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Bond697

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Everything posted by Bond697

  1. so.. make something almost no one is going to use, then restrict it from almost all the people who might want to use it. ...that is some exceptional logic.
  2. yeah, the overlays are loaded into the ds's memory, not mapped there from the rom. you can see where each is loaded with crystaltile. if you need to load your own or load others or something, you can hook some code and call the overlay load and unload functions that are sitting in the arm9 binary. http://i.imgur.com/LC8fyuO.png
  3. the very top grouping and bottom 2 groupings in interesting_offsets_arm9bin.txt are from the sdk and the stuff from overlay 11 is function names and other stuff like that for their script interpreter. the overlay_0002 text is again sdk stuff and so is overlay_0000- both are for wireless/networking. also, this: [sDK+NINTENDO:DWC3.1.30004.20081104.1700_DWC_3_1_PLUS4] means it was build with sdk version 3.1 not useful for anything, but an interesting fact nonetheless.
  4. Bond697

    Pokemon X/Y RomFS GARC List

    /a/0/0/0 /a/0/0/1 /a/0/0/2 /a/0/0/3 /a/0/0/4 /a/0/0/5 /a/0/0/6 /a/0/0/7 Pokemon models /a/0/0/8 /a/0/0/9 /a/0/1/0 /a/0/1/1 /a/0/1/2 Encounters, zonedata /a/0/1/3 /a/0/1/4 /a/0/1/5 /a/0/1/6 /a/0/1/7 /a/0/1/8 /a/0/1/9 /a/0/2/0 /a/0/2/1 /a/0/2/2 /a/0/2/3 /a/0/2/4 /a/0/2/5 /a/0/2/6 /a/0/2/7 /a/0/2/8 /a/0/2/9 /a/0/3/0 /a/0/3/1 /a/0/3/2 /a/0/3/3 /a/0/3/4 /a/0/3/5 /a/0/3/6 /a/0/3/7 /a/0/3/8 /a/0/3/9 /a/0/4/0 Trainer pokemon /a/0/4/1 /a/0/4/2 /a/0/4/3 /a/0/4/4 /a/0/4/5 /a/0/4/6 /a/0/4/7 /a/0/4/8 /a/0/4/9 /a/0/5/0 /a/0/5/1 /a/0/5/2 /a/0/5/3 /a/0/5/4 /a/0/5/5 /a/0/5/6 /a/0/5/7 /a/0/5/8 /a/0/5/9 /a/0/6/0 /a/0/6/1 /a/0/6/2 /a/0/6/3 /a/0/6/4 /a/0/6/5 /a/0/6/6 /a/0/6/7 /a/0/6/8 /a/0/6/9 /a/0/7/0 /a/0/7/1 /a/0/7/2 Text(Japanese, kana) /a/0/7/3 Text(Japanese, kanji) /a/0/7/4 Text(English) /a/0/7/5 Text(French) /a/0/7/6 Text(Italian) /a/0/7/7 Text(German) /a/0/7/8 Text(Spanish) /a/0/7/9 Text(Korean) /a/0/8/0 Script(Japanese, kana) /a/0/8/1 Script(Japanese, kanji) /a/0/8/2 Script(English) /a/0/8/3 Script(French) /a/0/8/4 Script(Italian) /a/0/8/5 Script(German) /a/0/8/6 Script(Spanish) /a/0/8/7 Script(Korean) /a/0/8/8 /a/0/8/9 /a/0/9/0 /a/0/9/1 Apparel animation/UI /a/0/9/2 /a/0/9/3 /a/0/9/4 /a/0/9/5 /a/0/9/6 /a/0/9/7 /a/0/9/8 /a/0/9/9 /a/1/0/0 /a/1/0/1 /a/1/0/2 /a/1/0/3 /a/1/0/4 /a/1/0/5 /a/1/0/6 /a/1/0/7 /a/1/0/8 /a/1/0/9 /a/1/1/0 /a/1/1/1 /a/1/1/2 /a/1/1/3 /a/1/1/4 /a/1/1/5 /a/1/1/6 /a/1/1/7 /a/1/1/8 /a/1/1/9 /a/1/2/0 /a/1/2/1 /a/1/2/2 /a/1/2/3 /a/1/2/4 /a/1/2/5 /a/1/2/6 /a/1/2/7 /a/1/2/8 /a/1/2/9 /a/1/3/0 /a/1/3/1 /a/1/3/2 /a/1/3/3 /a/1/3/4 /a/1/3/5 /a/1/3/6 /a/1/3/7 /a/1/3/8 /a/1/3/9 /a/1/4/0 /a/1/4/1 /a/1/4/2 /a/1/4/3 /a/1/4/4 /a/1/4/5 /a/1/4/6 /a/1/4/7 /a/1/4/8 /a/1/4/9 /a/1/5/0 /a/1/5/1 /a/1/5/2 /a/1/5/3 /a/1/5/4 /a/1/5/5 /a/1/5/6 /a/1/5/7 /a/1/5/8 /a/1/5/9 /a/1/6/0 /a/1/6/1 /a/1/6/2 /a/1/6/3 /a/1/6/4 /a/1/6/5 Title screens /a/1/6/6 /a/1/6/7 /a/1/6/8 /a/1/6/9 /a/1/7/0 /a/1/7/1 /a/1/7/2 /a/1/7/3 /a/1/7/4 /a/1/7/5 /a/1/7/6 /a/1/7/7 /a/1/7/8 /a/1/7/9 /a/1/8/0 /a/1/8/1 /a/1/8/2 /a/1/8/3 /a/1/8/4 /a/1/8/5 Fonts /a/1/8/6 /a/1/8/7 /a/1/8/8 /a/1/8/9 /a/1/9/0 /a/1/9/1 /a/1/9/2 /a/1/9/3 /a/1/9/4 /a/1/9/5 /a/1/9/6 /a/1/9/7 /a/1/9/8 /a/1/9/9 /a/2/0/0 /a/2/0/1 /a/2/0/2 /a/2/0/3 Maison trainer movesets /a/2/0/4 Trainer data /a/2/0/5 Super Maison trainer movesets /a/2/0/6 /a/2/0/7 Inverse battle trainer movesets /a/2/0/8 /a/2/0/9 /a/2/1/0 /a/2/1/1 /a/2/1/2 Move stats /a/2/1/3 Egg moves /a/2/1/4 Level-up moves /a/2/1/5 Evolution Data /a/2/1/6 Mega evolution map /a/2/1/7 /a/2/1/8 Personal.garc /a/2/1/9 Offspring map /a/2/2/0 Item stats /a/2/2/1 /a/2/2/2 /a/2/2/3 /a/2/2/4 /a/2/2/5 /a/2/2/6 /a/2/2/7
  5. no... it's not up yet because both xfr and i are busy. pokecheck will have full support.
  6. this has not a thing to do with pokegen
  7. no, it probably doesn't like it because of how pokegen updates itself. there's certainly no virus in the program itself.
  8. http://projectpokemon.org/forums/showthread.php?32365-NarcDump-1.0 the source in the thread has a narc handler in it and structs that define everything you would need to just read files from a narc. narc folders are a little more difficult, but you can find documentation on that.
  9. pretty sure those effects are hardcoded into the game.
  10. i think their improved save auto-detection is off for b2w2 at least.
  11. desmume seems to create a bigger save now. saves that came from old desmume were 0x80000 + some ascii bytes from desmume save footer text. the saves for desmume .9.10 are now 0x100000 + ascii bytes it seems that desmume makes 1mb saves now? something seems off about the desmume .9.10 save. it should be making a 512k save for w2, but it ends up as a 1mb file. so: -save white 2 in desmume -desmume generates a 1025k file for some reason... -open in pokegen and resave -pokegen restores the save to the right size and cuts out the ascii(512k, 513k with ascii) i don't think this is a pokegen problem... .9.10 is making a save 2x the right size.
  12. maybe if we started 2 years ago. it's kind of late now.
  13. stop encryption: 525F4CDD 578E4EC7 1C7B3231 B494738C stop memory shifting: B2809E31 3CEF5320 1C7B3231 B494738C both ARv3 codes.
  14. use dsbuff to break apart the rom, decompress the overlay with blz, change what you need to change(without making the overlay bigger), recompress with blz, rebuild with dsbuff if all you're doing is changing game ids, you aren't making the overlay any bigger.
  15. there's a function, doesPlayerHaveItemWithQuantity(void *pItemBlk, u16 item_idx, int quantity), that checks if the player has an item and the right amount of that item. they don't bother with event flags anymore.
  16. they've been there in every game from gen 3 onward. there's 3 bitflags that are only used in game, so those bytes are always 00 otherwise. the bitflags are: -pkm is egg -pkm party data is decrypted -pkm box data is decrypted the game uses them to decide whether or not it should encrypt or decrypt data. yes, it's encrypted somehow.
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