Jump to content

evandixon

Administrator
  • Posts

    5910
  • Joined

  • Last visited

  • Days Won

    84

Posts posted by evandixon

  1. I figured out how FARC files work, which makes a lot more things possible. As an example, I've made a ROM hack replacing Bulbasaur and Charamander with Zorua and Eevee as playable characters. This is different from previous hacks because placeholder portraits (ones with just a background instead of images of Pokemon) have been automatically replaced with the default portrait.

    I've attached the ModPack zip file that Sky Editor creates. For those who are unaware, this zip file contains the patching program needed to patch a decrypted ROM. The .Net Framework 4.6.2 is needed IIRC.

    ModPack 1.0.0.zip

    [Edit] Some in the PMD Discord guild have expressed interest in playing as a Buizel. I replaced Squirtle as a starter to make this possible.

    ModPack 1.0.0.zip

  2. 7 hours ago, Zerea said:

    How difficult is it to go through the game's .bin files manually? Is there something available I could use or would a tool have to be written?

    Also does anybody have a download to the items_p_Sky.xlsx sheet? I keep seeing it mentioned in technical documentation and the website hosting it no longer exists

    I uploaded my copy to the tech doc.

    • Like 1
  3. On 12/12/2017 at 9:37 AM, evandixon said:

    We had fluid width (using all of a monitor's available width) enabled in the past, but we switched back because having limited width makes text and paragraphs easier to read, since there's less horizontal eye movement. I'll look into enabling it for just the technical stuff soon.

    I figured out how to enable it for just the tech docs section. It'll work with all currently-available themes.

    • Like 1
  4. We had fluid width (using all of a monitor's available width) enabled in the past, but we switched back because having limited width makes text and paragraphs easier to read, since there's less horizontal eye movement. I'll look into enabling it for just the technical stuff soon.

    When you say the theme is making it hard to read things, do you mean the colors? I'm considering releasing a new theme at some point that's closer to the IPS default theme, which should look better.

    IMO, the forum text is better than having to deal with wiki markup, but as an Editor, you should be able to edit the HTML if that's more convenient.

    The extension you linked to is unfortunately not compatible with the latest version of the site.

  5. image.png

    Download      |     FAQ     |     Support Forum

    Version 17.12.05 of PKHeX has been released, adding a few new features, legality checking improvements, and bug fixes.

    Change log:

    Quote

     17/12/05 - New Update:
     - Legality:
     - - Added: RNG Frame checking for Gen3/4 Wild Captures (hold ctrl to see if it doesn't pass)
     - - Added: French Legality translation data. Thanks @Ntonio36!
     - - Changed: Another round of legality check updates. Thanks (so many different users)!
     - Added: Event flag editing for Crystal/GS. Thanks @pokecal!
     - Added: US/UM Starter Encryption Constant editing (for Pokemon League cutscene) in HoF editor. Thanks @FeralFalcon!
     - Added: WIP Mail viewer/editor for Gen3/4/5. Thanks @pokecal!
     - Fixed: Gen3 Pokedex now behaves correctly (r/w for correct bitflag offset).
     - Fixed: Gen4 Battle Revolution IV read order is now correct. Thanks @sora10pls & @Remiccino!
     - Fixed: Gen6 Trainer Info editor no longer glitches out Z coordinates.
     - Fixed: Hovering over a slot 'frost' effect now has a pixel in the top right corner. Thanks @sora10pls!
     - Changed: Throw type can now be saved for US/UM.
     - Changed: PK4->BK4 transfer now clears PtHGSS forms and items for compatibility. Legality not guaranteed.
     - Changed: Inventory empty slots are now no longer cleared for Gen7. Thanks @SadisticMystic!
     - Changed: Festival Plaza editor bugfixes/additions. Thanks @pokecal!
     - Changed: Translation files updated. Thanks @wwwwwwzx, @smileynation, @Ntonio36, & JoseAbad!

     


    View full article

  6. 794.png

    The harmony scarves are very special scarves featured in Pokémon Super Mystery Dungeon. Their origins are mysterious, and only some of the backstory is revealed later in the game.

    We can learn a little more through data mining at least. Thanks to SPICA, a tool made by @Reisyukaku and gdkchan that can open BCH models, we can see the in-game representation of the scarves. In the game's ROM, there's an archive file called gimmick_graphic_unpack.bin. Inside it, there's some models for the scarves, named scarf01.bch through scarf05.bch.

    Here's the one we see in-game:

    image.png

    scarf01.bch

    While this is pretty cool, it doesn't show much more than we can see from the illustration shown at the top of this post. The other files show us the actual pattern:

    image.png

    scarf02.bch

    The other scarf files, scarf03.bch through scarf05.bch look just like scarf02.bch. It's possible that plans to show more of the scarves were cut for whatever reason.

    Here are the raw textures for each model:

    scarf1.png

    scarf01.bch's Texture

    scarf2.png

    scarf02.bch's Texture

    • Like 1
    • V-Wheeeeeel!!! 1
  7. On 11/30/2017 at 6:16 AM, Gemzo said:

    Also, I realize that while my initial posts were about acquiring information and assistance, my recent posts have been more along the lines of issue/bug reporting. Would you rather I just put such things at https://github.com/evandixon/SkyEditor.ROMEditor/issues ? I already posted one such report there a while ago...And two more closed issues before that one, which were from when I was foolishly using an outdated version, haha... But nevermind those!

    TBH I forgot I had a backlog of issues over there. I'll try to keep a better eye on that, but feel free to post issues wherever. And don't be afraid to poke me if I don't respond in over a week, since that probably means I didn't see it, or I forgot.

    On 11/30/2017 at 6:16 AM, Gemzo said:

    On another note... This may be useful for anyone else editing PSMD scripts with the Sky Editor ROM Editor: https://pastebin.com/V61vqTi5
    These are the notes I've taken while working on scripts thus far. The lists within my notes are mostly incomplete, but someone might find it useful anyway.

    That reminds me of the page I quickly started over in the technical documentation section of this website. I'd appreciate it if you filled out this form and added useful snippets there as you find/make them.

    In other news, I updated the ROM editor to support outputting to Luma 3DS's Layered FS. (Link to latest build)

  8. On 11/25/2017 at 9:52 PM, Gemzo said:

    You're right, I was making an assumption when I thought it was the other message IDs. I dunno why I was so convinced of that, really.

    Anyway, the issue. Within the code below, seven instances of message ID 0 show up before -831791279 while using script sort. There are five instances of decimals that technically have "lone" 0's (if script sort ignores the decimal point), but I'm not sure where the other two would come from in that case, as all other instances of 0 are not lone numbers.

    This issue isn't the biggest deal in the world, as it will not happen nearly as much after you get done editing the scripts that use single digit message IDs... But, if you're using all ten of those message IDs in an already long script, then script sort will be pretty unusable for that script.

    
    dofile("script/include/inc_all.lua")
    dofile("script/include/inc_event.lua")
    function groundInit()
    end
    function groundStart()
    end
    function main02_partnertonodeai01_init()
    end
    function main02_partnertonodeai01_start()
      CAMERA:SetSisaAzimuthDifferenceVolume(Volume(3))
      CAMERA:SetSisaRateVolume(Volume(0.5))
      CAMERA:SetEye(SymCam("CAMERA_00"))
      CAMERA:SetTgt(SymCam("CAMERA_00"))
      CH("HERO"):WalkTo(SymPos("P01_HERO"), Speed(1.5))
      SOUND:FadeInEnv(SymSnd("SE_ENV_CROSSROAD_LP"), TimeSec(0.5), Volume(256))
      SCREEN_A:FadeIn(TimeSec(0.5), true)
      CH("HERO"):WaitMove()
      CAMERA:SetEye(SymCam("CAMERA_01"))
      CAMERA:SetTgt(SymCam("CAMERA_01"))
      TASK:Sleep(TimeSec(0.3))
      CH("HERO"):SetMotion(SymMot("EV001_CONFIRMS"), LOOP.OFF)
      TASK:Sleep(TimeSec(0.2))
      CH("HERO"):WaitPlayMotion()
      CH("HERO"):SetMotion(SymMot("WAIT02"), LOOP.ON)
      WINDOW:DrawFace(324, 88, SymAct("HERO"), FACE_TYPE.SPECIAL02)
      WINDOW:Monologue(-831791279)

     

    Fixed in the latest build. It might still show short IDs out of order though.

    • Like 1
    • V-Wheeeeeel!!! 1
  9. On 11/22/2017 at 7:14 PM, Gemzo said:

    However... I still can't get the add button to work. The added message still shows a blank dialogue window ingame, and the message still disappears from the list upon reopening the script. Saving and then reopening the editor results in added messages starting at ID 1 again, with no text leftover from previous attempts at adding that message ID.

    It turns out that after I fixed this the first time, I forgot to actually push the change. Sorry about that. Pushed it for real this time. I double-checked the changes in Team City and everything.

    On 11/22/2017 at 7:14 PM, Gemzo said:

    Also, a few times during testing I had it hang for a while and then crash after clicking the add button, but I couldn't figure out how to reproduce it reliably.
    This is the log it gave me: https://pastebin.com/ddxDhUik

    Fixed. Both changes should be in this build.

    On 11/22/2017 at 7:14 PM, Gemzo said:

    Semi-related: Using script sort with short message IDs (1, 2, 3, etc, like the ones the add button creates) didn't seem to behave nicely. Every instance of the ID number in the script is put in the list, even if it's part of another ID. For example, message ID -11473915 being present would make message ID 1 show up 3 extra times when using script sort. Longer scripts that use a lot of messages turn into a huge mess due to this. Or, well, it would be a huge mess, if I could get adding messages to work.

    It should be using the full number for the sorting. Could there be some other single 1's in the script?

    • V-Wheeeeeel!!! 1
  10. 02ED8064-D801-4B68-AED3-234F384F7068.jpeg

    Download      |     FAQ     |     Support Forum

    Version 17.11.25 of PKHeX has been released, adding legality checking improvements and fixing bugs.

    Change log:

    Quote

     - Legality:
     - - Added: Gen2->Gen7 legality checking.
     - - Added: US/UM Poké Pelago encounters.
     - - Added: Spanish Legality translation data. Thanks @BlackPyoVic & JoseAbad!
     - - Fixed: US/UM new Pokémon accessing legal movepools from S/M alternate forms. Thanks greenDarkness!
     - - Changed: Sped up Wild Encounter pattern matching (internal rework).
     - - Changed: Another round of legality check updates. Thanks (so many different users)!
     - Added: Gen2->Gen7 transfer emulation.
     - Added: Festival Plaza/Battle Agency editor. Thanks pokecal!
     - Added: More US/UM Event Flags for editing. Thanks SciresM & sora10pls!
     - Added: Rotom OT name editing to Trainer Editor & alert if different from OT name.
     - Fixed: Importing US/UM showdown sets now behaves correctly. Thanks sora10pls & Marty!
     - Fixed: Updated Korean Gen2 encoding to match the official Transporter character codes.
     - Fixed: Loading Gen1 save files no longer raises errors. Thanks ShadowMario3!
     - Fixed: Gen3 roamer edits now save IVs as intended.
     - Fixed: US/UM Z Crystals -> PKM sprite no longer chops the rightmost pixel.
     - Fixed: Unsaved fields in PKMEditor now correctly block saving of the PKM from tabs.
     - Fixed: Gen6 trainer coordinate saveback glitch fixed (similar to S/M's rumor).
     - Fixed: Gen7 SM<->US/UM pkm compatibility checks updated to prevent invalid data from being set.
     - Fixed: Gen5-- dragdrop no longer gives AltForm <= 0 messages.
     - Changed: Mystery Gift sprite generation speed improved.
     - Changed: French GUI Translation data updated. Thanks Ntonio36!
     - Changed: C/XD Item names added. Thanks JoseAbad!

     


    View full article

  11. Development builds in Team City have been restricted to site staff and regular contributors. I'm working on an alternative, but we're waiting on a technical issue to be resolved before it's functional, and we have no ETA for when it will be ready. In the mean time, your options are to use the latest official release or build from the source yourself.

  12. On 11/10/2017 at 7:37 PM, evandixon said:

    Fixed in version 4.1.0.51. However, when building the mod, you'll need to use version 4.1.0.37 (or was it 4.1.0.36? It's been a while). Later versions have a problem when building ROMs that I haven't had time to fix yet, as it requires fixing nearly all of the dependencies. Believe it or not, one of the many things that needs to be updated is the save editor. I've been waiting for the save editor to be perfect before releasing it, but in all honesty, it's probably good enough for what the ROM editor needs it for. I have no ETA for when I can move forward and fix it, but I do plan to.

    I finally got around to fixing this. See the blog post for the download link.

    This should make it easier to do ROM editing, @Gemzo. Thanks for your interest in the project!

    • V-Wheeeeeel!!! 1
  13. I vote Archie. He has good intentions (despite it not exactly turning out like he planned), and his entire org seems like a laid-back family, especially compared to that robot Maxie and his league of minions.

    In second place is Giovanni, because he never seems to go away for long. In the anime, Team Rocket is as strong as ever (ignoring Jessie/James/Meowth).

    58 minutes ago, Hexavius said:

    Team Skull represent! 

    Did somebody say "Team Skull"?
    maxresdefault.jpg

    These guys came first, after all.

    • Hahaha 1
  14. large.ultrasun.png.eddc3054c15a346662548large.ultramoon.png.181b987ccc4e440be6f0

    Pokémon Ultra Sun and Ultra Moon have been released today, and with them comes some relevant site updates.

    Pokedex

    For the past few months, we've been working on a Pokédex containing information from Pokémon Sun and Moon, and we're now ready to release it along with support for Ultra Sun and Ultra Moon. From here we will continue working to make it even better, so all feedback is appreciated, including feature requests and bug reports.

    Ultra Sun and Ultra Moon Pokédex

    Sun and Moon Pokédex

    image.png

    Pages

    A few weeks ago, we opened a new section to house information about games like Pokémon Sun and Moon. Thank to our pages team and some helpers, we're now ready to open a subsection for Pokémon Ultra Sun and Ultra Moon. This section will be updated periodically as new information is discovered and documented, and if you would like to help write some of these pages, we have some openings on our Pages Team. Anyone interested should fill out the application after registering and reaching a post count of 50.

    Staff

    We have some new additions to our staff: @Cecillia has joined our News Team, and @Reisyukaku has become a moderator of the ROM and RAM editing forums.


    View full article

    • Like 2
    • Amazed 1
  15. snip_20171117113731.png

    Download (Windows)     |     Download (Mac)     |     FAQ     |     Support Forum

    Version 17.11.17 of PKHeX has been released, adding the much-anticipated support for Pokémon Ultra Sun and Ultra Moon.

    Change log:

    Quote

    17/11/17 - New Update:
     - Added: Ultra Sun & Ultra Moon Support
     - - Legality: Complete detection & validation.
     - - Added: Added all new US/UM content (Species, Moves, etc). Thanks SciresM & wwwwwwzx!
     - - Changed: All existing Sun & Moon editors work with US/UM.
     - Added: Complete sticker location listing. Thanks pokecal & ReignOfComputer!
     - Added: >50 respawn/settings event flags for US/UM. Thanks sora10pls & pokecal!
     - Added: Fashion Unlock cheats for US/UM to unlock all accessories. Thanks Holla!
     - Added: US/UM specific Trainer Stat Records. Thanks Holla!
     - Added: Map FlyTo location unlocking for Generation 7 saves. Thanks pokecal!
     - Added: Mantine Surf score editing via Trainer Info editor. Thanks sora10pls!
     - Added: Early Z-Move unlock flag next to the existing Early Mega Evolution unlock.
     - Fixed: Pokédex seen/captured flags for Generation 7 saves now correctly mimic the games. Thanks sora10pls!
     - Legality:
     - - Added: US/UM wild encounter and static encounter data. Thanks to all who identified the locations!
     - - Changed: Updated internal logic to handle US/UM content & oddities like Kantonian evolution methods.
     - - Changed: Another round of legality check updates. Thanks (so many different users)!
     - - Added: Ingame Trade OT/Nickname checks. Thanks sora10pls!
     - - Added: Ingame Trade PID checks. Thanks sora10pls!
     - - Fixed: Gen4 EncounterType detection reworked for cleanliness and accuracy.
     - - Fixed: Colosseum Starter PIDIV checks now detect gender lock skipping (no more false flags).
     - - Fixed: Added more Colosseum/XD ingame snag locations.
     - - Fixed: Gen1/2 -> Gen7 transfers are now checked for met locations.
     - Added: Misc safeguards for setting PKM data not obtainable in the save file's origin game. Thanks sora10pls!
     - Added: Gen5 BP editing. Thanks sora10pls!
     - Added: Can now load Mystery Gift pkm QR images to the Main Window tabs (same as importing PKM QRs).
     - Changed: Internal string resource fetch mechanism speed improved. Thanks evandixon!
     - Changed: Gen1/2 -> Gen7 transfer language detection improved for special characters in certain languages (German).
     - Fixed: Zygarde 50%-C showdown set importing. Thanks architdate!
     - Fixed: Gen1 Pikachu starter now saves correctly (doesn't remove Light Ball). Thanks Dunsparce!
     - Fixed: Gen2 TimeOfDay values now are editable in the PKMEditor (nobody noticed for so long!)
     - Fixed: Gen2 Korean encoding documentation errors fixed; strings now decode correctly. Thanks host1126!
     - Fixed: Gen3 Roamer edits now save correctly. Thanks TheRealAlphA!
     - - ~6 commits per day average over the last month. Big thanks to all who have contributed & provided feedback!

     


    View full article

  16. Now that things are starting to calm down a little after the Pokémon Ultra Moon leak, it's time to start writing up the findings. We are currently looking for people to fill some open staff positions:

    • Pages Team - This team writes about features of games, such as what the Festival Plaza in Pokémon Sun and Moon is, what starter Pokémon are available in Pokémon Super Mystery Dungeon, or perhaps even strategy guides for certain items. We would especially like help with writing up new features in Pokémon Ultra Sun and Ultra Moon.
    • News Team - This team posts info about current events on our homepage and serves as a moderator of the news forums. With the impending release of the new games, there will be no shortage of news to report.
    • Moderator of RAM forums - We are currently looking for a moderator to look over the RAM forums, serving general moderator duties and helping with a special project involving moving hundreds of threads around as we restructure some forums.

    Please see our open applications if you're interested.

    Thank you for your attention, and have fun playing the new games!


    View full article

×
×
  • Create New...