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  1. Just to make it clear, there’s no official shiny variant of these images. Gen 1 Gen 2 Gen 3 Gen 4 Gen 5 Gen 6 Gen 7 Gen 8 Gen 9
  2. Novth

    WTE File Format

    The WTE file format is utilized to store both texture data and palettes. Since it has a header, it's always wrapped by a SIR0 container. The file is allowed to lack the texture data and/or the palette. The WTE format is closely related to the 3D engine. The textures are loaded directly into texture VRAM, while the palettes are transformed to 5 bits per channel and then loaded into texture palette VRAM. File Structure While the convention in SIR0 files is to store the data, and then the header, this is in no way enforced or even checked by the game. Due to this, it doesn't matter where the header is relative to everything else. For this reason, the full file structure will not be included to avoid bloating. WTE Header (Total 32 bytes) Offset Length Type Name Description 0x00 4 Signature Sequence of bytes that identifies this file as a WTE file. {0x57, 0x54, 0x45, 0x00} The game tries to check it when loading, but does nothing if the signature doesn't match 0x04 4 uint32le Pointer to Texture Data A pointer to the texture data of the file. The exact format varies depending on the file. The texture is copied as-is from the file into texture VRAM. Can be null if the file doesn't contain a texture. 0x08 4 uint32le Length of Texture Data The length of the texture data, used to know how many bytes to copy from Texture Data. Should be Texture Width * Texture Height, multiplied by how many bytes per texel the format has. For example, a 32x32 texture with 2 texels per byte (0.5 bytes per texel) would be 512 bytes. 0x0C 2 uint16le Texture Params A bitfield used to configure the TEXIMAGE_PARAM register. The values aren't copied directly, so the arrangement is a bit different. The values stored are: 0-2: Shift for the texture width in memory (width = 8 << N) 3-5: Shift for the texture height in memory (height = 8 << N) 8-10: Format of the texture 11: 0 = Clamp horizontally, 1 = Repeat 12: 0 = Clamp vertically, 1 = Repeat 0x0E 2 Padding 0x10 2 uint16le Offset X Unused, but presumed to be the X offset within the stored texture. Should be zero. 0x12 2 uint16le Offset Y Unused, but presumed to be the Y offset within the stored texture. Should be zero. 0x14 2 uint16le Texture Width Unused, but seems to be the width of the texture. Because the textures are stored in row-major order (and by extension the width is required to get the offset of a texel), the width needs to be the same value as the calculated width, which can only be a power of two. This can lead to padding bytes being added if the texture width isn't a power of two already. 0x16 2 uint16le Texture Height Unused, but seems to be the height of the relevant texture contents. Due to the fact the height is not required for calculating offsets within the texture, the texture height might be smaller than the calculated height, and padding bytes don't need to be stored. 0x18 4 uint32le Pointer to Palette A pointer to the palette data of the file. It is stored as a RGBX array, where every component is a byte. The fourth byte is not used at all, and is most likely padding for optimal memory access. 0x1C 2 uint16le Colors in Palette How many colors are stored in the palette. 0x1E 2 Padding Methods The following are some of the methods used by the game to work with WTE files. Address (NA) Signature Description 0x201de4c r0: pointer to result r1: path of WTE file Reads the WTE file at the path pointed by r1, translates the SIR0 contents, and writes pointers to the start of the file and the header in the location pointed by r0. 0x201e0b0 r0: pointer to WTE header r1: texture offset r2: palette index r3: color index Queries the texture and palettes of the WTE header pointed by r0 to be loaded by the game's specialized texture resource manager. The other arguments are directly passed to the querying subroutines to write the data at the correct locations. 0x1ff8130 r0: pointer to texture params r1: texture offset Writes the information stored in the Texture Params pointed by r0, aswell as the texture offset in r1, in the TEXIMAGE_PARAM register. This is only done if the last offset to be passed to the function was different from the one being passed. This function isn't inherently unique to the WTE format, but is included here to corroborate the Texture Params bitfield. 0x1ff81cc r0: pointer to texture params r1: palette offset Uses the texture format in the Texture Params pointed by r0 to adjust the palette offset by the appropriate amount: divided by 8 if the texture format is 2, otherwise divided by 16. This value is then stored in the PLTT_BASE register. The last two notes from above apply.
  3. How to remove background from a Pokédex/in-game video capture (after the video was turned into a gif): https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228819 You may have to cycle through the "white background" process a few times to remove all the blips and leftover dots from the background. If the model itself has colors removed, you may have to reduce the fuzziness, and go through the process multiple times. If the model is still affected, you may need to take the clean gif, and use Split: Gif to sprite sheet and add back the affected colors in. (For example, I did that with Zekrom's tail above)
  4. theSLAYER

    Switch: LGPE Models

    Sources: Kalaxe: https://projectpokemon.org/home/forums/topic/48971-sprites-pokemon-sword-shield/?do=findComment&comment=239383
  5. Sources: Main Bulk of images: https://www.pkparaiso.com/xy/sprites_pokemon.php https://www.pkparaiso.com/xy/sprites_pokemon_espalda.php https://www.pkparaiso.com/xy/sprites_pokemon_variocolores.php https://www.pkparaiso.com/xy/sprites_pokemon_variocolores_espalda.php https://www.pkparaiso.com/rubi-omega-zafiro-alfa/sprites_pokemon.php https://www.pkparaiso.com/rubi-omega-zafiro-alfa/sprites_pokemon_espalda.php https://www.pkparaiso.com/rubi-omega-zafiro-alfa/sprites_pokemon_variocolores.php https://www.pkparaiso.com/rubi-omega-zafiro-alfa/sprites_pokemon_variocolores_espalda.php https://www.pkparaiso.com/sol-luna/sprites_pokemon.php https://www.pkparaiso.com/ultra-sol-ultra-luna/sprites_pokemon_sin_bordes.php Cleaning Efforts: theSLAYER: Pheromosa Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=219173 Dawn Wings Necrozma Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224605 Marshadow Front Scream Animation - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228819 Marshadow Shiny Front Attack Animation - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228821 Transparency related issues (these are just examples, not all is in this post) - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228858 BlackShark: Celebi Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=218742 Shiny Celebi Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=218760 Partner Cap Pikachu Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224264 Wratih89: Cresselia Front -https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=219196 Andrewism: Scizor Front, Scizor-F Front, Mega Scizor Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=222057 Shiny Scizor Front, Shiny Scizor-F Front, Shiny Mega Scizor Front, Scyther Front, Scyther-F Front, Shiny Scyther Front, Shiny Scyther-F Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=222097 parsath: Naganadel Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224597 Shiny Naganadel Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224607 Shiny Poipole Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224610 Poipole Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224615 Lessangel: Ultra-Necrozma Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224598 Shiny Ultra-Necrozma Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224600 Shiny Stakataka Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224602 Shiny Dawn Wings Necrozma Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224603 Shiny Dusk Mane Necrozma Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224604 Shiny Dusk Lycanroc Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224608 Shiny Blacaphalon Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224609 Shiny Zeraora Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224611 Blacephalon Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224613 Dusk Lycanroc Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224614 Dusk Mane Necrozma Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224616 Stakataka Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224617 Zeraora Front - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=224618 Ultra Necrozma Back - https://projectpokemon.org/home/forums/topic/42637-help-finding-usum-animated-sprites/?do=findComment&comment=226327 Dusk Mane Necrozma Back (Regular and Shiny), Dawn Wings Necrozma Back (Regular and Shiny), Ultra Necrozma Back (Regular and Shiny), Poipole Back (Regular and Shiny), Naganadel Back (Regular and Shiny) - https://projectpokemon.org/home/forums/topic/42637-help-finding-usum-animated-sprites/?do=findComment&comment=226329 Dusk Lycanroc Back (Regular and Shiny), Stakataka Back (Regular and Shiny), Blacephalon Back (Regular and Shiny), Zeraora Back (Regular and Shiny) - https://projectpokemon.org/home/forums/topic/42637-help-finding-usum-animated-sprites/?do=findComment&comment=226366 Ash CaP Pikachu Back (Original, Hoenn, Sinnoh, Unova, Kalos, Alola, Partner) - https://projectpokemon.org/home/forums/topic/42637-help-finding-usum-animated-sprites/?do=findComment&comment=226368 (Kalaxe compiled, but Lessangel did the cleaning) Alola Shiny Backsprites, Furfrou Trim, Genesect Forms, Kyurem Forms, Various Cosplay Pikachu, Pokemon Totems, Arceus Back Shiny (Various), Unown (Various), Certain missing backsprites - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=227180 (the mega link) Kalaxe: Pheromosa Back - https://projectpokemon.org/home/forums/topic/41471-volunteers-needed-with-cleaning-animated-gifs-for-event-gallery/?do=findComment&comment=227825 Glameow (Gen 7) - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228697 Missing Genders Back - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228842 Andrew1207: Marshadow Shiny Front Scream Animation - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=228820 Azkuonmo: Druddigon Back (Shading Correction) - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=230921 Ellicrum: Reshiram (Front and Back) Attack Animation - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=231734 Some other transparency related sprites - https://projectpokemon.org/home/forums/topic/43730-help-removing-background-of-3ds-sprites-are-missing/?do=findComment&comment=231800 And anyone else that I may have forgotten to mention, thank you. If you want to be credited, leave a link to your post (containing the contribution) in the comments here :3
  6. Sprites from Prototype RG (credits to HelixChamber)
  7. The dai_encount file which governs event raids via Dynamax Crystals, typically 0x78 in size, Though various start offsets are inconsistent through the file. This page documents the various offsets found throughout the data structure, in terms of the event raid data. Type Offset Notes (if any) Dynamax Level Stars tier 0x03 Dynamax level = exact value Stars tier = value - 1 Ability 0x04 0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA Host Catch Rate 0x05 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Non-host Catch Rate 0x06 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. Gender 0x07 0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] Shiny Status 0x08 0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) Nature 0x09 Follows table of Natures 0x19 is Random HP IV 0x0A Set IV: 0 to 31. Random IV: 255 ATK IV 0x0C Set IV: 0 to 31. Random IV: 255 DEF IV 0x0E Set IV: 0 to 31. Random IV: 255 S.ATK IV 0x10 Set IV: 0 to 31. Random IV: 255 S.DEF IV 0x12 Set IV: 0 to 31. Random IV: 255 SPE IV 0x14 Set IV: 0 to 31. Random IV: 255 Entry Index 0x16 1 to 300 (one for set for SW, one set for Shield) Species 0x1A Form 0x1E Level of Encounter 0x22 Hex -> Dec, representing level Gigantamax Factor 0x26 0x0 Cannot Gigantamax 0x1 Can Gigantamax Move 1 0x2E Value is Move Index. Move 2 0x32 Value is Move Index. Move 3 0x36 Value is Move Index. Move 4 0x3A Value is Move Index. Dynamax Boost 0x3E Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP Number of attacks per turn 0x46 Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). Shield Thickness 0x4A Hex -> Dec, representing amount of shields 1st layer of Shield at HP% 0x4E Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 1 0x52 Value is Move Index. Extra Move 1 Priority 0x56 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn 2nd layer of Shield at HP% 0x5A Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 2 0x5E Value is Move Index. Extra Move 2 Priority 0x62 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn Raid random drops ? Refers to drop_rewards Raid fixed rewards ? Refers to bonus_rewards List of hex addresses for Dai encounter (from ★Aql7235 Shield to ★And458 on Sword)
  8. Set chance of obtaining event raids, within the file So the normal_encount block (and the rigel variants) contains data that corresponds to 2 important criteria: 1. What is amount of raid dens you get per reset? (Reset either being day reset, or a reset forced by the player clearing all the dens in that particular sub-region [Base Galar/IoA/CT]. This amount can be a range, tho all events thus far have a the low and high amount set to the same value. 2. Chance of getting the event raid from wishing piece. Note: It rolls ROM versus Event den first. Then, only if it is a ROM den, it rolls Purple VS Red light. ROM light colors adheres to a Rare Purple 12.5% and Common Red 87.5% ratio. (reminder: to not include Event Red into this ratio) Taking the value on the file to be n, take the percentage to be n / 16 x 100%. Using the same n, ROM purple lights are calculated to be (1 - n) / 8. Offsets for entries Sword Shield Low amount on reset 0x11C6 0x46 High amount of reset (Also doubles as n / 16 x 100) 0x11C7 0x47 Credits to Anubis to test the various info and documenting them very clearly. For more specifics, refer to the google sheet: https://docs.google.com/spreadsheets/d/e/2PACX-1vRV1kfoo9vTQMPDtWkJ51yXFz63ekeQYtLYLHBpXSpP3CTbozhwJf8QvNl5fM2q3p_oQw-zPGSFdJhW/pubhtml# Pokemon Data within the file The normalencount file which governs event raids, typically 0x8C-0x90 in size, Though various start offsets are inconsistent through the file. This page documents the various offsets found throughout the data structure, in terms of the event raid data. Type Offset Notes (if any) Ability 0x03 0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA Gender 0x04 0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] Set IVs 0x05 0x0 to 0x6, representing guaranteed IVs Shiny Status 0x06 0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) Host Catch Rate 0x07 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Non-host Catch Rate 0x08 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. Nature 0x09 Follows table of Natures 0x19 is Random Dynamax Level 0x0A 0 to 10. Entry Index 0x0C 1 to 30 (one for set for SW, one set for Shield) Species 0x10 Form 0x14 Level of Encounter 0x18 Hex -> Dec, representing level Gigantamax Factor 0x1C 0x0 Cannot Gigantamax 0x1 Can Gigantamax Probability Offset 0x20 Move 1 0x28 Value is Move Index. Move 2 0x2C Value is Move Index. Move 3 0x30 Value is Move Index. Move 4 0x34 Value is Move Index. Dynamax Boost 0x38 Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP Number of attacks per turn 0x40 Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). Shield Thickness 0x44 Hex -> Dec, representing amount of shields 1st layer of Shield at HP% 0x48 Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 1 0x4C Value is Move Index. Extra Move 1 Priority 0x50 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn 2nd layer of Shield at HP% 0x54 Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 2 0x58 Value is Move Index. Extra Move 2 Priority 0x5C 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn Raid random drops 0x60 Refers to drop_rewards Raid fixed rewards 0x68 Refers to bonus_rewards Encounter chance data 0x70 to 0x88 Length of the list of encounter probabilities. More specifically, 0x70 is usually 0, because that's the "padding" space when the 0x20 offset is 0x54. To be clear: 0x20+0x54 = 0x74 (or +0x50=0x70), so you can see how these fit together. 0x70/0x74 should always be 5. Type Offset Notes (if any) Encounter chance list: for anyone who doesn't want to calculate/think too hard about this.. Encounter chance identifier? 0x70 Non Blank if it's the 1st 1★ raid Encounter chance (if 1st 1★ raid) 0x74 Encounter Chance value Encounter chance (if 1★ raid) 0x78 Encounter Chance value Encounter chance (if 2★ raid) 0x7C Encounter Chance value Encounter chance (if 3★ raid) 0x80 Encounter Chance value Encounter chance (if 4★ raid) 0x84 Encounter Chance value Encounter chance (if 5★ raid) 0x88 Encounter Chance value List of Hex offsets for every entry (starting from 5* Shield to 1* Sword) [Basically think of it in reverse order, starts from largest randroll to lower randroll] Thanks TiddlyWinks for helping with compiling this. The info I had was incomplete :3
  9. If I'm not mistaken, it compare DP sprites (odd columns) and Beta sprites (even columns) What is interesting, is that some Beta sprites have gender differences, whereas the DP sprites have none, and that Froslass was originally Male and Female.
  10. To understand this, you gonna need at least some understanding of what hex editing is. Today, we are going to look at converting the Clothing Set wonder card to bytes on a Fashion block. For this example, we'll be looking at the hex of 0105 - Casual Tee (Pokémon Quest). To the left, is the hex for the wonder card (only front few bytes relevant, the rest all zeros), and the right is a table for converting certain values we'll encounter along the way later on. For starters, the byte addresses for the Fashion block is rather different between Male and Female copies of the save. As such, the developers partitioned it so that row 0x20 to row 0x40 is the male portion, and row 0x50 to row 0x70 is for the female portion. Do note that the Male or Female portion is written to Wonder Card Records, depending on the save's gender. Now, let us look at the male portion. The index we see at byte 0x20 of the hex, is 0x9. With that, we can look at the the left side of the table, and determine that the general offset is 0x480. (Alternatively you can calculate this way: 0x09 [index] x 0x80 [block size] = 0x480 [general offset]. The table is just convenient). The data comes in pairs: general offset & binary spot. They are paired side by side, as can be seen above. [Example, 0x20 is paired with 0x24, and, 0x28 is paired with 0x2C.] The binary spot associated with that index is 0x68. Convert that to decimal, and you'll get 104. Meaning, starting from Spot 0, with it being the right most binary, position 104 of the chain of binaries for 0x480 gets flipped to 1. If you want to narrow it down, position 104 (on the right side of the table) will flow into byte 0xD. (cause each byte is 8 binaries long) With that in mind, you can now combine the results: Spot 0 in 0x48D (0x480 [general offset] + 0xD [cell based on binary spot] = 0x48D) gets written 1. So whatever value is in the cell 0x48D, add binary 00000001 to that value. [remember, left most is 7th slot, and right most is 0th slot] In the above example, for the male portion, we see the indexes of 0x8, 0xA, 0xB, 0xC and 0xD have the binary spot of "FFs". When this happens, it means take no action/ no action required. Each wonder card can have up to 6 edits per portion. Given that Quest T-shirt gift only does 1 unlock, it makes sense the remaining 5 goes unused. That pretty much is all of it. a. Know how to read a clothing set wonder card b. Know where to write the value to in fashion block I'm detailing this down here in case I forget Update: this tool was made in order to specify the offsets and values to add, for the fashion block. Fashion Card Reader.exe
  11. Overview Data for overworld background graphics begins at 1890000. Offsets 1890018-89153F are the pointer table. There are 0x2A5 (1890008-189000B) pairs of pointers. The first in a pair is the component's debug name (1891540-1892C6F). The second points to the beginning of the component's data. There are 4 types of components- palettes, tiles, chunk assembly, and image assembly. Component usage The types of components used for each graphic fall into 4 main groups: Group 0- The basic group. It has a palette, tile/chunk data, and image assembly. Group 1- Graphics with an excerpt. It has a palette, excerpt data, tile/chunk data, and image assembly. Examples include Rub-a-Dub River, Hill of the Ancients, and town areas. Groups 2 and 3- Group 0 graphics with an overlay of group 0 or 1, respectively. They have a palette, data for their overlay, tile/chunk data, and image assembly. Examples include underwater friend areas and Luminous Cave. Dream World/Dream Eater, the Aged Chambers, Crater, and the team base are special cases. Dream World and Dream Eater share tile/chunk and image assembly data but have different palettes. The Aged Chambers share tile/chunk data but have different image assembly data and palettes. Crater is group 2, but with a group 1 base layer. The team base is a series of type 1 graphics, each with multiple excerpts. The graphic used is determined by the player's type and construction progress while the excerpts used are determined by the player's species. Details are unknown. Palettes Offset Length Type Name Description 0x00 2 uint16 palcount The number of palettes 0x02 2 uint16 unk1 0x04 palcount*60 RGBX colortbl A series of 16-color palettes *Many graphics have several palettes that are identical but shifted over. This is likely to swap out palettes in order to animate tiles that change color but don't move. Tile/chunk data Graphics are broken into chunks, which are further broken into 8x8-pixel tiles. Each tile in a chunk and each chunk in a graphic is arranged in left-to-right rows going top-to-bottom. Offset Length Type Name Description 0x00 2 uint16 chunkw The chunk width, in tiles 0x02 2 uint16 chunkh The chunk height, in tiles 0x04 2 uint16 tilecount The number of tiles defined 0x06 8 byte? unk3-10 0x0E 2 uint16 chkcount The number of chunks defined 0x10 tilecount*32 tiledata varies chnkcount*2*chnkrows*chnkcols chnkdata varies 0-3 Padding to realign with 4-divisible offsets Block data is 4bpp linear in reverse order. Some animated sections of a graphic are placed before the header of the main tile data. These include flowers and lily pads seen in town, the sun at Hill of the Ancients, and the water wheel at Rub-a-Dub River. They have their own header consisting of 2 shorts representing the excerpt's width and height in tiles followed by what is likely a series of integers representing the duration of each frame. What determines frame count is unknown. Chunk data In the chunk data, each tile gets 2 little-endian bytes. This table is listed from the lsb (first byte). Offset Bits Description 0x00 10 Tile index* 0x0A 1 Flip the tile horizontally 0x0B 1 Flip the tile vertically 0x0C 4 Palette index *Tiles are assigned consecutive indices based on their order in data. The first index is usually 1. However, in fully animated graphics and the aforementioned animated excerpts, the first index appears to vary. For excerpts, the indices continue where the main part ended. Fully animated graphics such as attack animations precede the tiling data of each frame with an unidentified integer followed by a 16-byte header identical to the block data header (which is omitted from its typical location). Image assembly The data that encodes chunk order is preceded by a 12-byte header. Offset Length Type Name Description 0x00 1 byte camx The horizontal position of the camera 0x01 1 byte camy The vertical position of the camera 0x02 1 byte chunkw The width of chunks, in tiles, redundant? 0x03 1 byte chunkh The height of chunks, in tiles, redundant? 0x04 1 byte imgwidth The width the image, in chunks 0x05 1 byte imgheight The height of the image, in chunks 0x06 6 uint16 unk10-12 boolean? The each row has a series of Pair-24 NRL compressed values, one for each chunk column (rounded up to the nearest even number). These vaues are xor'ed with the respective indices of the previous row to get the actual indices of the chunks in the current row. The first row assumes all previous indices were 0. This section works differently for the backgrounds of rest stops and boss rooms. It is believed it codes for mobility types instead. Locations of actual image assembly data in these cases is unknown. Unknown data follows. It is likely NRL compressed and believed to code collision.
  12. Table of images, may take time to load:
  13. wwwwwwzx

    Gen7 RAM Map (WIP)

    Pokemon Temp Data Offset Type Description Before Generation 0x0 u64 Encryption Constant If = 0xFFFFFFFF FFFFFFFF, random u32 0x8 u32 PID If = 0xFFFFFFFF, random 0xC u32 PID Type 1: Anti-Shiny 2: Forced Shiny 3: Random 0x10 u64 OT TID/SID If = 0xFFFFFFFF FFFFFFFF, random u32 0x18 u16 Species ID 0x1A u16 Form ID If = 0xFF, random according to personal info 0x1C u16 Level 0x1E u16 Gender If = 0xFF, random(252) according to personal info 0x20 u16 Nature If = 0xFFFF, random(25) 0x22 u8 Ability Number If = 0xFF, random 1/2; If = 0xFE random 1/2/H. 0x23 u8 PID Roll Count For PID type = 3 (random), related to shiny chance 0x24 u16 HP IV If = 0xFFFF, random(32) 0x26 u16 Attack IV If = 0xFFFF, random(32) 0x28 u16 Defense IV If = 0xFFFF, random(32) 0x2A u16 SpA IV If = 0xFFFF, random(32) 0x2C u16 SpD IV If = 0xFFFF, random(32) 0x2E u16 Speed IV If = 0xFFFF, random(32) 0x30 u16 Friendship If = 0xFFFF, set default friendship 0x34 u8 Perfect IV Count If > 0, clear all IV locks SOS Status Data RAM location: 0x30038E20 (USUM v1.2); 0x30038C44 (SM v1.2) Offset Type Description 0x10 u32 [624] SFMT RNG Table 0x9D0 u16 SFMT RNG Table Index 0x9D8 u8 Adrenaline Orb Used 0x9D9 u8 Chain Length 0x9DA u8 Ally Identifier? 0x9DB u8 Last SOS Call Succeeded Berry Pile Data RAM location: 0x32DE3208 (USUM v1.2) Offset Type Description 0x25 u8 Bit flag for Crabrawler existence 0x26 u16 Crabrawler level 0x28 u16 [6] Regular random berry ID
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