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Andibad

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Posts posted by Andibad

  1. On 12/7/2016 at 8:51 PM, Platinum Lucario said:

    I am currently in the process of datamining Gates to Infinity. However, I've come across a file type called .img, which displays 2D images, such as text, textboxes and main menu artwork. Since I have no knowledge of programming, I can't create a program to convert the file type. But I have read up on Megadrifter's post on how the file format operates, unfortunately I'd need programming knowledge if I was to create a program to convert it.

    you can see this old source code for cte image format (*.img) or use my unFARC tool for extracting cte image from FARC file. For additional information for pixel format supported by cte file format (*.img)  :

    Quote

    1 - direct RGBA8
    2 - RGB8
    3 - RGBA8
    4 - ETC1
    5 - ETC1A4
    6 - RGB565
    7 - Direct LA4
    8 - LA4
    9 - RGBA4
    10 - RGBA5551 

    bclim/bflim/cte tool already supported all of discovered pixel format used by SMD 3DS game, but some of them are not supported by my unFARC tool. so far i know unFARC tool can convert most img file on Gate of infinity or Super.

  2. so far is not posted in here :P, today got much free time and poking around PMDS Font. is using pretty simple format where img file is cte format (LA4 as texture format), and dic file as pointing font image on font sheet image just like bitmap font.

    lcfont28_08_08_img_cte.png
    Fot_Tsku_ARd_Gothic_Std_B_14_img_cte.png

    here for dic format on PMDS font :

     

    HeaderMagicHeader - 4 byte - KAND 0x4B414E44u1          - 4 byte - always 0x0CharacterCount       - 4 byte - u2          - 4 byte - always 0x0Character Data (20 byte)Character Code (Unicode) - 2 bytePosition X               - 2 bytePosition Y               - 2 byteLine Feed Width          - 2 byteLine Feed Height (?)     - 2 byteRight Space Width        - 2 byteRight Space Height (?)   - 2 byteGlyph Width              - 2 byteGlyph Heigth             - 2 byte?                        - 2 byte

     

    • Amazed 1
  3. Yeah, i clicked the download link and a BIG red window poped up saying that my antivirus quarantined a Trojan. it's a damn shame really. :/

    download button is on green button not red one, you should install ad blocker. you still can't see what different ads download trap button with true download button? lol.

  4. where is the link to the source code? i'm trying to organize all this information since a ton of stuff is on dropbox or pastebins which are not guaranteed to stick around

    on my github account ...

    EDIT : uploaded project on github done : https://github.com/andibadra/unFARC

    is still not complete yet, since no emulator for 3ds on PC (on playable state ...), i just lazy copy paste huge size of file to memory card.

  5. Move data (on SMD) stored on waza_data_info.bin (act index information) and act_data_info.bin (move information). You can see move list on SMD here (include unused, named xl move, unnamed combination move and unnamed xl moves).

    waza_data_info.bin

    Containing index for move data (act_data_info.bin) and effect (act_effect_data_info.bin), 18 byte/entry.

    [TABLE=class: grid, width: 600]

    [TR]

    [TD=align: center]offset (0x)

    [/TD]

    [TD=align: center]size (byte)[/TD]

    [TD=align: center]comment

    [/TD]

    [TD=align: center][/TD]

    [/TR]

    [TR]

    [TD]0x0[/TD]

    [TD]2[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x2[/TD]

    [TD]2[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x4[/TD]

    [TD]2[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x6[/TD]

    [TD]1[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x7[/TD]

    [TD]1[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x8[/TD]

    [TD]1[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x9[/TD]

    [TD]1[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0xA[/TD]

    [TD]1[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0xB[/TD]

    [TD]1[/TD]

    [TD]constant 0x0*[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0xC[/TD]

    [TD]2[/TD]

    [TD]act_data_info index (uint)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0xE[/TD]

    [TD]1[/TD]

    [TD]?[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0xF[/TD]

    [TD]1[/TD]

    [TD]?[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x10[/TD]

    [TD]1[/TD]

    [TD]constant 0x1[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x11[/TD]

    [TD]1[/TD]

    [TD]constant 0x64[/TD]

    [TD][/TD]

    [/TR]

    [/TABLE]

    * only on Dragon Rage not 0x0

    act_data_info.bin

    Containing move data. 160 byte/entry

    Section (start from 0x0 until 0x0f)

    *unknown

    Primary Effect Moves (start from 0x10 until 0x27)

    0x10 ~ 0x23 - ???
    0x24 - 2 byte - (num)(uint) Type effectiveness (even is immune 0x or not effective 0.5/0.25x to make them damage 1x)
    0x26 - 2 byte - (0x00) unused

    Secondary Effect Moves (start from 0x28 until 0x57)

    [TABLE=class: grid, width: 600]

    [TR]

    [TD=align: center]Offset (0x0)

    [/TD]

    [TD=align: center]Size (Byte)

    [/TD]

    [TD=align: center]Comment

    [/TD]

    [TD=align: center][/TD]

    [/TR]

    [TR]

    [TD]0x28[/TD]

    [TD]2[/TD]

    [TD]Effect Rate Value (0 - no effect, 1~100)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x2A[/TD]

    [TD]2[/TD]

    [TD]HP/Belly Change's Value[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x2C[/TD]

    [TD]2[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x2E[/TD]

    [TD]2[/TD]

    [TD]Trap Flag[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x30[/TD]

    [TD]2[/TD]

    [TD]Status Change's (sleep, confused, poisoned, etc)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x32[/TD]

    [TD]2[/TD]

    [TD]Stat Change's (index)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x34[/TD]

    [TD]2[/TD]

    [TD]Type Change's (0 - no effect, 1 - normal, 19 - NoType)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x36[/TD]

    [TD]2[/TD]

    [TD]Terrain Change's[/TD]

    [TD]uint[/TD]

    [/TR]

    [/TABLE]

    *it will repeated until 0x57 (3 Effect)

    Status List :

    0    None
    1    nightmare
    2    sleepless
    3    sleep
    4    yawning
    5    napping
    6    
    7    burn
    8    poisoned
    9    badly poisoned
    10    paralysis
    11    frozen
    12    stuck
    13    Ingrain
    14    petrified
    15    bound
    16    Fire Spin
    17    Sand Tomb
    18    Clamp
    19    Whirlpool
    20    Magma Storm
    21    Infestation
    22    flinch
    23    truant
    24    confused
    25    recoil
    26    lethargic
    27    infatuated
    28    taunted
    29    encore
    30    discord
    31    Bide
    32    Solar Beam
    33    Focus Punch
    34    flying
    35    bouncing
    36    digging
    37    Future Sight
    38    Sky Drop
    39    Suspended
    40    charging
    41    enraged
    42    Round
    43    Razor Wind
    44    Sky Attack
    45    Skull Bash
    46    Doom Desire
    47    Dive
    48    Shadow Force
    49    Phantom Force
    50    Ice Burn
    51    Freeze Shock
    52    Geomancy
    53    Reflect
    54    Safeguard
    55    Light Screen
    56    Counter
    57    protect
    58    Quick Guard
    59    Wide Guard
    60    Mat Block
    61    Crafty Shield
    62    King's Shield
    63    Spiky Shield
    64    Mirror Coat
    65    enduring
    66    mist
    67    healthy
    68    Aqua Ring
    69    Lucky Chant
    70    Metal Burst
    71    Magic Coat
    72    Snatch
    73    cursed
    74    substitute
    75    decoy
    76    Gastro Acid
    77    Heal Block
    78    embargo
    79    Leech Seed
    80    Destiny Bond
    81    Sure Shot
    82    Focus Energy
    83    encouraged
    84    pierce
    85    blinker
    86    Eyedrops
    87    mobile
    88    trained
    89    stockpiling
    90    radar
    91    scanning
    92    grudge
    93    exposed
    94    Miracle Eye
    95    terrified
    96    grounded
    97    Magnet Rise
    98    telekinesis
    99    autotomize
    100    sealed
    101    Perish Song
    102    wish
    103    transform
    104    electrify
    105    powder
    106    puppet
    107    awakened
    108    berserk
    109    
    110    self-destruct
    111    explosion
    112    
    113    
    114    
    115    
    116    
    117    
    118    
    119    
    120    
    121    
    122    
    123    
    124    
    125    
    126    
    127    
    128    fainted
    129    
    130    
    131    
    132    
    133    
    134    
    135    
    136    
    137    
    138    
    139    
    140    
    141    
    142    
    143    
    144    
    145    
    146    
    147    
    148    
    149    
    150    
    151    
    152    
    153    
    154    
    155    
    156    
    157    
    158    
    159     
    160    rainbow
    161    swamp
    162    sea of fire

    Terrain List :

    0    None
    1    Clear
    2    Sunny
    3    Rain
    4    Hail
    5    Sandstorm
    6    Mud Sport
    7    Water Sport
    8    Defused
    9    Thief Alert
    10    Trick Room
    11    Magic Room
    12    Monster House
    13    Shop
    14    Nullified
    15    Luminous
    16     
    17    heavy rain
    18    harsh sunlight
    19    strong winds
    20    ineffective weather
    21    gravity
    22    Wonder Room
    23    Ion Deluge
    24    Grassy Terrain
    25    Misty Terrain
    26    Electric Terrain
    27    Happy Hour
    28    apathetic
    29    Enemy Discord
    30    disabled

    Accurate Section (start from 0x57 until 0x5b)

    [TABLE=class: grid, width: 600]

    [TR]

    [TD=align: center]Offset (0x0)

    [/TD]

    [TD=align: center]Size (Byte)

    [/TD]

    [TD=align: center]Comment

    [/TD]

    [TD=align: center][/TD]

    [/TR]

    [TR]

    [TD]0x58[/TD]

    [TD]1[/TD]

    [TD]Base Accurate Value (0~100, 101 : sure shoot)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x5A[/TD]

    [TD]1[/TD]

    [TD]Maximum Accurate Value (0~100, 101 : sure shoot)[/TD]

    [TD]uint[/TD]

    [/TR]

    [/TABLE]

    Section (start from 0x5c until 0x7b)

    *is seems related to accurate related like critical, etc, is have 4 group

    Move Damage, PP, Range, Counter Section (start from 0x7c until 0x93)

    [TABLE=class: grid, width: 600]

    [TR]

    [TD=align: center]Offset (0x0)

    [/TD]

    [TD=align: center]Size (Byte)

    [/TD]

    [TD=align: center]Comment

    [/TD]

    [TD=align: center][/TD]

    [/TR]

    [TR]

    [TD]0x7C[/TD]

    [TD]1[/TD]

    [TD]Size Type Move (size of pokemon or move combination)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x7D[/TD]

    [TD]1[/TD]

    [TD]Type Move (1 - normal, 19 - NoType)[/TD]

    [TD]uint

    [/TD]

    [/TR]

    [TR]

    [TD]0x7E[/TD]

    [TD]1[/TD]

    [TD]Attribute[/TD]

    [TD]uint

    [/TD]

    [/TR]

    [TR]

    [TD]0x7F[/TD]

    [TD]1[/TD]

    [TD]Damage / ATK Base Value[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x80[/TD]

    [TD]1[/TD]

    [TD]? Damage Max

    [/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x81[/TD]

    [TD]1[/TD]

    [TD]PP Base Value

    [/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x82[/TD]

    [TD]1[/TD]

    [TD]? PP Max

    [/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x83[/TD]

    [TD]1[/TD]

    [TD]Constant 0xFF[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x84[/TD]

    [TD]1[/TD]

    [TD]Cut Corner Flag[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x85[/TD]

    [TD]1[/TD]

    [TD]more time to attack Flag[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x86[/TD]

    [TD]1[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x87[/TD]

    [TD]1[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x88[/TD]

    [TD]1[/TD]

    [TD]Tiles Count[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x89[/TD]

    [TD]1[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x8A[/TD]

    [TD]1[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x8B[/TD]

    [TD]1[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x8C[/TD]

    [TD]1[/TD]

    [TD]Range[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x8D[/TD]

    [TD]1[/TD]

    [TD]Target[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x8E[/TD]

    [TD]1[/TD]

    [TD]Piercing ATK flag[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x8F[/TD]

    [TD]1[/TD]

    [TD]Sleep ATK flag[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x90[/TD]

    [TD]1[/TD]

    [TD]Faint ATK flag[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x91[/TD]

    [TD]1[/TD]

    [TD]Constant 0x1[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x92[/TD]

    [TD]1[/TD]

    [TD]Nearby damage flag[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x93[/TD]

    [TD]1[/TD]

    [TD]Hit Counter Index (act_hit_count_table_data_info.bin)[/TD]

    [TD]uint[/TD]

    [/TR]

    [/TABLE]

    Section (start from 0x94 until 0x9f)

    *unknown

    act_xlwaza.bin

    Containing id for xl moves. for move data, see on act_data_info.bin. 8 byte/entry.

    [TABLE=class: grid, width: 600]

    [TR]

    [TD=align: center]Offset (0x0)

    [/TD]

    [TD=align: center]Size (Byte)

    [/TD]

    [TD=align: center]Comment

    [/TD]

    [TD=align: center][/TD]

    [/TR]

    [TR]

    [TD]0x0[/TD]

    [TD]2[/TD]

    [TD]Move Action Index[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x2[/TD]

    [TD]2[/TD]

    [TD]Move Action Index Taget[/TD]

    [TD]uint[/TD]

    [/TR]

    [/TABLE]

    act_hit_count_table_data_info.bin

    Data for hit counter for act_data_info.bin (0x93). 16 byte/entry.

    [TABLE=class: grid, width: 600]

    [TR]

    [TD=align: center]Offset (0x0)

    [/TD]

    [TD=align: center]Size (Byte)

    [/TD]

    [TD=align: center]Comment

    [/TD]

    [TD=align: center][/TD]

    [/TR]

    [TR]

    [TD]0x0[/TD]

    [TD]1[/TD]

    [TD]Repeat until move miss to target (bool, 1 for true, 0 for false)[/TD]

    [TD]bool[/TD]

    [/TR]

    [TR]

    [TD]0x1[/TD]

    [TD]1[/TD]

    [TD]hit count minimum (min 2)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x2[/TD]

    [TD]1[/TD]

    [TD]hit count maximum (max 5, min 2, if same it will count as 1 hit)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x3[/TD]

    [TD]1[/TD]

    [TD]constant 0x0[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]0x4[/TD]

    [TD]2[/TD]

    [TD]2 hit chance rate (min 0, max 100)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x6[/TD]

    [TD]2[/TD]

    [TD]3 hit chance rate (min 0, max 100)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0x8[/TD]

    [TD]2[/TD]

    [TD]4 hit chance rate (min 0, max 100)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0xA[/TD]

    [TD]2[/TD]

    [TD]5 hit chance rate (min 0, max 100)[/TD]

    [TD]uint[/TD]

    [/TR]

    [TR]

    [TD]0xC[/TD]

    [TD]4[/TD]

    [TD]constant 0x0[/TD]

    [TD][/TD]

    [/TR]

    [/TABLE]

    act_param_data_info.bin

    only have 1 byte/entry, i think is store single value. maybe used on act_data_info.bin

    act_effect_data_info.bin

    have 68 byte/entry. i was thing is related to animation.

  6. well they couldn't make it more literal. that if condition is literally "if not unbound then". so 926 is Hoopa Confined and 927 is Hoopa Unbound.

    i talked with psy_commando and we agree that the negative id in the lua script was supposed to be some hex number, which was interpreted as a signed number. it should make more sense when converted back to (dword?) hexadecimal.

    i was think is an unique id (on integer value or on hexadecimal value). look this hoopa dialog on dungeon script :

    function Dungeon_OnTalkedFuupa(tokihanatareta)
    ...
     if DUNGEON_MENU:IsFuupaLegendSummoned() then
       WINDOW:Talk_Fuupa(1157317309)
     else
       WINDOW:Talk_Fuupa(1576943368)
       WINDOW:SelectChain(1227155743, 2)
       WINDOW:SelectChain(-2106081020, 0)
       WINDOW:DefaultCursor(1)
       ret = WINDOW:SelectEndTalk(MENU_SELECT_MODE.ENABLE_CANCEL)
    ...
     end
    end

    see on WINDOW:Talk_Fuupa(1157317309), 1157317309 is refer to message unique id (u1). and i got this message :

    SNAG_0019.png

  7. i just wondering how to get face graphic offset on the game, so far on lua script folder is only defined pokemon id like this one :

    function Dungeon_OnTalkedFuupa(tokihanatareta)
     if tokihanatareta == 0 then
       WINDOW:DrawFaceFromPokemonIndex(20, 88, 926, false, FACE_TYPE.NORMAL)
     else
       WINDOW:DrawFaceFromPokemonIndex(20, 88, 927, false, FACE_TYPE.NORMAL)
     end

    or call actor function ... to get pokemon id. hoppa id in there is 926 (pokemon id list). and also is have 16 (+16 special expression, not all pokemon have this) kind of expression face ... here for list of them :

    NORMAL
    HAPPY
    PAIN
    ANGRY
    THINK
    SAD
    WEEP
    SHOUT
    TEARS
    DECIDE
    GLADNESS
    EMOTION
    SURPRISE
    FAINT
    RELEIF
    CATCHBREATH
    SPECIAL01~16

    special expression is have number on it like this one : 3807.png

    on FARC type 0x5, when not mark as has filename, filenameoffset field used as unique id? <.<, and also on sir0 message (on smd, not debug), unknown value is used as unique id? >.> since on lua script file is have negative id for calling an dialog text ...

    EDIT:

    I was think SMD use zlib compression on gyu files and save files, i will check it later.

  8. i made mistake on parsing sir0 message on my tools xD, my bad. here for fix one. this build also can extract cte image with support most pixel format, little bit tweak on extension renaming and add some example message code on msg_code.json.

    and i notice GYU0 file is an compressed format, need poking exefs maybe i get something >.>

    EDIT : uploaded project on github done : https://github.com/andibadra/unFARC

  9. maybe this tool useful for someone for unpacking file from farc file, is still same as my first tool i share on here but with GUI. i will added source code on github later.

    https://dl.dropboxusercontent.com/u/3122097/unFARC_build_2.7z for temporary build for testing.

    for now can extract as RAW, Message Text (debug, non debug, and with code [you can add some definition on msg_code.json file, i will added it later]), potrait picture on SMD

    i just wondering pokemon portrait is have a text on it O.o

    961.png

  10. And those special utf characters are interesting. In previous games, the codes for doing that were between square brackets. Its strange to see they've changed their approach xD

    And yet they're still using SIR0, ever since Red Rescue Team.. xD

    unique code id is have 1 byte long, other byte is used as attribute. like Font Color started 0xC101 - 0xC10E, 0xC10F as close tag. text alignment like center (C200) per line (until 0x10 code inserted), icon replacement id (A1xx), linked page (CA00), menus, paragraph, and etc. some code is need more attribute on it like call an value like pokemon id, etc. and also in SMD still used square brackets code lol

  11. hi guys, i extracted the contents of pokemon_graphic.bin using the SIR0 reader in this thread (may wanna put that in the first post?), and got a lot of BIN files, most of which are BCH files (with some BGRS files interspersed which i believe ties the separated animation BCH files together with the models?). i wrote a little code to infer the name of the BCH files of pokemon models: http://pastebin.com/mmdZtU9k

    looks like the numbers at the end indicate [form][gender difference]. starters get 0x and 1x (without/with scarf), and some has x0 and x1 for different genders (male/female) with some exceptions.

    put the exe in the same folder as the BINs, pipe the output to some text file so that you can see what gets renamed to what. i hope this can be used somehow!

    rNHpdmC.png

    filename of model are stored on pokemon_graphics_database.bin with header container 0x4 0x4 0x4c [filename_offset][?] [file_identification] and pokemon_motion_database.bin with header 0xc 0x4 0x4 0x4 [file_identification] ? ? ?. sir0 with own magicheader, [magic_header][offset][file_count] and must read pointer table to read them.

  12. Also, nvm about the strings missing from the string files within the message.bin file.. Its a bit too early for me to say I guess.. There's a possibility that UTF characters don't show up properly in my hex edtior, and well, I think I'll have an easier time once I can dump my NA rom.. ^^;

    And the message.lst file seems to contain the file names for the "string database" files within the message.bin file ! Or at least, that's what I'm assuming.

    i was think is just an id for script for get an string or icon (type,item,etc). so is have weird unicode on it, so i advice just look it on hex on sir0 content (not converted text one, it might not correct to convert them).

    example :

    Use it to teach the move \x65533{591}. But you can't use it on a Pokémon that has already learned or can't learn the move.

    \x65533{0} is for call move string list with single value.

    http://pastebin.com/Pp2DbNFE

    1. Pound
    2. Karate Chop
    3. Double Slap
    4. Comet Punch
    5. Mega Punch
    6. Pay Day
    7. Fire Punch
    8. Ice Punch
    9. Thunder Punch
    10. Scratch
    11. Vice Grip
    12. Guillotine
    13. Razor Wind
    14. Swords Dance
    15. Cut
    16. Gust
    17. Wing Attack
    18. Whirlwind
    19. Fly
    20. Bind
    21. Slam
    22. Vine Whip
    23. Stomp
    24. Double Kick
    25. Mega Kick
    26. Jump Kick
    27. Rolling Kick
    28. Sand Attack
    29. Headbutt
    30. Horn Attack
    31. Fury Attack
    32. Horn Drill
    33. Tackle
    34. Body Slam
    35. Wrap
    36. Take Down
    37. Thrash
    38. Double-Edge
    39. Tail Whip
    40. Poison Sting
    41. Twineedle
    42. Pin Missile
    43. Leer
    44. Bite
    45. Growl
    46. Roar
    47. Sing
    48. Supersonic
    49. Sonic Boom
    50. Disable
    51. Acid
    52. Ember
    53. Flamethrower
    54. Mist
    55. Water Gun
    56. Hydro Pump
    57. Surf
    58. Ice Beam
    59. Blizzard
    60. Psybeam
    61. Bubble Beam
    62. Aurora Beam
    63. Hyper Beam
    64. Peck
    65. Drill Peck
    66. Submission
    67. Low Kick
    68. Counter
    69. Seismic Toss
    70. Strength
    71. Absorb
    72. Mega Drain
    73. Leech Seed
    74. Growth
    75. Razor Leaf
    76. Solar Beam
    77. Poison Powder
    78. Stun Spore
    79. Sleep Powder
    80. Petal Dance
    81. String Shot
    82. Dragon Rage
    83. Fire Spin
    84. Thunder Shock
    85. Thunderbolt
    86. Thunder Wave
    87. Thunder
    88. Rock Throw
    89. Earthquake
    90. Fissure
    91. Dig
    92. Toxic
    93. Confusion
    94. Psychic
    95. Hypnosis
    96. Meditate
    97. Agility
    98. Quick Attack
    99. Rage
    100. Teleport
    101. Night Shade
    102. Mimic
    103. Screech
    104. Double Team
    105. Recover
    106. Harden
    107. Minimize
    108. Smokescreen
    109. Confuse Ray
    110. Withdraw
    111. Defense Curl
    112. Barrier
    113. Light Screen
    114. Haze
    115. Reflect
    116. Focus Energy
    117. Bide
    118. Metronome
    119. Mirror Move
    120. Self-Destruct
    121. Egg Bomb
    122. Lick
    123. Smog
    124. Sludge
    125. Bone Club
    126. Fire Blast
    127. Waterfall
    128. Clamp
    129. Swift
    130. Skull Bash
    131. Spike Cannon
    132. Constrict
    133. Amnesia
    134. Kinesis
    135. Soft-Boiled
    136. High Jump Kick
    137. Glare
    138. Dream Eater
    139. Poison Gas
    140. Barrage
    141. Leech Life
    142. Lovely Kiss
    143. Sky Attack
    144. Transform
    145. Bubble
    146. Dizzy Punch
    147. Spore
    148. Flash
    149. Psywave
    150. Splash
    151. Acid Armor
    152. Crabhammer
    153. Explosion
    154. Fury Swipes
    155. Bonemerang
    156. Rest
    157. Rock Slide
    158. Hyper Fang
    159. Sharpen
    160. Conversion
    161. Tri Attack
    162. Super Fang
    163. Slash
    164. Substitute
    165. Struggle
    166. Sketch
    167. Triple Kick
    168. Thief
    169. Spider Web
    170. Mind Reader
    171. Nightmare
    172. Flame Wheel
    173. Snore
    174. Curse
    175. Flail
    176. Conversion 2
    177. Aeroblast
    178. Cotton Spore
    179. Reversal
    180. Spite
    181. Powder Snow
    182. Protect
    183. Mach Punch
    184. Scary Face
    185. Feint Attack
    186. Sweet Kiss
    187. Belly Drum
    188. Sludge Bomb
    189. Mud-Slap
    190. Octazooka
    191. Spikes
    192. Zap Cannon
    193. Foresight
    194. Destiny Bond
    195. Perish Song
    196. Icy Wind
    197. Detect
    198. Bone Rush
    199. Lock-On
    200. Outrage
    201. Sandstorm
    202. Giga Drain
    203. Endure
    204. Charm
    205. Rollout
    206. False Swipe
    207. Swagger
    208. Milk Drink
    209. Spark
    210. Fury Cutter
    211. Steel Wing
    212. Mean Look
    213. Attract
    214. Sleep Talk
    215. Heal Bell
    216. Return
    217. Present
    218. Frustration
    219. Safeguard
    220. Pain Split
    221. Sacred Fire
    222. Magnitude
    223. Dynamic Punch
    224. Megahorn
    225. Dragon Breath
    226. Baton Pass
    227. Encore
    228. Pursuit
    229. Rapid Spin
    230. Sweet Scent
    231. Iron Tail
    232. Metal Claw
    233. Vital Throw
    234. Morning Sun
    235. Synthesis
    236. Moonlight
    237. Hidden Power
    238. Cross Chop
    239. Twister
    240. Rain Dance
    241. Sunny Day
    242. Crunch
    243. Mirror Coat
    244. Psych Up
    245. Extreme Speed
    246. Ancient Power
    247. Shadow Ball
    248. Future Sight
    249. Rock Smash
    250. Whirlpool
    251. Beat Up
    252. Fake Out
    253. Uproar
    254. Stockpile
    255. Spit Up
    256. Swallow
    257. Heat Wave
    258. Hail
    259. Torment
    260. Flatter
    261. Will-O-Wisp
    262. Memento
    263. Facade
    264. Focus Punch
    265. Smelling Salts
    266. Follow Me
    267. Nature Power
    268. Charge
    269. Taunt
    270. Helping Hand
    271. Trick
    272. Role Play
    273. Wish
    274. Assist
    275. Ingrain
    276. Superpower
    277. Magic Coat
    278. Recycle
    279. Revenge
    280. Brick Break
    281. Yawn
    282. Knock Off
    283. Endeavor
    284. Eruption
    285. Skill Swap
    286. Imprison
    287. Refresh
    288. Grudge
    289. Snatch
    290. Secret Power
    291. Dive
    292. Arm Thrust
    293. Camouflage
    294. Tail Glow
    295. Luster Purge
    296. Mist Ball
    297. Feather Dance
    298. Teeter Dance
    299. Blaze Kick
    300. Mud Sport
    301. Ice Ball
    302. Needle Arm
    303. Slack Off
    304. Hyper Voice
    305. Poison Fang
    306. Crush Claw
    307. Blast Burn
    308. Hydro Cannon
    309. Meteor Mash
    310. Astonish
    311. Weather Ball
    312. Aromatherapy
    313. Fake Tears
    314. Air Cutter
    315. Overheat
    316. Odor Sleuth
    317. Rock Tomb
    318. Silver Wind
    319. Metal Sound
    320. Grass Whistle
    321. Tickle
    322. Cosmic Power
    323. Water Spout
    324. Signal Beam
    325. Shadow Punch
    326. Extrasensory
    327. Sky Uppercut
    328. Sand Tomb
    329. Sheer Cold
    330. Muddy Water
    331. Bullet Seed
    332. Aerial Ace
    333. Icicle Spear
    334. Iron Defense
    335. Block
    336. Howl
    337. Dragon Claw
    338. Frenzy Plant
    339. Bulk Up
    340. Bounce
    341. Mud Shot
    342. Poison Tail
    343. Covet
    344. Volt Tackle
    345. Magical Leaf
    346. Water Sport
    347. Calm Mind
    348. Leaf Blade
    349. Dragon Dance
    350. Rock Blast
    351. Shock Wave
    352. Water Pulse
    353. Doom Desire
    354. Psycho Boost
    355. Roost
    356. Gravity
    357. Miracle Eye
    358. Wake-Up Slap
    359. Hammer Arm
    360. Gyro Ball
    361. Healing Wish
    362. Brine
    363. Natural Gift
    364. Feint
    365. Pluck
    366. Tailwind
    367. Acupressure
    368. Metal Burst
    369. U-turn
    370. Close Combat
    371. Payback
    372. Assurance
    373. Embargo
    374. Fling
    375. Psycho Shift
    376. Trump Card
    377. Heal Block
    378. Wring Out
    379. Power Trick
    380. Gastro Acid
    381. Lucky Chant
    382. Me First
    383. Copycat
    384. Power Swap
    385. Guard Swap
    386. Punishment
    387. Last Resort
    388. Worry Seed
    389. Sucker Punch
    390. Toxic Spikes
    391. Heart Swap
    392. Aqua Ring
    393. Magnet Rise
    394. Flare Blitz
    395. Force Palm
    396. Aura Sphere
    397. Rock Polish
    398. Poison Jab
    399. Dark Pulse
    400. Night Slash
    401. Aqua Tail
    402. Seed Bomb
    403. Air Slash
    404. X-Scissor
    405. Bug Buzz
    406. Dragon Pulse
    407. Dragon Rush
    408. Power Gem
    409. Drain Punch
    410. Vacuum Wave
    411. Focus Blast
    412. Energy Ball
    413. Brave Bird
    414. Earth Power
    415. Switcheroo
    416. Giga Impact
    417. Nasty Plot
    418. Bullet Punch
    419. Avalanche
    420. Ice Shard
    421. Shadow Claw
    422. Thunder Fang
    423. Ice Fang
    424. Fire Fang
    425. Shadow Sneak
    426. Mud Bomb
    427. Psycho Cut
    428. Zen Headbutt
    429. Mirror Shot
    430. Flash Cannon
    431. Rock Climb
    432. Defog
    433. Trick Room
    434. Draco Meteor
    435. Discharge
    436. Lava Plume
    437. Leaf Storm
    438. Power Whip
    439. Rock Wrecker
    440. Cross Poison
    441. Gunk Shot
    442. Iron Head
    443. Magnet Bomb
    444. Stone Edge
    445. Captivate
    446. Stealth Rock
    447. Grass Knot
    448. Chatter
    449. Judgment
    450. Bug Bite
    451. Charge Beam
    452. Wood Hammer
    453. Aqua Jet
    454. Attack Order
    455. Defend Order
    456. Heal Order
    457. Head Smash
    458. Double Hit
    459. Roar of Time
    460. Spacial Rend
    461. Lunar Dance
    462. Crush Grip
    463. Magma Storm
    464. Dark Void
    465. Seed Flare
    466. Ominous Wind
    467. Shadow Force
    468. Hone Claws
    469. Wide Guard
    470. Guard Split
    471. Power Split
    472. Wonder Room
    473. Psyshock
    474. Venoshock
    475. Autotomize
    476. Rage Powder
    477. Telekinesis
    478. Magic Room
    479. Smack Down
    480. Storm Throw
    481. Flame Burst
    482. Sludge Wave
    483. Quiver Dance
    484. Heavy Slam
    485. Synchronoise
    486. Electro Ball
    487. Soak
    488. Flame Charge
    489. Coil
    490. Low Sweep
    491. Acid Spray
    492. Foul Play
    493. Simple Beam
    494. Entrainment
    495. After You
    496. Round
    497. Echoed Voice
    498. Chip Away
    499. Clear Smog
    500. Stored Power
    501. Quick Guard
    502. Ally Switch
    503. Scald
    504. Shell Smash
    505. Heal Pulse
    506. Hex
    507. Sky Drop
    508. Shift Gear
    509. Circle Throw
    510. Incinerate
    511. Quash
    512. Acrobatics
    513. Reflect Type
    514. Retaliate
    515. Final Gambit
    516. Bestow
    517. Inferno
    518. Water Pledge
    519. Fire Pledge
    520. Grass Pledge
    521. Volt Switch
    522. Struggle Bug
    523. Bulldoze
    524. Frost Breath
    525. Dragon Tail
    526. Work Up
    527. Electroweb
    528. Wild Charge
    529. Drill Run
    530. Dual Chop
    531. Heart Stamp
    532. Horn Leech
    533. Sacred Sword
    534. Razor Shell
    535. Heat Crash
    536. Leaf Tornado
    537. Steamroller
    538. Cotton Guard
    539. Night Daze
    540. Psystrike
    541. Tail Slap
    542. Hurricane
    543. Head Charge
    544. Gear Grind
    545. Searing Shot
    546. Techno Blast
    547. Relic Song
    548. Secret Sword
    549. Glaciate
    550. Bolt Strike
    551. Blue Flare
    552. Fiery Dance
    553. Freeze Shock
    554. Ice Burn
    555. Snarl
    556. Icicle Crash
    557. Fusion Flare
    558. Fusion Bolt
    559. Flying Press
    560. Mat Block
    561. Belch
    562. Rototiller
    563. Sticky Web
    564. Fell Stinger
    565. Phantom Force
    566. Trick-or-Treat
    567. Noble Roar
    568. Ion Deluge
    569. Parabolic Charge
    570. Forest's Curse
    571. Petal Blizzard
    572. Freeze-Dry
    573. Disarming Voice
    574. Parting Shot
    575. Topsy-Turvy
    576. Draining Kiss
    577. Crafty Shield
    578. Flower Shield
    579. Grassy Terrain
    580. Misty Terrain
    581. Electrify
    582. Play Rough
    583. Fairy Wind
    584. Moonblast
    585. Boomburst
    586. Fairy Lock
    587. King's Shield
    588. Play Nice
    589. Confide
    590. Water Shuriken
    591. Mystical Fire
    592. Spiky Shield
    593. Aromatic Mist
    594. Eerie Impulse
    595. Venom Drench
    596. Powder
    597. Geomancy
    598. Magnetic Flux
    599. Electric Terrain
    600. Dazzling Gleam
    601. Baby-Doll Eyes
    602. Nuzzle
    603. Infestation
    604. Power-Up Punch
    605. Oblivion Wing
    606. Land's Wrath
    607. Origin Pulse
    608. Precipice Blades
    609. Dragon Ascent
    610. Hyperspace Fury
    611. Shadow Headbutt
    612. Drain
    613. Peripheral Attack
    614. Mow Down
    615. Shadow Casting
    616. Charging Start N
    617. Charging Start F
    618. Diamond Storm
    619. Hyperspace Hole
    620. WAZA_YOBI_03
    621. Attack
    622. Attack
    623. Weather Ball
    624. Weather Ball
    625. Weather Ball
    626. Weather Ball
    627. Dig
    628. Razor Wind
    629. Focus Punch
    630. Sky Attack
    631. Solar Beam
    632. Fly
    633. Dive
    634. Bounce
    635. Skull Bash
    636. Curse
    637. Snore
    638. Sleep Talk
    639. Bide
    640. Revenge
    641. Avalanche
    642. Sky Drop
    643. Future Sight
    644. Doom Desire
    645. Techno Blast
    646. Techno Blast
    647. Techno Blast
    648. Techno Blast
    649. Shadow Force
    650. Freeze Shock
    651. Ice Burn
    652. Phantom Force
    653. Geomancy
    654. Charging (Near)
    655. Charging (Floor)
    656. Dig
    657. Dig
    658. Hydro Pump
    659. Hyper Beam
    660. Aeroblast
    661. Sacred Fire
    662. Water Spout
    663. Eruption
    664. Outrage
    665. Roar of Time
    666. Spacial Rend
    667. Crush Grip
    668. Shadow Force
    669. Shadow Force
    670. Judgment
    671. Fusion Flare
    672. Fusion Bolt
    673. Bolt Strike
    674. Blue Flare
    675. Glaciate
    676. Ice Burn
    677. Ice Burn
    678. Freeze Shock
    679. Freeze Shock
    680. Geomancy
    681. Geomancy
    682. Oblivion Wing
    683. Land's Wrath
    684. Extra Big Spare 13
    685. Extra Big Spare 14
    686. Extra Big Spare 15
    687. Extra Big Spare 16
    688. Extra Big Spare 17
    689. Extra Big Spare 18
    690. Extra Big Spare 19
    691. Extra Big Spare 20
    692. Extra Big Spare 21
    693. Extra Big Spare 22
    694. Extra Big Spare 23
    695. Extra Big Spare 24
    696. Extra Big Spare 25
    697. Extra Big Spare 26
    698. Extra Big Spare 27
    699. Extra Big Spare 28
    700. Extra Big Spare 29
    701. Extra Big Spare 30
    702. Extra Big Spare 31
    703. Extra Big Spare 32
    704. Extra Big Spare 33
    705. Extra Big Spare 34

    is need more them to indexed all of them (also play this game too for make sure what string is...) xD or you will see a lot weird character (or code) on it. like adventure results window screen if you finish the dungeon ...

    SNAG_0015.png

    The encoded pointer list must end on a 0. It will keep going until it hits one.

    So, yep, that's not padding. All those 0xC are actually offsets to pointers within the SIR0 container.

    http://projectpokemon.org/wiki/Pmd2_SIR0#Pointer_Offsets_List

    sometimes it filled by padding on sir0 used as FAT on FARC (type:5), and sometimes is have multiple set (ex: hint_database.bin). so far i found, is have filename set, data set, configuration set, other thing is depend on structure or none.

    Pointer table :

    04 04 D2 1C 04 04 30 04 04 30 04 04 30 04 04 30

    [A]

    header structure :

    48 4E 54 00 24 29 00 00 B0 00 00 00 (sometimes [magic header] offset - count [ex attribute], or [magic header] count - offset [ex attribute]

    recalculated [A] must same as (offset). (how to encode that just look on wiki). bold one is an magic header. i already done with calculate pointer stuff...

    EDIT: after i see on EoT/EoD/EoS, 0xAA is padding, but on 3ds sir0 is used 0x0 as padding. but is not related to pointer table. always ending with 0x0 or 0x10 ...

  13. debug message is used 8 byte on header FAT, i just suspect pointer table is just table of length each file on header FAT. common.bin is have 0xc length each file which is filenameoffset, dataoffset and file lenght, on pointer table say 0xc too and pointer table length fit with file count (-1).

    SIR0 Pointer table on common.bin :

    04 04 9C 84 14 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C [end with 0x10 0x00]

    i suspect 0x0c is not padding, but is seems length of header FAT on each file. italic one is seems an flag .. but i still not sure. sir0 on FARC is have 0x20 on it without 0xXX padding value. since i only have SMD us on my PC, maybe i need to extract GI too (us/jp version).

  14. in short sir0 is an game configuration container, so that why each sir0 file is have different structure. FARC file is have 3 main part : Header, SIR0 (as FAT), and DAT , SIR0 in here used as FAT, which is have 2 type of them, 0x4 and 0x5. i already test my tool for most farc file on SMD, is working fine to find correct offset for each file. idk if is have more than 2 type SIRO FAT on it ... but i will check it later.

    here for SIR0 / FARC or related on it structure :

    0x0 - FARC (Magic Header)

    0x20 - Type of FAT SIR0*

    0x24 - first SIR0 Offset as FAT

    0x28 - first SIR0 Length as FAT

    0x2C - first DAT offset

    0x30 - first DAT Length (with first SIR0 last padding)

    each volume used 0x20 byte

    0x0 : SIR0 magic header

    0x4 : game config header offset

    0x8 : pointer offset (is related on 3DS Virtual Memory)

    0x0 : start Offset

    0x4 : file count

    0x8 : file name flag (0: with name, 1 : without name)

    0x0 : filename offset

    0x4 : data offset

    0x8 : data lenght

    0xc : 0x0

    0x0 : filename offset

    0x4 : data offset

    0x8 : data lenght

    well i try encode file on message.bin (packed with FARC container). well too much character is used as code xD

    0x0 : file offset

    0x4 : file name offset (is not file lenght)

    0x8 : ?? (i think is attribute on text ...)

    SNAG_0014.png

    here for tools : https://dl.dropboxusercontent.com/u/3122097/SIR0Reader.7z is still WIP, common FARC is can be extracted as raw file. but not working to read SIR0 Message on debug_message file since this tools used static method for read file offset on SIR0, not dynamic one (used Pointer Data).

  15. I had actually written a program that reads a *SIR0 table and extracts the files from it: https://www.dropbox.com/s/0q67hp1um2w4nn5/FARCReader.exe?dl=0

    *: It works only on a few SIR0 tables. It only works on the ones that have file names and then the offsets afterwards. This is the code I followed from gdkchan :

    0x0 - FARC Signature

    0x20 - Number of files

    0x24 - SIR0 Offset

    0x28 - SIR0 Length

    0x2C - Data Offset

    0x0 - FARC (Magic Header)

    0x20 - Type of FAT SIR0*

    0x24 - first SIR0 Offset as FAT

    0x28 - first SIR0 Length as FAT

    0x2C - first DAT offset

    0x30 - first DAT Length (with first SIR0 last padding)

    ^ 0x20 each volume. up to 3.

    well for SIR0 0x4 is not refer to pointer table, but i think is special header for game config format ... , some file is containing magic header (like PKDB, etc) on it too ... (not an offset value). well is same as xbb file on harvest moon (on game configuration file one).

    EDIT (*) : for type FAT SIR0 (only for SIR0 used as FAT on FARC)

    if is 0x5, it will used 12 byte set.

    • without filename : [FileNameOffset*][FileOffset][Filesize] *) might FileNameOffset, is always > sir0 size
    • with filename : [FileNameOffset][FileOffset][Filesize]

    with filename:

    SNAG_0009.png

    without filename:

    SNAG_0011.png

    if is 0x4, it will used 16 byte set.

    • with filename : [FileNameOffset][FileOffset][Filesize][0x0]

  16. Passwords aren't stored. They're interpreted.

    i think is still same, stored on wonder_mail.bin. is containing full of code stored on the game.

    I was curious if someone could extract an item list? I just want to comfirm if joy seeds or golden seeds exist. Because I've invested 30 hours into the game and still haven't found any.

    yes, i found string for "Joy Seed" but golden seeds is not found, you can found that on common.bin on message_en folder (for Super Mystery Dungeon)

  17. Thank you for your answer.

    Sadly, I think the loop is indifferent to the new music files since it always matches the loop of the original music files.

    Each loop must be somewhere in the game data (garc ? cro ? other ?) but I don't know where and how to edit it.

    iirc loop data is store on bcsar file.

  18. offset for banlist is start from 0xA (on every file). it will be like :

    01 04 04 04 32 04 00 00 00 00 
                                 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 C0 00 00 00
    00 00 00 00 00 00 00 00 00 0E 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 C0 07 00 00 00 00 00
    00 00 00 00 00 00 98 7E 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 D8 03 

    start from first byte :

    00 => 0 0 0 0 0 0 0 0 (from right to left on every byte, start from 0)

    until byte-82, total 656-6 = 650 (649, if 0 is not counted).

    if you want bring an legend pokemon just set all to 00.

  19. For Hidden grotto editors. Is there a mac version? Also, can you make it so only 1 pokemon can be encountered in the entirety of hidden grotto encounters? Or is that impossible with the current status of that tool?

    You mean 1 pokemon on 1 grotto? you should change all slot into one pokemon on each grotto. maybe i will implement that on future update alongside an randomize thing (is possible if is not change game system).

    for now, no support for mac and linux. maybe i will try to support these platform on future update, since i don't have machine mac/linux installed. my current tool is still using windows dll so is not compatible with other environment, and i try avoid that on future if want to cross platform.

    I've just download this tool, it seems amazing but I'm not able to use it.

    I can download things from here, but I don't find any .exe file. Maybe I have to compile it...? But I never did such a thing, usually I write/compile simple files written in C, but it seems a different language...

    So I tried to download from https://github.com/andibadra/ANDT/releases, but when I try to unzip something goes wrong and I have only "0kb" files. I saw a .exe, but obviously I cannot use it.

    What am I failing?

    I'd like also to know if this tools is compatible with Pokemon Blaze Black 2 (it is an hacked rom, if you don't know). Does it see that there were changes on movesets?

    Thanks a lot!

    (I'm sorry if I made mistakes, English is not my native language )

    and sorry for my incomplete information on my old repo. i just lazy on that time xD, i will try my best to write how to compile, and commented something on it rather than create an wiki or gist.

    and thank you for using my tools and any input =), any critic, idea, input is welcome =) and i still working on this.

  20. I can't get the editor to load, I'm ruining windows 8.1 with .net framework 4.5. but it all ways fails at start up whit this message

    Nombre del evento de problema: CLR20r3

    Firma del problema 01: ANDT.exe

    Firma del problema 02: 1.0.0.3

    Firma del problema 03: 5420e177

    Firma del problema 04: System.Data.SQLite

    Firma del problema 05: 1.0.92.0

    Firma del problema 06: 532a0415

    Firma del problema 07: 124

    Firma del problema 08: 1d

    Firma del problema 09: System.DllNotFoundException

    Versión del sistema operativo: 6.3.9600.2.0.0.256.4

    Id. de configuración regional: 3082

    Información adicional 1: 5861

    Información adicional 2: 5861822e1919d7c014bbb064c64908b2

    Información adicional 3: 31c4

    Información adicional 4: 31c4f0c30ca267a761c69930266146b1

    It looks that I'm missing a dll file? Does any one have any idea where I can get the missing one?

    i was think is SQLite.Interop.dll and/or System.Data.SQLite.dll missing. well i have plan to replace these library with native json reader.

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