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mikelan98

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About mikelan98

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  1. DOWNLOAD NDS MAP MAKER 1.2.0 This toolchain allows us to create maps for NDS games (Diamond, Pearl, Platinum, HG, SS...) without knowing any aspect of 3D modeling. There's a Excel template for creating the maps by composing images (included with the tools). IMDbuilder is a tool that creates directly the .imd model from it, while OBJbuilder creates the .obj (and .mtl) model if you want it to be imported in 3DS Max or Maya (if you know to use these programs and you want, for instance, apply vertex colors or something like that). Please, try to read the document. It is i
  2. I have made a list of every script command (as they are named by SDSME, so many of them have no name) that appears in Pokemon Diamond, Pearl and Platinum versions. I also attach the arm9.bin offsets where each script command has its ASM code in Pokemon Platinum version, CPUE and CPUS versions (both English and Spanish), and the number of variables that can be read by the command. In SDSME, when a command has no name, the hex number must be used instead to compile the script. # (hex) English arm9 Offset Spanish arm9 Offset SDSME Command Name
  3. This tool is a simple Python script that must be applied to our IMD files. When converting them to NSBMD and importing to SDSME, the maps will show whiten and light (instead of dark, as usually). It is a console command tool, so must be executed from cmd. Type help in the console command for more info. DOWNLOAD LINK
  4. The problem is in editing the scripts file with PPRE. I suppose that PPRE modifies the order of every original script when compiling the file. And, when the level script of that map (I mean, a special script file which determines the scripts that must be executed immediately after entering the map) tries to run the script nº X, is trying to run a script that wasn't supposed to be executed from a level script. Try using SDSME for editing the script and let's see if we are lucky, but if SDSME also messes up the script slots, the only way left is to edit the files with hex (and it is
  5. I've programmed a command line tool for building custom NSBTX (texture files for tilesets), only from a folder where the PNG textures are located. Thus, we can avoid having to make a 3D model with our textures for building the tileset, and we can compose it piecemeal with the textures we are using in the new maps we are designing. DOWNLOAD LINK Requirements Matlab Runtime 2016a (only for x64 systems) g3dcvtr.exe and its xerces-c_2_5_0.dll How to use It is a command line tool, so it must be executed from the cmd. Also, the tool must be placed in the same direc
  6. This guide has been made for two reasons. The first reason is to explain why, when we make a NSBMD map for a HeartGold or SoulSilver ROM, some textures are moving around the map, instead of being still. The second reason is to make a list of every movement, so we can read it when making a map and asign the correct movements for each texture. When a map is imported in HGSS, a different movement is asigned for each first 8 textures listed in the NSBMD model. These textures are commonly ordered alphabetically, so if we want no dynamic textures in the map, we can name 8 unused textures as "AA
  7. I have made a list of every script command (as they are named by SDSME, so many of them have no name). I also attach the arm9.bin offsets where each script command has its ASM code, and the number of variables that can be read by the command. Both IPKE and IPGE versions (English versions of HeartGold and SoulSilver) have the same offset for every command, as IKPS and IPGS (Spanish versions) have. In SDSME, when a command has no name, the hex number must be used instead to compile the script. # (hex) English arm9 Offset Spanish arm9 Offset SDSM
  8. File a/1/3/1 is crucial in this case, too. It's a single binary file with the pointers, for each trainer, to the overworld's first text in a/0/5/7. By this, the little freeze in new trainers disappears when you talk to them.
  9. When you can, write me. I have important things to tell you and I need a bit help.

  10. Did you stole my Drayano's SG/SS update? I inserted the Fairy type in Sacred Gold and Storm Silver 2 years ago, and I posted it. If you used my patch as base, please give credits. https://gbatemp.net/threads/pokémon-sacred-gold-storm-silver.327567/page-91
  11. Nope, those effects are in the Permission Editor in the SDSME BDHCs only affect to the height where the hero is at.
  12. It's been a loooong time, but finally, I've discovered how the BDHC files work. Please, if you are gonna copy this post in other site, give credits! First of all, I have to thank JayT, who discovered how is the file structured in different parts. Now, I'm gonna explain what does each part. Part P Sets the coordinates of certain points, used later to build rectangles or "plates" of different heights in the Part S. The structure of each element is the following one: 00 00 XX XX 00 00 YY YY XX XX are the coordinates in the X-axis, and YY YY the Y-axis ones. Keep in mind that the origin of
  13. Current version: 0.1.4 Lastest update: 19th December, 2015 Summary Pokémon Light Platinum is a GBA hack launched in 2011 by the ROM hacker WesleyFG. Due to its success -partly because it was one of the few that managed to be completely finished- and that, in recent years, the NDS hacking has gained much more capabilities, I am now remaking this hack in this platform for people who have not played the GBA version yet, and partly to encourage people to start in this new platform; begin to investigate further and explore it. Changes Although the plot, locat
  14. I finally managed to repoint the second table, now the only thing I have to do is find the instruction which reads the table and shows the Pokémon in the Dex, but I think that this will be even hardest EDIT: Nevermind, I've been very lucky and I have found in stack an offset where I've found the rest of the instructions. HGSS with 721 Pokémon soon (?)
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