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[SOLVED] Sun and Moon Important GARC File Locations


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Hello, I'm wondering if someone here can give the GARC locations I need to go about replacing a few things. I have the GARC locations for both battle models, overworld models, and Trainer images, but I'm wondering where the following are:

Game Text

Story Text

All files relating to the Trainer teams (in ORAS it'd be "trdata," "trpoke")

I know that Pk3DS can edit the files without telling me where they are, but the method I'm using to get my 3DS to read edited GARCs is different than what I'm used to, and Pk3DS doesn't tell me which GARCs are being edited like the XYORAS version did. Likewise, I don't think anyone has a compiled list of all GARC files yet like there was for XY and ORAS (not that I've found, anyhow) I just need to know these locations so I can insert them onto my SD Card myself. 

Thank you for your time. :)

Edited by RubyCarbuncle
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pk3DS is open source breh

https://github.com/kwsch/pk3DS/blob/6b6f78e476e27cf97de7a4bb5c59d7f6b08364b6/pk3DS/Game/GARCReference.cs

        private static readonly GARCReference[] GARCReference_SM =
        {
            new GARCReference(011, "move"),
            new GARCReference(012, "eggmove"),
            new GARCReference(013, "levelup"),
            new GARCReference(014, "evolution"),
            new GARCReference(015, "megaevo"),
            new GARCReference(017, "personal"),
            new GARCReference(019, "item"),

            new GARCReference(077, "zonedata"),
            new GARCReference(091, "worlddata"),

            new GARCReference(104, "trclass"),
            new GARCReference(105, "trdata"),
            new GARCReference(106, "trpoke"),

            new GARCReference(155, "encounterstatic"),

            new GARCReference(277, "maisonpkN"),
            new GARCReference(278, "maisontrN"),
            new GARCReference(279, "maisonpkS"),
            new GARCReference(280, "maisontrS"),
                
            // Varied
            new GARCReference(030, "gametext", true),
            new GARCReference(040, "storytext", true),
        };

 

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Here's a mostly complete file list, somebody posted in over on GBAtemp.

	a\0\0\0 - DUMMY
	a\0\0\1 - DUMMY
	a\0\0\2 - DUMMY
	a\0\0\3 - DUMMY
	a\0\0\4 - DUMMY
	a\0\0\5 - DUMMY
	a\0\0\6 - DUMMY
	a\0\0\7 - DUMMY
	a\0\0\8 - DUMMY
	a\0\0\9 - DUMMY
	a\0\1\0 - DUMMY
	a\0\1\1 - WD - Move Data
	a\0\1\2 - Egg Move Map
	a\0\1\3 - Learnset (Level Up) files
	a\0\1\4 - Evolution Map
	a\0\1\5 - MEvo Map
	a\0\1\6 - 8 * 404 bytes
	a\0\1\7 - Personal Info (0x54 size)
	a\0\1\8 - 786 * 2bytes
	a\0\1\9 - Item Data
	a\0\2\0 - 921 bytes (bitflags, used sparingly - items)
	a\0\2\1 - DUMMY
	a\0\2\2 - DUMMY
	a\0\2\3 - DUMMY
	a\0\2\4 - DUMMY
	a\0\2\5 - Fonts
	a\0\2\6 - white fade anim ALYT
	a\0\2\7 - Map Fade (ALYT)
	a\0\2\8 - DUMMY
	a\0\2\9 - DUMMY
	a/0/3/0 - GameText japanese
	a/0/3/1 - GameText japanesekanji
	a/0/3/2 - GameText english
	a/0/3/3 - GameText french
	a/0/3/4 - GameText italian
	a/0/3/5 - GameText german
	a/0/3/6 - GameText spanish
	a/0/3/7 - GameText korean
	a/0/3/8 - GameText simplechinese
	a/0/3/9 - GameText traditionalchinese
	a/0/4/0 - StoryText japanese
	a/0/4/1 - StoryText japanesekanji (unused)
	a/0/4/2 - StoryText english
	a/0/4/3 - StoryText french
	a/0/4/4 - StoryText italian
	a/0/4/5 - StoryText german
	a/0/4/6 - StoryText spanish
	a/0/4/7 - StoryText korean
	a/0/4/8 - StoryText simplechinese
	a/0/4/9 - StoryText traditionalchinese
	a\0\5\0 - DUMMY
	a\0\5\1 - DUMMY
	a\0\5\2 - DUMMY
	a\0\5\3 - DUMMY
	a\0\5\4 - DUMMY
	a\0\5\5 - DUMMY
	a\0\5\6 - DUMMY
	a\0\5\7 - DUMMY
	a\0\5\8 - DUMMY
	a\0\5\9 - DUMMY
	a\0\6\0 - the, An (language prefixes)
	a\0\6\1 - Item sprites
	a\0\6\2 - Pokemon sprites
	a\0\6\3 - DUMMY
	a\0\6\4 -
	a\0\6\5 -
	a\0\6\6 - Field Bag ALYT (bflim, bflan)
	a\0\6\7 - Battle UI (multilang) lower screen? (includes battle video)
	a\0\6\8 - Battle UI (multilang) upper screen sprites (primal, mega)
	a\0\6\9 - Common UI elements
	a\0\7\0 - Common UI elements …?
	a\0\7\1 - Common UI elements …???
	a\0\7\2 - Skybox Model
	a\0\7\3 - CSEQ/CWAR
	a\0\7\4 - Common UI Windows
	a\0\7\5 - Common UI Finger icon
	a\0\7\6 - ZONEDATA Master table
	a\0\7\7 - DUMMY
	a\0\7\8 - Battle plates
	a\0\7\9 - More UI (ribbons)
	a\0\8\0 - Battle Arena Models
	a\0\8\1 - Encounter Data (Maps) [EA - two files, day/night], NPC models, Map textures, etc
	a\0\8\2 - DUMMY
	a\0\8\3 -
	a\0\8\4 - DUMMY
	a\0\8\5 - Map Models
	a\0\8\6 - Overworld Models
	a\0\8\7 - SESD (Move Animations?)
	a\0\8\8 - DUMMY
	a\0\8\9 - DUMMY
	a\0\9\0 - MoveData part 2?
	a\0\9\1 - 47 encrypted scripts
	a\0\9\2 - 12 language (sorting?)
	a\0\9\3 - Pokémon Models
	a\0\9\4 - DUMMY
	a\0\9\5 - DUMMY
	a\0\9\6 - EdgeMap comb
	a\0\9\7 - Intro scene
	a\0\9\8 - Riding Tutorial model (ride_kenta_tut)
	a\0\9\9 - Overworld Menu buttons / rotom UI (party/trainer/options)
	a\1\0\0 - 461 bytes, bitflags?
	a\1\0\1 - 186 * trclass (20byte)
	0x02 - Ball Used
	a\1\0\2 - 8 * trdata (20byte)
	Trainer0 - Empty
	Trainer1 - Lass Ellie
	Trainer2 - Team Skull Grunt
	Trainer3 - Team Skull Admin
	Trainer4 - Youngster Honus
	Trainer5 - Rising Star Ikaika
	Trainer6 - Ace Trainer Sheri
	Trainer7 - Ace Trainer (1)
	0x00 - Trainer Class String/Model
	a\1\0\3 - 8 * trpoke (32byte/pkm)
	0x00: Ability/Gender
	0x01: Nature
	0x02-0x07: EVs
	0x08-0x0B: IVs
	a\1\0\4 - DUMMY
	a\1\0\5 - Game Over
	a\1\0\6 -
	a\1\0\7 - DUMMY
	a\1\0\8 - DUMMY
	a\1\0\9 - ride effects + ???
	a\1\1\0 -
	a\1\1\1 -
	a\1\1\2 -
	a\1\1\3 -
	a\1\1\4 -
	a\1\1\5 - DUMMY
	a\1\1\6 - DUMMY
	a\1\1\7 - DUMMY
	a\1\1\8 - Window Information
	a\1\1\9 - FR Pack, SB encgrass01_anime
	a\1\2\0 -
	a\1\2\1 -
	a\1\2\2 - z-crystal sprites
	a\1\2\3 -
	a\1\2\4 -
	a\1\2\5 - DUMMY
	a\1\2\6 - DUMMY
	a\1\2\7 -
	a\1\2\8 - DUMMY
	a\1\2\9 - DUMMY
	a\1\3\0 - DUMMY
	a\1\3\1 - DUMMY
	a\1\3\2 -
	a\1\3\3 - DUMMY
	a\1\3\4 -
	a\1\3\5 -
	a\1\3\6 -
	a\1\3\7 - com_seasand02 02_beachslope
	a\1\3\8 -
	a\1\3\9 -
	a\1\4\0 - CM tr0004_00_BodyA tr0015_00_BodyA == trainer models
	a\1\4\1 -
	a\1\4\2 -
	a\1\4\3 -
	a\1\4\4 -
	a\1\4\5 -
	a\1\4\6 -
	a\1\4\7 -
	a\1\4\8 -
	a\1\4\9 -
	a\1\5\0 -
	a\1\5\1 - gfmodel situ_ride character models, tons of <10b files
	a\1\5\2 - gfmodels CDC_ba_Body, Chara_Rim_Black
	a\1\5\3 - gfmodel BattleChara
	a\1\5\4 -
	a\1\5\5 -
	a\1\5\6 -
	a\1\5\7 -
	a\1\5\8 -
	a\1\5\9 -
	a\1\6\0 - CM p2_bottoms_dhotpants (dressup clothes model)
	a\1\6\1 -
	a\1\6\2 -
	a\1\6\3 -
	a\1\6\4 -
	a\1\6\5 - CM p2_tops_dcut (dressup clothes model)
	a\1\6\6 - CM p1_base_fi
	a\1\6\7 -
	a\1\6\8 -
	a\1\6\9 -
	a\1\7\0 -
	a\1\7\1 -
	a\1\7\2 -
	a\1\7\3 -
	a\1\7\4 -
	a\1\7\5 -
	a\1\7\6 -
	a\1\7\7 -
	a\1\7\8 -
	a\1\7\9 -
	a\1\8\0 - CM p2_face01
	a\1\8\1 - CM p2_hair_bob
	a\1\8\2 - CM p2_acceye_butterfly
	a\1\8\3 - CM p2_acchair_simplepin
	a\1\8\4 - CM p2_bag_dbag
	a\1\8\5 - CM p2_bngl_zenbress
	a\1\8\6 - CM p2_bottoms_dhotpants
	a\1\8\7 - CM p2_hat_dhat
	a\1\8\8 - CM p2_legs_short (barefoot)
	a\1\8\9 - CM p2_shoes_dshoes
	a\1\9\0 - CM p2_situ_ridesea p2_situ_ridels01_hat …?
	a\1\9\1 - Chara_Rim_1_fi.tga
	a\1\9\2 - SMDH
	a\1\9\3 - DUMMY
	a\1\9\4 - Comb1_Manual.gffsh
	NéöxComb1_Manual
	FillScreanNéöx
	a\1\9\5 - PokeCenter heal sprites
	a\1\9\6 - DUMMY
	a\1\9\7 - overworld effects?
	ef_b_demo_uroko2_smoke
	ef_ride_apper_land
	ef_b_demo_trial2_water_splash
	a\1\9\8 - Item 1-25 popups
	a\1\9\9 - monsterball UA / UE pack gfmodel (all old pokeball models)
	a\2\0\0 - DUMMY
	a\2\0\1 - DUMMY
	a\2\0\2 - 4 ~250KB ???
	a\2\0\3 - DUMMY
	a\2\0\4 - 48 FLIM (old ribbons, scrubbed of new ones)
	a\2\0\5 - 0x44C bytes (bitflag, hardly any)
	a\2\0\6 - 25 WE pack (Environment lighting?)
	a\2\0\7 - 88 bytes
	a\2\0\8 - DUMMY
	a\2\0\9 - BG pack of Camera1
	a\2\1\0 - 11 * <80 bytes
	a\2\1\1 - 00 00 00 00 01 00 00 00 19 00 00 00 00 00 02 00 19 00 00 00 00 00 01 00 92 02 01 00 00 00 00 00
	a\2\1\2 - FieldMenu rotom
	a\2\1\3 - DVLB drawershader version 3002 font2_RectDrawerShader
	a\2\1\4 - Forme change SPBD3
	0-ea_formchange_fupa
	1-ea_formchange_gira
	2-ea_formchange_kyure
	3-ea_formchange_mitsu
	4-ea_formchange_reshi
	5-ea_formchange_syeimi
	6-ea_formchange_torne
	7-ea_formchange_zeku
	8-ea_formchange_ziga_down
	9-ea_formchange_ziga_up
	10-ea_z_bead
	a\2\1\5 - game_clear_save_dummy
	a\2\1\6 - DUMMY
	a\2\1\7 - DUMMY
	a\2\1\8 - 12 bytes: 01 00 00 00 00 00 AF C4 00 00 00 00
	a\2\1\9 - DUMMY
	a\2\2\0 - Grpfont_Finder
	a\2\2\1 - DUMMY
	a\2\2\2 - DUMMY
	a\2\2\3 - zukan picturebook
	a\2\2\4 - 4 bytes (all zeroes)
	a\2\2\5 - 4 bytes (all zeroes)
	a\2\2\6 - 4 bytes (all zeroes)
	a\2\2\7 - Release Date images
	a\2\2\8 - 27 FLIM - Available now!
	a\2\2\9 - Miracle Trade (Wonder Trade) images
	a\2\3\0 - Grpfont_FinderMenu multilang Version #
	a\2\3\1 - pokeicon_view debug
	a\2\3\2 - font_viewer debug
	a\2\3\3 - Town Map
	a\2\3\4 - Pokedex related (multiple files, 802 entries in a few)
	a\2\3\5 - 4 bytes (all zeroes)
	a\2\3\6 - THE MISTAKE
	a\2\3\7 - Pokedex language name sprites
	a\2\3\8 - Pokedex language name sprites (copy?)
Edited by BelmontSlayer
fixed formatting
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54 minutes ago, Kaphotics said:

pk3DS is open source breh

https://github.com/kwsch/pk3DS/blob/6b6f78e476e27cf97de7a4bb5c59d7f6b08364b6/pk3DS/Game/GARCReference.cs


        private static readonly GARCReference[] GARCReference_SM =
        {
            new GARCReference(011, "move"),
            new GARCReference(012, "eggmove"),
            new GARCReference(013, "levelup"),
            new GARCReference(014, "evolution"),
            new GARCReference(015, "megaevo"),
            new GARCReference(017, "personal"),
            new GARCReference(019, "item"),

            new GARCReference(077, "zonedata"),
            new GARCReference(091, "worlddata"),

            new GARCReference(104, "trclass"),
            new GARCReference(105, "trdata"),
            new GARCReference(106, "trpoke"),

            new GARCReference(155, "encounterstatic"),

            new GARCReference(277, "maisonpkN"),
            new GARCReference(278, "maisontrN"),
            new GARCReference(279, "maisonpkS"),
            new GARCReference(280, "maisontrS"),
                
            // Varied
            new GARCReference(030, "gametext", true),
            new GARCReference(040, "storytext", true),
        };

 

Pfft. That's what I get for not looking clearly enough. My apologies. Still kind of a novice when it comes to the in-depth stuff of all this. Thank you for the help, though, I'll keep this in my mind if I ever need to know another location. :P

 

@BelmontSlayer I see. I searched high and low on GBATemp and never found anything. Guess I just missed it somewhere. xD Thanks though.

Edited by RubyCarbuncle
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That pasted list on gbatemp came from SciresM/myself and is from the demo; it is not completely correct as the demo was a modified copy of the full game like oras... however, garcs were removed from the S/M demo, causing things to shift.

ex/ trpoke is 106 in full game, was 103 in demo.

We didn't bother updating the romfs list for the full games mainly due to the rush to get info & update tools; the files that we cared to look for in the full game are in pk3DS's internal documentation (separate from SM_DEMO's references).

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  • 3 weeks later...
  • 7 months later...
On 1/5/2017 at 10:41 PM, Kaphotics said:

That pasted list on gbatemp came from SciresM/myself and is from the demo; it is not completely correct as the demo was a modified copy of the full game like oras... however, garcs were removed from the S/M demo, causing things to shift.

ex/ trpoke is 106 in full game, was 103 in demo.

We didn't bother updating the romfs list for the full games mainly due to the rush to get info & update tools; the files that we cared to look for in the full game are in pk3DS's internal documentation (separate from SM_DEMO's references).

 

 

Would you happen to know where 

a\0\9\0 - MoveData part 2?

 

ended up in the full game? It's an empty file in the decompiled full game, and based on my research, there are a number of flags for effects and properties of moves that, although they are present in in a\0\1\1, changing the values in those locations does not change the end result when recompiled (for example, the flag indicating that a move is copied by the Dancer ability, or the flag that indicates that a move has a recharge turn following its use).

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6 minutes ago, ABZB said:

Would you happen to know where 


a\0\9\0 - MoveData part 2?

ended up in the full game? It's an empty file in the decompiled full game, and based on my research, there are a number of flags for effects and properties of moves that, although they are present in in a\0\1\1, changing the values in those locations does not change the end result when recompiled (for example, the flag indicating that a move is copied by the Dancer ability, or the flag that indicates that a move has a recharge turn following its use).

files are usually +/- a few spots relative to the demo, look for similar files

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Got it - I'm currently extracting the demo so I can see what what I'm looking for looks like.

I posted only so that if someone knew off the top of their head, it would save me a several of minutes.

EDIT:

Having extracted & unpacked, my demo garcs don't match up to that list, at least for that section - a/0/9/0 is empty.

 

Comparing file sizes, it looks like that section is off - the two sequential DUMMYs there marked 4 & 5 I have as 5 & 6, the file that contains the models is 4 instead of 3 (based on filesize)...

 

which implies that a/0/9/1 might be what I am looking for.

EDIT2:

a/0/8/8 is marked as DUMMY on the list, but my extract of the demo has it being 2440 KB. 

If that was in error, the creator of that list might have skipped over a/0/8/8 (i.e. marking a/0/8/8 with the properties of a/0/8/9), and thus been one off for [some of] the following files.

Edited by ABZB
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  • 5 years later...

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