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Updates and discussion about Sky Editor: the save and ROM editor for Pokémon Mystery Dungeon.
  1. What's new in this club
  2. That's what I did, I even update Sky Editor whenever one is available, and I'm still getting the "path not found" error when building. Could there be something else I'm doing wrong?
  3. Be sure to decrypt the ROM in GodMode9 first.
  4. What is the preferred way to extract the ROM for Super Mystery Dungeon? I've previously ripped it through Godmode but I always get an error about missing paths when it comes to building the ROM. So I'm wondering if I need to extract it a certain way like I did for a recent model ripping tutorial I was following for Ultra Sun. Does it need to be decrypted just extracted? Left as a .3DS or a .cia? Thanks in advance.
  5. I joined the Project Pokemon discord server! Really hope to see this go places! Keep up the great work!
  6. Yes, but much slower than in the past. My current focus is rewriting the code that extracts and repacks 3DS ROMs to greatly improve speed and to remove another barrier in the way of supporting non-Windows systems. There's no dedicated guild, but for now, I think the Project Pokémon Discord guild will suffice (link's on our chat page). There's no channels dedicated specifically to Sky Editor, but if Sky Editor becomes a more popular topic, that may change in the future.
  7. Hello! Is this still being worked on? If so, I just want to say for one, this is amazing work, and for two, this whole thing would gain much more traction if it was moved to a discord server. Most mods have a discord server to help people find them easier (just look at the Project M community, specifically Legacy XP and mods along those lines), they usually have a discord server to get noticed and encourage easy discussion. I think something along those lines would greatly benefit the people who want to see this project flourish, as do I! Thanks for reading, keep up the amazing work!
  8. Sorry for the late reply, but I tried out that new version and it seems to be working, thank you.
  9. Beta 2 is a bit old IIRC. Try the one from this page, if you haven't already: If all of that does look familiar, which build are you using? (Should be in the zip file name.)
  10. I'm trying to use SkyEditor Beta 2, but it doesn't start up. When I try to open the program, nothing happens. No error message, no indication of anything going on, no response whatsoever. My OS is Windows 10 and I believe I have NET Framework V4.0.
  11. Unfortunately, Sky Editor's UI is made with WPF, which is dependent on Windows libraries and hard to port to Linux, hence Mono not supporting it. I'm also unable to find any way to get it working with Wine. Going forward I'm trying to make as much as possible cross-platform, but so much of Sky Editor uses WPF that the UI will remain Windows-only for the foreseeable future.
  12. Hello, I'm really interested by this tool ( when I previously do research, I was just thinking this was a save editor ), and I've tested it on a windows 7 VM ( I can't run it with wine or reactos ( apparently dotnet problem ). I wan't to know if somebody succesfully build / run it on linux, thank ( setting the VM ( in vbox ) took me several hour, and I should unblock every dll and exe file manually ). Thank.
  13. I've written a new tutorial for how to use the ROM editing capabilities. Unlike the previous one on GitHub, this one has lots of screenshots, and is far more in-depth.
  14. I fixed the crash I reported a few days ago: I'm not 100% sure why it was an issue in the first place, but one of the characters must work a little differently than others, so substituting animations broke something. Download
  15. Remember last week's blog post? Turns out it causes a crash during the final boss battle. I'm working on fixing it, and everything should work fine until the final boss battle, but everyone should be prepared to recreate any starter modification projects made since I announced the new feature: It has something to do with substituted animations, and that's all I know. No idea why this is an issue yet.
  16. User-friendly interface over vague, impossible-to-guess-without-documentation step I have a new build of Sky Editor's ROM editor available that adds some fun new features. First up is the new wizard you can see above. This should make the whole process more user-friendly (I hope). At the time of posting, there is a glitch where the Finish button won't be enabled when the extraction is complete, but this can be worked around by clicking Back then Next. The second feature is the addition of PSMD substitute animations in the starter project that was hinted at 2 months ago and showcased in th
  17. Yesterday, I managed to extract models and animations from pokemon_graphic.bin, so they can be viewed with standard 3DS model viewers. Today, I did the next logical step, and wrote code to change these animations. Observe: I don't have special builds ready just yet, but if you're a developer who's anxious to make changes, I have some sample code here. (That link might be dead if you're reading this a week or so after this post was published.)
  18. Since the release of Pokémon Super Mystery Dungeon, it has been unknown how a proprietary archive file called FARC linked filenames to files. It functions like a hash table, where the game gets a filename somehow, does something to hash the filename, then corresponds that with a file. Until recently, the somehow and something have been unknown. Editing files in these archives required either putting up with the lack of filenames, or somehow knowing which filenames corresponded to which hashes. A little over a month ago, I discovered the something was a simple CRC32 hash. While I previously tri
  19. For about 8 months, the latest build of the ROM editor had a fatal error in the patcher, used when building a ROM from a project. I put off fixing it because it required updating and cleaning up all of the ROM Editor's dependencies, but today I finally got around to it. Look here for the Usage Guide, which should work with the latest version. Download (Build 53)
  20. I have a new development build of Sky Editor ready. Since Build 33, the following changes have been made: Add: UI for editing held items in Friend Rescue Add: Controls for parameters for adding new items are enabled or disabled as appropriate Fix: New held items aren't saved Download (Log in as a guest if prompted) There's a lot that needs to be done before the next version of Sky Editor can be fully released. However, I intend to keep releasing development builds until then. If there's a particular feature you'd like to see in a development build, please vote in t
  21. I'm working on releasing a new version of Sky Editor at some point. I currently have no ETA, because the new version will come with a pretty heavy refactor, and things are currently a bit unstable. However, I have a development version ready for anyone who wants to try the latest features. This version (Build 33) comes with the following enhancements to inventory management for PMD: Explorers of Sky save files: View and Edit the stack size of stack-able items like sticks and rocks View and Edit the contained item of a box View and Edit what a Used TM used to teach
  22. So it sounds like blogs can be used for a subsection of pokemon, that our forums don't cover. I was thinking something like personal Pokemon card collections or all the event Pokemon, photos and proofs one has ever collection personally type of thing.
  23. Anything, really. In general, probably anything that doesn't fit well in the forums or has a need to be a blog. I made the Sky Editor blog a blog instead of a forum post because it spans save editing, ROM editing, and general development, and doesn't fit well in a single forum.
  24. What kind of thing/topic can be used for a blog. Is it more of a personal post, with community response, type of thing? I'm getting a rather vain idea, but not sure how it'll roll
  25. Project Pokémon now has blogs. As the creator of Sky Editor and admin of Project Pokémon, I've moved the Sky Editor blog to Project Pokémon. I'm currently rewriting the save editing library in C# so I can finally move away from the PCL project towards a .Net Standard project that can target both .Net Standard and the .Net Framework. I tried the lastest VS2017 preview which supposedly supports Visual Basic in .Net Standard; however it lacks understanding of basic VB features such as the "vbCRLF" constant and inferred variable types The advantage of multiple framework targets is that any .N
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