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Everything posted by Blue587

  1. Please change my name to Blue if possible, or Blue587 alternatively
  2. Glad a web browser version exists now, it's much more convenient like this! I'm wondering though, does nobody read the GtI/Super research thread anymore? I posted my Python script 9 months ago and it went unnoticed until it was discussed elsewhere a few days ago. I'm not bothered by this, I just realized the thread is going unnoticed and I'm wondering why that is Since this is getting some attention, I'll take this opportunity to talk about QR codes. Does anyone have any experience working with them? I only managed to take a look at the decoded binary data and it didn't seem to be too complicated. If I remember correctly, a section was completely different, but I don't know what that data is, it might not even be important or required. There was another section that looked very similar to the password, with only some bytes or bits being swapped around. If that's all we need to change, converting QR codes should be just as easy. Additionally, I noticed I didn't mention this in my original post, but here's some more info about the Japanese version. The passwords are one line shorter than the western versions. Also notice how this last extra line is the same in both regions. As I have explained, I can't compare the Japanese version the same way I compared the western versions because Japanese save files are different. Finding out what the differences between save files are might help. I wonder what the extra line in the western versions is for, I don't see why western passwords would need more data
  3. Some of this might already be documented, but I'm posting my notes for Gates to Infinity. pokemon/pokemon_data_info.bin While the structure isn't exactly the same, this file still exists in Super and even Rescue Team DX (should we post about that game here? the native_data folder is very similar to the RomFS of the 3DS games). Because of the similarities, I was able to make a list of all the Pokémon in RTDX. dungeon/dungeon_data_info.bin I don't think this needs its own page, so I'll just put it here: script/script_shop_ingot_data.bin after the SIR0 header, there are two pointers to what immediately follows, which is a list of pointers to the start of each of the entries described below starting from 0x78 there are blocks of 0xC bytes for each item avaialable at Glorious Gold 0x0 - item ID (doesn't affect which item appears in the shop) 0x4 - price in Gold Bars
  4. NTR is a bit old, follow this or this https://pastebin.com/cpnzZcyv if you want to use the same method you were going to use with NTR.
  5. I made a Python script to convert between American and European rescue passwords for Pokémon Super Mystery Dungeon. Give it a password and it will give you the equivalent password for the other region. https://gist.github.com/Blue587/5e0cc35621d0863241bcd974fea2ac3b The only difference between the two regions is that some of the characters are rearranged. The codes were easy to compare since the save files for the two versions are the same. This doesn't work with the Japanese version, where an American/European save file results corrupted. QR codes contain a section of data that is very different between the two regions, and that I haven't analyzed yet. They also contain another section of data that is very similar to the passwords. I also made a list of all the items in PSMD. https://blue587.github.io/PMD/Super/items.html
  6. I found them in the European version some time ago. The ones you posted (which I'm pretty sure are for the American version) seem to be a bit different though.
  7. The Github page says the latest release does exactly that. Even then, couldn't you just pick a random number and then edit it in Sky Editor?
  8. What's wrong with the folder you were using earlier, then?
  9. The tool is nice, I'm glad someone is finally making a tool like this. It has some features I wouldn't have expected too, like the items editor. I had the same problem. I can only seem to get it to work if I put the program in the home folder, which is a bit annoying.
  10. German, Spanish and Italian. Pretty much all of them.
  11. As in being able to load any kind of DS mod without using a flashcard, just the original game and a 3DS with a CFW? That would be great.
  12. The Italian version had Kecleon say "Griiigus" twice. I wonder what the logic behind it is. Edit: Somehow I immediately assumed it was Kecleon, but someone made me notice it's more likely to be Cofagrigus. Which makes sense. I was so sure it was Kecleon that I didn't even consider anyone else. (By the way, they also did the same with Zygarde and probably other Pokémon too)
  13. There are a few things that confuse me about it. The way you put it in makes it sound like a lot of text is missing, but if I compare them in a text editor that doesn't really seem the case to me. What does the American version lack exactly? Am I missing something?
  14. There's an incomplete and uncompressed copy of the files that would be unused regardless. I think the compressed ones are complete.
  15. The American version has all of the European files. I'm pretty sure they didn't change anything during those 3 months, even though I haven't actually checked.
  16. Do you mean the process ID? In my experience the one of the currently running game is always the second to last one in the list.
  17. You might want to take a look at http://pastebin.com/whz5DUmP if you want to add more stuff to the cheat plugin. Also, in case you don't know, you can use the RAM Explorer Plugin in place of the debugger.
  18. Well, that's what I expected. It's not hard to install, just look for a guide. If you need help, I guess it would be better if we used private messages, since this is a little off topic and I don't think anyone would find it useful.
  19. Are you using the most recent version of FBI? Which CFW are you using? And can you run BootNTR now?
  20. Do you have ntr.bin in the root and the RAM Explorer plugin in the proper folder? If you do, just launch BootNTR, then launch the game and press X and Y together. Why are you using NASA, by the way?
  21. Using NTR CFW is better even if you have access to that exploit. You need to use it along with either the NTR Debugger (on your PC) or the RAM Explorer plugin (on the 3DS itself).
  22. I don't know if any of this can be useful or if it was already known, but I'll post it anyway. I've made a list of the Pokémon species IDs in Gates to Infinity. The only places I've seen them being used are the RAM and menu_ground_chara_select.lua, but I assume there's more than that. The same order seems to be used in pokemon_data_info.bin, which is similar to the one found in Super documented earlier in the thread. http://pastebin.com/iahAZvA8 I've looked at dungeon/random_parts.bin some time ago. It has a simple structure, figuring out how it works isn't hard, but I have yet to see anyone talking about it. random_parts.ent is a list of pointers to the start of each SIR0 in random_parts.bin. Starting from byte 0x10 of random_parts.bin there are 0xA4 bytes of data, then 0xC of zeros, and then it repeats. Every 0xA4 section represents a part of the map formed by 9x9 tiles, two bytes for each tile. The game rotates and arranges the parts togheter in a way that makes sense. Each DLC dungeon also has its own random_parts.bin file, which should mean they can have their own layouts. random_parts.bin only controls a tile's behaviour and the map. The model doesn't change, I assume there's a part of the file that says what model each 0xA4 section should use. [Edit: That's not the case, the file only contains the various 9x9 blocks] At 0x1134 there are 0x16c zeros, at 0x13F4 there are 0xBC zeros. http://pastebin.com/K4V0i4Kk The file can also be found in Super, but I don't think the game uses it [Edit: It is in some dungeons, like Heart Lake for instance, and it's probably used in RTDX as well]. I tried it in GtI and it only works for the first few dungeons (later ones just crash the game), probably because it's shorter than the original.
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