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Posts posted by Jellynater
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What do you mean by "These strings can return a name and species when using c_name and c_kind." ? I mean c_name and c_kind are supposed to return the name and specie of the speaker in a dialog, but what's the link with those strings in all cap ?
That sounds interesting.
If I throw...
[c_name:NPC_BIPPA] is a [c_kind:NPC_BIPPA].[R]I've never met [c_name:NPC_DEBUG] before.[R][c_name:NPC_PARTNER] is my partner!
...into the message log, the game will print it as this.
I didn't know that c_name and c_kind did that in dialog; now I know who conducts the personality quiz!
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The address is found inside of arm9.bin, 0x999AC relative to the start of the file.
Also, 0xA6910 relative to the start of the same file has lots of strings in full caps. These strings can return a name and species when using c_name and c_kind. Just something I thought was noteworthy.
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Tags are pretty interesting. Have you tried each of those tags to see what they do ?
I tried out a bunch of them in the past and figured what some of them did : https://dl.dropboxusercontent.com/u/13343993/my_pmd_research_files/FileFormats/text__str.txt
I've finally gotten around to mostly doing that, sorry for being weeks late. https://www.dropbox.com/s/w8p07cl76zu21sm/Tag%20codes.rtf
I found all(?) of the game's tag codes at 0x9D9AC/near the first result for searching for "tag code" in the rom. Some of those codes are never used, yet work. A few others crash the game, and probably aren't real.
I compared your notes to mine, and I removed tags that either we mutually had no idea about or that you already knew, if I had nothing to add to those.
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I looked into text_e.str, and promptly got distracted.
So, I now have a list of every control code I could find in that file.
I also looked through the entirety of the SCRIPT folder because I could.
https://www.dropbox.com/s/3s9a2en7at0csxp/Control%20Codes.txt?dl=0
Also, [CS:%var%] changes the color of all printed text between it and [CR] according to the hand-checked variables
here.
For example, if we replace %var% with the character E, The line above will print as...
[color="#FFFFFF"]Also, [/color][color="#00FFFF"]changes the color of all printed text between it and[/color] [color="#FFFFFF"]according to the hand-checked variables here.[/color]
Inputting numbers do nothing, and using whatever character is before "A" crashes the game.
Finally, The RAM address 0x217B107 is friendly. That is the location of the first message in the message log.
From there, you can edit values in Desmume's memory viewer and see changes you made from a quick L+B.
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That's a pretty nice find !
Btw, have you ever stumbled on the type effectiveness table, or anything of the sort by any chances ?
I have not, I'm sorry. Do you have any guesses as to where it may be?
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I did something for IQ skills!
Here is the document.
When putting this together, I noticed a pattern between the byte a skill affects, and the order each IQ skill appears in text_e.str. I checked several skills by hand before following the pattern
The italicized skills are weird. Nothing truly is nothing; there is no skill there. PP Checker is a remanent of Rescue Team, and the rest I have no idea about as they don't appear at all in Rescue Team or Shiren the Wanderer.
Do note that all RAM addresses are relative to the hero pokemon, or the leader in dungeon
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For example, look at this video : https://dl.dropboxusercontent.com/u/13343993/my_pmd_research_files/Test_IronTail_BasePower0_TypeGrass_PP255_Acc124_crit255.avi
I changed the type of iron tail to grass, set the base power to 0, set accuracy to 124 and set unk12 to 255.
Crit would not happen all the time.
Shellder and Kabuto have Shell/Battle Armor as an ability, making them immune to critical hits.
Mt. Bristle would be a better dungeon to test crit chance changes in, as no pokemon there has Lucky Chant or the previously mentioned abilities.
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Here I have what I found from part of the RAM.
This is just about a pokemon while in a dungeon, at some point I will post the other bits I found.
Pokemon Mystery Dungeon 2 - Psy_commando's Tools and research notes
in ROM - NDS Research and Development
Posted
Musescore is able to load soundfonts with built-in Fluidsynth, and it has code on github, but it isn't compiled with Visual Studio in mind.
For your second question, I'm not sure if this is want you want, but throwing a sample into Audacity, then "Analyze"-->"Plot Spectrum...", ending with mousing over the tallest peak can tell the frequency and note being played. If the sample doesn't sound like a tubular bell or other very high pitch sound, then selecting the sample, then "Effect"-->"Change Pitch..." will accomplish the same goal with less finding.