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evandixon

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Everything posted by evandixon

  1. In the ROM Hacking department, I already have a way to make a patcher for a ROM hack. In GTI and PSMD, the script engine consists of compiled lua scrips. Coming soon™, there will be an easy way to decompile and recompile them, possibly even editing them from inside Sky Editor. So far I have everything done, except for actually using the lua compiler and decompiler. For now, I'll probably only research and develop with GTI to avoid being exposed to spoilers. Back to you, psy_commando.
  2. Looks like something is trying to access those files. You should be able to try again if you close any active programs using those files.
  3. Did my patcher not work? http://projectpokemon.org/forums/attachment.php?attachmentid=12744&d=1447559619 As for generating it on your end, I've pushed another update (Alpha 4.0.0.7) that adds an "Archive" menu item. Simply load your project, press then button, and let it do its magic. Once it's done, please upload the resulting Archive.zip in your project directory. If it fails, please post the Output. Verbose output not required.
  4. I've attached the verbose output. Failure at the same place, with the same error message. VS said the source file from Github #dev wasn't the same one used for this build, so I didn't look much further into it. Real life is happening again, so I probably won't have much time to do any work on this until Friday. Wait, Pokemon Super Mystery Dungeon comes out this Friday... make that Saturday . At this point we're probably better off just distributing the kaomado.kao file, or the files used to make it. After all, this site's already distributing sprites from the mainstream games, so it's probably fine*. Just look in the events section, or even the [noparse][sprite]{id}[/sprite][/noparse] BB code. I'll let psy_commando decide what should be sent for now. I won't request anything until the weekend. [sprite]261[/sprite] [sprite]253[/sprite] [shinysprite]251[/shinysprite] [sprite]040[/sprite] [sprite]441[/sprite] [sprite]428[/sprite] [sprite]282[/sprite] [sprite]308[/sprite] (Yes, I'm having fun with this) *If it's not, feel free to PM me about it. VerboseOutput.zip
  5. @psy_commando I'm not really sure what's going on here. I patched the ROM, and the portrait doesn't show up in-game. If I extract the resulting kaomado.kao using kaoutil, I get an unfriendly crash at 40% when parsing the file. Screenshot, with VS: http://i.imgur.com/9DpqDYR.png?1 I tried on US and EU roms. Same thing. In-game, the game won't progress past this: http://i.imgur.com/VTZcgKY.png?1 The only thing I can think of is that maybe there was a slightly corrupted original source file, or kaoutil doesn't like unpacking kaomado files with a bad image format. Any thoughts?
  6. It might be a little too large. Try with Dropbox or Filetrip.net or something.
  7. Can you upload the patcher that Sky Editor made? It should be called "{Name of Project} 1.0.0-alpha1.zip", in the project directory you chose when using Sky Editor. It will give us more insight as to what's going on.
  8. Interesting that you suggest this. That's almost exactly what a mod is: a zip file containing patches for each individual file in the ROM (minus the hashes, they aren't there yet). There's a mod.json which identifies which files are added, updated, renamed, or deleted. Files marked for updating are patched with a patch, the exact format of which is determined by the patch extension in the zip. By default, all patches are done with xdelta, but there's support for making custom patchers, so some changes are merge save. A specific example is PMD's language file. Multiple mods can safely change different parts, since I don't use xdelta for that. Instead, I update specific strings using a custom patch format. It's even smart enough to detect which region the source file and patch are, so editing applying a patch made with a European ROM will work on a US ROM. I don't have support for Japanese language files yet, but I might in the future if I can find where things diverge. It should work with any DS or 3DS ROM, but any game besides PMD: Explorers of Sky, Omega Ruby, or Alpha Sapphire will require the user to make edits using external programs. Well, even with Omega Ruby and Alpha Sapphire, I just supply the external program for those. I am currently not doing any sort of input validation on the input ROM you give the patcher, although I probably should. An interesting side-effect of this can be seen when editing the results of the personality test in PMD: Explorers of Sky. The results are simply integers at specific offsets in overlay 13. When xdelta makes a patch for overlay 13, it works only for the same region game. However, when I specifically disable the checksum verification, it works perfectly for another region. It would probably be better for me to just write a custom patcher for overlay 13, and re-enable checksum verification, as this won't work in all cases, especially archives that may have different file sizes across regions. I also need to make Sky Editor detect when multiple mods both alter the same file. If there isn't a merge-safe patcher for that format available, the mods would no longer be compatible. I'm planning on at least partially re-writing the ROM patcher included in the zips this generates, so I'll make sure it has better support for input verification. I might also be able to accept input from Braindump, and output Hans compatible files in the future.
  9. Looks like ppmd_kaoutil.exe is working fine. Its output is exactly like mine. Although I did have an epiphany. The inserted sprites work fine... but there's no way to ever get to them in-game, without also editing the personality test, or using cheat codes, which I didn't think to give instructions on. You don't have to, but if you want to, you can browse to [Project]r\Mods\[starter Mod]\RawFiles\overlay, then copy overlay_0013.bin to the overlay folder dsbuff made. Can you upload the patcher that Sky Editor made? It's in the project directory, and should be named "{Name of Project} 1.0.0-alpha1.zip". It will let me see what Sky Editor did wrong. I'd also like to know if it was built using the indexed pngs I uploaded a few posts ago. [Edit] Ninja'd by psy_commando.
  10. In order to know for sure if ppmd_kaoutil.exe is failing (and if it is, hopefully why), I've made a little test. 1. Download the attached zip. Then use Right-Click -> Properties -> General -> Security -> Unblock. 2. Copy kaomado.kao and paste it into the same directory as "Test Kao.bat". 3. Double-click "Test Kao.bat". 4. When it's finished, please attach the following files it made: difference.sav, step1.txt, step2.txt, and step3.txt. This will test ppmd_kaoutil.exe using the images I converted using gimp, running on your computer, and allow us to see the console output of ppmd_kaoutil.exe and xdelta3. I'm using xdelta3 in this test because it's illegal to distribute copyrighted material, and sharing kaomado.kao is dancing on the line of what's OK and what's not. @psy_commando , if you see DryBones157's reply before I do, you can use this to quickly apply the patch to verify the output. xdelta3.exe -d -s kaomado.kao difference.sav output.kao KaoTest.zip
  11. The directory structure of Sky Editor is much different than just a DS ROM. Since we're testing ppmd_kaoutil, then using dsbuff, 1. Unpack a ROM. 2. Replace kaomado.kao using the one you repacked using ppmd_kaoutil. I think kaomado.kao is in the Data/Font directory. 3. Repack the ROM. 4. Run the output using DeSmuMe. If the portraits show up after that, then ppmd_kaoutil is working fine, and it's Sky Editor's fault. If the portraits don't show up after that, then ppmd_kaoutil failed. In either case, I'd like you to upload the patcher (named "{Name of Project} 1.0.0-alpha1.zip", in the project directory). I may need more after that, but I'll need time to make a way to easily and legally upload all of it. Let's worry about that after we know for sure what's failing.
  12. Try using dsbuff as a front-end for ndstool. http://filetrip.net/nds-downloads/utilities/download-dsbuff-v1-final-f3100.html
  13. Try building kaomado.kao using ppmd_kaoutil.exe, then replace it using ndstool. If that still doesn't work... I'll post another update to Sky Editor to let you export the project so it can be easily and legally uploaded.
  14. Most developers make programs that are either save editors or ROM editors. I am not most developers. I originally made Sky Editor to edit save files, but I have expanded beyond that. I'm making another thread since that one's more for the save editing feature (hence it's location in the Save R&D forum), and thise part's for ROM Editing. If anyone here is familiar with Minecraft Forge, people can make mods for Minecraft. Each mod does some particular thing, from fixing a small glitch to adding giant networks. Mod packs, bring lots of these mods together to enhance the experience, usually through a common theme. Users can then add or remove mods to their liking. I thought, why not apply this to DS ROM editing? People can make mod packs for DS games that consist of multiple mods. These mods could be anything from swapping two music tracks to completely changing the balance of the game. If someone likes the new difficulty but doesn't want the music to change, they can simply disable the music mod. Or import a mod someone else made. Introducing, ROM Hack Projects! Now you can edit a ROM as much as you like, then easily distribute a patcher, without distributing a bunch of copyrighted data. Huge Screenshot: To make editing easier, I'm offloading details to Github. Details & Tutorial Download
  15. I've attached the patcher. It should work on any region Explorers of Sky ROM. Missing as in you only see the default portrait, or missing as in you don't see a portrait at all? And was the starter in the personality test changed? I'm trying to get an idea of what did work. I've attached a zip containing Indexed pngs. I'd like you to try again using those, when you have time. Try looking in DeSmuMe's settings. PMD's language is set by the language of the console (or which region of the game you have; US and Japan have only English and Japanese, respectively). B-But... But those sprites are amazing... Buneary Edition 1.2.0-alpha 1.zip Indexed.zip
  16. No, just restart Sky Editor. Click OK when you get the error. Wait for the Updating Plugins window to go away. Then you should be good to go.
  17. [Edit] Update's live. No crashes for me yet. Old post: I need to start my own thread. I feel a little bad I hijacked psy_commando's. (On the other hand, this is a GUI for his tool.)
  18. The version of xdelta won't run on your computer, it might be compiled for 64 bit machines. I'll try to get a 32 bit version, and I'll push an update when I have.
  19. What version of Windows are you on? Also, are you on a 32 bit or 64 bit OS?
  20. Can you paste the output again? Since you see "Failed", that means it actually put the error details in the textbox this time, instead of crashing.
  21. To make sure you have the latest version, I've published another update. If you don't see "Sky Editor Alpha 4.0.0.6" at the top of the window, try following the setup link again. If you see that, and it still doesn't work, try repacking your Mods/(ModName)/Pokemon/Portraits directory manually with ppmd_kaoutil.exe, so we know which program is failing. Side note: If you want to edit any ORAS Roms, I've added pk3DS support. Just create a 3DS mod project, give it a decrypted ORAS ROM, create a pk3DS mod, then you can run pk3DS.exe from within Sky Editor.
  22. Turns out I wasn't looking for errors properly. The latest update should keep the program open if anything fails during build. Just restart Sky Editor and you should get the update. The error message on startup is normal, and shouldn't interfere with anything. I'll look into what causes that later.
  23. It's not dangerous, it's just being cautious since it hasn't seen the file before. What happens if you click launch or install from this page: http://dl.uniquegeeks.net/SkyEditor4Alpha/
  24. I've published another version of Sky Editor with various minor improvements and some debug output. http://dl.uniquegeeks.net/SkyEditor4Alpha/setup.exe 1. Tools -> Settings 2. Check Enable Verbose Output. 3. File -> Save -> Save File. Restarting is optional, but probably not required. 4. Click Output at the bottom, and (optional) click the little pin icon next to the X. 5. Open your project and click Build. 6. If it works, then great. If not, please copy and paste the output into either pastebin or [noparse] [/noparse] tags in a forum reply. 7. Repeat steps 2 and 3 to disable verbose output if you're going to do anything else. I haven't optimized the output textbox yet, so it will log all console output. It slows the form down, especially when running ndstool.
  25. It worked in both 0.31 and 0.42 after I deleted the zip. 24bpp means each pixel references a color with 24 bits (or 3 bytes). 2^24 = 16777216 possible colors per pixel. 4bpp is a lot more restrictive. 2^4 = 16 possible colors per pixel. With Gimp, just use Image -> Mode -> Indexed... -> Generate Optimum Palette for 16 colors. I don't know how to use Photoshop, but I'd imagine there's a similar feature. Oh, and I couldn't find those extra sprites online anywhere. Thanks for uploading them, I plan on using them in a future mod.
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