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psy_commando last won the day on June 23

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About psy_commando

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    Researcher - ROM
  • Birthday 05/26/88

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  1. The link to the zip is in the tutorial post in the forums. Here: Just overwrite the old version
  2. That's a map tileset. Currently no. But I have something in the works for that. I just have been pretty busy and had to deal with stuff for the last few months. There is still a bunch of stuff to figure out about the format. BPL is for the palette and animated palettes if any. BPC is for a good chunk of the layers and the tileset. BMA have a header, contains several data blocks, some looking like a collision map or something like that.. But its still a bit unclear how it all works together. I'm having some issues dealing with the tiling of tiles.. The maps seems to tile their tiles, and they have a variable dimension for their tiles of tiles, which causes misalignement issues..
  3. Just a quick note, but I updated the first page and fixed all the dead dropbox links I could find! Sorry for putting this off for so long ^^; Also, I'm having some issues working on the sprite editor. I'm not sure how to make the sprite import functionality "spriter workflow friendly"? I was planning on making a sort of "Draw a grid over the various frames of a sequence" on an animation sheet an artist would make.The grid's cells would be adjustable manually, so it would be more flexible. But its a lot of work to do that, and I want to make sure I'm heading the right way.. If anyone reading this is a sprite artist, I'd like to hear what you'd like to have in a tool like this?
  4. I haven't made any tools for randomizing starters. But, that other bit about downloading mods sounds like the mod packaging format that @evandixon was working on. Other than that, idk what you're talking about.
  5. Yeah, but I'm not working on a randomizer? I'm working on modding tools for the game mainly.
  6. Well, you'd need to draw new ones first. Then its just a matter of importing them into the game
  7. Well, its "possible", but like evan said, you'd have to do some pretty extensive asm edits to the game. And right now, the dungeon mode code is not very documented at all. But since exclusive items grant bonuses similarly, and IQ skills do the same as emeras, the basics you could re-use are there I guess. It would be nice if some volunteers would like to map out the game's binaries though! That would speed things up a lot!
  8. That's very vague.. But, in terms of the game, modifying dungeons tilesets/layouts, modifying tilesets, modifying animated BGs, fonts. And that's pretty much all I can think of.
  9. Thanks! ^^ I got character sprite export to work! But I just gotta work out importing images, and editing animations! Soo, it shouldn't be too long until the first release, hopefully! If everything goes well..
  10. I haven't mentioned much here in a while but the tool is slowly starting to take shape! I fixed a lot of problems with displaying frames and animations. And I made a small video to show: Its still a work in progress tho!
  11. Animashuns Still lots of bugs to fix, and work to do..Cropping ,and well the wrap-around feature of the NDS kinda mess with my cropping algorithm.. Also Qt is basically a minefield of segfaults.. All those pointers just beg for something bad to happen ^^;; Its hell to debug
  12. Well I'm trying to get it to be usable soon. But so far I'm having some issues because of the tree view thing.. I might drop that part for something simpler if I can't get things to be tidier and working like I want.. Plus it creates a ton of redundancy.. Also right now it only does import. So keep in mind a big part of the work is left to do You mean the levels graphics and backgrounds? That's coming in another tool! This thing is basically some practice before I get to work on the level editor Here's another peek at the WIP UI. Tho, I feel I could probably make a sort of thumbnail preview instead of the treeview.. I'll have to investigate..
  13. So, its been a really long time since I updated this thread! And I've been making some progress on a few things! Namely a sprite editor: Its still really early on tho! But I got some of the stuff behind the scene working finally!
  14. ASM Locations in the PMD:Explorers of Sky Games

    Overview This page contains list of the interesting offsets within the game's binaries. The offsets are NDS memory relative, because that's more useful that bin files offsets. Just subtract the binary's load address to get its respective file offset. Functions Functions pointers and some documentation on them. ARM9 Bin (0x2000000) Name Offset NA Offset EU Offset JP Parameters Return value Description MemAlloc 0x2001170 NA NA r0: alloc size r1: unknown r0: Pointer to allocated buffer This function allocates a buffer on the heap of the desired size, and returns a pointer to it. The second parameter's role is unclear.. It might be a flag, since it doesn't seems to change the amount of memory allocated. It can be set to 0. MemFree 0x2001188 NA NA r0: buffer to free none This function free a buffer that was allocated by MemAlloc. ZeroFill 0x2003250 NA NA r0: Buffer to fill r1: Length to fill none This function fills the given buffer with zeros. LoadFileFromRom 0x2008C3C NA NA r0: PtrReturnStruct(Struct is 2 32bits integers, first is ptr of file buffer, second is loaded file length) r1: PtrStrFilePath (Ptr to path to the file to load) r2: Unknown (Set to 0 usually) Unknown This function will load a file from the rom filesystem into a heap allocated buffer. The function allocates the buffer, and fill it with the file data. The address to the buffer containing the file data and its size in bytes are put one after the other into the 8bytes of memory pointed by r0 when running the function! DebugPrint 0x200C240 NA NA Unknown none This function would print to the debug log a printf formated string. But in the retail game it does nothing. Its interesting to note that its still called in the released games and is passed various debug strings and value which can be really useful for research! HandleSIR0Translation 0x201F4B4 NA NA r0: PtrToPtrSIR0BegOfData r1: PtrSrcFileBuffer none This function translates the offsets of a SIR0 file, and change the magic number in the header to SIRO. It places a pointer to the first pointed location in the SIR0 header into the ptr pointed to by r0. Static Variables Addresses of static variables and buffers. Constants Addresses of static constant values. ARM9 Bin (0x2000000) Name Offset NA Offset EU Offset JP Length(bytes) Type Description PackFilesPathsTable 0x20AF6A0 NA NA 24 char*[6] Contains a list of pointers to path strings to all known pack files. The game uses this table to load its resources when launching dungeon play! Should contain pointers to the strings: "MONSTER/monster.bin" "MONSTER/m_attack.bin" "MONSTER/m_ground.bin" "EFFECT/effect.bin" "DUNGEON/dungeon.bin" "BALANCE/m_level.bin"
  15. All the reserve entities are unused afaik. So they can be edited.