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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)
11 hours ago, wrathsoffire76 said:

Has anyone researched into the Wonder Mail structure?

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:

 

Spoiler

 

PlaySe

Plays a sound effect.


Syntax:


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


Example taken from a script: 


PlaySe:{"isWait":false,"symbol":"SE_ENV_BREEZE_LP","fadeInTime":0.5,"volume":1.0,"volumeSymbol":"DEFAULT"}

 

 

 
 
 
 
 
 
 
 
 
Spoiler

PlayManpu

 

Plays a "manpu" (2D sprite, like burn status next to the Pokémon in a dungeon) in a character channel (for example CH:KAMEKKUSU)

Syntax:


PlayManpu:{"isWait":[false/true],"symbol":"internal name"}

Example:


PlayManpu:{"isWait":false,"symbol":"MP_LAUGH_LP"}

 

Spoiler

 

Play2DAnim
 

Plays a 2D animation (for example reaction effects) from the files.

Syntax:


Play2DAnim:{"isWait":[true/false],"id":"internal ID","bundleName":"AB name (for example, ui) ","animName":"animation file name"}

Example taken from script:


Play2DAnim:{"isWait":false,"id":"2D_015","bundleName":"ui","animName":"Anime_Mepachi1_5"}


 

 
 
 
 
 
 
 
 

 

Spoiler

 

SetFace

 

Will change the face of a character ( in a channel like CH:PARTNER:{} ) to a specific eye/mouth emotion type.

Syntax:


SetFace:{"faceType":[number],"eyeType":[number],"mouthType":[number]}

Example taken from script:


SetFace:{"faceType":15,"eyeType":8,"mouthType":8}

Notes: find out the type ids

 

 

Spoiler

 

PlayBgm

 

Plays a music track.

Syntax:
 


PlayBgm:{"symbol":"sound id","fadeInTime":[time in secs],"isLoop":[true/false],"channel":0,"volume":[0-1],"volumeSymbol":"DEFAULT"}

Example taken from script:


PlayBgm:{"symbol":"BGM_EVE_SEPARATION_01","fadeInTime":0.0,"isLoop":true,"channel":1,"volume":1.0,"volumeSymbol":"DEFAULT"}

Notes: Channel? volumesymbol?

 

 

Spoiler

 

LuaWINDOW.DrawFace

 

Draws a portrait face.

Syntax:


LuaWINDOW.DrawFace(FACE_POS.RIGHT_X, FACE_POS.RIGHT_Y, LuaSymAct("japanese/internal Pokémon name"), FACE_TYPE.[EMOTION])

valid FACE_TYPEs: NONE, NORMAL, EMOTION, DECIDE, THINK, HAPPY, SURPRISE, TEARS, SPECIAL[number], SAD, PAIN, ANGRY

Example taken from script:


LuaWINDOW.DrawFace(FACE_POS.RIGHT_X, FACE_POS.RIGHT_Y, LuaSymAct("RIZAADON"), FACE_TYPE.HAPPY)


 

 
 
 
 
 
 
 
 
 

 

Spoiler

 

LuaWINDOW.Talk

 

Writes a message in the globally set language.

Example taken from script:


LuaWINDOW.Talk(LuaSymAct("RIZAADON"),TextID("A04P01_M01E10A_8C_01_0020","★NONE★",[[
  {今日|きょう}は お{祝|いわ}いだな!]]) )

Syntax:
 


LuaWINDOW.Talk(LuaSymAct("Character"),TextID("Internal Text ID","????",[[backup text i guess]]) )


 

 
 
 
 
 
 
 
 
 

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

Posted
15 minutes ago, maxim7w said:

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

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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