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Andibad

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Everything posted by Andibad

  1. You can use rxTools for decrypt rom (is using web browser exploit, so should work on 2.x - 9.2 system). extract repack using makerom and ctrtool, all of them are open source, so you can make own tool (to make them automatic, gui, etc) from sources.
  2. you can't request that on here, xorpad files is part of rom for decryption, so nope. just search on google, you will get that xorpad if someone already upload it. if you want hack or find some data on ROM, you should have 3ds with 4.x version.
  3. i suggest you read all of them (other pp.org thread and especially on gbatemp, 3ds hacking translation section) , i think is easy to follow for noob (not lazy one ). someone (asia8 iirc) already posted tutorial for it, please find it. and many gbatemp user already make simple tutorial.
  4. http://projectpokemon.org/rawdb/black2/pokedex.php i hope it will add xy and oras ...
  5. I was think is related to rom, not on save data ...
  6. today i just create small app for read text file on gen 4/5/6 pokemon games, is just for fun and also is only can read , is also include source code, but i still used my old code on it, but is still working fine lol. Link : https://dl.dropboxusercontent.com/u/3122097/NTEXRP_test.zip text location : - DPPt : /msgdata/msg.narc - HGSS : /a/0/2/7 - bw and bw2 : a/0/0/2 and a/0/0/3 - xy : a/0/7/2 - a/0/8/7 - oras : a/0/7/1 - a/0/8/6
  7. iirc is on cro file ... actually you can find that since is used readable filename ... btw is still same as older generation, just go map scripting garc ...
  8. yes, but right now i just prepare something ... yay edit : right now, is almost done to rewrite main core, and migrate some tool into add on so is optional.
  9. on Pokemon Mystery Dungeon - Gates to Infinity, is seems used standard nintendo 3ds format ... (only on 3d models and texture, but not on 2d sprite) sir0 file containing 3d model , always have this structure : 0x0 - 4 byte - sir0 (0x53 0x49 0x52 0x30) 0x4 - 4 byte - offset (start) for 2nd header (on 3ds case, is for file description, filename and size) (A) 0x8 - 4 byte - offset (start) for 3rd header (B) 0xc - 4 byte - padding #filename region header data (containing filesize and offset) 0x0 - 4 byte - offset to file description 0x4 - 4 byte - file count 0x8 - 8 byte - padding (?) file description is need 16 byte for each entry 0x0 - 4 byte - length (?) 0x4 - 4 byte - start offset of file 0x8 - 4 byte - end offset of file 0xc - 4 byte - padding 3rd header 0x0 - 2 byte - 0x4 0x2 - 2 byte - 0x4 0x4 - 2 byte - 0x81 , 0x82 (depend on size) 0x8 - 2 byte - ... 0xc - 1 byte*filecount - filled by 0x10 (i was thing is for file description length since is always 0x10) // if is not fully filled (multiply by 0x10), it will padding by 0x0 ^ with 0x4 0x4 as magic header pokemon motion database (PMDB), effect database (EFDB), and other is similar with this one. well i just got bunch of code from rom : 265W424P 287K4NHW 29NP969C 29SYRYRX 2C3YJ43F 2C4Q5P9Q 2F6MFWR8 2H7YCY78 2HJ2HTCH 2SRTN2FC 2TKMQ62C 2W6J2X8K 2XRJRQ93 32SHFRW3 3CMS47R2 3K6XSKQP 3M7M3T2M 3QCXJ83J 3SQST3WM 3XS5Q3P3 3YP232KN 43PC9JQT 475MQRQF 47SPF752 47W4YMWX 484HS83Q 4CF26XTY 4CX794YR 4YK3NMYP 526KS6QC 56F78P7C 572KT2TW 5JNRYN5K 5KNKY3MK 5MRQ8MKQ 5PMHM339 5TW8F8T6 5WX56NF8 62RYJ8CM 63X4M3N2 6CF7N69W 6HW2M53H 6M83QYCW 6P7NSQFS 6RC7YF47 6S63793Y 6SM86QY3 6TXTFJWX 6XTMC9JH 78S47MF7 79C8NXX3 7F3CJ9FP 7FJ2XW3W 7RXJSXTN 83F2R7NX 846CH46F 89W848PY 8F2X9XW7 8HXH4894 8J7NJRC4 8M5FK3SH 8M946HX4 8N8Y7HY5 8P868TP7 8PR8H748 8Q2J2K2S 8QR65YQS 8RXH37H7 8S793KF7 8SYQ8R43 8W7TNK36 9292Y79K 932FRNJH 95JRS7YP 96CCF6QH 98W8H98T 9CN768CP 9F7M6826 9JW94J9S 9K4Q8WRC 9QY5W7NW 9RPKRPSN 9SQYRYSF C29253XF CNTX386T CQ49QCHK CY86PHW4 F6H9RHR9 F6M67SS7 F6NCFWM2 FYPQ892Q H5FTM82N H5NY4THR H9HFJPNF H9JR9Y2S HCJ48PCP HQ7N7HKQ HS87J6YS HW4FM3CF HXH6FC7H HXK3WSTF J82HRY2H J98S5J5T JMK5MFKS JR4XC6HX JTN34N92 K93YR926 KNHR8M56 KQ5ST45X KQM4W3H2 KTY3XPMH M3QMWTMR M676YKQN MFN89K9X MJ653J36 MS34W2YN MS7P57F4 MTN6P7YM MX956M5C N2R9467N N3HJX9PT N5JYR74T N5SF2S6M N6P467CX N7XMCJK7 N9PH7547 NF6FK85X NP725NJ5 NPWRWH8Q NT6MYXRQ NW7X5T72 P326J5WX P6WK88NS PFM7YXP5 PY3PQSH9 Q5N39QH2 Q6HM5M3N Q7NYK8Q9 QP3QN7SQ QR3XPX6X QR5TS6JY R3Q6CYM3 R8F37Y8P R8J38MYN R9N7JP89 RJ2KPX9M RKX8CH9S RM2PX85Y RM73CM6N RSNWY62X RY2K2S5H S37CF46P S49RK6NM S4TR4FR4 S5N8R8RS SJ5PN6T3 SJ6NQ6T3 SPJ2MY36 SPJYN4HY SRPJ7PRS SSJMN96R SWH42K9C SX9QSP2M SXM7H3HN T2PST5TM TK7TQNW5 TQRQ3685 TRYF8HS4 TY2XTMNP W3KCMQMP W84MR32P WH9N98QW WPSCHY6N WRJ5H72T WY5TF47S X68W3WXP XFH2P557 XN83N4W6 XPR47M2P Y4W83XRY Y52XPKRX Y7HPJN7K Y96PKF92 YJ4C58CY YMN83HXM YRPHWN9S ^ 186 Code XP
  10. FARC file is like PT PF PC file on a/0/0/7 pokemon xy models, is a simple archive with 0x80 size header. but is still used SIR0 file for store text, sprite and some model. but some model stored on BCH iirc.
  11. yes, 3ds games is encrypted but right now you can decrypt that using a 3ds with firmware v4.x. here some file on it :
  12. is great info , thanks! Pokemon Mystery Dungeon - Gates to Infinity used SIR0 Format too ... is seems bit different but overall is still same format on nds one. And also i find interesting too on it.
  13. maybe is usefull or maybe is useless , bcsar unpacker. is for extracting file from bcsar. I bit no have idea for naming on bcsar, i already get name list but idk about some value on it <.< here for note : https://gist.github.com/andibadra/7f86f0732fbb5b41e205 here for tools : https://dl.dropboxusercontent.com/u/3122097/BCSAR_Unpacker_1.0.7z but for unpacking cwav from cwar, you can using vgmtools using soneek xml advanced cuter.
  14. yeah i missing that thing , you can download this database, and replace database file on <app_dir>/dir/database.
  15. thank you for reporting =) i just forgot to change maximum value on it , and you can download recent release (outofrange problem fixed, i hope )
  16. Is seems gen 6 still used same format as BW2 but with some new content on it. so i decide to implement garc reader (farc too for pokemon MD infinite gate(?) ) on this tool too, you can visit https://github.com/andibadra/ANDT for get recent release (i not upload latest commit, since is not fully tested) thanks kaphotics for GARC Unpacker (http://projectpokemon.org/forums/showthread.php?43052-GARC-Unpacker) source. so next release moveset editor, evolution editor will get XY support! and also some improvement on narc reader and other too ... see ya!
  17. as far i know it won't break your card if you friend know how to dump 3DS game using gateway3DS correctly, gbatemp and maxconsole is good place to ask about this
  18. is scripting, only hex editor is your friends (hex workshop is powerfull, but you can find hexedit 4 is good too and is free, right now i using 010 Editor on both, linux and windows). if you finding tool is can decode into readable scripting from this or other forum, is cannot rewrite back to binary files or compile back to binary. Kaphotics and someone (pichu2000, and someone from pokemoncomunity) already create tutorial for scripting. Hex editor is only your tools for edit these file. and also you must know how to debuging desmume and using lua script for helper to finding spot, can found on another section on this forum by kazo and kaphotics~
  19. This first alpha release of Ninfia DS Toolkit 1.0.0 - 20140815 - 32 bit .Net 4, if you found bug or you have some idea for improve my tools, just PM to me =D This release Not include : - Some unused code will not compiled and include on this release like multi language, profiling etc - This release not include ROM support, only can open NARC This release containing Hidden Grotto, Moveset, Trophy/HoneyTree/Safari Wild pokemon, Exp Table and Evolution Editor Since is on alpha stage, so is not stable, buggy and still dirty =D i just lazy to make good structure on it NinfiaDSToolkit-1.0.0-20140815_x86_min.7z NinfiaDSToolkit-1.0.0-20140815_x86_scr_min.7z ----Merger ---- idk about this, i will check it later. idk about moveset limit, as far i know if is not override on current RAM map it will not freeze (if you not repointing or change movesetlimit(?) value). so for safe, max limit is 22, since i not sure about this . but on my test, with 26/27 move's is not freeze, but more than that it will freeze on first battle (on DPPtHGSS), or second battle after you leveling pokemon (on BW or bw2), all of them is affected on each pokemon. theoretically is possible added moveset into more than 40, but need arm9 and ova9 table modification i think. if you found something odd/weird, just reply or pm me for i can check it.
  20. using hex editor or search specific GUI tool on other site. if you using hex editor, you can see http://projectpokemon.org/rawdb/heartgold/formats/levelmoves.php for more detail about file structure. is used 2 byte block (16 bit), id move is need 9 bit block and 7 bit block for level, 110 0100 for lv 100, and max 511 (1 1111 1111) move id. or just create own function like this : new MoveGen4(byte[] a).Moves(); // for returning long id moves, this using extension for MoveGen4 class, or make it more tidy : new MoveDS(byte[] a, Gen.Gen4).Moves(); actually this format same as on gen 4 games DP Pt HG SS, and on BW BW2 is used 4 byte block per moveset and 4 byte block for padding (FFFF).
  21. hahaha sorry for that , i have problem with my time schedule. you can see https://github.com/andibadra/ninfia.document/wiki/4_Item-Structure-Data for some information about that. If you can help me finding unknown values on this dump file, it will help me on item editor. please be patient ._. , i know is almost 1 or 2 year. ----Merger ---- recently improve internal call function, and adapt old one into new environment. So far Hidden Grotto is 90 % done on main module and other (moveset, subway editor, in-trade game, type effective, egg move, ...) is still need adaption with internal call (some function, language api, database api, image api and etc). This screenshot new and old appearance : Right now i used hexbox for display MemoryStream into Hex viewer : For now , my tools can open ROM directly, and replace directly too, Replace CSV file with sqlite database, and etc. sorry for slowpoke
  22. 3. is on evolution data. 4. some data is stored on narc data as database (View), but some data is stored on ARM (i not sure about this, maybe i will check it later). you can check on pokemon stat data. you can see my github wiki page for pokemon stat data format. 5. and 6. is too complicated to write on here <.< 8. I already make a video about that, you can see teamfail guide on pokemoncomunity, just follow their instruction if is first time you do that. i just lazy to write a guide XP ... sorry.
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