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BERRY Guru

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Posts posted by BERRY Guru

  1. 16 hours ago, theSLAYER said:

    We have RAW files on our github (https://github.com/projectpokemon/EventsGallery).
    [Should be under Released > Gen 3 > (language) > e-card .Raws]

    And there are also RAW files that can be found on the net.

    Well, it was a custom Berry, so that wouldn't have helped anyways.

    And it's interesting that there are some files on that repository that, as far as I'm aware, haven't been posted here. Mind if I do so?

  2. 1 hour ago, BlackShark said:

    I haven't checked if it actually works, I will update the guide if it does.

    I will be the sacrifice, just gimme a sec.

     

    Does anyone here know how many seconds are in an hour? Ah well.

    And @BlackShark, you'd best start updating that guide ASAP. It worked perfectly!

    To anyone who finds this thread later, his instructions are what you need to convert a ECB into a e-Reader RAW/BMP. Just make sure you keep track of all of the right file names, it can get a bit overwhelming in that regard if you named them all confusingly.

    • Like 1
  3. 3 hours ago, theSLAYER said:

    So convert ECB file to an actual Dot-code image that e-readers can scan, correct?

    Consider the link below, there's a Raw to BMP section:
    http://users.skynet.be/firefly/gba/e-reader/

    The problem is that ECB files don't appear to be RAW files. For starters, they're half the size of a RAW file in a hex editor.

    And I already tried that program, just to be safe. The program just gives me "exception: raw_to_bmp() error" when I try it.

  4. Unless I'm mistaken, PKHeX currently lacks event flags for the SS Anne in its event editor. As such, I took it upon myself to find out what triggers are involved in the SS Anne departing from Vermilion Harbor. These are the different flags that appear on the SS Anne that I noticed in a memory viewer (all of which was done with US ROMs of Red and Blue):

    (0xD803:0x00) The SS Anne remains in Vermilion Harbor.
    (0xD803:0x02) When the Captain of the SS Anne's back is rubbed, this flag is triggered, and remains active while you talk to him.
    (0xD803:0x03) HM01 CUT is acquired from the Captain. At this point, unless you lose to one of the Trainers on the ship on purpose, you can't leave the ship without it leaving.
    (0xD803:0x07) As soon as you walk off of the ship, this flag triggers, and the SS Anne leaves the harbor.
    (0xD803:0x17) When the SS Anne is finished departing, this flag triggers and the player automatically walks back to Vermilion City.
    (0xD803:0x1F) This flag is triggered as soon as the animation of the player walking back to Vermilion is finished. The SS Anne is departed, and can no longer be boarded in normal gameplay.

    Now, here are the oddities I noticed:

    (0xD803:0x00) If you use a memory editor to reset the flag that causes the SS Anne to be departed back to 0x00, you can re-board the ship. However, the only thing that's reset is whether or not the ship has left. All the Trainers on the ship remember if you did or didn't fight them, and Blue isn't there to fight you. The only thing that controls whether or not the ship is ready to set sail is whether or not the player has received HM01 from the Captain.
    (0xD803:0x02) Even though there's no point in-between you talking to the sea-sick Captain and receiving the HM01 where the game returns control to the player, the Captain being healed is its own separate flag.
    (0xD803:0x03) If you were to enter Vermilion Harbor with this flag tripped, the SS Anne would remain in place until you enter the ship and exit it, at which point the address would read 0x07, and the ship would leave as normal. This is most likely the behavior the game exhibits if you black out to the Pokemon Center after getting the HM01.
    (0xD803:0x07) If you were to enter Vermilion Harbor with this flag tripped, instead of the ship leaving again, you would walk back out immediately without even triggering the next flag, and it would skip straight to 0x1F.

    And this is where things get tricky.

    After editing the memory, I thought I might be able to edit the save files themselves to trigger the SS Anne returning. But I can't find the actual flags in the save file itself. If anyone could help find where this flag is, that would be appreciated.

    • Like 1
  5. For those that find this topic later, there's a more sure-fire way of enabling the GS Ball event if editing the address in a memory editor doesn't work for you. (You'll need a hex editor like HxD for this.)

    Firstly, backup your save file before you do this, just in case either I messed up my instructions or you mess up the process.

    For Japanese language save files, open the Crystal save file, find offset A000 in the file, which unmodified should be 00, and replace it with 0B. Then scroll down to A083 and replace its 00 with 0B as well. Then, save the file and boot up Crystal. When you try to leave the Goldenrod Pokemon Communication Center, the attendant should give you the GS Ball.

    For European language save files, perform the same steps as above, only instead of A000 and A083, it's 3E3C and 3E44. When you try to leave the Goldenrod Pokemon Center, you'll trigger the fully-translated GS Ball event, no matter what language game you're playing.

    I apologize to those in this thread if this is retreading old ground, but I figured a more concise guide might help anyone who comes across this topic later.

    • Like 1
  6. 16 minutes ago, theSLAYER said:

    If the way the game handles the data is indeed the same as any other data<-> onscreen sprite conversion the Pokemon gen 3 games use, maybe you could try this:

    https://www.pokecommunity.com/showthread.php?t=208837

    It's worth a shot, but the problem is that that tutorial is for 64x64 sprites, while the ECB editor only supports 48x48 sprites.

  7. 10 minutes ago, theSLAYER said:

    Extract images? Where is that option again? The phrase images confuse me in the context of data extraction.


    As far as I know, this tool allows exporting and importing of ECB (e-card berry data), no images involved.

    From what I know, it doesn't import/export e-card berry data into dot code format (what e-reader reads), thus I'm confused by your "The program lets you extract Berry images" and "convert an BMP/PNG into a e-Reader-compatible picture" exertion.

    Ah, my apologies for being so vague. The part of the program I'm referring to is at the bottom of this post. As you can see, the "Export Sprite" button is in blue.

    berrysprite.png

    I believe the creator of the program, Suloku, is still on this fourm. Perhaps they can chime in?

  8. So, I've been screwing around with the Gen III Mystery Gift Tool that can be found here:

    Or, more specifically, the e-Reader Berry editor section of the program. The program lets you extract Berry images from an existing Berry file, but I've been trying to figure out just what kind of file format the Berry pictures use. The program doesn't give me any file extensions to work with, and I haven't seen any documentation about it online, which says a lot about either my searching skills or how much of a crap people online care about the e-Reader Berries.

    (Edit: According to the magical question mark in the program, the file format the sprites are exported in is supposed to be .gba. Who knew?)

    If anyone has any documentation on the file format, as well as how to convert an BMP/PNG into a e-Reader-compatible picture, I would very much appreciate it!

     

     

    Edit: So, I found the solution to my problem, but I'll document it here for posterity's sake.

    Firstly, you'll need Nameless Sprite Editor, which can be downloaded here:

     

    Afterwards, you need to extract the sprite from an existing ECB, and you need to give the sprite the .gba file extension.

    Then, open the .gba file with NSE, click Navigate, then input the values:
    Image offset: 20
    Palette offset: 0
    Width: 6
    Height: 6

    and then hit Open.

    From there, you can edit the sprite of the Berry into whatever you want. As far as I know, if you want to copy and paste a normal image like a BMP or a PNG, you can't do that, so you'll have to remake the sprite pixel by pixel. Of course, I've barely messed around with the program, and if the default program doesn't feature something like that, NSE has a plugin system that might add that functionality.

    After you're done, just save the .gba file you edited, and import it back into an ECB.

     

    I realize that this is kinda on me for not noticing something so obvious, but the fact that I could find anything about this on Google made me think I'd hit a dead end unless I consulted a forum like this. As such, partially to own up to my mistake, and partially because I don't know where the delete button is yet, I'll leave this post up for any confused passer-bys who want to know how to modify data relating to a game almost 20 years old that used to be stored on cards.

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