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  #151    
Old October 27th, 2012 (7:57 AM).
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thanethane98 thanethane98 is offline
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    Quote:
    Originally Posted by Pike15 View Post
    Ye did and i opened the map but its just white why?? And how do i edit it??
    As I said, I haven't actually taken a look at the program. You'll just have to figure it out. :\
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      #152    
    Old October 28th, 2012 (1:39 PM).
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    Platinum Lucario Platinum Lucario is offline
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    I've currently written up a guide on how to edit maps in Pokémon Black/White/Black 2/White 2 (currently waiting approval), which will indeed help people new to NPRE on how to change the map model in Generation 5.

    Oh and just to also let you know pichu2000, you could always use the model viewer from MKDS Course Modifier. It is way better than PG4Map, it properly positions the camera when viewing the 3D model, as well as properly rendering all the textures.

    Oh and I was also wondering... do you know where the headers for the weather, music and other stuff for B/W/B2/W2? 'Cause I've had a bit of trouble looking around for it, do you know how to find those things? 'Cause I'm a bit hopeless in finding them. lol
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      #153    
    Old October 28th, 2012 (2:54 PM).
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      Awsome PokemonShinySilver Are you able to map Gen 5 now??
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        #154    
      Old October 29th, 2012 (1:41 AM).
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      Platinum Lucario Platinum Lucario is offline
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      Quote:
      Originally Posted by Pike15 View Post
      Awsome PokemonShinySilver Are you able to map Gen 5 now??
      Well yes, of course. We can already edit Generation 5 now, ever since the day NPRE had support for importing and exporting maps, which at that time I was clueless about editing NSBMD models. It was not until very recently I learned how to export and import maps into NDS ROMs. ^^

      But having said that, we're always learning something new everyday. When we do, we always post tutorials to educate others on how to edit stuff, as long as there isn't another thread already there. ;)

      Wait, hang on. I just read a post from about a month ago that said about the music data and weather are contained in the zone_event.narc, which is in a/0/1/2 in both B/W and B2/W2. Aw, I've completely forgotten that, just shows that I stayed up all night typing up the tutorial which is bound to appear soon in the Tutorials section. xD

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        #155    
      Old October 29th, 2012 (3:10 AM).
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        Quote:
        Originally Posted by PokémonShinySilver View Post
        Well yes, of course. We can already edit Generation 5 now, ever since the day NPRE had support for importing and exporting maps, which at that time I was clueless about editing NSBMD models. It was not until very recently I learned how to export and import maps into NDS ROMs. ^^

        But having said that, we're always learning something new everyday. When we do, we always post tutorials to educate others on how to edit stuff, as long as there isn't another thread already there. ;)

        Wait, hang on. I just read a post from about a month ago that said about the music data and weather are contained in the zone_event.narc, which is in a/0/1/2 in both B/W and B2/W2. Aw, I've completely forgotten that, just shows that I stayed up all night typing up the tutorial which is bound to appear soon in the Tutorials section. xD

        I cant watch the video why??
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          #156    
        Old October 29th, 2012 (3:51 AM).
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        Quote:
        Originally Posted by Pike15 View Post
        I cant watch the video why??
        It wasn't fully uploaded at the time. But now it is.

        This video really will show what NPRE can actually do to change map models and stuff.
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          #157    
        Old October 29th, 2012 (4:49 AM).
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          Quote:
          Originally Posted by PokémonShinySilver View Post
          It wasn't fully uploaded at the time. But now it is.

          This video really will show what NPRE can actually do to change map models and stuff.
          yup but there is no house in the map. And movement is skrewed. But its so awsome you made this man you rock.
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            #158    
          Old November 11th, 2012 (7:12 AM).
          pichu2000 pichu2000 is offline
             
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            Hi, people!
            Sorry for the lack of updates, but UNI this year is very difficult and I have almost no time to work on tool. But I hope to find it!
            Now, a question about script:
            I'm working on a better script viewer (to help people to have a more meaningful representation of what a script should do) and I'm focusing to trasform old script language into in a more "programming-like" language.
            An example. This is a real script of DP ROM.
            It is the actual NPRE's view

            Quote:
            === Script 3 ===

            Offset: 68 Fanfare 1500
            Offset: 72 LockAll
            Offset: 74 FacePlayer
            Offset: 76 StoreFlag 165
            Offset: 80 If EQUAL Function 0 (98 )
            Offset: 87 Message2 3 = ' Sembra che il Capopalestra Fannie/nnon sia da queste parti./rEh! Avrà saputo che bazzico nei/ndintorni e se la sarà data a gambe!/0 '
            Offset: 90 WaitButton
            Offset: 92 CloseMessageKeyPress
            Offset: 94 ReleaseAll
            Offset: 96 End

            === Function0===

            Offset: 98 Message2 4 = ' Già, quindi il Capopalestra è tornato/ne l'ho sfidato./r... Ci ha polverizzato. Ora devo/nrimettere in sesto tutta la squadra.../0 '
            Offset: 101 WaitButton
            Offset: 103 CloseMessageKeyPress
            Offset: 105 ReleaseAll
            Offset: 107 End
            Now, my idea is to remove all the "Function call" and operate on each command to make it meaningful.
            The new script should appear like this:


            Quote:
            === Script 3 ===

            Fanfare( MUSIC_ID 1500);
            LockAll();
            FacePlayer();
            If( FLAG 165 == TRUE)
            {
            Message2( MESSAGE_ID 4 = Già, quindi il Capopalestra è tornato/ne l'ho sfidato./r... Ci ha polverizzato. Ora devo/nrimettere in sesto tutta la squadra.../0 );
            WaitButton();
            CloseMessageKeyPress();
            ReleaseAll();
            End();
            }
            Message2( MESSAGE_ID 3 = Sembra che il Capopalestra Fannie/nnon sia da queste parti./rEh! Avrà saputo che bazzico nei/ndintorni e se la sarà data a gambe!/0 );
            WaitButton();
            CloseMessageKeyPress();
            ReleaseAll();
            End();
            Now, It's a good idea? Do you prefer the old view or do you like the new?
            If you prefer the new, this implies a bunch of new work (I've almost done 30%) to make the new parser.
            If you don't like, I don't spend my little time on this feature and I'm focuzing on other.
            So, please tell me your opinion!
              #159    
            Old November 11th, 2012 (3:10 PM).
            Жека Жека is offline
               
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              I would suggest making it more like gen 2 scripting. Or maybe working off of gen 2 and making it even more simple. Maybe even have and advanced view for people that want to see how the script would actually look like and then have a simple view button for newbies. That would be the best way about going to do things. Do I make any sense?
                #160    
              Old November 12th, 2012 (10:41 AM).
              pichu2000 pichu2000 is offline
                 
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                Quote:
                Originally Posted by Жека View Post
                I would suggest making it more like gen 2 scripting. Or maybe working off of gen 2 and making it even more simple. Maybe even have and advanced view for people that want to see how the script would actually look like and then have a simple view button for newbies. That would be the best way about going to do things. Do I make any sense?
                There's a limit on simplify the script. We cannot remove variables, for example, that is the basic core of the new mechanism.
                  #161    
                Old November 15th, 2012 (11:19 PM).
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                Platinum Lucario Platinum Lucario is offline
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                Hm... I actually like the original one of the scripting style in NPRE, though I was actually thinking... why not we have a mix of them? Like this for instance:

                Code:
                === Script 3 ===
                
                Offset: 68 Fanfare( MUSIC_ID 1500)
                Offset: 72 LockAll()
                Offset: 74 FacePlayer()
                Offset: 76 StoreFlag 165
                Offset: 80 If EQUAL Function 0 (98 )
                Offset: 87 Message2( MESSAGE_ID 4 = Già, quindi il Capopalestra è tornato/ne l'ho sfidato./r... Ci ha polverizzato. Ora devo/nrimettere in sesto tutta la squadra.../0 )
                Offset: 90 WaitButton()
                Offset: 92 CloseMessageKeyPress()
                Offset: 94 ReleaseAll()
                Offset: 96 End()
                
                === Function0===
                
                Offset: 98 Message2( MESSAGE_ID 3 = Sembra che il Capopalestra Fannie/nnon sia da queste parti./rEh! Avrà saputo che bazzico nei/ndintorni e se la sarà data a gambe!/0 )
                Offset: 101 WaitButton()
                Offset: 103 CloseMessageKeyPress()
                Offset: 105 ReleaseAll()
                Offset: 107 End()
                Oh wait! An even better idea! How about we can have the option to change the script style layout? So we can then change between the different views. 'Cause some people would surely like to see the offsets for the scripts and where they are and all that. And there are some people that'd like a programming style environment. ^^

                And hey, I was also thinking... do you know where the scripting NARC is in Black/White/Black 2/White 2? 'Cause I'm a little clueless in where it is. xD
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                  #162    
                Old November 16th, 2012 (6:48 AM).
                pichu2000 pichu2000 is offline
                   
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                  Bw2 scripts are in a 0 5 6.
                  About the double view I think is a good idea, I need to work on it when I have time (very little)...
                    #163    
                  Old November 16th, 2012 (5:51 PM).
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                  In some of the scripts in Black 2/White 2, such as script 1 and 3... it will come up with an error like this:
                  Code:
                  See the end of this message for details on invoking 
                  just-in-time (JIT) debugging instead of this dialog box.
                  
                  ************** Exception Text **************
                  System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
                     at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
                     at System.IO.BinaryReader.ReadUInt16()
                     at PG4Map.Formats.Scripts.readScriptsOffset(BinaryReader reader, List`1 scriptList, List`1 scriptOffList)
                     at PG4Map.Formats.Scripts.loadScript(Stream actualNode)
                     at PG4Map.Formats.Scripts.listScript_SelectedIndexChanged(Object sender, EventArgs e)
                     at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
                     at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
                     at System.Windows.Forms.ComboBox.WndProc(Message& m)
                     at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
                     at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
                     at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
                  
                  
                  ************** Loaded Assemblies **************
                  mscorlib
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900)
                      CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
                  ----------------------------------------
                  Pokémon DS Map Viewer
                      Assembly Version: 0.0.0.0
                      Win32 Version: 0.0.0.0
                      CodeBase: file:///I:/Emulation/ROM%20Hacking/Nintendo%20Systems/Handheld/Nintendo%20DS/Tools/Nintendo%20Pok%E9mon%20ROM%20Editor/Beta4.1/NPRE%204.1.exe
                  ----------------------------------------
                  System.Windows.Forms
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.278 built by: RTMGDR
                      CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
                  ----------------------------------------
                  System.Drawing
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.282 built by: RTMGDR
                      CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
                  ----------------------------------------
                  System
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.296 built by: RTMGDR
                      CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
                  ----------------------------------------
                  System.Core
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.233 built by: RTMGDR
                      CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
                  ----------------------------------------
                  System.Configuration
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
                      CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
                  ----------------------------------------
                  System.Xml
                      Assembly Version: 4.0.0.0
                      Win32 Version: 4.0.30319.233 built by: RTMGDR
                      CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
                  ----------------------------------------
                  
                  ************** JIT Debugging **************
                  To enable just-in-time (JIT) debugging, the .config file for this
                  application or computer (machine.config) must have the
                  jitDebugging value set in the system.windows.forms section.
                  The application must also be compiled with debugging
                  enabled.
                  
                  For example:
                  
                  <configuration>
                      <system.windows.forms jitDebugging="true" />
                  </configuration>
                  
                  When JIT debugging is enabled, any unhandled exception
                  will be sent to the JIT debugger registered on the computer
                  rather than be handled by this dialog box.
                  And there is something that I would like to suggest. Using MKDS Course Modifier's NSBMD viewer on the editor would be a better idea, 'cause it shows the textures correctly and their transparency as well as showing all of the camera rather than the side of it, so you can see the models much more aligned, where as in PG4Map... the camera viewing angle is only showing part of it, not all of it.
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                    #164    
                  Old November 17th, 2012 (3:45 AM).
                  Жека Жека is offline
                     
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                    Quote:
                    Originally Posted by PokémonShinySilver View Post
                    Oh wait! An even better idea! How about we can have the option to change the script style layout? So we can then change between the different views. 'Cause some people would surely like to see the offsets for the scripts and where they are and all that. And there are some people that'd like a programming style environment. ^^
                    That's what I was getting at but no one likes to listen to a guy that can't even type :D
                      #165    
                    Old November 17th, 2012 (5:30 AM).
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                    Platinum Lucario Platinum Lucario is offline
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                    I was thinking... it would be excellent if NPRE was open source, then things could be improved and we could all help fix any bugs in the program. 'Cause after all... if one person doesn't have much time working on a tool... then there's not much of a choice. lol

                    There's either:
                    1. Work on it yourself and we all wait a year or two for next version.
                    2. Make it open source so that it can speed up development of the tool and fix any bugs in the program.
                    3. Focus more on developing NPRE than important stuff (not recommended).
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                      #166    
                    Old November 17th, 2012 (1:15 PM).
                    pichu2000 pichu2000 is offline
                       
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                      After a lot time of thinking on it, I decide to make NPRE open source.
                      You can reach it at:
                      http://code.google.com/p/nintendo-pokemon-rom-editor/source/browse/

                      I hope this can improve the developing of the program, becuase I'll very busy this year.
                      I know, some parts of the code are very strange, and they need revision, but we can do it, together.

                      Stay tuned!
                        #167    
                      Old November 17th, 2012 (3:23 PM).
                      X-Lan X-Lan is offline
                         
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                        Thanks Pichu! You have done a huge contribution to the community :)
                          #168    
                        Old November 17th, 2012 (5:00 PM).
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                        That was wonderful idea, Pichu!
                        I'm sure that this will really allow this program to move forward, because it shows a lot of promise.
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                          #169    
                        Old November 17th, 2012 (7:22 PM).
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                        Platinum Lucario Platinum Lucario is offline
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                        Quote:
                        Originally Posted by pichu2000 View Post
                        After a lot time of thinking on it, I decide to make NPRE open source.
                        You can reach it at:
                        http://code.google.com/p/nintendo-pokemon-rom-editor/source/browse/

                        I hope this can improve the developing of the program, becuase I'll very busy this year.
                        I know, some parts of the code are very strange, and they need revision, but we can do it, together.

                        Stay tuned!
                        Yay! Thank you so much! ^^

                        This should speed up the development of NPRE and be able to fix any bugs in the program. And indeed this will improve the developing of the program, anyone will be able to contribute to the program. :)
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                          #170    
                        Old November 17th, 2012 (8:56 PM).
                        Жека Жека is offline
                           
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                          This is going to be revolutionary!
                            #171    
                          Old December 13th, 2012 (3:25 PM).
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                          Shubshub Shubshub is offline
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                            Does anybody have a working link to this tool The Links are broken and I would really like to use this tool thanks
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                              #172    
                            Old December 13th, 2012 (3:31 PM).
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                            Pike15 Pike15 is offline
                               
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                              Quote:
                              Originally Posted by shubshub View Post
                              Does anybody have a working link to this tool The Links are broken and I would really like to use this tool thanks
                              Same here i would really like a download for this tool
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                                #173    
                              Old December 13th, 2012 (4:25 PM).
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                              andibad andibad is offline
                                 
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                                i don't know why...

                                please download NPRE from http://code.google.com/p/nintendo-pokemon-rom-editor/source/browse/

                                =="
                                  #174    
                                Old December 13th, 2012 (4:33 PM).
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                                  Quote:
                                  Originally Posted by andibad View Post
                                  i don't know why...

                                  please download NPRE from http://code.google.com/p/nintendo-pokemon-rom-editor/source/browse/

                                  =="
                                  i dont found any download link there??
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                                    #175    
                                  Old December 13th, 2012 (6:05 PM).
                                  VERGUNDAI's Avatar
                                  VERGUNDAI VERGUNDAI is offline
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                                    Quote:
                                    Originally Posted by Pike15 View Post
                                    i dont found any download link there??
                                    Here you go, download if you dont feel like compiling yourself, this took me a long time to find so enjoy!
                                    Just extract NPRE....I've setup the textures and made a folder already.

                                    https://dl.dropbox.com/u/97136646/NPRE.rar
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