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Andibad

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Everything posted by Andibad

  1. hahaha yes, these sprite is a particle animation. APS or SPA format, is a sprite too but spa have own pallete on end spa file. you can view it on crystaltile or tinke spa used on move sprite effect (not background effect). example some spa file : http://dl.dropbox.com/u/3122097/6_38.%20APS http://dl.dropbox.com/u/3122097/6_42.%20APS http://dl.dropbox.com/u/3122097/6_44.%20APS preview from spa file: okay i will give you a address for that XP BW1 : a/2/1/6 BW2 : a/2/1/3
  2. is not on pokemon stat data, but on evolution data and egg pokemon data (like tokegiss + another match pokemon == togepi). since is not on same narc files~
  3. i don't know why ==" , most text is stored on a/0/0/2 and a/0/0/3. a/0/0/2 is focused to item text and not main dialog NPC, a/0/0/3 is main NPC dialog, a little a shop dialog and ect... is useless trying search in another narc file. and why text file is stored on a/0/0/2 or a/0/0/3, because is short time to accessing that file. pokemon BW : just go to a/0/0/2 - on file 190 (for mugshot name), you will find character like this : .... .... actually is already asked =="
  4. BW or BW2? is seems same , find weird character, is need decoding to get a real text
  5. download source code, change hex offset for editing, and compile.... done
  6. thank you again Kaphotics i was update poke2 list too
  7. thank you Kaphotics , hahaha i tooooo lazy now x_x since no have much time for this one. anyway this poke and poke 2 update list poke..zip poke2..zip
  8. is weird . is working fine for me , prc is using net framework 2. since i using ms visual studio 2012 on win 8, i worried is cause not working on win 7 or old os, but is work fine on win 7 maybe : 1. your rom is not BW2? 2. your rom is a huge modified? like changing offset each narc file? 3. your rom is not changed on rom id? 12 byte on first? or ect? 4. you computer was installed net framework 2 or similar one? is my fault xp i just wrong give name on checking the rom xp. anyway this fix : http://www.mediafire.com/download.php?7vcdb53wr9quu1j
  9. i think sdat is for bgm table list, and a file is controlling bgm class trainer on a narc.... like on PWT, is have a lot class trainer for champion, gym leader. i think is possible added new code on it since is need 1 byte
  10. is just a bit translated, ... i will release full translation if pokemon BW official english version is avaiable xp http://www.mediafire.com/download.php?tu6lxfymiabx299
  11. pokemon rom changer for BW 2 : http://www.geocities.jp/bt_vermeille/remodel/pokemon_bw2/ ... is still same but bad for some byte is not editable by this tools <.<
  12. SEQ_BGM_VS_WCS is same filename on both version (BW / BW2) actually is no needed reinsert from BW 1, actually BW 2 is same as BW 1 with extend new BGM.... and also new offset. ops some BGM from BW is removed on BW 2 =P 8016 1800 443F and 7704 5C1E is for WCS 4088 2300 8C3D and EC04 7F1E is for iris example replacing champion iris BW2 with WCS... 1. replacing "EC04 7F1E" with "7704 5C1E" is on offset : 00021600 2. replacing "4088 2300 8C3D" with "8016 1800 443F" is on offset : 00031EA0 it will changing iris champion BGM with WCS XP
  13. just see this image step 1 " changing absolute path" : A047 1200 0440 --> 001247A0 see on absolute path, 0440 --> 4004 : 16388 (file size of sseq file) PS: if you want change with another sseq is not same size (from outside sdat file), it will break the sdat table. solution : rebuild the table, it will work fine. step 2 " changing music sdat table" : 7004 5E1E 7004 is 1 string, 5E1E is two string == 5E and 1E. 7004 ---> 0470 is on row 2 (see CT2), 5E --> 94 is on row 3 , and 1E --> 30 is on row 4 (always same) actually is easy
  14. hahahaha thanks for starter editor BW2 but is bit useless because is part of script i think, if someone was complete to figure out about pokemon BW / BW2 script
  15. PPTX is for a/0/0/2 and a/0/0/3 text only. for graphics is using crystaltile2... or tinke ... since image format is ncgr/nclr/and related is not text based.
  16. is on a/0/0/2 please search again..... because is not encrypted so is easy to find that.
  17. i don't know is already translated or .... and also is late. And is not translated , i just decompile only from site. is seems for pokemon HGSS.... https://www.box.com/s/23a931fcf5bc450fbf04 is was include bt.dll (100 % translated) source code and main program too. (is not translated, some word is already translated....) is no need credit, you can use as you like. bye
  18. Yes you right. But i think is have missing step (last i touch arm9.bin, i was done to recompress them correctly and replace is seems correct, after i test it is nothing but another problem i was break arm9 ). Is another method and seems you try change id trainer on *.bin . For now i can't help you about edit arm and overllay stuff, i no have time to do or prepare them because my brain was mixed with my midtest is very very hard And sorry i can't help you maybe mid july i get my time PS: and your new beta is make me relax a while , and you have time to teach me something i can't? For arm9 and overllay i was know about them and thank you for you explain but i was know about that. Yeah swarming pokemon too on that part. I using CUE for compressing and dscemp for decompressing.
  19. i think BWME is no have function to handle to change color depth. default for mugshot is just 16 colour. see here for detail about ncgr format (structure). if not you must used 15 color only! (1 for alpha color total 16 color). on char section, Bit Depth is on offset : 0x000C. is have 2 option 3 or 4. 3 for 4 bit, and 4 for 8 bit. 4 bit color is 0 - 15 color total 16 color include alpha color if is defined on system. if that not change it will make you sprite is glitched. change that byte on both ncgr and nclr. for nclr is on pallete section on offset : 0x0008. is just my theory. i recommend must not change size sprite, kept on original. for nclr document in here . something is have just 1 nclr file but have 10 ncgr, that ncgr file using color indexing on 1 nclr so is seems just have 1 nclr. console tools maybe help you a lot about nclr file, you can see here to download on first nclr file, is have 2 pallete defined, pallete #0 and #15. but weird nclr on pokemon BW is not have colour map section on nclr. 1 color used 2 byte. every nclr will used 512 byte for color mapping only. 552 byte for all structure size. on photoshop was have feature to indexing pallete so you not worried about color indexing, because you can give limit color on pallete (you can export them and import from CrystalTile2). or you can create nclr file using HEX editor if you was know about nclr structure and ncgr structure. if you lazy, using PNGOptimer , replace pallete from png file and replace with file export from photoshop or siilar tools~. actually BWSE is work fine about replacing color. wait.... for size of sprite, is can resized but is up to you, it will messed with another sprite on game. since is no have nscr or ncer file, is hard to reposition sprite to another position (you can't to much change for size) , since is was fixed by system. sorry i no have time to post with image.
  20. on a/0/5/7, a/1/2/5, and some narc but i not sure is a script but is seems a script. well my computer was fixed now more fast hm maybe i try continued research some script since i just using wrong tools so is not working argh next week is a mid test time DX and also tinke now is more powerfull to research more and more narc on pokemon BW maybe is make me more fast than before PS: for now just use a HEX editor to modified them. pokemon starter BW is a simple one script editing (is just modified a value of some script).
  21. if you mean changing sound on NPC? you can using : Method 1 : go to http://projectpokemon.org/forums/showthread.php?21005-B-W-Champion-Music (changing some hex value on SDat, using crystaltile and hex editor) actually is same because all sound is stored on sdat except for pokemon musical. Method 2 : ...
  22. actually not starter moves, but last level move from moveset data. if you mewtwo on lv 5, just up to lv <=5 only will randomly used.
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