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Shadowth117

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Posts posted by Shadowth117

  1. 10 hours ago, VanitysFire said:

    By chance where are newer builds of pknx coming from since the source from here doesn't seem to be getting updated?

     

    Speaking on the executable and not the masters since having updated masters doesn't matter if the main pknx files aren't up to date.  

    Not sure what you mean by "masters", but the source has most certainly been updated. The artifacts on TeamCity have not been updated lately, but the Github master branch of pknx has been updated pretty regularly recently. This is what builds are compiled from.

  2. 20 hours ago, kurayamiyousei said:

    Sadly no, that didn't seem to help. I've tried both dumps created by hactool on PC and by nxdumptool.nro directly from the switch, and both come up with the error. Same file structure/size/file counts each time. Guess I'm just waiting until either the program gets more progress made on future builds to work more accurately and easily, or trying to find someone else's working romfs to borrow.

    Sorry to hear that. I was using Shield, if that matters.

    13 hours ago, FreyC said:

    See I had a similar issue at first. I solved it the first time by literally dragging and dropping the 9222...679.nca folder onto the pkNX window. Now it just works to target that folder via the path, but maybe you'll have some luck?

     

    As for other stuff, does anyone else get a frustrating issue with the trainer randomization where it flat out won't work? I just get an index out of bounds exception that appears to stem from the STAB array.

    20 hours ago, LosslessAngel01 said:

    Hi just signed up to ask a few questions regarding how this program works. I'm using the zip compiled vers from the previous page if that helps

    - Is the overworld and random encounters still broken for Shield? also how to set the specifics for each (or is that why there is 2 entries for every route?)

    - when i tick true on all gens and hit randomize it only sets gen 1 pokemon, not sure if I've broken something

    - Is it safe to use the "fill all empty slots" on Shield or will it break the encounter table?

    Thanks in advance if anyone actually replies ^^'

    Remember that this whole thing is a work in progress and there's a lot to consider. I've attached a newer build that should fix some things, though not all.

    pkNX.zip

  3. 12 hours ago, kurayamiyousei said:

    I really wish I could get this to work, but over the past 3 nights of redumping, verifying I have that magic number mentioned in the thread of 41,702 files in the roms folder, trying dumps from both my xci file and my nsp files, I cannot get this to work at all. It always fails at this screen right here. I really have no clue what I'm doing wrong at this point. Am I just overlooking something super simple at this point?

    I went with this NXDumpTool and my folders are named in lower case with no spaces. This gave me a lot of trouble at first as well so hopefully this helps you.

    On that note, I understand the author here doesn't want to troubleshoot other people's work, but an example of which programs' dumps will work could save a lot of headache since many tools give varied output (full binary dumps of romfs as one file, folder namings, etc.)

  4. Not as they are or they probably would have been there. Correct me if I'm wrong, but I believe the mega evos and alternate forms are stored under one pokemon whereas actual evolutions link separate pokemon which are actually entirely different entities.

    Its the difference between applying a change to an existing object like in the case of alt forms/mega evos (since mega evos are technically alternate forms as you may know) in the case of some type of form change and actually swapping one object for an entirely different object while retaining certain variables (moves, iv's, ev's, etc.) in the case of evolution, if that makes sense.

    Edit: That said, being able to add and edit pokemon as well as alternate forms would be very cool although likely involved.

  5. Okay, thanks, so I read through that tutorial, but I'm confused. If I can go through all of that so easily, then what files will I be editing to change the textures in ORAS? It says that:

    3 files will be created:

    - DecryptedExHeader.bin

    - DecryptedExeFs.bin

    - DecryptedExeFS.bin

    How do I use those files to edit them? Can the program created here just open them automatically or do I have to do something else to them first? (And, of course, which one do I open?)

    If you go through the process, you should get a romfs folder. Within that, you find a number of files, but the ones you'll likely want are in the the subfolders of the a folder. These are garc files which Ohana should be able to open itself and dump files from. There's no real marks to denote any of them as anything specific until you unpack and view the files within them, but I can tell you A\0\0\8 contains the Pokemon, A\1\1\4 contains Super Training stuff, A\1\3\3 contains high quality character models, and A\0\2\1 contains overworld models. I haven't kept great notes on what's where, but that should give you something to start with along with whatever Rei has listed on the first post.

  6. I've read through, but I'm unclear of a few things; will this work on a game cartridge? I know I've seen "ROM" a few times, but I'm still unsure of if it is at all possible to do with a cartridge. If it is possible, I would love to know how. I've basically got a CFW right now, without the Gateway card but RXtools instead, 4.2 sysNAND and 9.8 emuNAND, FBI Installer, and SaveDataFiler. I'm not sure if I'll need to use the last two for anything here (I doubt it) but I mentioned them anyway. Do I HAVE to install a ROM in order to do this stuff, or can I mess around with a real, physical cartridge somehow too?

    Also, do you think you could make a video tutorial of how to do this (from creating the xorpads to editing the files to making it playable)? I think that a lot of us could benefit from it (just to see it done visually helps a lot more than you might think).

    Basically, you want to follow this guide for recompiling and be on PastaCFW (not sure what cfw is available so forgive me if I sound silly saying that): https://gbatemp.net/threads/tutorial-how-to-decrypt-extract-rebuild-3ds-roms-run-xy-oras-without-update.383055/

    You don't actually need to even mess with the xorpads with the newer method.

    Compile it all as a .cia and I believe you should be able to load your modified game fine. And to my knowledge, this cannot be done with a retail cartridge. You certainly can't edit the cartridge itself.

  7. So uh, I loaded this up, picked the female trainer, and picked Fennekin. Then the game just soft locked. Was using Y patch 1.5 and version 1.05 of Neo Y. I manually installed by copy pasting the contents of 1.05 romfs into a and then full version of 1.05 romfs (in that order since it was unclear what exactly to put into it) into a as well replacing any files needed. It was working somewhat since I saw the altered dialogue, but for whatever reason it just stopped as soon as it went back to overworld after I picked Fennekin.

    Edit: Same thing with male trainer. Starter doesn't seem to affect it...

  8. I can confirm it is definitely possible with .3ds files as long as you use Gateway to boot them.

    As I said, the main problem just ends up being the issue of format incompatibility. You could swap Archie over Brendan or whatever just fine. Just don't expect sticking Lysandre in to work because I'm 99% sure that without extra effort that it won't load.

  9. If I recall correctly, ORAS models seemed to have a little less in the animation files and more in the model files in comparison to the XY models based on the file sizes of the X and Y trainers. So basically, the ORAS models are a slightly different model type. That's why if you look at the XY trainers from an XY rom and the ones from an ORAS rom their faces look a bit different in Ohana. Unfortunately, whatever the difference is appears to be enough to make the games give up on trying to load swaps from one to the other.

  10. Hmm, so I completed a randomizer nuzlocke runthrough just now (many kudos to you for making your awesome tool that made that possible), but the game soft-locked directly before the cutscene where May/Brendan asks you to battle them in the credits after beating the elite four the first time. I randomized Personal, Level Ups, Wild, Egg Moves, and Trainers. I used some modified May models over her alone however these loaded up correctly 100% of the time where they were observable in the game so I feel its highly unlikely to be that.

    Not really sure what might have happened, but if this is an issue with the randomizer I feel like it'd be good to report.

  11. If you're asking about if a program specifically to do that exists, than no. There's technically nothing that should be stopping it from being created although I'm not sure there's too much research into modifying the types of things you'd want to for this. There is some memory hacking stuff you can do I believe to change around what is or isn't a shadow Pokemon, but no info on hardmodding that to my knowledge.

    tldr, no on the randomizer as far as I'm aware.

    Custom textures on the other hand are VERY possible. I'm not sure what process you would need to do to hard mod that (though I feel like its possible with current knowledge), BUT you can tell Dolphin to dump textures and then have it load modified versions of the dumps. You would pretty much need to find whatever object you wanted to modify (ex. find a pikachu ingame so its textures are dumped) and then from there it would be cake to mess with it. This method wouldn't be letting you play with the modifications on your Wii/GC of course obviously.

    Perhaps someone more knowledgeable on the topic than me could elaborate more, but for now I'd say texture mods yes, shadow pokemon mods, no.

  12. Not sure if this is the right place to post something like this, but I figured I'd release this here since it might be enjoyed.

    [video=youtube;C2eUwbrNb4k]

    Should be able to replace all May models properly. The contest one is just a palette swap, but I wasn't really interested in changing up that model when I realistically believe it would be used that often.

    Download Here

    Is there any listing of where specific texture sets are? I would probably update this with 2d Art changes if I knew where to look for what needs to be changed.

    Edit: And on a side note, I really ought to mention that its very cool seeing all of the work that's been put into Ohana. Its a pretty awesome program to be able to use for this and the work put into it really shows.

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