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Posts posted by Reisyukaku
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Interesting. I've experienced a thing before where a calculation relied on integer underflow/overflow, but theres a feature in C# to disable protection from it... As far as this goes, it looks like its truncating your float or rounding to the nearest tenth, which is weird.
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Heres a good render courtesy of twitter
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If I remember correctly, No$GBA was able to connect and trade.
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Pretty much, yes. The thing is though, these games tend to make multiple GARCs with some having duplicate models because its faster to unzip a single GARC then fetching models from multiple GARCs. That being said, there may be other GARCs with NPC models.
I'll try to update my pastebin soon but here's what i've got so far.
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Welcome! I, myself, started off here seeking knowledge, which helped me get where I am today. Now I've come full circle and tutor someone.
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Try this:
02002300 68006868 02002304 60012100 02002308 00004770 521CBAA4 F7EC6868 121CBAAA 0000F636 121CBAAC 0000FC29 D2000000 00000000
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Not sure about that code specifically, but I recall messing with catching trainer's Pokemon before, and I just kill the mons I don't want and catch the ones I do. There was no restriction that caused me to have to catch the first slot mon.
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I wrote a quick and dirty unpacker for AC and AS containers found in a/0/8/3. Seems like AC contains character models and AS has scenery models. AC contains sub-container CP and AS contains SM. They're all basically setup the same way, so adding more to this script would be a matter of editing 2 lines.
I want to write something better in C# soon though.
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Here's another BCH tool that I helped work on with gdkchan to replace Ohana.
How is this better?:
The BCH (de)serializer has been completely rewritten, giving maximum flexibility and better BCH support.
Features:
- Import formats [BCH, SMD, GFModel]
- Export formats [BCH, SMD, DAE]
- Batch/Single texture export [PNG, GFTexture]
- Batch model export formats [SMD, DAE]
- Merge multiple models to the scene
- Animation playback [bone, material, visibility, camera]
Upcoming features:
- GFModel export
Screenshots:
SpoilerDownload:
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When I downloaded Ohana 3DS rebirth i opened it and then nothing happened and I don't know why. Also when I try to open the original Ohana 3DS it gives me an error message saying "Could not load file or assembly "Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. The system cannot find the file specified." Can someone help me resolve the issue please.:frown::mad:
Check you gpu drivers and DirectX version.
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You've hit the top left and went to open?
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Isn't there some sort of FTP host on the New 3DS?
Yes, 'micro SD Management'. It's built into MSET (personally, i like to use it as a standalone app and use a downgraded MSET, but i digress)
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Rei i know you see me you fgt
Kashi plz
I guess I'll update the OP with a newer build of rebirth while I'm here.
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I installed both latest direct x and .net frame work 4.0
BUT I ALWAYS GET ERROR MESSAGE WHENEVER I OPEN OHANA3DS AND IT SAYS 'Sorry, something went wrong' AND DOESN'T OPEN THE BCH FILES.
ANY IDEA WHAT THE FXCK I HAVE TO DO TO HANDLE IT?
I BEG YOU, PLEASE ANSWER ME. THIS IS DRIVING ME CRAZY.
The original had problems running on some systems, but just to make sure, you're opening ohana and then it errors? or errors after you drop a bch into it?
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Added the new Ohana for testing because why not.. It renders models better, has shaders this time, and supports animations.
To load an animation, you first need to have loaded a model, then on the animations tab, load a bch containing animations. Press play and have fun.
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Well' date=' you may use another version, since I can right-click the project, but there ain't no properties. I use Microsoft Visual Studio Express 2013 for Windows Desktop...[/quote']
You're probably clicking on the solution and not the project.. its there..
maybe this will help?
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Maybe a n00bish question' date=' but Google won't help me... How do I disable overflow checks? Since I finally got something to work with and most tuts are way to long in comparison to yours.[/quote']
Its in the project settings.. right click the project and go to properties.. its in there somewhere
Not sure if it's been addressed before, but I've caught the obj exporter formatting numbers with commas (i.e. 1,3984.398 instead of 13984.398) which breaks any 3d software I've tried to throw the exported model at, so I'm guessing that's not intended. It's easily fixed by removing commas with a text editor, and it only affects really large models (0,7 and 8 in sootpolis central, for example).Ehh? the obj? Works perfectly fine in C4D :\
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Really cool ^^
I always love to see what people make with our program.
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[...]
Any help with this? Are they not supported (yet)?
BCH is one of the worst formats i've ever seen, so i'm still surprised we got anything working, lol.. so yea, theres still some hacky things we do to load models and we only know like 80% of the format, so this kind of think is bound to happen.. I'll try to look into it
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@Reisyukaku I had a problem with Muk. (Model File: 931, Texture file: 933 and 934)
When I load the texture, Ohana3DS show this to me
There its a problem If I modify the texture in Photoshop, and import it? In theory, the 3DS gonna load it good, right?
Thanks
should be fine if you're just editing.. this is just a rendering issue.
Can someone explain me why Ohana3DS stops working when i import my custom texture.you making sure its the right res?
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CIA has the same NCCH containers in them as the CCI (.3ds) so extracting a CCI from CIA is easy.. rebuilding would be a bit mor difficult though, lol. I think makerom can do this if you build the CXI and CFA.
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i have this wierd problem i was using ohana3ds when i tried to load charmander texture it give me this error ( http://imgur.com/OuMfr6E ) i have never had before and its only with a few pokemon charmander charmeleon and charizard some others i can't remember
well that seems to be a legitimate bug, so i updated it with a quick fix but the render might still look weird.. shouldnt effect anything game-wise if you were to just texture edit etc.
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How exactly do I inject this into my game?
Inject what? This just allows for viewing and kinda modifying BCH and various image formats.
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My KeyX? Like when I use the slot0x25KeyX and use the code i'm suppose to replace the "0's" with?
you shouldnt have to touch any code with that payload.. just obtain the keyX and put it in that file.
SwSh ROM Information
in ROM - Switch Research and Development
Posted · Edited by Reisyukaku
Since its of interest to some people, I removed the forced gym uniforms by returning 1 (E0 03 00 32 C0 03 5F D6) from the function at .text + 0x13AD310
Theres a few tables in .data containing string + function pointer pairs used by the LUA interface i believe, which makes things easy fwiw.
Alternatively just replace the function pointer with the CommandNOP function GF already made at .text + 0x13B0130