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Everything posted by Reisyukaku
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I'm pretty sure after the fake 'castotite' charade i made, i don't want to see that kind of negative attention hit this site again, lol.
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
Hmm, well i dont use avast and i havent the slightest idea in the world what could be causing that but you could try compiling from source or messing with avast' settings :T- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
lolwut? what are you using? there shouldnt be any discrepancy in the code itself.- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
you need .Net 3.5 or higher- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
lol. Well I could write a novel on just the CCI/3DS format, so its really hard to explain things such that it makes sense and doesnt look like a wall of text. My best advice would be to look around for tutorials on gbatemp or something.. but in short, you need to decrypt your rom (so you need a 3DS with ARM9 userland capabilies.. i.e gateway or CFW), and then you have to dump the romfs and dig through that.. that's were all the resources for the game are kept. Pokemon game romfs' are comprised of GARC files which are just compressed file containers.. you want to decompress the one in the a/1/3/ directory.. file 3 to be exact.. and thats where the trainer models are. do the reverse steps to built the romfs again and whatnot- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
That's a model file for in-battle character, so it goes in a/1/3/3 Just replace the file thats in that garc with it. What error?- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
The whole vert edit thing is a proof of concept and doesnt have any practical use unless you really know your stuff about 3D models.. either way we're still looking into this- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
That's because your custom model's verts are too different from the original so the bones arent binding to the correct verts.- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
updated the precomiled program and the changelog with important changes.- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
Yes, you can only vert edit for now.. so it comes down to how good you are at sculpting i guess.. I use Cinema4D- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
custom models in general, no , unless you have super good luck and all the verts land where they need to be to bind to the bones properly.. the problem is we dont know enough about bones to fix the bindings.- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
Well no one even knows where the map connection data is stored for starters, lol, and secondly, it'd be hell getting the custom maps to work properly since we cant generate BCH yet.- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
The problem with custom models right now is that we dont know enough about BCH to write our own, so the 2 biggest issues are bone data binding and vertex table lengths. when you insert a custom model, the bones will try to bind to the IDs of verts that are probably not in the same place as the original model.. the next problem is that without knowing vertex table lengths, we cant write more tables, so we're stuck editing exiting ones, which puts a limit on how many verts/faces you can have.. so my best advice is to just modify vert positions until we figure this out. =) i listed it in the OP. maps are 0-3-9 and textures are 0-1-4.. theres a pastebin there to find the corresponding tex's- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
If you have GW, its the stuff you install off the bluecard (anyways try not to go offtopic from the thread, there are 439053463 other threads on gbatemp about this stuff)- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
it should be enough that it has the same shape.. i havent tried with an entirely different model but i've dont vertex edits on prexisting models- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
yes, for now you have to have the same number, or lower.. also no, bones arent exported or edited in any way when editing model data.. it only exports verts and faces in the form of an OBJ- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
You might be able to do that now.. just make sure you dont delete verts and faces.. Also I guess I should put this here: and the outcome: Theres 2 modes, view and edit.. it starts in view mode where you can click a tile and see the property, and when you hit edit, you can click on blocks to change their property with whatever you have selected in the dropdown. Save to write to the map file, and thats it. (still need to document all the properties though, so i have Hex placeholders for now.)- 288 replies
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Ohana3DS (BCH Tool) [Deprecated]
Reisyukaku replied to Reisyukaku's topic in ROM - 3DS Research and Development
Update: (2/14/2015) - Quick texture fix Update: (1/31/2015) - Render color options Update: (1/15/2015) - Rom decryption features added - projection_dummy work arounds - CGFX texture support - tons of small fixes Small update: (12/20/2014) - new splash screen - better ETC1 compressor - added import all on texture tab to import all edited images to the BCH - some progress on map properties editor - bunch of small fixes etc Another update: (12/21/2014) - Finished map properties editor - Graphical enhancements - tons of small performance fixes- 288 replies
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I've been co-writing the BCH viewer/exporter/modifier known as Ohana3DS (originally created by gdkchan) I thought you guys would find this very useful so here it is Screenshots: Features: - Loads just about any BCH you throw at it (maps, pokemon, OW models, in-battle models, some BCH models from other games, etc) - Exports models to SMD (source model) - Loads textures from BCH - Import/Export Textures to allow BCH texture editing - Import/Export OBJ to allow BCH model editing(beta feature; gotta keep the same amount of verts) - Can view map tile properties (thanks Kaphotics for providing code for that idea) - Left and right arrow keys to load other models in the same folder as the loaded model - Drag and drop to load files - Unpack garcs and much more Controls: - Left click = rotate - Right click = pan - Mouse scroll = zoom - Ctrl = finer zoom speed - F9 = Toggle Lighting - C = Change background render color Future Plans: - Finish BCH research Romfs Locs: OW models = a/0/2/1 In-Battle models = a/1/3/3 Map models = a/0/3/9 Map Textures = a/0/1/4 Map tex reference sheet: http://pastebin.com/E0NQgGhL Other: Github: https://github.com/gdkchan/OhanaXY FAQ: Q - Why do I get some weird exception/overflow on the latest push? A - force 32bit and disable overflow checks (yay VB) Q - Why does the exe crash/not work on my computer? A - Make sure you have .Net 3.5 or higher and latest Direct X installed Tutorials: http://reisyukaku.org/prog/ohana.html Enjoy~ Update: The current Ohana is becoming depricated and will be replaced by 'Ohana-Rebirth'. This new program was written from scratch (in C# this time), optimized and will have ton of more features. It's still in the beta phase, but i'll update a compiled one here every so often for those curious to try it out. Ohana3DS Rebirth.zip
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if you're talking about the encounters through navdex, then im pretty sure thats a ROM thing and not actually saved in the data. lolwut
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Did they ever allow for that? Last I knew, that was more or less an exploit.. also they dont want to 'ruin the online experience' ..they probably also didnt want a C&D from Nintendo.. theres all kinds of theories.
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Getting the data through CG is trivial.. i just grab it from wireshark, but my main goal is to find that same data from powersaves too.. and theres no way in hell im decompiling the 7MB of C++ that is the powersaves software lol.. I'd be better off reading assembler.
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I've seen this asked alot and surprising haven't seen a definitive answer.. might take a crack at it if i get a minute.
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Has anyone done much research into powersaves and cyber gadget as far as how they work? cuz I feel like i'm probably reinventing the wheel ._. I got the CG servers figured out for the most part, but there are still some questions about the parsed data and what not. I've been using both CG and powersaves in conjunction to find answers, but.. here's some questions: 1. How is Header CRC derived? I've tried using CRC16 CCITT on a bunch of variations of the NCCH to no avail. It was my best guess at what Ninty might have used 2. Where is the Card ID parsed from exactly? I didnt see it in any of the data pulled from PS or CG. 3. For powersaves, has anyone figured out the card2 read/write calls? what I've observed is that there are several different calls that dump chunks of data that could possibly be related to the save but they definitively dont look like the save.. so my guess is either they encrypt that data over usb and the program decrypts it or its not related to the save at all lol.
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Are you asking for someone elses xorpad and save? I dont get it.. for what purpose?