mr ki Posted November 19, 2018 Share Posted November 19, 2018 Is there a way that the ability_data could also be extracted along with move_data and pokemon_data? I want to be able to edit an ability that was unused, which is Multitype. Link to comment Share on other sites More sharing options...
Dakavendish Posted December 28, 2018 Share Posted December 28, 2018 I've been following the imgur tutorial to try to extract the rom files, but it doesn't appear to be working. I've checked the log, which yields me the following text in the log: Quote <!>- POCO Exception - Path not found(3) : rom/data The files are located in a file on my desktop but I'm not sure if that's where they need to be. When I follow the directions in the tutorial, command prompt only opens for a split second before automatically closing, so I'm not sure if that has something to do with it? Link to comment Share on other sites More sharing options...
psy_commando Posted February 10, 2019 Author Share Posted February 10, 2019 On 11/19/2018 at 12:33 PM, mr ki said: Is there a way that the ability_data could also be extracted along with move_data and pokemon_data? I want to be able to edit an ability that was unused, which is Multitype. Abilities are just code. You'd have to edit the asm to do it. On 12/28/2018 at 2:37 PM, Dakavendish said: I've been following the imgur tutorial to try to extract the rom files, but it doesn't appear to be working. I've checked the log, which yields me the following text in the log: The files are located in a file on my desktop but I'm not sure if that's where they need to be. When I follow the directions in the tutorial, command prompt only opens for a split second before automatically closing, so I'm not sure if that has something to do with it? There might be some special characters or space in the path to your desktop. Link to comment Share on other sites More sharing options...
kking117 Posted February 11, 2019 Share Posted February 11, 2019 I've been messing around with these tools for a while now and almost everything works correctly for me. The only part that doesn't seem to work is anything relating to stat growth. After making changes to say Poliwag to get 15 extra attack points when becoming level 2 the changes simply don't show in game. Yet hex editors show that changes in the m_level.bin file have been made and can even be found in the compiled Explorers of Sky rom and if I export the data from the m_level.bin file the xml files still show that the Pokemon have been modified. Even if I find a Poliwag in a dungeon their stats haven't changed to reflect the modifications to stat growth. I noticed nobody mentions anything about stat growth here so I'm wondering if I'm the only one with this problem. I'm using an NTSC copy of the game in case anyone needs to know. Link to comment Share on other sites More sharing options...
zelk9114 Posted April 2, 2019 Share Posted April 2, 2019 pokemon D2 Sky data (monster.md)P I briefly summarized the Pokemon list of ROM binary (monster.md), but is there a requirement? P_D2_Sky_d.txt Perhaps the first half is jealous, the second half is jealous Link to comment Share on other sites More sharing options...
zelk9114 Posted April 4, 2019 Share Posted April 4, 2019 I found on the previous page how to adjust the content of the "attack". However, it is a pity that a way to change the additional effects of "attack" has not yet been found. arm9.bin / 0009CB80 I found the item. This is a shop of trade & treasure lottery. that can be exchanged at the Sohnano's store. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 02 00 04 00 08 00 03 00 00 00 02 00 00 00 19 00 00 00 02 00 00 00 3C 00 00 00 02 00 00 00 64 00 00 00 06 00 00 00 96 00 00 00 06 00 00 00 .....~ Oran Berry 46 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 05 00 06 00 6D 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 Ananuke no Tama 4A 01 00 00 00 00 00 00 00 00 00 00 02 00 00 00 05 00 06 00 6D 00 01 00 6E 00 01 00 00 00 00 00 00 00 00 00 lottery ticket A9 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 05 00 0A 00 78 05 04 00 00 00 00 00 00 00 00 00 00 00 00 00 Item / timing / Replacement material / quantity / Link to comment Share on other sites More sharing options...
zelk9114 Posted April 10, 2019 Share Posted April 10, 2019 Analysis from Waza_p.bin. Each character has three levels of numbers. 1st row: The skill to remember at level up 2nd row: The skill that can be acquired using items 3rd row: The skill added only when the egg has emerged Law of: 23 05: Remember the skill [ID23] at level [05]. 81 23 05: Remember the skill [ID123] at level [05]. WAZA_list.txt Link to comment Share on other sites More sharing options...
zelk9114 Posted April 10, 2019 Share Posted April 10, 2019 Law of:23 05: Remember the skill [ID23] at level [05].81 23 05: Remember the skill [ID123] at level [05]. Where I calculated later: The above was wrong. ↓ Law of:23 05: Remember the skill [ID23] at level [05]. 81 03 05: Remember the skill [ID083] at level [05]. (ID= +80)81 13 05: Remember the skill [ID093] at level [05]. 81 23 05: Remember the skill [ID0B3] at level [05].82 03 05: Remember the skill [ID183] at level [05]. Complex additions where there are more than 81 numbers Link to comment Share on other sites More sharing options...
Concombre27 Posted April 17, 2019 Share Posted April 17, 2019 On 2/11/2019 at 4:59 PM, kking117 said: I've been messing around with these tools for a while now and almost everything works correctly for me. The only part that doesn't seem to work is anything relating to stat growth. After making changes to say Poliwag to get 15 extra attack points when becoming level 2 the changes simply don't show in game. Yet hex editors show that changes in the m_level.bin file have been made and can even be found in the compiled Explorers of Sky rom and if I export the data from the m_level.bin file the xml files still show that the Pokemon have been modified. Even if I find a Poliwag in a dungeon their stats haven't changed to reflect the modifications to stat growth. I noticed nobody mentions anything about stat growth here so I'm wondering if I'm the only one with this problem. I'm using an NTSC copy of the game in case anyone needs to know. Sorry for my english Hello, I did the same and it did work as intended too. I firstly did it with StatsUtil using command line and then with SkyEditor ending with the same result. Even after extracting the rom created I could see the change I made in the xml, but in-game stats growth didn't changed at all. I wanted to make every pokemon with the same stat growth to make every of them usable.. Anyway keep up the good work guys. Bye Link to comment Share on other sites More sharing options...
Metalcape Posted April 18, 2019 Share Posted April 18, 2019 (edited) On 2/10/2019 at 7:53 PM, psy_commando said: Abilities are just code. You'd have to edit the asm to do it. Is there any documentation about where asm code for abilities could be located? I was trying to change the effect of Speed Boost, and I found an address (should always be 021BAF87) where the game stores the amount of turns passed until 250, then the counter is reset and speed boost activates. EDIT: Using no$gba debugger I found the code that updates and checks the counter which starts at 02310ED4. Now I need to find the code that changes the speed Edited April 19, 2019 by Metalcape Link to comment Share on other sites More sharing options...
onlydugetisaduel Posted May 6, 2019 Share Posted May 6, 2019 hi im rather new and i know this thread is rather old so i might not get a reply, but i have a few questions Has anyone written any tutorials yet for this ?? is Red rescue teams sprites hackable ? and also i am having some issues loading some of your tools, Link to comment Share on other sites More sharing options...
Swordsmage Posted June 10, 2019 Share Posted June 10, 2019 Hi, I'm trying to edit the palettes of the in game sprites, but I can't get them to load properly. I got them able to show up on the overworld just fine but when I load into a dungeon it glitches out, the game slows to a crawl, every Pokemon on screen even if it wasn't edited flashes between no sprite, vanilla sprite, or some big red glitchy box. All I'm doing is editing the palette.pal file in each of them, and I even tried only replacing the "monster.bin", "m_attack.bin", and "m_ground.bin" files individually. Link to comment Share on other sites More sharing options...
psy_commando Posted June 10, 2019 Author Share Posted June 10, 2019 What did you use to do that? Link to comment Share on other sites More sharing options...
Swordsmage Posted June 10, 2019 Share Posted June 10, 2019 I used Tinke to extract the files, ppmd_gfxcrunch to open them, Photoshop to edit the palette files, repacked them with ppmd_gfxcrunch, then used Tinke to put import them into the ROM. I'll upload the palette file for the Shinx as well as the .bin files (they should be the most recent). palette.pal m_ground.bin monster.bin m_attack.bin Link to comment Share on other sites More sharing options...
Swordsmage Posted June 11, 2019 Share Posted June 11, 2019 I got it to work, I think, I used Crystal Tile this time to replace the files. I don't know why Tinke didn't work, it's been useful so far, but I don't really know much about all this stuff yet. I only started getting into it last Thursday with Pokemon Platinum. Link to comment Share on other sites More sharing options...
orlattae Posted September 6, 2019 Share Posted September 6, 2019 (edited) Hello! Is there any information about modifying Pokemon types and/or type effectiveness? I want to add fairy type in Explorers of Sky, so i tried to search in StatsUtil folders, but i couldn't find where the types are. Edited September 6, 2019 by orlattae Link to comment Share on other sites More sharing options...
cursed--alien Posted December 8, 2019 Share Posted December 8, 2019 On 1/3/2018 at 6:58 PM, psy_commando said: I'm not sure what you mean? The sprites for each pokemon are stored inside "m_ground.bin", "m_attack.bin", and "monster.bin", under the data//MONSTER directory. Each of those 3 files contains one of the 3 parts of each pokemon's animations/sprite. All pokemons have an entry in all 3 files. m_ground contains the sprites on the overworld/ground mode. m_attack the attack and dungeon animations for the pokemons. And monster the enemy sprites, which are just stripped down versions of the m_attack sprites to save memory on enemy pokemons. How do I find the data//MONSTER directory? I have a ROM, but I can't unpack it further than getting the .nds file out of the WinRAR archive. I probably should know what to do, given that everyone else seems to be doing it fine, but I nonetheless am clueless. Link to comment Share on other sites More sharing options...
Reimu_needs_$$$ Posted December 20, 2019 Share Posted December 20, 2019 (edited) Alright, it's time to finally post in this thread after a long period of lurking anonymously. It'll be a long post. I am currently trying to add Rowlet into EoS. So far my sprites have worked out using gfxcrunch (after many attempts of adjusting them, that is), but I can't say the same for all the changes made in the pokemon_data folder. While StatsUtil does save almost all edits (typing, moves learnt per level, size, weight, base stats, etc), it is not the case for the species name, category, and most important of all, stat growths, a problem already reported by two other users: On 2/11/2019 at 4:59 PM, kking117 said: I've been messing around with these tools for a while now and almost everything works correctly for me. The only part that doesn't seem to work is anything relating to stat growth. After making changes to say Poliwag to get 15 extra attack points when becoming level 2 the changes simply don't show in game. Yet hex editors show that changes in the m_level.bin file have been made and can even be found in the compiled Explorers of Sky rom and if I export the data from the m_level.bin file the xml files still show that the Pokemon have been modified. Even if I find a Poliwag in a dungeon their stats haven't changed to reflect the modifications to stat growth. I noticed nobody mentions anything about stat growth here so I'm wondering if I'm the only one with this problem. I'm using an NTSC copy of the game in case anyone needs to know. On 4/17/2019 at 1:47 PM, Concombre27 said: Sorry for my english Hello, I did the same and it did work as intended too. I firstly did it with StatsUtil using command line and then with SkyEditor ending with the same result. Even after extracting the rom created I could see the change I made in the xml, but in-game stats growth didn't changed at all. I wanted to make every pokemon with the same stat growth to make every of them usable.. Anyway keep up the good work guys. Bye I will explain the followed steps in case there is some mistake: > Get the BaseRom folder creating a new Solution in SkyEditor with an EoS US ROM. > Drag BaseRom into the StatsUtil folder. > Extract pokemon_data using the specified commands in ppmd_statsutil.txt. > Using a .XML editor, replace a dummy's data (in this case, #537) with Rowlet's and save. > Import pokemon_data back into the game. > Drag BaseRom back into the SkyEditor project folder and build the solution (which includes other changes such as portraits or starters, but those are irrelevant in this problem). As proof that everything else is being added successfully, there are some screenshots: (I manually nicknamed "Rowlet" the dummy for the sake of presentation) As for the portraits and sprites, I will share only the former for now, as they are already complete: Regarding the sprites folder, there are some missing frames so expect it to be added into the post in some time. Interestingly, I am not replacing any existing folder for it, which means this could possibly be done for multiple Pokémon and/or forms. That is all for now, thank you for reading! EDIT: I finally finished all the graphics. Here are all the sprites and portraits! (I hope this link is respectful to the forum's rules). Edited January 1, 2020 by Reimu_needs_$$$ Sprites are finished (V 1.0)! 1 Link to comment Share on other sites More sharing options...
Frostbyte0x70 Posted December 21, 2019 Share Posted December 21, 2019 14 hours ago, Reimu_needs_$$$ said: While StatsUtil does save almost all edits (typing, moves learnt per level, size, weight, base stats, etc), it is not the case for the species name, category, and most important of all, stat growths, a problem already reported by two other users: iirc if you want to change anything related with names you have to edit the the strings file, not the pokemon data. As for the stat growths problem, looks like StatsUtil shifts them up one pokemon entry. I changed Bulbasaur's attack to +100 at level 2 and it was Ivysaur who had over 100 Atk at level 30. So you should try changing the growths of the previous pokemon on the list and see if it works that way. Link to comment Share on other sites More sharing options...
Reimu_needs_$$$ Posted December 21, 2019 Share Posted December 21, 2019 12 hours ago, End45 said: iirc if you want to change anything related with names you have to edit the the strings file, not the pokemon data. As for the stat growths problem, looks like StatsUtil shifts them up one pokemon entry. I changed Bulbasaur's attack to +100 at level 2 and it was Ivysaur who had over 100 Atk at level 30. So you should try changing the growths of the previous pokemon on the list and see if it works that way. Thank you for the help. Modifying the growths in Giratina-O's file (which was previous to the dummy corresponding Rowlet) fixed the stats issue. However, the name and category seem unchanged despite modifying the .txt in the game_strings folder (using also StatsUtil to extract). For example, here's the line of the test personality corresponding to getting Rowlet in my mod: As well as the "??????????" after Giratina-O's name and category. However, ingame... Furthermore, if I now extract the pokemon_data, the name and category put in Rowlet's file now are "Rowlet" and "Grass Quill" respectively, instead of "?????????" and "?????????". So the strings are there in the files. What could possibly be wrong? Link to comment Share on other sites More sharing options...
Frostbyte0x70 Posted December 21, 2019 Share Posted December 21, 2019 Does that appear inside dungeons too? I have changed the name of a pokemon before without any problems (I haven't tried the personality test, but the species name is updated inside dungeons and in Chimeco's assembly). I have checked and I changed the name both in the strings file and inside the pokemon entry. And if that still doesn't work you could try to replace more of the ???? in the strings file with Rowlet until you find the one that is being used for the quiz. Link to comment Share on other sites More sharing options...
Reimu_needs_$$$ Posted December 22, 2019 Share Posted December 22, 2019 18 hours ago, End45 said: Does that appear inside dungeons too? I have changed the name of a pokemon before without any problems (I haven't tried the personality test, but the species name is updated inside dungeons and in Chimeco's assembly). I have checked and I changed the name both in the strings file and inside the pokemon entry. And if that still doesn't work you could try to replace more of the ???? in the strings file with Rowlet until you find the one that is being used for the quiz. It doesn't appear anywhere. Chimeco's assembly, dungeons, the personality test, or the footprint gatekeepers at Wigglybuff's Guild. I replaced every ???? string (and Bulbasaur to Rowlet, to see if it worked) and yet, the results were the same as before editing game_string.txt. (Yes, I chose both starter and partner as Rowlet in order to test). Which steps did you follow for it to work? As I explained, I create a new project in SkyEditor in order to get the clean US rom archives (could also try with EUR's but doubt this will change), then extract the files with statsutil, modify them, import them back into the BaseRom and build the Solution in SkyEditor for the modded rom. Link to comment Share on other sites More sharing options...
Frostbyte0x70 Posted December 23, 2019 Share Posted December 23, 2019 (edited) How odd. If you remove every single ??? in the strings the game should not be able to get that value from anywhere. That must mean that your changes are not being applied (So I guess that if you change any other string unrelated to Rowlet it won't update ingame either, right?) I don't use sky editor myself, I use ndstool and statsutil with some .bat files and do the process manually. Also I have an european rom, but I doubt any of that will make a difference, the process is basically the same (Extract rom, run statsutil to export, open "romstats/game_strings/English.txt", change some lines, save, run statsutil again to import and rebuild the rom) If you want to try the manual way yourself, psy_commando wrote a post some time ago with a tutorial in images and a download to the tools: Edited December 23, 2019 by End45 Link to comment Share on other sites More sharing options...
Reimu_needs_$$$ Posted December 23, 2019 Share Posted December 23, 2019 11 hours ago, End45 said: I don't use sky editor myself, I use ndstool and statsutil with some .bat files and do the process manually. Also I have an european rom, but I doubt any of that will make a difference, the process is basically the same (Extract rom, run statsutil to export, open "romstats/game_strings/English.txt", change some lines, save, run statsutil again to import and rebuild the rom) If you want to try the manual way yourself, psy_commando wrote a post some time ago with a tutorial in images and a download to the tools: It worked like a charm: The only points remaining are: finishing the attack and ground sprites (mostly the latter since the story requires plenty) and look for a way to implement Rowlet's footprint (for it to appear in the Explorer Badge in the Continue screen). Again, thank you for all the help. Wish I had more experience with modding as this is my first attempt at it. 1 Link to comment Share on other sites More sharing options...
SonikkuA/Kinopio Posted January 1, 2020 Share Posted January 1, 2020 Hello, I wanted to use the tools here to make Psyduck a starter in Sky, like he was in RT. Besides finding that he, Cubone, and Machop have a ton of leftovers from RT still in Explorers, I've hit a snag Unless I specifically simply edit a direct export, If I were to import a sprite, the pallete is messed up, like so It's weird since I specifically Index the image in Gimp using the pallete, 16 colors Link to comment Share on other sites More sharing options...
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