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Posts posted by Andibad
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57 minutes ago, psy_commando said:
Its good to be back
yeah, but is little bit slow to access some pages.
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so far is not posted in here , 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.
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
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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.
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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.
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Alright, thanks, Decided to go with skies move base power, currently making a huge LUT for all the moves, its gonna take a while...
you can see my post on this page, i already update with my current note ...(is almost done on most view-able data). right now i still looking for break wall flag and primary effect on it >.>
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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.
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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 :
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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 :
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.
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i made mistake on parsing sir0 message on my tools , 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
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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
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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
And yet they're still using SIR0, ever since Red Rescue Team..
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
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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!
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.
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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.
- Pound
- Karate Chop
- Double Slap
- Comet Punch
- Mega Punch
- Pay Day
- Fire Punch
- Ice Punch
- Thunder Punch
- Scratch
- Vice Grip
- Guillotine
- Razor Wind
- Swords Dance
- Cut
- Gust
- Wing Attack
- Whirlwind
- Fly
- Bind
- Slam
- Vine Whip
- Stomp
- Double Kick
- Mega Kick
- Jump Kick
- Rolling Kick
- Sand Attack
- Headbutt
- Horn Attack
- Fury Attack
- Horn Drill
- Tackle
- Body Slam
- Wrap
- Take Down
- Thrash
- Double-Edge
- Tail Whip
- Poison Sting
- Twineedle
- Pin Missile
- Leer
- Bite
- Growl
- Roar
- Sing
- Supersonic
- Sonic Boom
- Disable
- Acid
- Ember
- Flamethrower
- Mist
- Water Gun
- Hydro Pump
- Surf
- Ice Beam
- Blizzard
- Psybeam
- Bubble Beam
- Aurora Beam
- Hyper Beam
- Peck
- Drill Peck
- Submission
- Low Kick
- Counter
- Seismic Toss
- Strength
- Absorb
- Mega Drain
- Leech Seed
- Growth
- Razor Leaf
- Solar Beam
- Poison Powder
- Stun Spore
- Sleep Powder
- Petal Dance
- String Shot
- Dragon Rage
- Fire Spin
- Thunder Shock
- Thunderbolt
- Thunder Wave
- Thunder
- Rock Throw
- Earthquake
- Fissure
- Dig
- Toxic
- Confusion
- Psychic
- Hypnosis
- Meditate
- Agility
- Quick Attack
- Rage
- Teleport
- Night Shade
- Mimic
- Screech
- Double Team
- Recover
- Harden
- Minimize
- Smokescreen
- Confuse Ray
- Withdraw
- Defense Curl
- Barrier
- Light Screen
- Haze
- Reflect
- Focus Energy
- Bide
- Metronome
- Mirror Move
- Self-Destruct
- Egg Bomb
- Lick
- Smog
- Sludge
- Bone Club
- Fire Blast
- Waterfall
- Clamp
- Swift
- Skull Bash
- Spike Cannon
- Constrict
- Amnesia
- Kinesis
- Soft-Boiled
- High Jump Kick
- Glare
- Dream Eater
- Poison Gas
- Barrage
- Leech Life
- Lovely Kiss
- Sky Attack
- Transform
- Bubble
- Dizzy Punch
- Spore
- Flash
- Psywave
- Splash
- Acid Armor
- Crabhammer
- Explosion
- Fury Swipes
- Bonemerang
- Rest
- Rock Slide
- Hyper Fang
- Sharpen
- Conversion
- Tri Attack
- Super Fang
- Slash
- Substitute
- Struggle
- Sketch
- Triple Kick
- Thief
- Spider Web
- Mind Reader
- Nightmare
- Flame Wheel
- Snore
- Curse
- Flail
- Conversion 2
- Aeroblast
- Cotton Spore
- Reversal
- Spite
- Powder Snow
- Protect
- Mach Punch
- Scary Face
- Feint Attack
- Sweet Kiss
- Belly Drum
- Sludge Bomb
- Mud-Slap
- Octazooka
- Spikes
- Zap Cannon
- Foresight
- Destiny Bond
- Perish Song
- Icy Wind
- Detect
- Bone Rush
- Lock-On
- Outrage
- Sandstorm
- Giga Drain
- Endure
- Charm
- Rollout
- False Swipe
- Swagger
- Milk Drink
- Spark
- Fury Cutter
- Steel Wing
- Mean Look
- Attract
- Sleep Talk
- Heal Bell
- Return
- Present
- Frustration
- Safeguard
- Pain Split
- Sacred Fire
- Magnitude
- Dynamic Punch
- Megahorn
- Dragon Breath
- Baton Pass
- Encore
- Pursuit
- Rapid Spin
- Sweet Scent
- Iron Tail
- Metal Claw
- Vital Throw
- Morning Sun
- Synthesis
- Moonlight
- Hidden Power
- Cross Chop
- Twister
- Rain Dance
- Sunny Day
- Crunch
- Mirror Coat
- Psych Up
- Extreme Speed
- Ancient Power
- Shadow Ball
- Future Sight
- Rock Smash
- Whirlpool
- Beat Up
- Fake Out
- Uproar
- Stockpile
- Spit Up
- Swallow
- Heat Wave
- Hail
- Torment
- Flatter
- Will-O-Wisp
- Memento
- Facade
- Focus Punch
- Smelling Salts
- Follow Me
- Nature Power
- Charge
- Taunt
- Helping Hand
- Trick
- Role Play
- Wish
- Assist
- Ingrain
- Superpower
- Magic Coat
- Recycle
- Revenge
- Brick Break
- Yawn
- Knock Off
- Endeavor
- Eruption
- Skill Swap
- Imprison
- Refresh
- Grudge
- Snatch
- Secret Power
- Dive
- Arm Thrust
- Camouflage
- Tail Glow
- Luster Purge
- Mist Ball
- Feather Dance
- Teeter Dance
- Blaze Kick
- Mud Sport
- Ice Ball
- Needle Arm
- Slack Off
- Hyper Voice
- Poison Fang
- Crush Claw
- Blast Burn
- Hydro Cannon
- Meteor Mash
- Astonish
- Weather Ball
- Aromatherapy
- Fake Tears
- Air Cutter
- Overheat
- Odor Sleuth
- Rock Tomb
- Silver Wind
- Metal Sound
- Grass Whistle
- Tickle
- Cosmic Power
- Water Spout
- Signal Beam
- Shadow Punch
- Extrasensory
- Sky Uppercut
- Sand Tomb
- Sheer Cold
- Muddy Water
- Bullet Seed
- Aerial Ace
- Icicle Spear
- Iron Defense
- Block
- Howl
- Dragon Claw
- Frenzy Plant
- Bulk Up
- Bounce
- Mud Shot
- Poison Tail
- Covet
- Volt Tackle
- Magical Leaf
- Water Sport
- Calm Mind
- Leaf Blade
- Dragon Dance
- Rock Blast
- Shock Wave
- Water Pulse
- Doom Desire
- Psycho Boost
- Roost
- Gravity
- Miracle Eye
- Wake-Up Slap
- Hammer Arm
- Gyro Ball
- Healing Wish
- Brine
- Natural Gift
- Feint
- Pluck
- Tailwind
- Acupressure
- Metal Burst
- U-turn
- Close Combat
- Payback
- Assurance
- Embargo
- Fling
- Psycho Shift
- Trump Card
- Heal Block
- Wring Out
- Power Trick
- Gastro Acid
- Lucky Chant
- Me First
- Copycat
- Power Swap
- Guard Swap
- Punishment
- Last Resort
- Worry Seed
- Sucker Punch
- Toxic Spikes
- Heart Swap
- Aqua Ring
- Magnet Rise
- Flare Blitz
- Force Palm
- Aura Sphere
- Rock Polish
- Poison Jab
- Dark Pulse
- Night Slash
- Aqua Tail
- Seed Bomb
- Air Slash
- X-Scissor
- Bug Buzz
- Dragon Pulse
- Dragon Rush
- Power Gem
- Drain Punch
- Vacuum Wave
- Focus Blast
- Energy Ball
- Brave Bird
- Earth Power
- Switcheroo
- Giga Impact
- Nasty Plot
- Bullet Punch
- Avalanche
- Ice Shard
- Shadow Claw
- Thunder Fang
- Ice Fang
- Fire Fang
- Shadow Sneak
- Mud Bomb
- Psycho Cut
- Zen Headbutt
- Mirror Shot
- Flash Cannon
- Rock Climb
- Defog
- Trick Room
- Draco Meteor
- Discharge
- Lava Plume
- Leaf Storm
- Power Whip
- Rock Wrecker
- Cross Poison
- Gunk Shot
- Iron Head
- Magnet Bomb
- Stone Edge
- Captivate
- Stealth Rock
- Grass Knot
- Chatter
- Judgment
- Bug Bite
- Charge Beam
- Wood Hammer
- Aqua Jet
- Attack Order
- Defend Order
- Heal Order
- Head Smash
- Double Hit
- Roar of Time
- Spacial Rend
- Lunar Dance
- Crush Grip
- Magma Storm
- Dark Void
- Seed Flare
- Ominous Wind
- Shadow Force
- Hone Claws
- Wide Guard
- Guard Split
- Power Split
- Wonder Room
- Psyshock
- Venoshock
- Autotomize
- Rage Powder
- Telekinesis
- Magic Room
- Smack Down
- Storm Throw
- Flame Burst
- Sludge Wave
- Quiver Dance
- Heavy Slam
- Synchronoise
- Electro Ball
- Soak
- Flame Charge
- Coil
- Low Sweep
- Acid Spray
- Foul Play
- Simple Beam
- Entrainment
- After You
- Round
- Echoed Voice
- Chip Away
- Clear Smog
- Stored Power
- Quick Guard
- Ally Switch
- Scald
- Shell Smash
- Heal Pulse
- Hex
- Sky Drop
- Shift Gear
- Circle Throw
- Incinerate
- Quash
- Acrobatics
- Reflect Type
- Retaliate
- Final Gambit
- Bestow
- Inferno
- Water Pledge
- Fire Pledge
- Grass Pledge
- Volt Switch
- Struggle Bug
- Bulldoze
- Frost Breath
- Dragon Tail
- Work Up
- Electroweb
- Wild Charge
- Drill Run
- Dual Chop
- Heart Stamp
- Horn Leech
- Sacred Sword
- Razor Shell
- Heat Crash
- Leaf Tornado
- Steamroller
- Cotton Guard
- Night Daze
- Psystrike
- Tail Slap
- Hurricane
- Head Charge
- Gear Grind
- Searing Shot
- Techno Blast
- Relic Song
- Secret Sword
- Glaciate
- Bolt Strike
- Blue Flare
- Fiery Dance
- Freeze Shock
- Ice Burn
- Snarl
- Icicle Crash
- Fusion Flare
- Fusion Bolt
- Flying Press
- Mat Block
- Belch
- Rototiller
- Sticky Web
- Fell Stinger
- Phantom Force
- Trick-or-Treat
- Noble Roar
- Ion Deluge
- Parabolic Charge
- Forest's Curse
- Petal Blizzard
- Freeze-Dry
- Disarming Voice
- Parting Shot
- Topsy-Turvy
- Draining Kiss
- Crafty Shield
- Flower Shield
- Grassy Terrain
- Misty Terrain
- Electrify
- Play Rough
- Fairy Wind
- Moonblast
- Boomburst
- Fairy Lock
- King's Shield
- Play Nice
- Confide
- Water Shuriken
- Mystical Fire
- Spiky Shield
- Aromatic Mist
- Eerie Impulse
- Venom Drench
- Powder
- Geomancy
- Magnetic Flux
- Electric Terrain
- Dazzling Gleam
- Baby-Doll Eyes
- Nuzzle
- Infestation
- Power-Up Punch
- Oblivion Wing
- Land's Wrath
- Origin Pulse
- Precipice Blades
- Dragon Ascent
- Hyperspace Fury
- Shadow Headbutt
- Drain
- Peripheral Attack
- Mow Down
- Shadow Casting
- Charging Start N
- Charging Start F
- Diamond Storm
- Hyperspace Hole
- WAZA_YOBI_03
- Attack
- Attack
- Weather Ball
- Weather Ball
- Weather Ball
- Weather Ball
- Dig
- Razor Wind
- Focus Punch
- Sky Attack
- Solar Beam
- Fly
- Dive
- Bounce
- Skull Bash
- Curse
- Snore
- Sleep Talk
- Bide
- Revenge
- Avalanche
- Sky Drop
- Future Sight
- Doom Desire
- Techno Blast
- Techno Blast
- Techno Blast
- Techno Blast
- Shadow Force
- Freeze Shock
- Ice Burn
- Phantom Force
- Geomancy
- Charging (Near)
- Charging (Floor)
- Dig
- Dig
- Hydro Pump
- Hyper Beam
- Aeroblast
- Sacred Fire
- Water Spout
- Eruption
- Outrage
- Roar of Time
- Spacial Rend
- Crush Grip
- Shadow Force
- Shadow Force
- Judgment
- Fusion Flare
- Fusion Bolt
- Bolt Strike
- Blue Flare
- Glaciate
- Ice Burn
- Ice Burn
- Freeze Shock
- Freeze Shock
- Geomancy
- Geomancy
- Oblivion Wing
- Land's Wrath
- Extra Big Spare 13
- Extra Big Spare 14
- Extra Big Spare 15
- Extra Big Spare 16
- Extra Big Spare 17
- Extra Big Spare 18
- Extra Big Spare 19
- Extra Big Spare 20
- Extra Big Spare 21
- Extra Big Spare 22
- Extra Big Spare 23
- Extra Big Spare 24
- Extra Big Spare 25
- Extra Big Spare 26
- Extra Big Spare 27
- Extra Big Spare 28
- Extra Big Spare 29
- Extra Big Spare 30
- Extra Big Spare 31
- Extra Big Spare 32
- Extra Big Spare 33
- Extra Big Spare 34
is need more them to indexed all of them (also play this game too for make sure what string is...) or you will see a lot weird character (or code) on it. like adventure results window screen if you finish the dungeon ...
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 ...
- Pound
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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).
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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 header0x4 : game config header offset
0x8 : pointer offset (is related on 3DS Virtual Memory)
0x0 : start Offset0x4 : file count
0x8 : file name flag (0: with name, 1 : without name)
0x0 : filename offset0x4 : data offset
0x8 : data lenght
0xc : 0x0
0x0 : filename offset0x4 : 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
0x0 : file offset0x4 : file name offset (is not file lenght)
0x8 : ?? (i think is attribute on text ...)
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).
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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:
without filename:
if is 0x4, it will used 16 byte set.
- with filename : [FileNameOffset][FileOffset][Filesize][0x0]
- without filename : [FileNameOffset*][FileOffset][Filesize] *) might FileNameOffset, is always > sir0 size
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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)
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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.
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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.
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Looks like it works.
wow, so is no needed any special with these script like harvest moon nut script file ... is interesting
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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 , 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.
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um you can edit them on narc is containing item information. but Some Effect rate or value is related to an overllay file.
so safe bet, you only can change their price, hp restore, some body effect, item order.
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iirc starter are part of map scripting. you should inspect on that.
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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.
Pokemon Super Mystery Dungeon And PMD:GTI Research And Utilities
in ROM - 3DS Research and Development
Posted
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) :
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.