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tool Pokemon Mystery Dungeon 2 - Psy_commando's Tools and research notes


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I haven't mentioned much here in a while but the tool is slowly starting to take shape! I fixed a lot of problems with displaying frames and animations. And I made a small video to show:

So, its been a really long time since I updated this thread! And I've been making some progress on a few things! Namely a sprite editor: Its still really early on tho! But I got some o

That would require some serious edits to the game's binary. It's not possible with current research AFAIK (but then again, psy_commando has already done things that I once thought impossible).

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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?

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  • 1 month later...
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.

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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.

 

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  • 1 month later...

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 /

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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

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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

 

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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

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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 by Metalcape
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  • 3 weeks later...

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, 

 

 

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  • 1 month later...

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. 

Pokemon Mystery Dungeon - Explorers of Heaven_06_19366.png

Pokemon Mystery Dungeon - Explorers of Heaven_11_19186.png

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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. 

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  • 2 months later...

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 by orlattae
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  • 3 months later...
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.

rom in WinRAR.png

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  • 2 weeks later...

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:

PatchedRom__8124.png.d959b48ae870a9eec17e1a981d21b095.pngPatchedRom__3650.png.d8c0a548355d02f3fce6d54e58c3f8a4.pngPatchedRom__4205.png.d1061ec1d143fe7aa1073303acf5a1d0.png

(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:

0000_STANDARD.png.003ff28d5c5749882ed3d9c5a44291fa.png0002_GRIN.png.b2c397129d2542b46caf27b748bf4ee5.png0004_PAINED.png.5c09d65fd856b2ddca05eee800c5ff0f.png0006_ANGRY.png.d0ec5d84bc832e91b232fd666b3c3c83.png0008_WORRIED.png.f332745d4444fbac0d25a0cbd0f74b96.png0010_SAD.png.b518ab6bb28bd976efe81830ff18d327.png0012_CRYING.png.f516d7af976dc2df028b83b65ca1feca.png0014_SHOUTING.png.1a5c661a52809e816ef55db6afc7a3b8.png0016_TEARY_EYED.png.5ad2393cf9197941cea37b3be957f8b5.png0018_DETERMINED.png.6789bdb240d04a88d980646dc8c72fbe.png0020_JOYOUS.png.67b14147e2311220ff6a54875a847f75.png0022_INSPIRED.png.0b05104a78b4909d274c295db7381f07.png0024_SURPRISED.png.db44ad5797d57cbeec2542899683e1b8.png0026_DIZZY.png.1484f19acb2de3ae28063a00bb98d23d.png0032_SIGH.png.f5399aba7b8e2cd694675b41065b1860.png0034_STUNNED.png.621913b296e2ffe8da667428658ec65f.png

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 by Reimu_needs_$$$
Sprites are finished (V 1.0)!
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14 hours ago, Reimu_needs_$$$ 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.

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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:

youseemtobearowlet.PNG.fff293302980d5d96296f7d8aea1b0eb.PNG

As well as the "??????????" after Giratina-O's name and category. However, ingame...

PatchedRom__24600.png.92626f73aafc603fd662041a87820a30.png

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?

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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.

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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.

PatchedRom__2287.png.7215085423b0c28fad8b180af0185468.pngPatchedRom__26257.png.5469423fb599789836761177e02a5a7e.pngPatchedRom__26045.png.d9467b38b6e697acb6bd807fa0c0ba8b.png

(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.

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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 by End45
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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:

PatchedRom__9248.png.07fd157af150b4b8eeccbb35f11cbf36.png

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.

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  • 2 weeks later...

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

screams.png

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