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evandixon

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Everything posted by evandixon

  1. Using 0.21, all portraits except the one I got from your screenshot work. I guess I just haven't encoded the png correctly. Once I figure it out, I may be able to make Sky Editor convert it.
  2. I'm a little unsure what exact format headshots should be in when being inserted. I tried a normal PNG, and there was a black window for the portrait (with two grey pixels). I tried an indexed PNG with 16 colors and get the attached. In case you ask, the underscore is there in the file system, it just doesn't show in the label for some reason.
  3. It works without the trailing "\". I have code to insert all missing Pokémon portraits, using the standard one. I wanted to show that for this video, but I didn't realize that green Celebi has a grin face, and I don't want to make another video just yet. In this video, I've successfully edited some text in the personality test. https://dl.dropboxusercontent.com/u/2722532/current_44_13192.avi [Edit] Turns out the line endings in Windows (CR LF) are both being applied, so that's why the spacing is a little off. I also have more work to do, because the game won't progress past the point where my partner looks at the guild. [Edit 2] Turns out that the game not progressing was due to the cheat I was using to get a consistent personality test result. Seems to be working now. I've attached the latest version. It includes: -Editing results of personality test/partners -Editing relevant text for personality test results -Extracting/Importing Pokémon portraits, using ppmd_kaoutil -Adding missing Pokémon portraits, using the standard face. There's no GUI for this, so to use this, load a ROM, use Debug -> Run Command, and type KaomadoPatch. Sky Editor 12-8-2014.zip
  4. The output directory exists. And I've put quotes around the parameters, which I think is what dragging and dropping does. I'll get more info for you later, I'm about to go to bed. I also have to debug why I can't debug my implementation of the text_e.str file.
  5. Dragging the kao file onto the executable in windows explorer doesn't work unless it's in the same folder as kaoutil. I'll try it in its own cmd window in just a bit, although I tried it without the fn and pn switches with no change. The text files are actually in the same directory. Update on my end, I have a language text editor, so I can finally change the "will be a Shinx" message accompanying anything else. Like Dialga.
  6. I think that the images for the UI elements are less likely to be edited. After all, we still need to fix "sleepwalking syndrome"! I finished editing the partners/nature results. Next I plan on working on things like kaoutil integration and possible editing the language strings (in the last test I saw "...will be a Riolu" when I became some other Pokémon on the beach). It's interesting to note that choosing "????????" (ID 0) doesn't remove the available partner slot, and doesn't fail until entering the dungeon. The ??????? Pokémon shows as the first entity loaded on the map, or nothing if no entity was shown before. I would upload a video, but Youtube went too slow, and Desmume made very large video files, too big for drop box. [Edit] I can't seem to get kaoutil to work unless I copy the kaomado.kao file into the directory ppmd_kaoutil.exe is located in. I attached an image showing the full command I used. I'm next to positive all the files/paths exist. Sky Editor overlay13editor.zip Untitled.zip
  7. I can edit the Pokémon ID's (even the gender), but I can't easily insert more IDs to the partner array. The offset for the array isn't obviously in the overlay, so that's the end of what I can do. What I can do is change the available partners (haven't tried removing one, only changing), and change the result of each personality type. For my sanity, I'll also look into how Grovyle91 edits the language file, because the results of the personality test are mentioned there too (hence the screenshot in edit 3 a few posts ago). I'm working on adding a tab in Sky Editor to do this. In addition, I also plan to use your kaoutil to copy the standard portrait to every other portrait, so there won't be a weird absence of a headshot occasionally (again, see screenshot in edit 3 a few posts ago). We're close to allowing for an actual ROM hack, with your allowing people to add more headshots, my allowing changing starting Pokémon, and possibly Nerketur's script editing (which is currently not entirely user friendly, but still amazing work). Add that to what TruePikachu found out about Pokémon data, and we've made significant progress.
  8. Sadly, adding more partners isn't as simple as changing an offset in the overlay. Maybe it's possible in RAM, but that's beyond me. Here's the order of the UInt16s. I hope to have a way to edit these in Sky Editor soon. Bulbasaur Charamander Squirtle Pikachu Chikorita (F) Cyndaquil Totodile Treeko Torchic (F) Mudkip Turtwig Chimchar Piplup Eevee (F) Shinx Riolu Phanphy Vulpix (F) Skitty (F) Meowth Munchlax 0 (not an empty partner slot, probably just a separator) Hardy Torchic Treeko (F) Docile Charamander Bulbasaur (F) Brave Pikachu Charamander (F) Jolly Totodile Eevee (F) Impish Piplup Charamander (F) Naive Chimchar Skitty (F) Timid Cyndaquil Turtwig (F) Hasty Shinx Pikachu (F) Sassy Riolu Totodile (F) Relaxed Phanphy Vulpix (F) Lonely Bulbasaur Mudkip (F) Quirky Squirtle Piplup (F) Quiet Treeko Chikorita (F) Rash Mudkip Torchic (F) Bold Turtwig Squirtle Calm?
  9. Welcome to the forums, GalacticRayquaza!
  10. I think the personality test is controlled by overlay 13. I haven't made any successful edits, but replacing it with overlay 35 makes the personality test not load, and when I changed a value that I thought was Skitty, it now flashes the "Choose the Pokémon you want for a partner" dialog. I'll play around with it more and see if I can find anything tangible. [Edit] I did something. I changed 3 values (one of them did nothing, then I changed 2 more), and now my partner is Grovyle. https://dl.dropboxusercontent.com/u/2722532/current_18_7932.avi https://dl.dropboxusercontent.com/u/2722532/current_26_8742.png [Edit 2] The data starts at about 0x1F4C. I'll post more findings as I get them. [Edit 3] It works with your player too, but for full effect, portraits will be needed to be added, and the str file in MESSAGE changed. With me being a Luxio: https://dl.dropboxusercontent.com/u/2722532/current_58_12765.png (needs headshot and changed text) https://dl.dropboxusercontent.com/u/2722532/current_58_13157.avi (needs more animation) [Edit 4] My final data for the night (well, now it's morning for me ) is that there are 21 possible partner Pokémon, each stored in 2 bytes, starting at 0x1F4C, leaving the last occupied offset being 0x1F75, total of 42 (0x2A) bytes. I think the player data comes afterward, but I'll examine more tomorrow (well, later today). I speculate that there are offsets for each personality type for each gender, so some Pokémon will be there 3 times (partner, male, and female).
  11. If it is a script, it's not SCRIPT\S08P01A\quiz01.ssb, since replacing it with some random script yielded no change to the personality test. Most of the scripts have their text resources in the ssb file, but the personality test stuff is in the MESSAGE folder, which may mean the personality test is elsewhere. There's a chance the test is controlled by an overlay, but I'll have to look more thoroughly later.
  12. That's great! Now I'm interested in changing the starter Pokemon in the ROM, not the save. Unfortunately, the location for that isn't strsightforward. Maybe future research can help find it. Maybe the kao file will help you understand the in world sprites better.
  13. Unfortunately, the data for saves are encrypted, and so far no one has managed to decrypt digital saves (at least not in a way that can be re-encrypted).
  14. Datel has a contact form on their website, which can be used to request codes or power saves. http://us.codejunkies.com/ContactUs.aspx
  15. If you're sure you have Powersaves, and not Power Play, you may have better luck contacting Datel Support, since this may be an issue on their end.
  16. Looks like a combination of pallete and transform issues. If it's like a bgp, some tiles can be flipped across the x or y axis, which is specified in two bits of one of the values. The rest of that integer is the palette offset. Hope that helps.
  17. http://projectpokemon.org/forums/search.php?do=getnew&contenttype=vBForum_Post Seems pretty active to me. Maybe not as active as some larger forums, but there is chat at least on the forums. (On the other hand, I don't check all the posts at one time, so when I do check, there's more posts I haven't read.) The research scene is somewhat active on the forums. Recently psy_commando and I did research and made progress on a ROM editor for Pokémon Mystery Dungeon: Explorers of Sky. Also, I moved this thread to Forums Feedback.
  18. Sapphire, if/when I get around to it. Water is so calming, compared to lava.
  19. For everyone who hasn't been following psy_commando's ROM research thread, Sky Editor's newest alpha lets you edit the bgp backgrounds on Explorers ROMS! https://skyeditor.codeplex.com/releases/view/138901
  20. Using that new version, Sky Editor can now view edited bgp files. https://skyeditor.codeplex.com/releases/view/138901 At last, a tangible ROM editor! It can't edit much, but still, it's a great start. Good work everyone!
  21. For the save look here: http://projectpokemon.org/forums/showthread.php?16601-NDS-How-to-Backup-Restore-your-retail-cartridge-save-file-for-DS-games For the ROM, look here: http://projectpokemon.org/forums/showthread.php?2-ROM-Forum-Rules Some tools in the saves guide also do ROMs.
  22. I was going through my code to try to reproduce the error, and it may have just been me expecting a different filename. Your programs accept an input filename and an output directory. When decompressing an unedited bgp, it gives the extension .rawimg, which my program is expecting. When decompressing an edited bgp, it gives the extension .wan, and because my program expects .rawimg, the display is outdated, and who knows what else is off. When testing now, I didn't encounter an error (using the same version of the executables), so it's hard to tell. Could you make an option to output to a given filename, so I don't have to predict the extension? It would make debugging for possible bugs easier. In the mean time, the version of Sky Editor I uploaded can be used to reinsert bgp files. I included a picture of an edited n_logo.bgp in an emulator. It's a little off, but it's a good start. If you're having BSOD's with browsing, you may need to check for bad drivers. Or, bad hardware. My old desktop had a BSOD whenever I did any intense graphics. Turns out that I blew all but one of the capacitors on my graphics card. I could see the fiber coming out and everything. I don't think a network card would do that, but it's worth a look if your drivers are up to date (and you're not using a laptop, which would be hard to take apart).
  23. I've successfully (mostly) implemented converting back to the raw image, with the exception of me not knowing how to store all required colors in the palette. It should work on images that aren't as full of color as the ones in the game... Which defeats the purpose somewhat. [Edit] If I simply ignore the problem (replacing it with color 0 palette 0), then I get images that look like this. Each tile has a 16 color palette, and there's 16 palettes, giving 256 colors. I haven't figured out how to figure out the palettes. [Edit again] I've figured it out. I have to make room on the palette, starting with the tiles with the most colors, then going in descending order. I've successfully converted png's to bgp's and back again. Time to try to recompress edited ones into the game to see if it works. [Edit 3] I've (mostly) successfully reinserted an edited image into the game! However, when using ppmd_pxcomp.exe to compress then ppmd_unpx.exe to uncompress the newly compressed file, I get this error: Unhandled exception at 0x77C9EBD8 (ntdll.dll) in ppmd_unpx.exe: 0xC0000374: A heap has been corrupted (parameters: 0x77CBC338). I've attached a copy of the most recent version of Sky Editor. Be careful when re-inserting images. Each 8x8 tile can have one of 16 16-color palettes, so lots of colors in one place will throw an error. Sky Editor 3.2 (With ROM Editor) Alpha 2.zip
  24. Before I only posted VB code for converting decompressed BGP files to PNG. Now Sky Editor can do it. Just open an Explorers of Sky ROM (or maybe Time/Darkness, but that's untested) just like you would any save file. Navigate to a BGP file in the tree view, and you'll get to see the image. This release uses psy_commando's ppmd_unpx.exe to decompress the file. https://skyeditor.codeplex.com/releases/view/137679 I would add a way to import a PNG and convert it TO a BGP, but I'm not sure how to encode the palette the way it's done in that format. With the palette for each tile being defined as an offset of the full palette, I'd have to put some serious thought into how to reverse the process. If anyone has any ideas (or already has a tool to do it), that would be great.
  25. Research is still ongoing, but there's one utility posted here: http://projectpokemon.org/forums/showthread.php?40199-Pokemon-Mystery-Dungeon-2-Psy_commando-s-Tools-and-research-notes&p=192061&viewfull=1#post192061
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