay 021
                fld_scenarea_loader.c ---> overlay 021
                fld_trade.c ---> overlay 021
                fld_vreq.c
                fld_wipe_3dobj.c ---> overlay 021
                fldeff_btrain.c ---> overlay 021
                fldeff_bubble.c ---> overlay 021
                fldeff_do6denki.c ---> overlay 021
                fldeff_encount.c ---> overlay 021
                fldeff_fishing.c ---> overlay 021
                fldeff_footmark.c ---> overlay 021
                fldeff_grass.c ---> overlay 021
                fldeff_gyoe.c ---> overlay 021
                fldeff_hide.c ---> overlay 021
                fldeff_iaigiri.c ---> overlay 021
                fldeff_iwakudaki.c ---> overlay 021
                fldeff_kemuri.c ---> overlay 021
                fldeff_namipoke.c ---> overlay 021
                fldeff_reflect.c ---> overlay 021
                fldeff_ripple.c ---> overlay 021
                fldeff_shadow.c ---> overlay 021
                fldeff_splash.c ---> overlay 021
                fldmmdl.c ---> overlay 010 ---> a 0 4 8.narc
                fldmmdl_acmd.c ---> overlay 021
                fldmmdl_blact.c ---> overlay 021
                fldmmdl_g3dobj.c ---> overlay 021
                fld3d_ci.c ---> overlay 021
                frame_list.c ---> overlay 067
                game_beacon.c ---> arm9.bin
                game_beacon_accessor.c ---> overlay 010
                game_beacon_search.c ---> overlay 010
                game_comm.c ---> arm9.bin
                game_data.c ---> arm9.bin
                game_event.c ---> arm9.bin
                gds_profile.c ---> arm9.bin
                gf_font.c
                gf_overlay.c
                gf_standard.c
                gfl_use.c ---> arm9.bin
                gimmic_obj_elboard.c ---> overlay 048
                gsync_disp.c ---> overlay 123
                gsync_download.c ---> overlay 123
                gsync_menu.c ---> overlay 123
                gsync_message.c ---> overlay 123
                gsync_state.c ---> overlay 123
                gtsnego_disp.c ---> overlay 120
                gtsnego_message.c ---> overlay 120
                guru2.c ---> overlay 137
                guru2.comm.c ---> overlay 137
                guru2.main.c ---> overlay 137
                g3d_camera.c
                g3d_light.c
                g3d_system.c -->a 0 7 5.narc
                g3d_util.c
                height_ex.c ---> overlay 021
                ica_anime.c ---> arm9.bin
                infowin.c ---> arm9.bin
                intro_cmd.c ---> overlay 204
                intro_graphic.c ---> overlay 204
                intro_g3d.c ---> overlay 204
                intro_mcss.c ---> overlay 204
                intro_msg.c ---> overlay 204
                intro_particle.c ---> overlay 204
                intrude_battle.c
                intrude_comm.c ---> overlay 011
                intrude_field.c ---> overlay 018
                intrude_message.c
                intrude_subdisp.c ---> overlay 018
                irc_appbar.c ---> overlay 101
                irc_compatible.c ---> overlay 101
                irc_ranking.c ---> overlay 106
                ircbattlemenu.c ---> overlay 021
                ircbattlematch.c ---> overlay 100
                iss_city_sys.c ---> arm9.bin
                iss_city_unit.c ---> arm9.bin ---> a 1 3 2.narc
                iss_dungeon_sys.c ---> arm9.bin---> a 1 4 8.narc
                iss_road_sys.c ---> arm9.bin
                iss_switch.c ---> arm9.bin
                iss_switch_sys.c ---> arm9.bin
                iss_switch_set.c ---> arm9.bin
                iss_sys.c ---> arm9.bin
                iss_zone_sys.c ---> arm9.bin --> a 1 3 6.narc
                iss_3ds_sys.c
                itemmenu.c ---> overlay 070
                key.c
                land_data_patch.c ---> overlay 021
                local_tvt_sys.c ---> overlay 174
                local_tvt_chara.c ---> overlay 174
                livebattlematch_flow ---> overlay 176
                livebattlematch_irc ---> overlay 176
                mail.c ---> arm9.bin
                mailsys.c ---> overlay 136
                mailtool.c ---> overlay 136
                mailview.c ---> overlay 136
                manual_category.c ---> overlay 225
                manual_common.c ---> overlay 225
                manual_data.c ---> overlay 225
                manual_explain.c ---> overlay 225
                manual_graphic.c ---> overlay 225
                manual_list.c ---> overlay 225
                manual_title.c ---> overlay 225
                manual_top.c ---> overlay 225
                manual_touchbar.c ---> overlay 225
                map_matrix.c ---> overlay 010 --->a 0 0 9.narc
                map_replace.c ---> overlay 010
                mb_comm_sys.c ---> overlay 107
                mb_parent_sys.c ---> overlay 107
                mb_seq.c ---> overlay 136
                mb_util_msg.c ---> overlay 107
                mbp.c ---> overlay 107
                mcss.c ---> arm9.bin
                mictest.c ---> overlay 168
                mistery.c ---> overlay 121
                mistery_album.c ---> overlay 121
                mistery_data.c ---> arm9.bin
                mistery_graphic.c ---> overlay 121
                mistery_net.c ---> overlay 121
                mistery_util.c ---> overlay 121
                mon.c
                monolithe_tool.c ---> overlay 071
                move_pokemon.c ---> overlay 010
                msgdata.c --->a 0 0 2.narc, a 0 0 3.narc
                msgsearch.c ---> overlay 067
                mus_comm_func.c ---> overlay 132
                mus_item_draw.c ---> overlay 112
                mus_item_data.c ---> overlay 112
                mus_poke_draw.c ---> overlay 112
                mus_shot_info.c ---> overlay 112
                mus_shot_photo.c ---> overlay 112
                musical_dist_save.c ---> arm9.bin
                musical_dressup_sys.c
                musical_event.c
                musical_mcss.c ---> overlay 112
                musical_program.c
                musical_stage_sys.c
                musical_shot_sys.c ---> overlay 112
                musical_system.c ---> overlay 112
                myitem_savedata.c ---> arm9.bin
                mystatus.c ---> arm9.bin
                mysterydata.c
                namein_data.c ---> overlay 194
                namein_graphic.c ---> overlay 194
                namein_setup.c ---> overlay 010
                net_command.c
                net.c
                net_devwireless.c ---> overlay 014
                net_err.c ---> arm9.bin
                net_handle.c
                net_lower_data.c
                net_queue.c
                net_ring_buff.c
                net_save.c ---> arm9.bin
                net_system.c
                net_whpipe.c ---> overlay 014
                no_gear.c ---> overlay 030
                oeaki.c ---> overlay 023
                p_status.c ---> overlay 131
                p_sta_info.c ---> overlay 131
                p_sta_oam.c ---> overlay 131
                p_sta_ribbon.c ---> overlay 131
                p_sta_skill.c ---> overlay 131
                p_sta_sub.c ---> overlay 131
                palanm.c --->a 0 1 1.narc
                palette_anime.c ---> overlay 217
                particle.c
                party_select_list.c ---> overlay 021
                pdc.c ---> overlay 098
                pdc_main.c ---> overlay 098
                pdc_msg.c ---> overlay 098
                pdw_postman.c ---> overlay 021
                pdwacc_disp.c ---> overlay 123
                pdwacc_message.c ---> overlay 123
                perapvoice.c ---> arm9.bin
                percentage.c ---> overlay 217
                place_name_letter.c ---> overlay 021
                player_volume_fader.c ---> arm9.bin
                playtime.c ---> arm9.bin
                pleasure_boat.c ---> overlay 021
                plist_battle.c ---> overlay 091
                plist_demo.c ---> overlay 091
                plist_menu.c ---> overlay 091
                plist_message.c ---> overlay 091
                plist_plate.c ---> overlay 091
                pm_voice.c ---> arm9.bin
                pms_draw.c
                pms_input.c ---> overlay 110
                pms_input_data.c ---> overlay 110
                pms_selectgraphic.c ---> overlay 110
                pms_word.c ---> arm9.bin
                pmsi_param.c ---> arm9.bin
                pmsi_search.c ---> overlay 110
                pmsiv_category.c ---> overlay 110
                pmsiv_edit.c ---> overlay 110
                pmsiv_menu.c ---> overlay 110
                pmsiv_wordwin.c ---> overlay 110
                pokelist.c ---> overlay 092
                pokemontrade_demo_down.c ---> overlay 118
                pokemontrade_demo_common.c --> overlay 118,117
                pokemontrade_demo_middle.c ---> overlay 118
                pokemontrade_demo_up.c ---> overlay 118
                pokemontrade_ircdemo.c ---> overlay 117
                pokemontrade_2d.c ---> overlay 119
                pokegra.c
                pokeparty.c ---> arm9.bin
                poke_personal.c ---> arm9.bin
                poke_regulation.c ---> arm9.bin
                poke_tool.c ---> arm9.bin
                print_sys.c ---> arm9.bin
                prof_word.c --> overlay 194
                psel.c ---> overlay 223
                psel_graphic.c ---> overlay 223
                queue.c ---> overlay 217
                rail_attr.c ---> overlay 021
                rail_slipdown.c ---> overlay 063
                report.c ---> overlay 034
                report_event.c ---> overlay 010
                research_common.c ---> overlay 217
                research_graph.c ---> overlay 217
                research_list.c ---> overlay 217
                research_list_recovery.c ---> overlay 217
                research_top.c ---> overlay 217
                regulation.c ---> arm9.bin
                ringtone_sys.c
                savedata.c
                save_control.c ---> arm9.bin
                save_control_intr.c ---> overlay 088
                save_otuside.c ---> overlay 228
                screentex.c ---> arm9.bin
                scrcmd_c03center.c ---> overlay 021
                scrcmd_encount.c ---> overlay 021
                scrcmd_fld_battle.c ---> overlay 021
                scrcmd_musical.c ---> overlay 010
                scrcmd_network.c ---> overlay 010
                scrcmd_palpark.c ---> overlay 021
                scrcmd_pokemon_fld.c ---> overlay 021
                scrcmd_proc.c ---> overlay 010
                scrcmd_proc_fld.c ---> overlay 021
                scrcmd_sodateya.c ---> overlay 010
                scrcmd_screeneffects.c ---> overlay 021
                scrcmd_shop.c ---> overlay 021
                scrcmd_work.c ---> overlay 010
                script_sys.c ---> overlay 010
                script_work.c ---> overlay 010
                shinka_check.c ---> arm9.bin
                shinka_demo.c ---> overlay 195
                shinka_demo_effect.c ---> overlay 195
                shinka_demo_graphic.c ---> overlay 195
                shinka_demo_view.c ---> overlay 195
                shortcut_menu.c ---> overlay 021
                sodateya.c ---> overlay 021
                sound_obj.c ---> overlay 021
                sp_poke_gimmick.c ---> overlay 059
                startmenu.c ---> overlay 088
                snd_mic.c ---> arm9.bin
                sta_act_bg.c ---> overlay 112
                sta_act_light.c ---> overlay 112
                sta_act_obj.c ---> overlay 112
                sta_act_poke.c ---> overlay 112
                subway_map_graphic.c ---> overlay 224
                symbol_map.c ---> overlay 010
                symbol_save.c ---> arm9.bin
                systemfont.c
                tcbl.c
                textprint.c
                th_award_graphic.c ---> overlay 220
                the_end_graphic.c --> overlay 182
                time_icon.c
                touchbar.c ---> overlay 067
                touchpanel.c
                townmap.c ---> overlay 072
                townmap_grh.c ---> overlay 072
                trcard_sys.c ---> overlay 010
                trial_house.c ---> overlay 021
                tpoke_data.c
                tr_ai.c ---> overlay 096
                tr_tool.c
                ui.c
                ui_scene.c ---> overlay 067
                union_app.c ---> overlay 022
                union_chat.c
                union_comm.c ---> overlay 012
                union_eff.c ---> overlay 019
                union_main.c ---> overlay 012
                union_msg.c ---> overlay 019
                union_oneself.c ---> overlay 019
                union_subdisp.c ---> overlay 031
                un_select.c ---> overlay 218
                un_select_graphic.c ---> overlay 218
                yesno_menu.c ---> overlay 067
                waza_tool.c ---> arm9.bin
                waza_oshie.c ---> overlay 010
                weather.c ---> overlay 021
                weather_task.c ---> overlay 021
                wf2dmap_cmdq.c ---> overlay 127
                wf2dmap_map.c ---> overlay 127
                wf2dmap_obj.c ---> overlay 127
                wf2dmap_objdraw.c ---> overlay 127
                wf2dmap_scrdraw.c ---> overlay 127
                wifi_bsubway_graphic.c ---> overlay 116
                wifi_2dchar.c ---> overlay 127
                wifibattlematch_graphic.c ---> overlay 177
                wifibattlematch_sys.c ---> overlay 199
                wifibattlematch_util.c ---> overlay 177
                wifibattlematch_view.c ---> overlay 177
                wifilogin_disp.c ---> overlay 115
                wifilogin_message.c ---> overlay 115
                wih.c ---> overlay 014
                wih_dwc.c ---> arm9.bin
                wipe.c
                wipe_sub.c ---> arm9.bin
                wordset.c
                worldtrade_adapter.c ---> overlay 135
                vm.c ---> arm9.bin
                vman.c
                vs_multi_list.c ---> overlay 097
                zenkoku_zukan_award.c ---> overlay 222
                zenkoku_zukan_award_graphic.c ---> overlay 222
                zknd_tbar.c ---> overlay 208
                zknsearch_main.c ---> overlay 210
                zonedata.c ---> arm9.bin ---> a 0 1 2.narc
                zukan.c ---> overlay 212
                zukan_detail.c ---> overlay 208
                zukan_detail_common.c ---> overlay 208
                zukan_detail_form.c ---> overlay 208
                zukan_detail_graphic.c ---> overlay 208
                zukan_detail_headbar.c ---> overlay 208
                zukan_detail_procsys.c ---> overlay 208
                zukan_detail_touchbar.c ---> overlay 208
                zukan_detail_voice.c ---> overlay 208
                zukan_info.c ---> 206
                zukan_nickname.c ---> overlay 207
                zukan_search_engine.c ---> overlay 212
                zukan_toroku_graphic.c ---> overlay 207
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                  #86    
                Old March 18th, 2011 (3:20 PM).
                Ardorin Ardorin is offline
                   
                  Join Date: Apr 2010
                  Posts: 3
                  Has anybody found the location of the trainer back sprites?
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                    #87    
                  Old March 19th, 2011 (4:04 AM).
                  knizz's Avatar
                  knizz knizz is offline
                     
                    Join Date: Aug 2007
                    Posts: 192
                    Great list pichu2000.
                    How did you make it?
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                    Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                    VBA-M with lua scripting support
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                      #88    
                    Old March 19th, 2011 (4:22 AM).
                    pichu2000 pichu2000 is offline
                       
                      Join Date: Nov 2005
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                      I dump all the overlay.bin, and i uncompress them with crystaltile. Then i open all and i wrote all the .c functions that i find.
                      Then i used desmume debugger to find the called file. During emulation into slow VRAM part((200000-300000) the game load first the function and after(it's not easy to find) the file used from the function. I don't know if all the function work at the same way, but for now all the called file are exact.( For example zonedata.c called a 0 1 2.narc that contain effectively the map properties list.)

                      Do you wanna help me in this research?
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                        #89    
                      Old March 19th, 2011 (6:16 AM).
                      Incineroar's Avatar
                      Incineroar Incineroar is offline
                      the spirit of the fighter
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                      • Platinum Tier
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                      Quote:
                      Originally Posted by pichu2000 View Post
                      I dump all the overlay.bin, and i uncompress them with crystaltile. Then i open all and i wrote all the .c functions that i find.
                      Then i used desmume debugger to find the called file. During emulation into slow VRAM part((200000-300000) the game load first the function and after(it's not easy to find) the file used from the function. I don't know if all the function work at the same way, but for now all the called file are exact.( For example zonedata.c called a 0 1 2.narc that contain effectively the map properties list.)

                      Do you wanna help me in this research?
                      That's awesome. I hope to see that list complete- I'd love to tinker around with the game.
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                        #90    
                      Old March 19th, 2011 (6:20 AM).
                      pichu2000 pichu2000 is offline
                         
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                        Yes, but i need help because it's very difficult find the called file.
                        Someone wanna help me or not?
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                          #91    
                        Old March 20th, 2011 (11:02 AM).
                        The 100 Mega Shock The 100 Mega Shock is offline
                        • Gold Tier
                         
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                        Quote:
                        Originally Posted by Putin View Post
                        You will have to pardon me if I am being dense, but I see nothing about OW sprites there, which are what I was talking about, and which seem to work as always. Battle sprites aren't really an issue if your goal is to re-implement the following script/feature.
                        I was referring to Putin's comment about adding different sprites or Pokémon into BW.
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                          #92    
                        Old March 21st, 2011 (2:45 AM).
                        Hellcat's Avatar
                        Hellcat Hellcat is offline
                           
                          Join Date: Oct 2006
                          Nature: Adamant
                          Posts: 11
                          Ok guys.

                          It's been some time since the releases of all the B/W roms, and still I'm asking a very important question about the B/W hack.

                          I know it's possible, but it seems no-one can explain how to do this.

                          I mean this : youtube.com/watch?v=FvvUjuFQMBA

                          I want to know how to :

                          - change trainer's overworld sprite
                          - change trainer's mugshot (sprite in the "VS" screen, just as the battle start)
                          - change trainer's in-battle sprite (most important, the rest is optionnal)

                          As you can see in the video, it's possible. So, anyone can tell how the heck this guy made this ?

                          I'm not sure if I post this in the right section BTW.
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                            #93    
                          Old March 21st, 2011 (10:34 PM).
                          ystiang ystiang is offline
                             
                            Join Date: Mar 2011
                            Posts: 2
                            Are Pokemon sprites edit possible now?
                            Maybe from animated to fixed?

                            I know it stored at ROM a/0/0/4......
                            Any program or software can be extract and reinsert sprites?
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                              #94    
                            Old March 22nd, 2011 (3:12 PM).
                            tpmrpg's Avatar
                            tpmrpg tpmrpg is offline
                            Beginning Hacker, Gamer
                               
                              Join Date: Aug 2010
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                              Posts: 43
                              how do you open all the files in the ROM like a/0/0/4 for example cause tahaxan won't open them.
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                                #95    
                              Old March 27th, 2011 (9:00 AM).
                              Incineroar's Avatar
                              Incineroar Incineroar is offline
                              the spirit of the fighter
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                              Quote:
                              Originally Posted by tpmrpg View Post
                              how do you open all the files in the ROM like a/0/0/4 for example cause tahaxan won't open them.
                              Try a complete unpack with DSlazy, but if you want individual files, try CrystalTile.
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                                #96    
                              Old March 31st, 2011 (11:32 AM).
                              Sabi96's Avatar
                              Sabi96 Sabi96 is offline
                              Rank Star 5th-Gen Trainer
                                 
                                Join Date: Jan 2010
                                Location: We all live in a Pokemon World!
                                Age: 20
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                                Posts: 48
                                Quote:
                                Originally Posted by Gamer2020 View Post


                                If only you could see the other things I didn't feel like taking screens of...
                                How did you do this??? Can you send me the files of Zekrom and Reshiram? Or tell me how to get it
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                                  #97    
                                Old March 31st, 2011 (4:58 PM).
                                iAreMudkipz iAreMudkipz is offline
                                   
                                  Join Date: Jun 2010
                                  Gender: Male
                                  Posts: 2
                                  Hi,
                                  I've read a couple of tutorials on how to use CrytalTile 2. I've been trying to hack Black and White OWs.
                                  I've gotten this far.
                                  I need help =/
                                  Attached Images
                                  File Type: jpg PC HELP 2.JPG‎ (109.9 KB, 71 views) (Save to Dropbox)
                                  File Type: png PC HALP1.PNG‎ (95.2 KB, 58 views) (Save to Dropbox)
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                                    #98    
                                  Old March 31st, 2011 (7:03 PM).
                                  pokefan345's Avatar
                                  pokefan345 pokefan345 is offline
                                  モードストリート スター
                                     
                                    Join Date: Feb 2009
                                    Location: earth.
                                    Gender: Male
                                    Nature: Adamant
                                    Posts: 208
                                    Quote:
                                    Originally Posted by The 100 Mega Shock View Post
                                    Pokémon sprites in BW are not frame-by-frame animation. They're segmented pieces drawn on a 256 x 128 map, stitched together by the engine in-game and animated using part swapping, auto transformation/rotation/scaling and moving each segment individually.
                                    Wow. My respect for the developers at Nintendo just skyrocketed.
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                                      #99    
                                    Old April 2nd, 2011 (6:44 PM).
                                    Kanzler's Avatar
                                    Kanzler Kanzler is offline
                                    naughty biscotti
                                    • Crystal Tier
                                     
                                    Join Date: Jul 2008
                                    Location: Toronto
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                                    I've been hex editing for a short amount of time, and know next to nothing about how to do things properly. I've been looking into editing pokemon moves and what each byte does, how many bytes it takes to describe a move, etc. I've been cross analyzing segments that I think are specific moves, but I don't know where each move starts. Here's such a segment:

                                    Surf: 53 53 48 00 00 00 0A 00 02 5F 64 0F 00 00 00 00 00 00 00 00 00 00 01 01 00 00 04 00 00 00 00 00 00 00 00 00

                                    I am not sure whether or not a move starts with 53 53, but it seems like a trend, and I'm just using it as a starting point to centre all my records around. I've also recorded Psychic, Waterfall, Earthquake, Discharge, Flamethrower, and Cut in this way. I am positive of certain bytes that contain type, effect, power, accuracy, and pp.

                                    The trouble is that I'm new to this business, and don't understand how to improve my efficiency. Hopefully this is a shoutout to everybody that's working on the same thing or has a better understanding of this than I do.

                                    Btw, the attack info is stored at a/0/2/1. This is not completely my work, I didn't know where the attacks were stored until I found out on a certain post after scouring random forums.
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                                      #100    
                                    Old April 2nd, 2011 (6:47 PM).
                                    FlameEntei FlameEntei is offline
                                    Old fan
                                       
                                      Join Date: Mar 2011
                                      Age: 30
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                                      Posts: 19
                                      Anyone figure out how to edit the Wild Pokemon in routes. Or is Drayano the only one who has figured it out?
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