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Andibad

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Everything posted by Andibad

  1. on RAM (i was dump from desmume) and i was found structure but i not sure, since i not found in the ROM *i just pick random from RAM DUMP* EC01 0000 08 000000 0C 000000 6401 0000 0A 000000 0E 000000 8901 0000 04 000000 02 000000 4E01 0000 02 000000 01 000000 8301 0000 02 000000 00 000000 ---> Last Resort 2 shard , position 0. well i was similar with this structure is seems stored on narc file ... maybe is not help i will check it later ...
  2. aw is awesome x_x. i hope you can or have plan to share your source code awesome program with me, is for my c# knowledge x_x since i want to create a tools like this x_x. sorry i was asked that x_x
  3. For the table list for that is stored on a/0/2/0 (both, bw and bw2)
  4. aw .. try AHGE 1.0.0.14 , Is used net.framework 2.0 . i just try net framework 4.5 for clean win 8 ... , windows xp not support net 4.5 ... aw .. for some reason i must limited formes value <.< it will transforme into a blue guy sprite
  5. aw, sorry for that it will fixed on final version. thanks for report, i just confused because is too many component that make sense why is not working on B2 but working on W2 yeah 3 slot first is for W2 and last is for B2. sorry for that x_x it will fixed in final version. i will upload soon, but i must re-check again ... for now is working...
  6. no. without know about mechanics/structure, editing arm / internal program layout, create new models/layout/script/ect is impossible. is can but is have a lot to do, and is almost impossible to edit without create a tools to make them simpler
  7. torrent is useless if no anyone will seed ... , also if your ISP blocking or limit your torrent traffic .... for alternate link is ok... torrent is need server to connect seed to peer. dropbox is good choice for now, you can decide share it or not, dropbox is have free-directlink so you can use it mirroring into another filehosting has remote-upload , or you can using multi-filehosting. so no need reupload from your computer. sorry for OOT... also youtube, mediafire or many website decide to protected their link with checking ip... if not match so good bye wkwkwkwk
  8. i dunno, i was tested by me clean rom without ap patch and with ap patch, JP ROM black 2 & white 2 and US ROM black 2 & white 2 is work fine save and load fine....
  9. maybe you using PRC with EN ROM Offset. if you want open JP ROM please using PRC with JP ROM Offset....
  10. hehehehe thank... six byte after female rate is *maybe* forms, shiny rate, ... , i just hate to waiting hidden grotto are re-generated and is randomly . that why if you was change the pokemon list why in the game is still old one? because these generated list is stored on your save so need re-generated (is like eevee event~) ~ i was try it 10000x times XP and i was used cheat to make my step is x1000 or more to make is re-generated . btw i have plan to share another one , i just need re-organize the button/another for more friendly
  11. Hi, welcome on my thread ^^ I just spare my free time to build my own tool for hobby purpose and make a long way into easy way to parse, and change a data on pokemon game. I using c# as main language on this tool because is simply and comfortable :3. Well name of my new tool is Ninfia DS Toolkit or ANDT on long term, DS in here is not limited to nintendo DS but 3DS will supported too like pokemon XY. Yeah current commit is fairly good , but i will improve it slowly :rolleyes:. I using a MDI Interface Concept (i using thirdparty open source library), is just make it more organized and not too much windows and process. Future build will implement global class for store common value and mdi class for store private usage. plugin, multi language and settings module is not on public repo since is have nasty bug DX, is need to rewrite them from 0. ANDT have : Hidden Grotto Editor Moveset Editor Experience List Editor Evolution Editor WildEncounterEX Editor other (just see on ANDT Repo) ToDo : http://andibadra.tumblr.com/ And other is WIP, i just lazy to remove unfinished one so is not a bug. You can Still download my old tool on here , for moveset one you can browser on that repo too. Old Tool are : Hidden Grotto (BW2) Moveset Editor (BW and BW2) Subway Viewer (all DS game, only viewer) In-Game Trade (all DS game) Remember this tool is still on alpha stage, so always backup your file first before using this tool. ANDT : Repo home : https://github.com/andibadra/ANDT (is public repo, is not include all experiment and unfinished code) Release : https://github.com/andibadra/ANDT/releases Current Build : https://github.com/andibadra/ANDT/releases/tag/1.0.0.20140923 (v 1.0.0.20140923, ChangeLog) Changelog : http://andibadra.tumblr.com/ Utilities : BCSAR Unpacker 1.0 : https://dl.dropboxusercontent.com/u/3122097/BCSAR_Unpacker_1.0.7z (for who want to ripping file on inside bcsar file) Screenshot : credit : - Everyone was make their tool is opensource - All people on this forum - for use my tools =) If you found a bug, have a idea, and willing help me for translation or something, just PM me
  12. is : anyway you not see that groupbox ? http://dl.dropbox.com/u/3122097/tinke%20r148%20x64.7z is tinke 0.9 r148 64 bit if you want test newer changes of tinke. change log : http://code.google.com/p/tinke/source/detail?r=148
  13. use pdf viewer like foxit, adobe acrobat and ect... or using ms word 2013.... newer version of word is word 2013 is can handle pdf too
  14. transparant color is always on color index #0 (on first index on nclr pallete), you can using that color if you duplicate them into another color index~
  15. actually is can, you must know where offset these ap and replace them with fixed one via hex editing. for pokemon rom changer is used static variable offset, just change that variable on source code and compile them. these offset is from narc offset without narc header. drayano you can upload your file on dropbox or similar one?
  16. on ncgr+ncer+nanr is always used 2 pallete file and just 16 color only. each color is need 2 byte~ is used BGR555 that mean blue green red 5 bit 5 bit 5 bit.... like CF14 --> 14CF you will got : 0 00101 00110 01111 (Blue Green Red) each bit is 8... because Bit Depth is 8 (you can see on PLTT secion on 0x8 , 3 is 4 bit and 4 is 8 bit 00101 ==> 5x8 = b(40) 00110 ==> 6x8 = g(48) 01111 ==> 15x8 = r(120) rgb (120 , 48 , 40) ... for example : whimsicott front sprite sheet : nclr PLLT section : normal : 7E5E 4208 7C67 D846 552E 6D21 8A26 E821 230D 1C02 B509 B221 4E21 EA14 3531 FF7F shiny : D65A 4208 DF77 185F 743E AF35 8A6A E865 2361 BC02 B509 6D29 2B25 C718 3531 FF7F i change #8 (9). 230D --> D23 (0 00011 01001 00011) rgb (24 72 24) on photoshop : change into rgb (24 40 128) must on 8 bit. rgb(24,40,128) --> 10000 ==> 16x8 = b(128) 00101 ==> 5x8 = g(40) 00011 ==> 3x8 = r(24) ??? = 10000 00101 00011 --> 16547 (40A3) --> A3 40 128 40 24 done (*sorry* i write this i was sleepy i was wrong on calculate them z.z but now fixed) can see on : - http://code.google.com/p/tinke/wiki/NCLR - http://llref.emutalk.net/docs/?file=xml/nclr.xml#xml-doc EDIT3: btw if you are lazy to calculate them by yourself? for where no have much time and need fast method one is using this tools is have binary convertert to text or binary and much more usefull one. EDIT4: i was create a simple tools for this.... is just calculate only not edit nclr it self. http://dl.dropbox.com/u/3122097/nclr%208bit%20calculation.7z
  17. awesome, thanks i was see this tools on pokemoncomunity anyway thank for share in here Spiky-eared pichu .....
  18. kaphotics was already explain how change it, just find offset a specific narc file. using crystaltile 2 or tinke to find these offset (offset is not form beggining, is not include header offset, just go data offset actually is easy to see) =.=
  19. my option is just show you how make it to open spa file into a sprite file (readable sprite), my tutorial is not apply to all spa file since spa file is have own header sometimes is more bigger than on example (tutorial) so start offset will not same each spa file, try by yourself to find a fit one. the main problem is if spa file is have 2 particle or more than 1 particle, my tutorial is for single particle only. example : in my own tools was show correctly for each particle. actually spa file is have a friends file on different narc file.....
  20. still can't open them? okay i give you a small tutorial to ripping spa sprite using tinke (because is a better and easy one for beginner user). open aps / spa file on hex editor (can using tinke hex editor or using another hex editor) scoll into end of file. Find color offset. see image ^ on highlight blue 10110. go to tinke apps, open you rom, go to spa files, click on spa file. go to open as button. select as pallete. you will see like this : after that go to start byte, checked hexadecimal, and fill 10110(color start offset) to text box and click enter. and change depth into 16. after that click open as button again, now click tile. it will like this : tweaking, change offset value to 271, height 512, and checked tranparency. it will like: done, this ripper sprite : i hope you understand , and happy ripping X3 ps: on screenshot i was made a mistake is should 10110 not 10112
  21. is always started by 00F1 example : 00F1 4EFE, 4EFE = N (004E) anyway 00F1 is always written on every word, that a key for encrypt. 241 is a prims number. first alphabet is second private key. F1 and 4E. other example is Grunt (4700 7200 7500 6E00 7400) the main problem is get the right e key. 00F1 47E4 D471 43E7 4700 7200 7500 6E00 7400 = 007 200 750 06E 007 400 7^e mod 17111 = 47, bold one is must exact same as first word of "G"
  22. yes you can in a theory but is have a lot to do. the main problem is file "c" is the main part to play animation sprite on BW / BW2. so you need adjust you animation with that c files or if you want alternate animation, just edit c file~. if you want non animation sprite pokemon on BW / BW2 (on trainer), manipulate ncer file for 1 cell bank only (a lot oem since is limited on size for each oem). and make narn file is not have animation action. for nmcr and nmar is for imesheet , grouping, make just 1 frame, and last file is just for coordinate only. 1. prepare static sprite one. for static one. (on pokemon BW/BW2 is have 2 narc for pokemon sprite animation... a/0/0/4 is used commonly), male or female, you must insert on male part. if have female one is must excact same on every pieces size. 2. sheet sprite, yeah pieces from you sprite. make them simple, don't make too many pieces 3. is the hard one for make ncer file. you must understand about oem using hex editor for understand using oem editor on tinke. you can see documented ncer here . 4. is for animation part for every pieces from ncer file. is called nanr (nitro animation resources). you can see here . 5. after you are done on ncer and nanr file, next one is NMCR Nitro Mapped Cell Resource. 6. same as NMCR, NMAR is Nitro Mapped Animation Resource, in my testing is for how animation work, like repeating nanr action or so... 7. last unextension (no have extension) file is a coordinate ncer ncer+nanr+nmcr+nmar file like cell bank~ if you sprite is just small changes (on you sprites) so no needed edit ncer / nanr / nmcr / nmar / file files ~ just replacing nclr and ncgr only file you need : 1. 2 ncgr static 2. 2 ncgr sprite sheet 3. 1 ncer --> define each cell bank from ncgr 4. 1 nanr --> animation of cell bank from ncer 5. 1 nmcr --> manage cell bank is on front or not based on nanr 6. 1 nmar --> for timming animation 7. 1 file --> for manage cell bank is on right coordinate/location 8. 2 nclr --> non shiny and shiny color that all i understand about pokemon animation sprite on BW / BW2
  23. tinke+image editor+hex editor, tinke = universal tools or crystaltile2 PS: everything is editable
  24. is different hash, if you using r4wood it will work fine
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