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Posted (edited)

Data/StreamingAssets/native_data/pokemon/pokemon_data_info.bin

Data/StreamingAssets/native_data/pokemon/experience.bin (and experience.ent)

Here you can see the data I got from these two files https://mysterydungeonwiki.com/wiki/Rescue_Team_DX:Pokémon

Based on the name Data/StreamingAssets/native_data/pokemon_waza_oshie.bin seems to contain data for Tutor Moves (which you can learn from Gulpin). This file also exists in Super. I haven't looked at it yet.

 

Data/StreamingAssets/native_data/camp/camp_habitat.bin
each entry is 4 bytes
if the Pokémon can't be in a Rescue Team Camp (like Mega Evolutions and unused slots), all 4 bytes are FF
if it can be in a Rescue Team Camp, the first byte is the Rescue Team Camp ID (order here, start from 0)
the other 3 bytes are always 00

 

Data/StreamingAssets/native_data/pokemon_evolution.bin

from 0x0 to 0x24 - SIR0 header

each Pokémon (including Mega Evolutions) has 0x14 bytes long entries for each possible evolution (including normal->shiny and shiny->shiny, but not shiny->normal) if a Pokémon (including Mega Evolutions) doesn't have any evolutions all the bytes will be 00s.
examples: Metapod has 2 evolutions because shiny Butterfree is in the game, Eevee has 9 evolutions because shiny Espeon is in the game

0x0 and 0x1 - ID of the evolution (example: Bulbasaur's evolution ID is 02)
0x2 - unknown. usually 00. E2 sometimes (Pichu, Pikachu, Eevee, Porygon, Porygon2, probably more)
0x3 - always 00?
0x4 - amount of Evolution Crystals required
from 0x5 to 0xb - always 00s?
0xc - level required
0xd - evolution method (01 requires a certain level, 02 requires a certain amount of Evolution Crystals)
from 0xe to 0x13 - always 00s?

amount of entries: 0x40a
the last entry starts at adress 0x50ec

Edited by Blue587
updated wiki link
  • 1 month later...
Posted (edited)
  On 5/20/2020 at 11:53 PM, wrathsoffire76 said:

Has anyone researched into the Wonder Mail structure?

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https://mid-kid.root.sx/pmdrtdx/

https://github.com/mid-kid/pmdrtdx_passwords

That is, assuming you meant rescue passwords, and not Wonder Mail. The format of wonder_mail.bin is close to that of GtI and Super. The passwords are just there, but I don't know about the rest of the data. Wonder Mail isn't all that interesting in these games since it's just a way to get predefined items (and missions in RTDX).

Edited by Blue587
  • Thanks 1
  • 1 month later...
Guest maxim7w
Posted

Internal scripts ( stored in Data/StreamingAssets/native_data/script ) are written in LUA source and can be read easily with any text editor.
Explanations of a few functions and their syntax:

 

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Will probably extend this or port this to an own page. 

Posted
  On 7/15/2020 at 9:48 PM, maxim7w said:

PlaySe:{"isWait":[true/false],"symbol":"sound name","fadeInTime":[time in secs],"volume":[float from 0-1],"volumeSymbol":"DEFAULT"}

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It's interesting to note that these Lua files don't consist entirely of Lua. It's instead composed of blobs identified by text such as the following:

-- <<★ActAssetBlob
-- <<★ActCommandBlob
-- <<★LuaBlob

Text that appears after any of these blob identifiers is treated as such. For example, text after "-- <<★LuaBlob" is treated as Lua until the next blob declaration.

Guest maxim7w
Posted

That makes more sense, seems like it's a combination of Lua (LuaBlob), and some kind of internal game scripting language (ActCommandBlob and ActAssetBlob for asset code)

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