SCV Posted April 10, 2009 Posted April 10, 2009 (edited) Hi all, this thread will be to discuss the development of PPRE. PPRE is currently being developed by Alpha and SCV. Special Thanks: Special thanks go to loadingNOW, pichu2001.loadingNOW's thepoketext system is an integral part of PPRE and provided me the address to the game's script handler when I was getting started with studying scripts. pichu2001 has helped tremendously in trying to figure out script commands. History: PPRE started out as a program with a whole new concept. The first versions of PPRE were based on the code for Nitro Explorer 2, written by Treeki. This allowed for reading DPP roms using the NDS file system. One thing that I did not like was that I was using C# to code PPRE and had used C# to code PPTE (Project Pokemon's Trainer Editor). While C# is a great language. I wanted to try to support all of Linux, Mac and Windows. Also an integral part of PPRE will be loadingNOW's thenewpoketext system. thenewpoketext is written in python. Rather than learning python to translate thenewpoketext, I decided I would learn python and use PyQt to code PPRE. New versions of PPRE will work like thenewpoketext in terms of reading the rom data. That is, it will use ndstool to unpack and rebuild the rom. For Linux usage depends on wine. I have not tested on Mac but it should work the same way. Official Versions supported: Diamond (USA) Pearl (USA) Platinum (USA) However, many of the features will work for other versions and if something doesn't and there is enough demand I will add support for it. Latest Release: Windows: PPRE beta 0.14 (includes loadingNOW's thenewpoketext with platinum support and xdelta patching tool.) (go to: http://projectpokemon.org/forums/showpost.php?p=33961&postcount=112 for more information.) Mac/Linux: PPRE beta 0.06 Need Python 2.6, Qt4 AND PyQt for python 2.6 thenewpoketext (updated with platinum support) Planned Features: Pokemon Editing: Main Pokemon Data TMs/HMs able to learn Level Up Attacks Map Editing: Script Editor Event Editor Text Editor Encounter Editor Trainer Editor for the specific map Trainer Editor: General Trainer Editor This list is very imcomplete, but the general goal is to be able to edit as much as possible. I added some pictures of some of what I currently have. Main Window Main Poke Edit Moveset Editor Evolution Editor Move Editor Script Editor Edited October 5, 2010 by Alpha 1
Neo Posted April 10, 2009 Posted April 10, 2009 (edited) Sweet! I think i seen a youtube video of this (beta) You should make a tutorial for it because some of it is a bit confusing :? Edited April 11, 2009 by Neo Add
SCV Posted April 17, 2009 Author Posted April 17, 2009 Will there be a music editor? Eventually, but its not a priority. If someone does the research necessary then I can add it based on that research. But if I will be doing the research, then don't expect it for quite a while.
Neo Posted April 18, 2009 Posted April 18, 2009 That would be hard to do because the D/P/Pt maps are 3 Dimensional And all other map editors are 2 Dimensional Therefore, it would be a leap from designing 2-D map editors to 3-D map editors.
SCV Posted April 20, 2009 Author Posted April 20, 2009 That would be hard to do because the D/P/Pt maps are 3 Dimensional And all other map editors are 2 Dimensional Therefore, it would be a leap from designing 2-D map editors to 3-D map editors. Yes, it will be hard but its not impossible. The problem is I don't think mapping is a priority. I'd rather get scripting done first.
Neo Posted April 20, 2009 Posted April 20, 2009 Yes it is and you are working on scripting With PPRE So after that there is mapping and other stuff I am also hoping to start learning C# or Python
JePP Posted April 25, 2009 Posted April 25, 2009 (edited) Hey SCV, just dropping in to say thanks for PPRE (and all the other good stuff you have provided). Ive been wondering if there are any lists around for OverWorldID, Movement etc. ? I've collected some Warp-IDs already but would stop here if it already has been done. Here goes (this is for Platinum US): Note: Set Target Warp ID to zero for best results. "-" means "Mystery Zone", an area with basically nothing there and mostly no way to activate the menu or to move (looking works, this is no crashing) A = - B = Jubilife TV Center first floor B8 = The room just before meeting Cynthia BA = Champion Hall (event will be immediately triggered) C = Jubilife TV Center second floor D7 = Mt. Coronet just before Spear Pillar D8 = Mt. coronet somewhere deeper inside F = Poketch Company F9 = Victory Road somewhere FB = Safari Park first area FD = Amity Square FE = Ravaged Path first room FF = Crashes 1 = Pkmn League (Pkmn center?) 1A = room didn't make it into final game? extended floor of some house, two people talking about WFC. Walking downstairs gets you stuck. 1A1 = Bottom Left House Twinleaf Town 1A2 = Sandgem Town 1A3 = PokeMart Sandgem Town 1A4 = PokeCenter Sandgem 1B = another hidden room above 1A?? "Youre managed to come up here?" says a lady there. How else? 1C = Wifi Entry room. 1C2 = Survival Area 1D = Trainer's school 1E = house in jubilife city 1F = Crash 2 = Crash 2B = "Mysterious" Harbor Inn in Canalave City 3 = Jubilife City 4 = Jubilife Center PokeMart 5 = Crash 6 = jubilife city pokemon center 7 = jubilife pokecenter upper floor 7D = Pastoria Great Marsh 7E = Pastoria Great Marsh second floor 8 = Poketch Center first floor 9 = poketch center second floor 9F = Sunyshore City small building with lots of people 10C = Turnback cave first room 10D = Turnback cave room with big thing in the middle 10E = Turnback Cave room with Giratina 10F = Turnback Cave... 11B = Regigigas Room in Snowpoint Temple (Need three regi-pokemon to battle) 11C = Weyward Cave first room 11D = Weyward Cave (some big room) 11E = Ruin Maniac Cave 11F = Trophy Garden 13D = Lake Acuity w/o Rival 13E = Lake Acuity w/ Rival 13F = Acuity Lake Cavern 15B = Route 205 16E = Route 211 16F = Route 212 19A = - 19B = Twinleaf Town 19C = Rivals First Floor 19D = Rivals Second Floor 19E = Heros First Floor 19F = Heros Second Floor 20A = Turnback cave room with little stone in middle 20B = turnback cave room... 22 = PokeMart Canalave 22E = Pokemon Contest Hall 22F = Outside of Battle Frontier 23 = Steel Gym 23B = Hidden Rotom Room! WARNING! Without the activated event, returning will get you stuck => have to edit warp there. 24 = PokeCenter in Canalave 27A = Jubilife City again 28 = third floor in library / Canalave 29/2A = Houses in Canalave City 41 = Eterna City 49 = galactic eterna building second floor 50 = Eterna / Cycling Road Checkpoint 85 = Fight Gym 102 = Oreburg Gate Cave first room 108 = stark mountain before showdown 109 = With Charon against Team galactic in stark mountain at the end 110 = Turnback Cave... 111 = Turnback Cave... 112/114/115/FC = Nowhere / says Pkmn League (Pkmn Center music) 116 = Snowpoint Temple first room 120 = Iron Island 130 = black screen (music crashes) / weird crash 137 = Lake Verity (before team galactic) 138 = Lake Verity (after team galactic) 139 = Verity Cavern 140/141 = Newmoon Island (encounter area; but event needs to be triggered for it to appear) 142 = Battle Park 143 = Battle Park (inside) 144/145 = darkness/mystery zone with bicycle possibility 148 = mystery zone, but moveable character. 150 = Valor Lakefront 170 = Pokemon Mansion (not trophy garden) 171/172 = Pokemon Mansion Rooms 173 = Route 212 193 = Route 227 212 = turnback cave... 230 = Battle Frontier 239 = Team Galactic somewhere (huge mass gathering) Also, please add the note in the next versions that the eventlocations and scriptlocations list are for D/P, but not (well, mostly) for Platinum. This tricked me into confusion at first. For example, script number 978 (twinleaf town) is 1052 in Platinum. This is determinable by comparison. (edit) One more thing: Trying to add individual scripts in Twinleaf Town crashes the application Anything you could do about this? Also, please let hex code there be copy-paste-able. It would save a lot of work. Edited April 25, 2009 by JePP
ZMaster Posted April 25, 2009 Posted April 25, 2009 This is actually pretty nice =D This would enable me to edit the game to make things more balanced.
SCV Posted April 26, 2009 Author Posted April 26, 2009 Hey SCV,just dropping in to say thanks for PPRE (and all the other good stuff you have provided). Ive been wondering if there are any lists around for OverWorldID, Movement etc. ? I've collected some Warp-IDs already but would stop here if it already has been done. Here goes (this is for Platinum US): Also, please add the note in the next versions that the eventlocations and scriptlocations list are for D/P, but not (well, mostly) for Platinum. This tricked me into confusion at first. For example, script number 978 (twinleaf town) is 1052 in Platinum. This is determinable by comparison. (edit) One more thing: Trying to add individual scripts in Twinleaf Town crashes the application Anything you could do about this? Also, please let hex code there be copy-paste-able. It would save a lot of work. If you want to help make a complete list of map values I can send you what Roland made so far. There are a few things missing but I have not had a chance to look at it. As for PPRE, it is beign re-written from scratch. It will no longer use a hex box for the scripts and there will be no need for event or scripts list since I will set it up to use the lists that are stored in the rom that determine the event and script file from the map value.
RoarOfSpace100 Posted April 26, 2009 Posted April 26, 2009 (edited) Umm, SCV, how goes with the Event and Scripting editing, also thanks for PPRE. Edited April 26, 2009 by RoarOfSpace100 Wanted to thank SCV for PPRE
SCV Posted April 26, 2009 Author Posted April 26, 2009 Umm, SCV, how goes with the Event and Scripting editing, also thanks for PPRE. I started the script decompiler and progress is good. Maybe I will show some screenshots of what I have, so you can see what progress is. First I am working on displaying information. Then I will add the editing functions.
RoarOfSpace100 Posted April 27, 2009 Posted April 27, 2009 Ya, SCV, you know the Trainer editing for specific map, is that a low priority, or not. Becuz to me, that would be a BIG help.
SCV Posted April 27, 2009 Author Posted April 27, 2009 Ya, SCV, you know the Trainer editing for specific map, is that a low priority, or not. Becuz to me, that would be a BIG help. That is already planned and will be available, when I release the next version.
SCV Posted April 27, 2009 Author Posted April 27, 2009 I updated the first post with pictures of some of what I have so far.
RoarOfSpace100 Posted April 27, 2009 Posted April 27, 2009 (edited) This will work on Windows, right (also, nice movest editor) Also, are you going to be working on the trainer editing for the specific map thing yet? (I really need it SCV.) Edited April 27, 2009 by RoarOfSpace100 Becuase I forgot to ask something
KazoWAR Posted April 27, 2009 Posted April 27, 2009 Very interesting screenshots there, SCV, keep up the good work.
SCV Posted April 27, 2009 Author Posted April 27, 2009 This will work on Windows, right (also, nice movest editor)Also, are you going to be working on the trainer editing for the specific map thing yet? (I really need it SCV.) Yes, it will will be a part of the "Map" section.
RoarOfSpace100 Posted April 28, 2009 Posted April 28, 2009 (edited) Hey, is there any more features for the next version, oh, and can you please post a screenshot for the trainer editing for specific map thing. I really want to see it SCV (lol I just looove trainer edits). Edited April 28, 2009 by RoarOfSpace100 To be more specific
SCV Posted April 28, 2009 Author Posted April 28, 2009 Hey, is there any more features for the next version, oh, and can you please post a screenshot for the trainer editing for specific map thing. I really want to see it SCV (lol I just looove trainer edits). Well it will look the same as the one in PPTE but instead of cycling through all trainers you would cycle through the trainers in a particular map. I have not started writing that part since if someone really wanted they could use PPTE. Whereas the script editing is not something that can be done easily and with the bug that Roland found is not that effective with the old version of PPRE.
RoarOfSpace100 Posted April 28, 2009 Posted April 28, 2009 What is that bug Roland found (you don't have to tell me if you don't want to), and, you did say the trainer editing for the specific map would b in the next version, right
SCV Posted April 28, 2009 Author Posted April 28, 2009 What is that bug Roland found (you don't have to tell me if you don't want to), and, you did say the trainer editing for the specific map would b in the next version, right The bug was that when you try to change an existing script and make it bigger it doesn't get bigger, it truncates any extra bytes. Yes, it will be in the next version, but I don't know when it will be done.
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