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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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  #51    
Old February 17th, 2011 (8:13 AM).
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Apparently a guy on YouTube added Leaf in the game:

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  #52    
Old February 17th, 2011 (11:09 AM).
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    Quote:
    Originally Posted by ChimeraReiax View Post
    Hence why I said theoretical ;)

    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. :P

    Who knows, maybe if enough people ask, the next game to come out (the alleged "grey/gray/chrome") will have a comeback with the overworld sprites. Highly doubt it though.
    I don't think it would be too hard to add them...
    If you can mess with the pointer data and use free space to add them, and then use the base from HG/SS and add it in the right location, it should work.
    Never tried it, but I think I should.
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      #53    
    Old February 18th, 2011 (4:08 AM). Edited February 18th, 2011 by The 100 Mega Shock.
    The 100 Mega Shock The 100 Mega Shock is offline
     
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    Then you actually have to draw all 100+ of the things.

    And what about the save file? Does that even have the neccessary data to hold the follower's co-ordinates like HG/SS?
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      #54    
    Old February 20th, 2011 (8:38 AM).
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    Hi-Techneon Hi-Techneon is offline
       
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      Utuber6061, the one who imported RSE music in B&W, was able to edit OWs, the players backsprite, the enemy trainers sprite and the Pokémon of the opponent.


      Maybe we could ask him how he did it?
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        #55    
      Old February 23rd, 2011 (6:56 AM).
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      AyameHikaru AyameHikaru is offline
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        Is anyone working on a starter editor? (Or a wild Pokemon editor, I guess) Or is that too far off the map now?
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          #56    
        Old February 24th, 2011 (12:50 PM).
        ChimeraReiax ChimeraReiax is offline
           
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          Quote:
          Originally Posted by Hi-Techneon View Post
          Utuber6061, the one who imported RSE music in B&W, was able to edit OWs, the players backsprite, the enemy trainers sprite and the Pokémon of the opponent.


          Maybe we could ask him how he did it?
          That vid's a little old (and in weird quality for some odd reason), but nonetheless was pretty cool to watch. It made me wish for an RSE remake >.>;

          But, everything there except the music was done in the video of the main character battling Leaf (the champion music was unused; he just somehow edited what music is used. Should ask him how he did that if nobody here knows o.o). utuber6061 made the RSE champion music (which IMO is pretty awesome), but like always won't say how he put it in with looping. Typical, isn't it? :P
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            #57    
          Old February 24th, 2011 (1:37 PM).
          The 100 Mega Shock The 100 Mega Shock is offline
           
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          Quote:
          Originally Posted by Team Fail View Post
          It must. Or else the game wouldn't be able to save where you are in the game. It might not have the last moved direction, though. If all goes well, we could copy/paste the data since it is based off of HGSS.
          The Save File in HGSS has seperate bytes for the Follower's co-ordinate, alongside the player's.
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            #58    
          Old February 25th, 2011 (2:04 PM). Edited February 28th, 2011 by ChimeraReiax.
          ChimeraReiax ChimeraReiax is offline
             
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            Hm, maybe a dedicated ASM programmer can dip into the code and see if he/she can see what makes the separate co-ordinates for the partner Pokémon? :P (just being optimistic; I don't expect this to happen any time soon)

            Also, the guy who put Leaf into B/W also put Steven into HG/SS as a battleable character.



            EDIT: Higher quality video with no narroration uploaded by the actual guy who made it, but lower level poké's with the normal Champion music :E

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              #59    
            Old February 27th, 2011 (5:02 AM).
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            Quote:
            Originally Posted by ChimeraReiax View Post
            Hm, maybe a dedicated ASM programmer can dip into the code and see if he/she can see what makes the separate co-ordinates for the partner Pokémon? :P (just being optimistic; I don't expect this to happen any time soon)

            Also, the guy who put Leaf into B/W also put Steven into HG/SS as a battleable character.



            EDIT: Higher quality video with no narroration uploaded by the actual guy who made it, but lower level poké´s with the normal Champion music :E

            That is a HearGold hack. You can easily make this with DSPicPlat., PPRE and a music editor.
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              #60    
            Old February 28th, 2011 (12:43 PM).
            ChimeraReiax ChimeraReiax is offline
               
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              Quote:
              Originally Posted by ChimeraReiax View Post
              Also, the guy who put Leaf into B/W also put Steven into HG/SS as a battleable character.
              I'm pretty sure I know that's a HeartGold hack. I was just pointing out something cool, and in the process noting Leaf wasn't his first hack.

              Also you can edit B/W's music as easy as you can edit HGSS' music, except with instruments more restricted because each track has its own SBNK and SWAR. :/

              EDIT: Also, aren't loop points not editable or something?
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                #61    
              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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                  #62    
                Old March 12th, 2011 (11:47 AM).
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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. :P
                  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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                    #63    
                  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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                    #64    
                  Old March 14th, 2011 (12:56 PM).
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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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                      #65    
                    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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                      #66    
                    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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                        #67    
                      Old March 17th, 2011 (8:37 PM). Edited March 17th, 2011 by Potatomuffin.
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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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                          #68    
                        Old March 18th, 2011 (1:38 PM).
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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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                            #69    
                          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
                            Reply With Quote
                              #70    
                            Old March 18th, 2011 (3:20 PM).
                            Ardorin Ardorin is offline
                               
                              Join Date: Apr 2010
                              Posts: 4
                              Has anybody found the location of the trainer back sprites?
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                                #71    
                              Old March 19th, 2011 (4:04 AM).
                              knizz's Avatar
                              knizz knizz is offline
                                 
                                Join Date: Aug 2007
                                Gender: Female
                                Posts: 192
                                Great list pichu2000.
                                How did you make it?
                                __________________
                                Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                                VBA-M with lua scripting support
                                incomplete firered decompilation
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                                  #72    
                                Old March 19th, 2011 (4:22 AM).
                                pichu2000 pichu2000 is offline
                                   
                                  Join Date: Nov 2005
                                  Gender:
                                  Posts: 153
                                  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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                                    #73    
                                  Old March 19th, 2011 (6:20 AM).
                                  pichu2000 pichu2000 is offline
                                     
                                    Join Date: Nov 2005
                                    Gender:
                                    Posts: 153
                                    Yes, but i need help because it's very difficult find the called file.
                                    Someone wanna help me or not?
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                                      #74    
                                    Old March 20th, 2011 (11:02 AM).
                                    The 100 Mega Shock The 100 Mega Shock is offline
                                     
                                    Join Date: Aug 2010
                                    Gender: Male
                                    Posts: 1,235
                                    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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                                      #75    
                                    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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