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Poryhack

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Everything posted by Poryhack

  1. The file contained in /arc/ppark.narc (in a DPPt ROM) has where the data on this is. As far as I know nobody has mapped this. After a little mulling over it it seems there are 6 bytes for each pokemon, with the first two pertaining to where in the pal park a pokemon would be met. This is what I got: 00 02=pond 01 00=forest 02 00=mountain 03 00=field 00 04=sea
  2. Lots of good ideas, nobody to implement them. Too bad.
  3. Works fine... It only deals with RAM afterall. I guess you could "recreate" your save but that still doesn't help to backup saves.
  4. Nobody has been able to back up or restore yet. The infrared cards have a different layout than regular ones.
  5. OH, I misunderstood your first post. Nevermind then.
  6. But Kazo said it didn't conform to anything in Legal... Which I don't find too surprising, they must be using a new method to make a guaranteed shiny.
  7. Today was just about my death day... But uh, happy bday.
  8. There's only a handful of people that would know how to do this, and none of them are going to waste their time on something this pointless... Teaching you would also be a waste of time. You wanna do something like this, you best be learning it yourself. 1 clue: google tahaxan
  9. Thanks for your work on this Chase; glad we are finally able to stick it to COM/Pokesav.
  10. Well, reading the first post and any associated links is always a start...
  11. Hello.
  12. Yeah... This hasn't exactly gone as planned. No problem though. I think at this point my efforts would be more beneficial to all of us if I were to help out somebody else's so I'll try to get in contact with some of those people later tonight. I guess you can all just disregard this thread or whatever.
  13. You should come on the IRC dante. My computer has been cutting up sprites (frame 1&2) for the last 45ish minutes. Even as a batch operation it's slow. =/ I haven't had a chance to do much of anything besides translate yet, but that's something i'll look into.
  14. Wasn't aware there was another member doing a translation; seems I've been beaten to the punch. Nevertheless I'll continue mine, I think because of the way I'm doing it it will end up complete in the sense that ALL files recycled from platinum will be used. It's kinda slow though. I probably won't sleep much tonight but you guys can expect v1 of my patch before morning (still less than 24 hrs after release, that's good right?).
  15. I bet I know who got these... And I told that same person where the new regular sprites are, so I bet he'll be getting those soon enough.
  16. Organizing what kind of stuff? Also I looked at the ROMs very quickly and can say a couple things. Fiore I probably won't get anything out of because they use some nonstandard formats that tahaxan couldn't make any sense of. Curiously though Almia IS pretty standard and I was able to decompress some stuff and see a bunch a sprites in a folder labeled "NPC"; I'll have to look in other folders though too.
  17. Thanks. If I find that any of those are missing after I'm done with my initial round of comparisons I'll try to do some find and replace. Also last night I found out that Alpha (he's on IRC, I don't know about the forums) and SCV had some translation plans of their own. Alpha is working on a script that should find and replace some bare essentials very quickly. Unfortunately I can't efficiently build off his work, but I think we'll be working together on any additional translations that go beyond what I can do by just replacing identical files. (Such as translating the story and new menu elements.)
  18. That's good. I'm expecting to be tied up with HGSS for a while just as soon as that hits the net, but I will keep this in mind.
  19. It can be, but translating that much text is tedious and people probably don't want to do it since the game will eventually be released in English. I don't remember for sure what the Platinum patch was like, but if there were problems with the text becoming corrupted or whatever, they should be alleviated using this new method. Any untranslated text will simply be left in Japanese.
  20. I see; good luck. If needed I could probably get the original sprites from Almia/Fiore.
  21. Those of you who played Platinum before its English release probably remember the patch that allowed for a partial translation floating around the net. It should be possible to do this again for HGSS. Due to a new tool by loadingNOW, thenewpoketext, the process is actually even easier and better than before. It's as simple as finding which japanese files have already be translated for use in the english versions of DPPt and replacing them with said english version. Note however that any in-game text that is specific to HGSS can't be translated without a proper translator. An example would be the pokelthon. An example of something that could be translated would be attack and pokemon names. Just in case there was any doubt, I'm volunteering to do this translation as soon as humanly possible after I get HGSS. If there is interest it should also be possible to put up HGSS-exclusive text that can't be translated on a webpage somewhere for capable people who are willing to translate. Although I wouldn't advocate a full translation this way it might be nice to play some of the minigames in english... I'll leave that up to the community though.
  22. Just so I know I have this right, the intention is to edit trainers from games other than HGSS/DDPt to have the style used in those games?
  23. In the course of trying to edit every aspect of a pokemon for ROM hacking purposes, I've made some findings that may prove useful. Note that no tools exist to do this (yet), so I will just provide some insights on how each file works and those of you competent with a hex editor should be able to figure out the rest. The relevant file is (/data)/application/zukanlist/zkn_data/zukan_data.narc in a D/P ROM's internal filesystem. Unpack the narc (I used kiwi.ds's NDS Editor) and you'll get a folder with 58 binary files. Files 00 through 10 contain information pertaining to the height an weight comparison features of the pokedex, 11-58 contain lists of pokemon index numbers in various orders for use by the pokedex's search feature. Following is a list of each file, what information it holds, and notes on how it is structured. 00 I wasn't able to figure out anything about this file. Editing it did not seem to result in any changes in the pokedex -- maybe the information is related to the dex but actually used elsewhere. Of note is that it is the same length as 01, indicating 4 bytes per pokemon. 01 - Weight 4 bytes per pokemon. The number stored, divided by 10, equals the weight of the pokemon in kilograms used by the "weight check" feature. Note that numerical value in kg/lbs expressed by the pokedex IS NOT calculated from this. It is stored separately in msg.narc along with most other textual data in the game. I haven't taken the time to find the thresholds on which the animation used by the scale changes; if somebody wants to do this it would be appreciated. 02 I wasn't able to figure out anything about this file. Editing it did not seem to result in any changes in the pokedex -- maybe the information is related to the dex but actually used elsewhere. Length indicates 1 byte per pokemon. 03 - Trainer Scale Divisor (for female player) The number stored, divided by 256, equals the divisor used in scaling the trainer graphic in the height comparison feature. For example, if the divisor is 2, the size of the trainer will be half its unscaled size. 04 - Pokemon Scale Divisor (for female player) The number stored, divided by 256, equals the divisor used in scaling the pokemon graphic in the height comparison feature. 05 - Trainer Scale Divisor (for male player) The number stored, divided by 256, equals the divisor used in scaling the trainer graphic in the height comparison feature. 06 - Pokemon Scale Divisor (for male player) The number stored, divided by 256, equals the divisor used in scaling the pokemon graphic in the height comparison feature. 07 - Trainer Y-position (for female player) The higher this value, the further down the screen the trainer graphic used in the height comparison feature is. Default value is 8. 08 - Pokemon Y-position (for female player) Pokemon graphic used in height comparison feature is moved down by as many pixels as the value stored specifies. Values prefixed with FF instead of 00 will actually be moved up by 0xFFFF - x + 1 where x is the value stored. 09 - Trainer Y-position (for male player) The higher this value, the further down the screen the trainer graphic used in the height comparison feature is. Default value is 9. 10 - Pokemon Y-position (for male player) Pokemon graphic used in height comparison feature is moved down by as many pixels as the value stored specifies. Values prefixed with FF instead of 00 will actually be moved up by 0xFFFF - x + 1 where x is the value stored. 11 - National Dex order Listing of pokemon index numbers in the order that they appear in the National dex. In this case that is just the numbers 0-493. I have tried adding a 494th entry but unfortunately it did not result in a new pokedex entry. 12 - Sinnoh Dex order Listing of pokemon index numbers in the order that they appear in the Sinnoh dex. Pokemon that do not appear are omitted. 13 - Alphabetical order Listing of pokemon index numbers in alphabetical order. As with height and weight, editing the name of a given pokemon will not automatically update this. 14 - Heaviest to Lightest order You get the picture by now. 15 - Lightest to Heaviest order 16 - Tallest to Shortest order 17 - Shortest to Tallest order 18-26 - Subsections of Alphabet Each file contains a listing of pokemon index numbers with names that start with a letter in the given subset of the alphabet. Within each file the order is alphabetical. For example, file 18 contains an alphabetical list of all pokemon that start with the letters A, B or C. The letters associated with each file are as follows: 18-ABC 19-DEF 20-GHI 21-JKL 22-MNO 23-PQR 24-STU 25-VWX 26-YZ 27-43 - Types Each file contains a listing of pokemon that are of the given type; dual-type pokemon are listed in the file for each type. Within each file the order goes by national dex number. The type associated with each file is as follows: 27-normal 28-fight 29-flying 30-poison 31-ground 32-rock 33-bug 34-ghost 35-steel 36-fire 37-water 38-grass 39-electric 40-psychic 41-ice 42-dragon 43-dark 44-57 - Body Styles Each file contains a listing of pokemon that are of the given body style. Within each file the order goes by national dex number. Body style information is used exclusively in the pokedex and to the best of my knowledge these list are the only thing that makes a pokemon one style or another. The body style associated with each file is as follows (names for the different styles are never provided, so I'm using the actual graphics for clarity): 44- 45- 46- 47- 48- 49- 50- 51- 52- 53- 54- 55- 56- 57-
  24. That is exactly right.
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