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FabOulus1

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Posts posted by FabOulus1

  1. 4 minutes ago, psy_commando said:

    I'm not sure what you mean?

    The sprites for each pokemon are stored inside "m_ground.bin", "m_attack.bin", and "monster.bin", under the data//MONSTER directory.

    Each of those 3 files contains the 3 parts of each pokemon's animations/sprite. All pokemons have an entry in all 3 files.

    m_ground contains the sprites on the overworld/ground mode. m_attack the attack and dungeon animations for the pokemons. And monster the enemy sprites, which are just stripped down versions of the m_attack sprites to save memory on enemy pokemons.

     

     

    Oh, actually, it still doesn't seem to work... When I drag it to the EXE, it doesn't extract it.

  2. 2 minutes ago, psy_commando said:

    I'm not sure what you mean?

    The sprites for each pokemon are stored inside "m_ground.bin", "m_attack.bin", and "monster.bin", under the data//MONSTER directory.

    Each of those 3 files contains the 3 parts of each pokemon's animations/sprite. All pokemons have an entry in all 3 files.

    m_ground contains the sprites on the overworld/ground mode. m_attack the attack and dungeon animations for the pokemons. And monster the enemy sprites, which are just stripped down versions of the m_attack sprites to save memory on enemy pokemons.

     

     

    Oops. Nevermind. Thanks.

  3. 1 minute ago, psy_commando said:

    Just drag and drop the "m_ground", "m_attack", or "monster" on the gfxcrunch executable. It'll export the content to a folder. Then do your changes to the folder, and drag and drop the folder on the gfxcrunch executable.

    But I'm working on a sprite editor currently to supersede gfxcrunch.

    Wait... Am I not supposed to export the file to have the three sprite files? Unless you meant the rom/sprite replacer?

  4. 20 hours ago, psy_commando said:

    Well they're in the rom. You have to extract the rom, then look under data/FONT/kaomado.kao. You can use the batch scripts for doing that automatically too. Then you have to rebuild the rom with the modifications. Think of a ".nds" file as a zip file really. Except you need something else than winzip/7zip to extract/rebuild them.

     

    Well, its mainly about finding the UI API functions in the code, then hooking in your modified code. Its not that hard, but it takes time and patience. Especially if you're doing it by hand instead of using something like Radare2 or IDA.

    And yeah, I plan to release a bunch of QoL asm hacks eventually. I got some done already on my github mainly to load map lists from file and etc.. In order to make modding easier. I'll probably dive back into that eventually, once I can fix my utilities and get to the big map editor I'm planning.

    You could already fix the sleeping animations though. You'd need to basically copy in the missing sleep anims it looks for from the dungeon sprites into the ground mode sprites for the specified pokemons, and it would work.

    Actually, I managed to do that on my own, however... I still can't run any program without a GUI in it...

    I've been trying to replace the Char family with Mario, and all I can do right now is replace the expressions. Any ideas how to run a non-GUI program? It just opens and instantly closes.

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