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Blue587

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Posts posted by Blue587

  1. GtI
    Pokémon data randomizer: https://github.com/Blue587/gti_pokemon_data_randomizer
    unused content: https://mysterydungeonwiki.com/wiki/Gates:Removed_and_Unused_content

    pokemon_data_info (updated)
    dungeon_balance (thanks to StrikerX3 for the help with this!)
    dungeon_data_info (updated)
    dungeon_map_data_info
    floor_jump (Mysteriosity warps to other dungeons)
    sideway (detour notifications) https://pastebin.com/YRzcHxUD
    List of known accessible detours: https://mysterydungeonwiki.com/wiki/Gates:Detours
    The Telluric Path (Illusory) detour with Scrafty was, as far as I know, not documented anywhere. It's still not fully documented (floor_jump needs more research to know exactly which floors are accessed from where)
    There is at least one detour that hasn't been reached in-game yet. It should be in the illusory version of Tyrian Maze.
    Illusory dungeons are accessed from Mysteriosity warps. The game presents them as separate dungeons, but they're actually part of a few big (99 floors each) dungeons. The game doesn't display the floor number in those dungeons.

    Not much, but worth sharing anyway:
    fixed_pokemon
    gridless floors
    script_paradise_data
    moves (updated)

    RTDX
    pokemon_data_info (updated)
    pokemon_evolution

    General
    Text dump tool: https://github.com/Blue587/md_message
    Supports Shiren 4, 5, GtI, EMD, Super, EMD2 (probably) and RTDX.

  2. 11 hours ago, wrathsoffire76 said:

    Has anyone researched into the Wonder Mail structure?

    https://mid-kid.root.sx/pmdrtdx/

    https://github.com/mid-kid/pmdrtdx_passwords

    That is, assuming you meant rescue passwords, and not Wonder Mail. The format of wonder_mail.bin is close to that of GtI and Super. The passwords are just there, but I don't know about the rest of the data. Wonder Mail isn't all that interesting in these games since it's just a way to get predefined items (and missions in RTDX).

    • Thanks 1
  3. Data/StreamingAssets/native_data/pokemon/pokemon_data_info.bin

    Data/StreamingAssets/native_data/pokemon/experience.bin (and experience.ent)

    Here you can see the data I got from these two files https://mysterydungeonwiki.com/wiki/Rescue_Team_DX:Pokémon

    Based on the name Data/StreamingAssets/native_data/pokemon_waza_oshie.bin seems to contain data for Tutor Moves (which you can learn from Gulpin). This file also exists in Super. I haven't looked at it yet.

     

    Data/StreamingAssets/native_data/camp/camp_habitat.bin
    each entry is 4 bytes
    if the Pokémon can't be in a Rescue Team Camp (like Mega Evolutions and unused slots), all 4 bytes are FF
    if it can be in a Rescue Team Camp, the first byte is the Rescue Team Camp ID (order here, start from 0)
    the other 3 bytes are always 00

     

    Data/StreamingAssets/native_data/pokemon_evolution.bin

    from 0x0 to 0x24 - SIR0 header

    each Pokémon (including Mega Evolutions) has 0x14 bytes long entries for each possible evolution (including normal->shiny and shiny->shiny, but not shiny->normal) if a Pokémon (including Mega Evolutions) doesn't have any evolutions all the bytes will be 00s.
    examples: Metapod has 2 evolutions because shiny Butterfree is in the game, Eevee has 9 evolutions because shiny Espeon is in the game

    0x0 and 0x1 - ID of the evolution (example: Bulbasaur's evolution ID is 02)
    0x2 - unknown. usually 00. E2 sometimes (Pichu, Pikachu, Eevee, Porygon, Porygon2, probably more)
    0x3 - always 00?
    0x4 - amount of Evolution Crystals required
    from 0x5 to 0xb - always 00s?
    0xc - level required
    0xd - evolution method (01 requires a certain level, 02 requires a certain amount of Evolution Crystals)
    from 0xe to 0x13 - always 00s?

    amount of entries: 0x40a
    the last entry starts at adress 0x50ec

  4. 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

    • Like 1
  5. 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

    pokemon/waza_data_info.bin

    IDs of valid moves (the game has tons of unused moves that don't work or invalid moves that crash the game)

    List of moves (I replaced the unused kanji symobl with $, empty lines are entries that don't have a name)

    List of valid moves with details: https://mysterydungeonwiki.com/wiki/Gates:Moves#List_of_Moves

  6. On 7/6/2019 at 6:35 PM, Dranzer2008 said:

    Not working for me... NTR 3.2 3.3 or 3.6 (luma)

    I launch PSMD EUR I see the flash green screen, I press select I see the menu codes it's ok..Now I activate one (Be Mega Banette) in dungeon... taking staircase but my Pikachu (n°1) stay a Pikachu...

    I use this plugin file : https://drive.google.com/drive/folders/0B1-sBoZAiZiGSXZIRUVVRUQxVFk?usp=sharing

    Help please :(

    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.

    • Like 1
  7. 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

  8. On 8/9/2017 at 10:14 PM, ThePokeChamp2002 said:

    Hey I see you are really working hard on this "starter and partner randomizations". I know you are not done yet with it, but I am really excited for the starters and partners randomization. I played a explorers of sky randomizer but I was kind of dissapointed when I saw I couldnt randomize my starter and partner. I am really excited and I wish you the best of luck.

    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?

    • Like 1
  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.

     

    On 8/4/2017 at 7:17 PM, Ruby Genseki said:

    Tested it and all the options appear grayed out. Is it necessary to have a save file for it to work or something?

    -The ROM is EU version-

      Reveal hidden contents

    Sin título.png

     

     

    ...Forget it, just had it in the wrong folder .-.

      Reveal hidden contents

    5984ad66b9cf9_Sinttulo.png.ef13192ae2ee3fd4514f5484bffd90a1.png

     

    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. On 18/4/2017 at 4:45 PM, evandixon said:

    The DS ROM Patcher - Making it better and adding Luma game patching support. This probably wouldn't take too long, but would take time away from everything else.

    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.

  11. 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)

  12. On 1/3/2017 at 5:22 AM, evandixon said:

    It took an extra few months for the European version to be released, presumably to perfect the non-English translations.  I say it certainly shows with things like this.

    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.

  13. 2.4.2 of FBI, I don't know how to install a CFW for the life of me, and no. If it helps any, I'm trying to install the BootNTR.cia from the Homebrew Menu via OOTHax.

    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.

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