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Found 10 results

  1. evandixon

    X/Y File System

    Authors: Kaphotics, magical, Zhorken a/0/0/0: bits of Pokémon status interface? strings seem to indicate status icons, type icons, damage class icons,... a/0/0/1: 3 × CGFX a/0/0/2: pokelist (more bits of interface?), camera & lighting CGFX a/0/0/3: substitute texture (+model?) a/0/0/4: moooore bits of interface? a/0/0/5: battle interface? status/type icons a/0/0/6: species related binary file a/0/0/7: pokemon models a/0/0/8: map fade animation a/0/0/9: 20 BCH (+1 dummy) “tuki(h)(0-9)”, 3 binary a/0/1/0: child menu (gray) a/0/1/1: cute menu (orangered) a/0/1/2: encounters (other map data?) zonedata in [360.0] * encounters - https://db.tt/s8DSBBnz [Dead link] * location names - http://pastebin.com/5nUR9xpU (@0x1C zd, txt file 72) a/0/1/3: map models a/0/1/4: config UI a/0/1/5: bclims/an - berries “nuts_pile”, balloon, background a/0/1/6: amie minigame yarns, puffs & UI a/0/1/7: pokepuff UI a/0/1/8: camera UI a/0/1/9: namechange/input UI a/0/2/0: alphabetical/phonetic sorting logic binaries? a/0/2/1: MM BCH (overworld entity models?) a/0/2/2: 269 * 24byte, 1*136byte (16 entries, 8bp?) a/0/2/3: 78 * (4byte header count, 0x50 entry) a/0/2/4: 380 BM BCH map objects (fountain, chandelier) a/0/2/5: 144 * (4byte header count, 100byte entry) a/0/2/6: bottom screen UI (PSS/Amie bg, Pokemon/Bag Circulars) a/0/2/7: PSS specific UI (dummy trainers, birthday, icons) a/0/2/8: reaction faces, amie buttons UI a/0/2/9: super training UI a/0/3/0: super training bags, enemy portraits a/0/3/1: 59 * (4byte length) a/0/3/2: cursor & hover effects (waza oboe) a/0/3/3: 1779 × CGFX - battle effect graphics? a/0/3/4: pokeball model a/0/3/5: vs trainer plates & battle fade gfx a/0/3/6: 904 × SESD a/0/3/7: 16 × CGFX emitted models (exclamation, heart) a/0/3/8: 785 * 20 bytes a/0/3/9: 178 * 16 bytes a/0/4/0: Trainer Pokemon a/0/4/1: 1030 * varied GR a/0/4/2: 227 * varied MM a/0/4/3: amie face a/0/4/4: amie hand a/0/4/5: pss enemy/self connection a/0/4/6: pss interaction option buttons a/0/4/7: pss lower team bclan a/0/4/8: pss interfare(?) redundant stuff a/0/4/9: pss yesno a/0/5/0: pss msg a/0/5/1: pss npc & icon folder a/0/5/2: pss select effects a/0/5/3: pss checklist a/0/5/4: pss object select a/0/5/5: pss lower window anim a/0/5/6: pss menu sprites a/0/5/7: pss config a/0/5/8: pss selectmenu a/0/5/9: pss battle lower a/0/6/0: 1 binary a/0/6/1: 39 binary * various (floating point numbers?) a/0/6/2: Weather Effects ~ 9 * WE CGFX/BCH a/0/6/3: bag sprites a/0/6/4: salon 8 * CGFX a/0/6/5: 2 * CGFX ~ kujira_CullingShader a/0/6/6: Lumiose subMap a/0/6/7: pss colosseum a/0/6/8: 1 binary (4 byte entries?) a/0/6/9: town map UI a/0/7/0: title language UI a/0/7/1: report (last on / off) a/0/7/[2-9]: text (ja-kana, ja-kanji, en, fr, it, de, es, ko) a/0/8/[0-7]: script text a/0/8/8: Clothing Mannequin model (612 bch), 19 binary a/0/8/9: Player Trainer models a/0/9/0: ??? ← as about everything? (signed int tables? 1091) a/0/9/1: Apparel animation/UI a/0/9/2: TM BCH for gym04 a/0/9/3: pokemon icons (945, 40×30) (montage) a/0/9/4: item icons (579, 30×30) (montage) a/0/9/5: move category sprites a/0/9/6: bordered message boxes (?) a/0/9/7: held item sprite, xp/hp fillers a/0/9/8: pkmdata summary view sprites (pkrscure, penta, marks) a/0/9/9: time spinner a/1/0/0: cursor a/1/0/1: cries (3751×CSEQ + 997×CWAR) a/1/0/2: 160 CGFX (okashi/Candy) a/1/0/3: 2 CGFX (lighting?), 1 BIN (22byte entries, 307 total) a/1/0/4: box UI (backgrounds,etc) a/1/0/5: 24 CGFX pokeballs a/1/0/6: pokeball models a/1/0/7: 1 BIN (2049 bytes) a/1/0/8: TM CGFX (‘jump out’ tobidashi) a/1/0/9: 4 CGFX, 5 BCH, 1 darc (pokeselect) a/1/1/0: grass gym ™ a/1/1/1: shop UI a/1/1/2: 1 bin, PSS spritebuilding a/1/1/3: badge case a/1/1/4: pokemon view UI a/1/1/5: intro CGFX a/1/1/6: encount tile/panels (pc, 30 each) a/1/1/7: pc buttons a/1/1/8: trade UI a/1/1/9: super training UI a/1/2/0: super training minigame stuff with 85 BCH, 1 CGFX a/1/2/1: 47 * 12 bytes a/1/2/2: 36 * (header count @0x4, 0xC entry length) a/1/2/3: 48 * 32 bytes a/1/2/4: 80 * 236 bytes a/1/2/5: 80 * 216 bytes a/1/2/6: 500 * 36 bytes (end is unused) a/1/2/7: 500 * 28 bytes (end is unused) a/1/2/8: 63 * 120 “” a/1/2/9: 50 * 120 “” a/1/3/0: 80 * 20 a/1/3/1: 100 * 244 a/1/3/2: 58 * 244 a/1/3/3: 80 * 64 a/1/3/4: 80 * 80 a/1/3/5: 109 CGFX (effects?) a/1/3/6: little bit of data for each pokemon form a/1/3/7: evolution (shinka) CGFX & UI a/1/3/8: pokedex data sprites a/1/3/9: 2 TM (no ext?) a/1/4/0: Team Flare NPC Models a/1/4/1: common menu window a/1/4/2: 2 binary (index tables?) a/1/4/3: 28 CGFX cameras + darc video related a/1/4/4: 44 CGFX (mega transformation animations?) a/1/4/5: battle backgrounds? a/1/4/6: 26 BCH, 4 CGFX, 105 BG BCH a/1/4/7: 1 TM (rope/door) a/1/4/8: 1 TM BCH (fire) a/1/4/9: 170 binaries a/1/5/0: GTS Background & Windows a/1/5/1: 44 * various a/1/5/2: holo caster streetpass pokeball jpeg (with exif data!), debug camera a/1/5/3: assist power UI related a/1/5/4: box search UI a/1/5/5: 4 * SESD a/1/5/6: TM berrytree a/1/5/7: gym6 cgfx/anim a/1/5/8: customize amie a/1/5/9: amie bg 224 bclim (misc backgrounds/items) a/1/6/0: pokepuff sprites a/1/6/1: benri/handy button a/1/6/2: remembering move (waza omoidashi) UI a/1/6/3: finger pointing down icon a/1/6/4: pokeride TM CGFX (riding rhydon) a/1/6/5: title screens, map models a/1/6/6: list menu window a/1/6/7: 1 TM CGFX (skeletal wing? haze) a/1/6/8: 1 TM CGFX a/1/6/9: 6 × CGFX a/1/7/0: wonder UI a/1/7/1: 6 × CGFX a/1/7/2: gamesync a/1/7/3: 26 BCH a/1/7/4: 1 TM BCH gym08 a/1/7/5: 1 TM CGFX a/1/7/6: text dialog windows a/1/7/7: 1 TM CGFX a/1/7/8: trainer sprites a/1/7/9: battlematch UI a/1/8/0: 66 * SESD a/1/8/1: TM cut tree animation CGFX a/1/8/2: TM rock smash(?) animation CGFX a/1/8/3: TM rock strength(?) animation CGFX a/1/8/4: TM dig animation (anahoru) CGFX a/1/8/5: 4 CFNT fonts a/1/8/6: Friend entry UI a/1/8/7: TM water animation CGFX a/1/8/8: 23 MM a/1/8/9: 38 * 604 bytes a/1/9/0: battle video save a/1/9/1: TM CGFX of a red/blue switch & belt a/1/9/2: a handful of grammar bits in different languages a/1/9/3: traial UI/bg a/1/9/4: 15 * various bin (16bit indexes) a/1/9/5: TM BCH tr0906+ trainer models? a/1/9/6: 2 BCH kujira_CullingShader a/1/9/7: 1 BIN; 2A entries @ 0x54/84d ea a/1/9/8: communications wait a/1/9/9: 22 TGA images (TRUEVISION-XFILE) a/2/0/0: friend safari UI a/2/0/1: camera CGFX a/2/0/{3,5,7}: Normal Maison, Super Maison, and Inverse Battle PKM a/2/0/{4,6}: Normal Maison & Super Maison Trainer choices a/2/0/8: memory clear UI a/2/0/9: homenix UI (no pressing home?) a/2/1/0: com_towerin BCH a/2/1/1: com_tower BCH (buildings)? a/2/1/2: move stats a/2/1/3: egg moves a/2/1/4: level-up moves a/2/1/5: evolution data a/2/1/6: mega "evolution" map a/2/1/7: 8 * 404 bytes (101 entries) a/2/1/8: pokemon stats (personal) a/2/1/9: baby map a/2/2/0: item stats a/2/2/1: 718 byte binary (int vals?) a/2/2/2: battle video UI a/2/2/3: syoujyou (diploma/certificate) dex complete a/2/2/4: dendoiri (certificate) BCH model a/2/2/5: language selection a/2/2/6: number input lower a/2/2/7: ‘picture watch’ a/2/2/8: eshop item present a/2/2/9: battle institute certificate a/2/3/0: TM BCH glittering grass a/2/3/1: miracle wonder trade UI a/2/3/2: vs battle UI (score) a/2/3/3: TM BCH smoke/scaffolding? a/2/3/4: battle house UI a/2/3/5: TM BCH gym05 floor a/2/3/6: TM CGFX lighting (pichu heart/star?) a/2/3/7: 6 TM models (face/armsbody) a/2/3/8: TM BCH waterfall splash a/2/3/9: type icons and other stuff a/2/4/0: bclims: “ally_gauge”, “bag_button”, “battle timer”... a/2/4/1: bclims: “big_four_name01” through 04, “big_four_vs”, similar for champion/gym a/2/4/2: vs win/loss images a/2/4/3: bclims: “high_score”, “result_title”, … a/2/4/4: bclims: “clear”, “cleared”, “gameover_c”, “meter_bougyo”, … a/2/4/5: 1 SESD a/2/4/6: live/world online tournament UI a/2/4/7: 13 CGFX (flower,notes) a/2/4/8: TM BCH fishing float bite a/2/4/9: “The End” screen a/2/5/0: two short files; all bytes 0x06 or below a/2/5/1: odd, short file a/2/5/2: bclans: “tutorial_active_lower”, “tutorial_lower_cansel”, … a/2/5/3: bclims: amie and super training overview pics (tutorial?) a/2/5/4: battle party poke select UI a/2/5/5: 7 bins, 24byte entries (header u32 entry ct) a/2/5/6: SMDH game icon (large/small) & 2 bin a/2/5/7: battle video UI (local tournament?) -- lacking delete a/2/5/8: staffroll credits a/2/5/9: 36200byte & 400byte bins a/2/6/0: stereo frame ani a/2/6/1: game over ani a/2/6/2: battle fade-in effects (flare rock fly etc) a/2/6/3: game sync screenshots a/2/6/4: pokedex captions / search filter UI a/2/6/5: the end “Fin” a/2/6/6: BCH CGFX type backgrounds (color & a sun) (hall of fame?) a/2/6/7: fatal error screen a/2/6/8: mode01 mode02 mode04 bclim a/2/6/9: congratulations a/2/7/0: fade animation Original link: http://pastebin.com/QNCz7Avh
  2. evandixon

    Platinum Save Structure

    This page is under construction, because previously, there was pretty much NO documentation here. I will add more as I continue my research, but since no one seems keen to volunteer the information, it is based off my own research. Small block offsets Trainer Name - 0x68 8 unsigned 16-bit integers. Each word represents a character in the game's character table. Trainer ID - 0x78 Random unsigned 16-bit integer The visible identification number of a trainer Determines ownership of Pokémon. Secret ID - 0x7A Random unsigned 16-bit integer The hidden identification number of a trainer Determines ownership of Pokémon. Determines variation in the game. Money - 0x7C Unsigned 32-bit integer. Limited to 0xF423F (999,999) Trainer Gender - 0x80 0 if male, 1 if female. Determines ownership of Pokémon. Country of Origin - 0x81 Unsigned 8-bit integer. Determines whether or not Pokémon get an outsider EXP bonus. Countries other than Japan are inferred from D/P/Pt, since the game has only been released in Japanese. 0x1 = 日本語 (Japan) 0x2 = English (US/UK/AU) 0x3 = Français (France/Québec) 0x4 = Italiano (Italy) 0x5 = Deutsch (Germany) 0x7 = Español (Spain/Latin Americas) 0x8 = 한국어 (South Korea) Badges - 0x82 Unsigned 8-bit bitfield Determines what PokéMart items are for sale, what level outsider Pokémon will obey until, and flags certain in-game events. 0x01 = Coal Badge 0x02 = Forest Badge 0x04 = Cobble Badge 0x08 = Fen Badge 0x10 = Relic Badge 0x20 = Mine Badge 0x40 = Icicle Badge 0x80 = Beacon Badge Multiplayer Avatar - 0x83 Unsigned 8-bit integer. Determines the sprite seen by other players in a multi-player environment such as the Union Room. 0x00 = None 0x03 = School Kid 0x05 = Bug Catcher 0x06 = Lass 0x07 = Battle Girl 0x0B = Ace Trainer Male 0x0D = Beauty 0x0E = Ace Trainer Female 0x0F = Roughneck 0x1F = Pop Idol 0x23 = Social 0x25 = Cowgirl 0x2A = Ruin Maniac 0x32 = Black Belt 0x3E = Rich Boy 0x3F = Lady 0x46 = Psychic Please correct if these are wrong, or if there are more. Number of Current Party Pokémon - 0x9C Unsigned 8-bit integer. Note: In my opinion this is actually a 32-bit integer, but only 8 bits of it are ever used. Party Pokémon - 0xA0 The Pokémon in the trainer's party. 6 blocks of 236 byte structures Main article: Pokemon NDS Structure General Items - 0x630 Main article: Other items The items in the Trainer's general Items bag pocket. 165 blocks of 4 byte structures (two bytes for item index, two bytes for quantity) Key Items - 0x8C4 Main article: Key items The items in the Trainer's Key Items bag pocket. 50 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). TMs & HMs - 0x98C Main article: TMs and HMs The items in the Trainer's TMs & HMs bag pocket. 100 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). TMs & HMs are auto-sorted by item index in ascending order. Mail - 0xB1C Main article: Mail The items in the Trainer's Mail bag pocket. 12 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Medicine - 0xB4C Main article: Medicine The items in the Trainer's Medicine bag pocket. 40 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Berries - 0xBEC Main article: Berries The items in the Trainer's Berries bag pocket. 64 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Berries are auto-sorted by item index in ascending order. Balls - 0xCEC Main article: Pokéballs The items in the Trainer's Balls bag pocket. 15 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Battle Items - 0xD28 Main article: Battle items The items in the Trainer's Battle Items bag pocket. 30 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Starter Pokémon - 0xE0C The Pokédex number of the starter chosen. Unsigned 16-bit integer. Lotto number - 0xE24 Unsigned 16-bit integer. Has obtained lotto prize - 0x1141 1 if obtained, 0 if not yet obtained. Rival's Name - 0x27E8 8 unsigned 16bit integers. Each word represents a character in the game's character table. Safari Zone Pokémon - 0x7F24 Unsigned 32bit integer result from the ARNG. Four daily safari zone Pokémon Indexn = ( ARNG >> ( n * 0x5 ) ) & 0x1F List of Safari Zone Pokémon Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value. Swarm Pokémon - 0x7F28 Unsigned 32bit integer result from the ARNG. One daily swarm Pokémon Index = ARNG % 0x1C List of Swarm Pokémon Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value. Daily Trophy Pokémon Today - 0x7F30 Unsigned 8bit integer First daily trophy garden Pokémon List of Daily Trophy Pokémon Daily Trophy Pokémon Yesterday - 0x7F32 Unsigned 8bit integer Second daily trophy garden Pokémon List of Daily Trophy Pokémon Notes: Yesterday's Pokémon can be caught after beating the Elite 4 and receiving the National Pokédex upgrade. Honey Trees - 0x7F38 21 blocks of 8byte structures List of Honey Tree locations Main article: Honey Trees
  3. evandixon

    HGSS Save Structure

    Small block offsets Adventure Started - 0x34 Unsigned 32bit integer. Number of seconds since 1/1/2000 00:00:00 Pokémon League Champ Date - 0x3C Unsigned 32bit integer. Number of seconds since 1/1/2000 00:00:00 Trainer Name - 0x64 8 unsigned 16bit integers. Each word represents a character in the game's character table. Trainer ID - 0x74 Random unsigned 16bit integer The visible identification number of a trainer Determines ownership of Pokémon. Secret ID - 0x76 Random unsigned 16bit integer The hidden identification number of a trainer Determines ownership of Pokémon. Determines variation in the game. Money - 0x78 Unsigned 32bit integer. Limited to 0xF423F (999,999) Trainer Gender - 0x7C 0 if male, 1 if female. Determines ownership of Pokémon. Country of Origin - 0x7D Unsigned 8bit integer. Determines whether or not Pokémon get an outsider EXP bonus. Countries other than Japan are inferred from D/P/Pt, since the game has only been released in Japanese. 0x1 = 日本語 (Japan) 0x2 = English (US/UK/AU) 0x3 = Français (France/Québec) 0x4 = Italiano (Italy) 0x5 = Deutsch (Germany) 0x7 = Español (Spain/Latin Americas) 0x8 = 한국어 (South Korea) Johto League Badges - 0x7E Unsigned 8bit bitfield Determines what PokéMart items are for sale, what level outsider Pokémon will obey until, and flags certain in-game events. 0x01 = Zephyr Badge 0x02 = Hive Badge 0x04 = Plain Badge 0x08 = Fog Badge 0x10 = Storm Badge 0x20 = Mineral Badge 0x40 = Glacier Badge 0x80 = Rising Badge Multiplayer Avatar - 0x7F Unsigned 8bit integer. Determines the sprite seen by other players in a multiplayer environment such as the Union Room. 0x00 = None 0x03 = School Kid 0x05 = Bug Catcher 0x06 = Lass 0x07 = Battle Girl 0x0B = Ace Trainer Male 0x0D = Beauty 0x0E = Ace Trainer Female 0x0F = Roughneck 0x1F = Pop Idol 0x23 = Social 0x25 = Cowgirl 0x2A = Ruin Maniac 0x32 = Black Belt 0x3E = Rich Boy 0x3F = Lady 0x46 = Psychic Kanto League Badges - 0x83 Unsigned 8bit bitfield Determines what PokéMart items are for sale, what level outsider Pokémon will obey until, and flags certain in-game events. 0x01 = Boulder Badge 0x02 = Cascade Badge 0x04 = Thunder Badge 0x08 = Rainbow Badge 0x10 = Soul Badge 0x20 = Marsh Badge 0x40 = Volcano Badge 0x80 = Earth Badge Total Playtime - 0x86 Hours = unsigned 16bit integer. Minutes = unsigned 8bit integer. Seconds = unsigned 8bit integer. Number of Current Party Pokémon - 0x94 Unsigned 8bit integer. Party Pokémon - 0x98 The Pokémon in the trainer's party. 6 blocks of 236byte structures Main article: Pokemon NDS Structure General Items - 0x644 Main article: Other items The items in the Trainer's general Items bag pocket. 165 blocks of 4 byte structures (two bytes for item index, two bytes for quantity) Key Items - 0x8D8 Main article: Key items The items in the Trainer's Key Items bag pocket. 43 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). TMs & HMs - 0x9A4 Main article: TMs and HMs The items in the Trainer's TMs & HMs bag pocket. 100 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). TMs & HMs are auto-sorted by item index in ascending order. Mail - 0xB34 Main article: Mail The items in the Trainer's Mail bag pocket. 12 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Medicine - 0xB64 Main article: Medicine The items in the Trainer's Medicine bag pocket. 40 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Berries - 0xC04 Main article: Berries The items in the Trainer's Berries bag pocket. 64 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Berries are auto-sorted by item index in ascending order. Balls - 0xD04 Main article: Pokéballs The items in the Trainer's Balls bag pocket. 24 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Battle Items - 0xD64 Main article: Battle items The items in the Trainer's Battle Items bag pocket. 31 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). First Registered Item - 0xDE0 The first Key items registered for use with the Y button. Unsigned 16bit integer, representing the ID of the item. Second Registered Item - 0xDE2 The first Key items registered for use with a button on the Touch Screen. Unsigned 16bit integer, representing the ID of the item. Starter Pokémon - 0xE44 The Pokédex number of the starter chosen. Unsigned 16bit integer. Map ID Number - 0x1234 Main article: MAP LIST HGSS Unsigned 16bit integer. Player Map X Coordinate - 0x236E Unsigned 16bit integer. Player Map Y Coordinate - 0x2372 Unsigned 16bit integer. Player Map Z Coordinate - 0x2376 Unsigned 16bit integer. Follower Map X Coordinate - 0x23BE Unsigned 16bit integer. Follower Map Y Coordinate - 0x23C2 Unsigned 16bit integer. Follower Map Z Coordinate - 0x23C6 Unsigned 16bit integer. Money held by mother - 0xC0D8 Unsigned 32bit integer. Limited to 0xF423F (999,999) Big block offsets Pokémon in Storage - 0xF700 The Pokémon in Bill's PC. 18 blocks of 4080byte structures (each box contains 30 136byte Pokémon structures). Each box structure is separated by 16 bytes of space (unlike D/P). Main article: Pokemon NDS Structure Box Names - 0x21708 18 blocks of 40byte structures The first 11 words (22 bytes) each word represent a character in the game's character table. Box Wallpapers - 0x219D8 18 bytes, each representing the wallpaper for the corresponding box. 0x20 = Ho-oh 0x21 = Lugia 0x22 = TV 0x23 = Pokéthlon 0x24 = Starters 0x25 = Pichu 0x26 = Ecruteak 0x27 = Team Rocket
  4. evandixon

    DP Save Structure

    General Save File Structure A Pokémon Diamond and Pearl save file is divided into two pairs of blocks. Each pair consists of one general block, one storage box block, and one hall of fame block. The storage box block contains current information regarding Bebe's storage system, including stored Pokémon, box names, box wallpapers, and the current open box. The general block contains current information on every other aspect of the game's progress, such as the trainer's name, ID number, acquired badges, party Pokémon, items, and much more. The hall of fame block contains information about the Pokémon used to defeat the Elite 4. The other pair is a backup from the previous save. The first general block in the file begins at 0x00000. The first storage block begins at 0x0C100. The first hall of fame block starts at 0x20000. The second general, storage, and hall of fame blocks are at the same address + 0x40000. The current blocks are not always stored in linear order in the save file (i.e. if the second general block is the more current, the first or second storage box block can possibly be the current as well). Block Footers The last 20 bytes of each general and storage box block is a footer. The last 24 bytes of each hall of fame block is a footer. The footer is used to determine: The size of the block Whether the block is current or a backup. Which big & small blocks link together. General/Storage Box Footer Offset Purpose 0x00 - 0x03 Storage Block Save Count 0x04 - 0x07 General Block Save Count 0x08 - 0x0B Size of block 0x0C - 0x0F Run-time usage 0x10 - 0x11 Run-time usage 0x12 - 0x13 Checksum Hall of Fame Footer Offset Purpose 0x00 - 0x03 Save ID number 0x04 - 0x07 Save index number 0x08 - 0x0B Run-time usage 0x0C - 0x0F Run-time usage 0x10 - 0x13 Size of block 0x14 - 0x15 Run-time usage 0x16 - 0x17 Checksum Loading/Saving A Save File When one starts a new game for the very first time, every byte of the save file is set to 0xFF. The first time the game is saved, the "current" info is written to the second half of the save file. This is important to note when loading a save. When the game loads a save file, it first compares the small block save count of both general blocks. If the general block with the highest save count has a correct checksum, then the game moves on to check the storage blocks. The storage block with the highest storage block save count is chosen first, and if its general block save count matches the currently chosen general block (and has a correct checksum), the file is successfully loaded. If both storage blocks have the same storage block save count, then the storage block with a higher general block save count is chosen instead, and the if the checksum is correct, the file is successfully loaded. If the checksum was incorrect for either block, the game falls on the other pair of general and storage blocks; if the checksums are correct in both, the game reports a save file corruption error, and that is the data loaded. If the checksum in either block is incorrect, the game reports a save file corruption error, and the save file is not loaded. A new game must be started at that point. When the game saves data, the general block save count is incremented + 1. If nothing in the storage block has changed, then no changes are made to the storage block and no further changes are made to the general block. However, if changes have been made to the storage block, then the storage block save count is incremented by 1 in both the storage block and general block footers. At this point, the backup general block is overwritten with the new general block data, and (if changes were made to the storage block), the backup storage block is also overwritten. This is the reason why the game varies on how long it takes to save. Thus, either general block can be linked with either storage block, and the current pair is identified using the footer information. Small block offsets Adventure Started - 0x34 Unsigned 32bit integer. Number of seconds since 1/1/2000 00:00:00 Pokémon League Champ Date - 0x3C Unsigned 32bit integer. Number of seconds since 1/1/2000 00:00:00 Trainer Name - 0x64 8 unsigned 16bit integers. Each word represents a character in the game's character table. Trainer ID - 0x74 Random unsigned 16bit integer The visible identification number of a trainer Determines ownership of Pokémon. Secret ID - 0x76 Random unsigned 16bit integer The hidden identification number of a trainer Determines ownership of Pokémon. Determines variation in the game. Money - 0x78 Unsigned 32bit integer. Limited to 0xF423F (999,999) Trainer Gender - 0x7C 0 if male, 1 if female. Determines ownership of Pokémon. Country of Origin - 0x7D Unsigned 8bit integer. Determines whether or not Pokémon get an outsider EXP bonus. 0x1 = 日本語 (Japan) 0x2 = English (US/UK/AU) 0x3 = Français (France/Québec) 0x4 = Italiano (Italy) 0x5 = Deutsch (Germany) 0x7 = Español (Spain/Latin Americas) 0x8 = 한국어 (South Korea) Badges - 0x7E Unsigned 8bit bitfield Determines what PokéMart items are for sale, what level outsider Pokémon will obey until, and flags certain in-game events. 0x01 = Coal Badge 0x02 = Forest Badge 0x04 = Cobble Badge 0x08 = Fen Badge 0x10 = Relic Badge 0x20 = Mine Badge 0x40 = Icicle Badge 0x80 = Beacon Badge Multiplayer Avatar - 0x7F Unsigned 8bit integer. Determines the sprite seen by other players in a multiplayer environment such as the Union Room. 0x00 = None 0x03 = School Kid 0x05 = Bug Catcher 0x06 = Lass 0x07 = Battle Girl 0x0B = Ace Trainer Male 0x0D = Beauty 0x0E = Ace Trainer Female 0x0F = Roughneck 0x1F = Pop Idol 0x23 = Social 0x25 = Cowgirl 0x2A = Ruin Maniac 0x32 = Black Belt 0x3E = Rich Boy 0x3F = Lady 0x46 = Psychic Total Playtime - 0x86 Hours = unsigned 16bit integer. Minutes = unsigned 8bit integer. Seconds = unsigned 8bit integer. Number of Current Party Pokémon - 0x94 Unsigned 8bit integer. Party Pokémon - 0x98 The Pokémon in the trainer's party. 6 blocks of 236byte structures Main article: Pokemon NDS Structure General Items - 0x624 Main article: Other items The items in the Trainer's general Items bag pocket. 165 blocks of 4 byte structures (two bytes for item index, two bytes for quantity) Key Items - 0x8B8 Main article: Key items The items in the Trainer's Key Items bag pocket. 50 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). TMs & HMs - 0x980 Main article: TMs and HMs The items in the Trainer's TMs & HMs bag pocket. 100 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). TMs & HMs are auto-sorted by item index in ascending order. Mail - 0xB10 Main article: Mail The items in the Trainer's Mail bag pocket. 12 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Medicine - 0xB40 Main article: Medicine The items in the Trainer's Medicine bag pocket. 40 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Berries - 0xBE0 Main article: Berries The items in the Trainer's Berries bag pocket. 64 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Berries are auto-sorted by item index in ascending order. Balls - 0xCE0 Main article: Pokéballs The items in the Trainer's Balls bag pocket. 15 blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Battle Items - 0xD1C Main article: Battle items The items in the Trainer's Battle Items bag pocket. 56 (?) blocks of 4 byte structures (two bytes for item index, two bytes for quantity). Starter Pokémon - 0xDFC The Pokédex number of the starter chosen. Unsigned 16bit integer. Lotto number - 0xE14 Unsigned 16bit integer. Fly Locations - 0x1112 9byte bit field Has obtained lotto prize - 0x1131 1 if obtained, 0 if not yet obtained Pokétch Enabled (?) - 0x114C 0x00 if disabled, can be 0x03 or 0x07 if enabled Number of Pokétch Apps Enabled - 0x114D Max number = 25 (0x19) Currently Selected Pokétch App - 0x114E Pokétch app currently viewed in DS bottom screen. Pokétch apps are ordered like so: 0x00 = Digital Watch 0x01 = Calculator 0x02 = Memo Pad 0x03 = Pedometer 0x04 = Pokémon List 0x05 = Friendship Checker 0x06 = Dowsing Machine 0x07 = Berry Searcher 0x08 = Day-Care Checker 0x09 = Pokémon History 0x0A = Counter 0x0B = Analog Watch 0x0C = Marking Map 0x0D = Link Searcher 0x0E = Coin Toss 0x0F = Move Tester 0x10 = Calendar 0x11 = Dot Artist 0x12 = Roulette 0x13 = Trainer Counter 0x14 = Kitchen Timer 0x15 = Color Changer 0x16 = Matchup Checker 0x17 = Stopwatch 0x18 = Alarm Clock Pokétch Apps Enabled - 0x114F 25 one byte flags, each corresponding to one Pokétch app (in the same order as above) 1 = enabled, 0 = disabled Map ID Number - 0x1238 Main article: List of Maps Unsigned 16bit integer. Sinnoh Pokédex Unlocked - 0x1414 1 if unlocked, 0 if not unlocked. National Pokédex Unlocked - 0x1415 1 if unlocked, 0 if not unlocked. Berry Trees - 0x1E84 128 blocks of 14byte structures List of Berry Tree locations Main article: Berry Trees Rival's Name - 0x25A8 8 unsigned 16bit integers. Each word represents a character in the game's character table. Map X Coordinate - 0x25FA Unsigned 16bit integer. Map Y Coordinate - 0x25FE Unsigned 16bit integer. Map Z Coordinate - 0x2602 Unsigned 16bit integer. Players Met Underground - 0x3A2C Unsigned 32bit integer Max value = 999999 (0xF423F) Spheres Obtained - 0x3A38 Unsigned 32bit integer Max value = 999999 (0xF423F) Fossils Obtained - 0x3A3C Unsigned 32bit integer Max value = 999999 (0xF423F) Gifts Given - 0x3A40 Unsigned 32bit integer Max value = 999999 (0xF423F) Traps Hit - 0x3A44 Unsigned 32bit integer Max value = 999999 (0xF423F) Traps Triggered - 0x3A48 Unsigned 32bit integer Max value = 999999 (0xF423F) Flags Captured - 0x3A60 Unsigned 32bit integer Max value = 999999 (0xF423F) Poffins - 0x5050 98 (?) blocks of 8byte structures 0x00: Poffin Type (Overall flavor?) 0x01: Spicy/Cool Level 0x02: Dry/Beauty Level 0x03: Sweet/Cute Level 0x04: Bitter/Smart Level 0x05: Sour/Tough Level 0x06: Smooth Level 0x07: value is 0 Trainer Card Signature - 0x5904 The signature on the back of the Trainer Card. 192 blocks of 8 byte structures The signature can be changed by speaking to the NPC behind the leftmost counter on the top floor of any Pokémon Center. It is created using the stylus. Main article: Trainer Card Signature Score - 0x5F08 A measure of the player's progress or performance in the game. Unsigned 32bit integer Max value = 999999 (0xF423F) Pokémon Caught - 0x5F2C Unsigned 32bit integer Max value = 999999 (0xF423F) Pokémon Met While Fishing - 0x5F30 Unsigned 32bit integer Max value = 999999 (0xF423F) Pokémon Eggs - 0x5F34 Unsigned 32bit integer Max value = 999999 (0xF423F) Pokémon Defeated - 0x5FAC Unsigned 32bit integer Max value = 999999 (0xF423F) Single Battle Wins - 0x5FCA Unsigned 16bit integer Max value = 9999 (0x270F) Consecutive Single Battle Wins - 0x5FCC Unsigned 16bit integer Max value = 9999 (0x270F) Double Battle Wins - 0x5FCE Unsigned 16bit integer Max value = 9999 (0x270F) Consecutive Double Battle Wins - 0x5FD0 Unsigned 16bit integer Max value = 9999 (0x270F) Multi Battle Wins - 0x5FD2 Unsigned 16bit integer Max value = 9999 (0x270F) Consecutive Multi Battle Wins - 0x5FD4 Unsigned 16bit integer Max value = 9999 (0x270F) Link Multi Battle Wins - 0x5FD6 Unsigned 16bit integer Max value = 9999 (0x270F) Consecutive Link Multi Battle Wins - 0x5FD8 Unsigned 16bit integer Max value = 9999 (0x270F) Wi-Fi Battle Wins - 0x5FDA Unsigned 16bit integer Max value = 9999 (0x270F) Consecutive Wi-Fi Battle Wins - 0x5FDC Unsigned 16bit integer Max value = 9999 (0x270F) Contests Won - 0x5FE2 Unsigned 16bit integer Max value = 9999 (0x270F) Ribbons - 0x5FE6 Unsigned 16bit integer Max value = 9999 (0x270F) Capsules in PC - 0x6050 12 blocks of 24 bytes structures. Battle Points - 0x65F8 Unsigned 16bit integer Max value = 9999 (0x270F) Safari Zone Pokémon - 0x72D0 Unsigned 32bit integer result from the ARNG. Four daily safari zone Pokémon Indexn = ( ARNG >> ( n * 0x5 ) ) & 0x1F List of Safari Zone Pokémon Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value. Swarm Pokémon - 0x72D4 Unsigned 32bit integer result from the ARNG. One daily swarm Pokémon Index = ARNG % 0x1C List of Swarm Pokémon Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value. Daily Trophy Pokémon Today - 0x72DC Unsigned 8bit integer First daily trophy garden Pokémon List of Daily Trophy Pokémon Daily Trophy Pokémon Yesterday - 0x72DE Unsigned 8bit integer Second daily trophy garden Pokémon List of Daily Trophy Pokémon Notes: Yesterday's Pokémon can be caught after beating the Elite 4 and receiving the National Pokédex upgrade. Honey Trees - 0x72E4 21 blocks of 8byte structures List of Honey Tree locations Main article: Honey Trees GTS Pokémon - 0x73E8 One Pokémon 1 block of 236byte structures The data for the Pokémon currently uploaded to the GTS (if any). Main article: Pokemon NDS Structure
  5. evandixon

    B2W2 File System

    /a/0/0/0 connection strength icons /a/0/0/1 unused (underground etc) /a/0/0/2 text 1 -- http://stuff.veekun.com/pokemon-black-2-text-dump-part1-ja.bz2 /a/0/0/3 text 2 -- http://stuff.veekun.com/pokemon-black-2-text-dump-part2-ja.bz2 /a/0/0/4 sprites (pokegra) /a/0/0/5 basic boxes and arrow /a/0/0/6 move effects /a/0/0/7 Pokemon icons /a/0/0/8 models /a/0/0/9 (416 * various, small) /a/0/1/0 ?? 1 file ?? /a/0/1/1 battle backgrounds, generic map textures, battle UI /a/0/1/2 zonedata (map association table) /a/0/1/3 not a narc, just data (?) /a/0/1/4 textures /a/0/1/5 edge color tables /a/0/1/6 personal.narc (file index information below) /a/0/1/7 (Pt copy) growtbl /a/0/1/8 level up moves /a/0/1/9 evolves into /a/0/2/0 child pokemon /a/0/2/1 move data /a/0/2/2 light blue window (communications lost with other player) /a/0/2/3 fonts /a/0/2/4 item data /a/0/2/5 item sprites http://turnipmints.mooo.com/~andrew/pokemon/black2_itemgra.7z /a/0/2/6 title screen (version, nintendo/pc logo too) /a/0/2/7 ui background for something /a/0/2/8 trading interface /a/0/2/9 IR/wifi etc interface backgrounds /a/0/3/0 overworld hero sprites /a/0/3/1 overorld sprites for certain NPCs /a/0/3/2 wireless communication interaction & backgrounds /a/0/3/3 mystery gift interfaces /a/0/3/4 mainmenu continue background and interface /a/0/3/5 entralink ui sprites and background /a/0/3/6 ?? 1 file ?? /a/0/3/7 ?? 1 file ?? /a/0/3/8 more entralink related sprites and backgrounds /a/0/3/9 badges /a/0/4/0 unused? blank sprites /a/0/4/1 ?? 1 file ?? /a/0/4/2 shared trainer profile sprites and background /a/0/4/3 simple shapes, likely dev & unused /a/0/4/4 musical prop sprites /a/0/4/5 musical generic sprites/background /a/0/4/6 musical in-musical sprites /a/0/4/7 same sort of thing as a/2/0/8- pokemon species and forms split up into actual index numbers /a/0/4/8 overworld sprites /a/0/4/9 cgear top bar sprites /a/0/5/0 single color sprites, unused /a/0/5/1 copy of bw1 sprites /a/0/5/2 (19 * various) /a/0/5/3 item browsing UI backsplash /a/0/5/4 status/type/contact sprites (battle) /a/0/5/5 weather particle sprites (effects?) /a/0/5/6 in-game scripts /a/0/5/7 (25 * various, script related?) - load 28 bytes at a time, /a/0/5/8 pal pad entry sprites /a/0/5/9 3d camera config file /a/0/6/0 (200 * 780 bytes) /a/0/6/1 (10 * 780 bytes) /a/0/6/2 pal pad background sprites /a/0/6/3 trainer sendout pokeball throw sprites /a/0/6/4 dev alphanumeric unused /a/0/6/5 move anim scripts /a/0/6/6 btl anim scripts /a/0/6/7 dev camera UI tiles /a/0/6/8 material/material srt anims /a/0/6/9 (8 * various) /a/0/7/0 start/X menu sprites (save/party etc) /a/0/7/1 trainer front sprites (trfgra) /a/0/7/2 trainer back sprites (trbgra) /a/0/7/3 BMD0 - shadow4_test /a/0/7/4 overworld ambient textures (grass+) /a/0/7/5 matrixy background and buttons /a/0/7/6 musical? background for some window /a/0/7/7 pokemon stats summary + ribbons /a/0/7/8 (50 * various) /a/0/7/9 ?? 1 file ?? /a/0/8/0 (30 * various) /a/0/8/1 (1 * 780 bytes, another 0 byte blank) /a/0/8/2 UI tiles, PC box tiles, type sprites /a/0/8/3 small shield sprites with numbers /a/0/8/4 map layout tiles /a/0/8/5 ?? 1 file ?? /a/0/8/6 ?? 1 file ?? - background music-related /a/0/8/7 inventory buttons and icons for item types /a/0/8/8 link tiles /a/0/8/9 text-related /a/0/9/0 text-related /a/0/9/1 trainer data /a/0/9/2 trainer poke /a/0/9/3 musical (?) model and background/stuff /a/0/9/4 move backgrounds /a/0/9/5 gts search room sprites/etc /a/0/9/6 (2 files, large and small) /a/0/9/7 (10 files, various) /a/0/9/8 item quality boxes, kinda like wondercards /a/0/9/9 various backgrounds (large skewed pokeball) /a/1/0/0 pokewood logos and ui backgrounds /a/1/0/1 speech bubbles and battle background (black pokeball) /a/1/0/2 ?? 1 file ?? 800 bytes /a/1/0/3 gts negotiations sprites /a/1/0/4 trading sub-animation for pokeball effects /a/1/0/5 some kind of red aurora /a/1/0/6 (38 * 188) /a/1/0/7 jigglypuff singing sprites /a/1/0/8 protaganist textures (professor intro) /a/1/0/9 (444 * 28 bytes, few bigger) /a/1/1/0 (25 * 4 bytes) /a/1/1/1 museum's book textures /a/1/1/2 sound/song for something musical /a/1/1/3 sound/song for something musical /a/1/1/4 sound/song for something musical /a/1/1/5 sound/song for something musical /a/1/1/6 large key item textures (magma stone, mirror, lunar wing), also mugshot backgrounds (fiery/icy winds etc), keldeo form change(281), NPC fly action animations(59,67) /a/1/1/7 PC box backgrounds /a/1/1/8 (117 * 36 bytes) /a/1/1/9 wifi tournament ui backgrounds? /a/1/2/0 bw2 keyboard layouts /a/1/2/1 pikachu & pachirisu wallpaper /a/1/2/2 breaking box texture /a/1/2/3 earth/water/fire mini texture /a/1/2/4 copy of bw1 egg moves (/a/1/2/3) /a/1/2/5 something with linking and unused stuff /a/1/2/6 overworlds (616) /a/1/2/7 encounters (135) /a/1/2/8 subway texture /a/1/2/9 registered item popup overlay /a/1/3/0 dev screenshots, useless /a/1/3/1 TV gelboard /a/1/3/2 xtransciever NPC sprites, contains a few new people https://dl.dropbox.com/u/12206225/a132.zip /a/1/3/3 isshu city system /a/1/3/4 link sprites, nothing /a/1/3/5 cocoon textures /a/1/3/6 isshu zone system /a/1/3/7 battle recorder tiles /a/1/3/8 clay & protagonist textures /a/1/3/9 DS/DSi connectivity screen? /a/1/4/0 poketransfer sseq /a/1/4/1 PCbox bottom screen layout /a/1/4/2 poketransfer textures/tiles /a/1/4/3 dream world cutscene stuff /a/1/4/4 gts sprites /a/1/4/5 wireless connection screen /a/1/4/6 isshu dungeon system /a/1/4/7 isshu route/area switch system /a/1/4/8 moving car textures /a/1/4/9 (1 file, 40 bytes) /a/1/5/0 seasons splash /a/1/5/1 (3 * various xKB files) /a/1/5/2 wood/metal/ice textures /a/1/5/3 mail backgrounds /a/1/5/4 (48 * 1052 bytes) /a/1/5/5 textures gold/blue (insignificant) /a/1/5/6 (8 * various <1KB files) /a/1/5/7 pokedex tiles /a/1/5/8 more overworld sprites, boat textures, cutscene textures, map textures? /a/1/5/9 "POCKET MONSTERS BLACK/WHITE VERSION 2" tilemaps (intro cutscene / credits?) /a/1/6/0 dragon gym textures /a/1/6/1 (7 * 44 bytes) /a/1/6/2 bootup credits / unused copyright notice /a/1/6/3 in-game trades /a/1/6/4 (8 * 36 bytes) /a/1/6/5 footprint sprites (cgear?) /a/1/6/6 (Pt copy) pl_btdtr /a/1/6/7 (Pt copy) pl_btdpm /a/1/6/8 professor intro animation /a/1/6/9 trainer AI scripting /a/1/7/0 xtransceiver ui and static bg /a/1/7/1 player interaction sprites /a/1/7/2 (25 * 124 bytes) /a/1/7/3 (2 * 36 bytes) /a/1/7/4 map textures /a/1/7/5 more map textures /a/1/7/6 (684 * 345 bytes, 01 flags) /a/1/7/7 (60 * 64 bytes) /a/1/7/8 online win loss messages /a/1/7/9 less of ^ /a/1/8/0 egg_cursor, spiral sphere /a/1/8/1 ??https://dl.dropbox.com/u/12206225/screen.png ?? Seems like Mixing records screen in Union Room, wireless communications playersprites /a/1/8/2 isshu 3d sys /a/1/8/3 (6 * 50 bytes, 1 * 80 bytes) /a/1/8/4 closeup backgrounds when people are talking /a/1/8/5 vs recorder, battle point /a/1/8/6 demo_sinka2, white screen with black topbottom /a/1/8/7 water textures /a/1/8/8 yellowgreen ui /a/1/8/9 more yellowgreen ui, player interactivity sprites /a/1/9/0 unity tower /a/1/9/1 (685 * 4 bytes) definitely pokemon-related /a/1/9/2 itemfinder UI /a/1/9/3 https://dl.dropbox.com/u/12206225/anotherunk.png ?? /a/1/9/4 (Pt copy) wifi_earth /a/1/9/5 https://dl.dropbox.com/u/12206225/what.png /a/1/9/6 more interactive UIs similar to above /a/1/9/7 saving game notebook animation /a/1/9/8 battle institute record paper /a/1/9/9 dex complete paper? https://dl.dropbox.com/u/12206225/dexcomplete.png https://dl.dropbox.com/u/12206225/dexcomplete2.png /a/2/0/0 (6 * various >1KB files) /a/2/0/1 animated pokeball small /a/2/0/2 starter sprites /a/2/0/3 battle subway map /a/2/0/4 out25 bushes and flowers textures /a/2/0/5 ITEM_STD items split into type groups by file: 5_0: battle items, 5_1: , 5_2: , 5_3: , 5_4: /a/2/0/6 8 byte members- stadium trainers(last 2 bytes of member is trainer class) /a/2/0/7 rainbow/sparkle textures /a/2/0/8 index of pokemon and forms used to look up a poke's "real" index number- they're listed separated by form, though some have 2 listings even with 1 form(venusaur, meganium) /a/2/0/9 camera click sound.. /a/2/1/0 some kind of trainer record /a/2/1/1 copy of bw1 subpoke /a/2/1/2 copy of bw1 subtr /a/2/1/3 hall of fame sprites /a/2/1/4 dream mist poof /a/2/1/5 ending picture montage /a/2/1/6 (7 * various >1KB). /a/2/1/7 car/truck textures /a/2/1/8 some UI /a/2/1/9 (4 * 36 bytes). /a/2/2/0 gamefreak logo movie (bw1 /a/2/2/5) http://turnipmints.mooo.com/~andrew/tmp/bw-gamefreak.avi /a/2/2/1 bw1 intro movie (/a/1/3/4) (15fps) http://turnipmints.mooo.com/~andrew/tmp/bw-movie.avi /a/2/2/2 intro movie (seems to be 15fps) http://turnipmints.mooo.com/~andrew/tmp/black2-movie.avi http://turnipmints.mooo.com/~andrew/tmp/white2-movie.avi /a/2/2/3 min pokemon levels (0-649) /a/2/2/4 pidove/woobat flying pokemon animation /a/2/2/5 (70 * large files) AB files /a/2/2/6 (93 * large files) AB files /a/2/2/7 (86 * 98304 compressed) screenshots? http://turnipmints.mooo.com/~andrew/tmp/black2-help.7z http://turnipmints.mooo.com/~andrew/tmp/white2-help.7z /a/2/2/8 battle_pocket.dat /a/2/2/9 small footprints without pallete /a/2/3/0 black error message (error has occured?) /a/2/3/1 (23 * pallete&?? files) /a/2/3/2 test effect textures /a/2/3/3 stage (musical?) /a/2/3/4 (8 * various <50b files). /a/2/3/5 medal /a/2/3/6 medal case background /a/2/3/7 medal case checkerflag background /a/2/3/8 achievement medals https://dl.dropbox.com/u/12206225/fesmedals.rar /a/2/3/9 ?? 1 file ?? /a/2/4/0 ?? 1 file ?? /a/2/4/1 ?? 1 file ?? /a/2/4/2 green&yellow-orange background for something /a/2/4/3 score bonus time up tiles /a/2/4/4 (13 * various files) /a/2/4/5 world tournament brackets sprites /a/2/4/6 world tournament poster~https://dl.dropbox.com/u/12206225/worldtournament.bmp /a/2/4/7 ?? 1 file ?? /a/2/4/8 (120 * 6 byte files) frontier 1 pokemon allowance? /a/2/4/9 (120 * <16 byte files) multiple pokemon, double? /a/2/5/0 1000 files, pokemon sets pretty much filled /a/2/5/1 (120 * 6 byte files) ... /a/2/5/2 (120 * <16 byte files) ... /a/2/5/3 pwtpoke2 - 1000 files, first bunch are for PWT (second set) /a/2/5/4 pwttr1, 68 files - world tournament trainer pkm choices 1v1 /a/2/5/5 pwttr6, 68 files - world tournament trainer pkm choices 6v6 /a/2/5/6 pwtpoke - world tournament pkm sets (first set) /a/2/5/7 1000 files, pokemon sets pretty much filled ~still diff /a/2/5/8 pwt vgc top4 event /a/2/5/9 https://dl.dropbox.com/u/12206225/a259.png /a/2/6/0 elevator/gate textures /a/2/6/1 1000 files, only 370 with data (pkm sets) /a/2/6/2 661 files, 44/24/10 bytes ~ pkm choices from above sets ^? /a/2/6/3 wbt textures (battle tournament) /a/2/6/4 homika (roxie)'s gym speaker texture /a/2/6/5 world tournament backgrounds /a/2/6/6 more world tournament bg /a/2/6/7 trainer mugshots /a/2/6/8 (117 * various <100b files) /a/2/6/9 (41 * 1688 bytes, +1 1536 byte) /a/2/7/0 ~new record, timed people interaction? hexagonal background+ /a/2/7/1 pokewood /a/2/7/2 (41 * ~100b files) /a/2/7/3 hidden hollows /a/2/7/4 pokewood animated cell movies /a/2/7/5 (185 * various files) /a/2/7/6 shibu/hasu/nami textures (insignificant) /a/2/7/7 IR battle tiles /a/2/7/8 aku_fire, aku_kage, aku_tume textures (insignificant) /a/2/7/9 starry night textures /a/2/8/0 shauntal room textures (fires) /a/2/8/1 marshal room textures /a/2/8/2 (32 * various, 48 0b) /a/2/8/3 ?? 1 file ?? /a/2/8/4 more texture tiles /a/2/8/5 c-gear people background /a/2/8/6 small insignificant textures /a/2/8/7 c-gear textures and default background /a/2/8/8 stairwell textures /a/2/8/9 lists of pokemon by type~pokedex search by type /a/2/9/0 champion's room textures, and mark-medals? /a/2/9/1 trfgra (trainer battle sprites) /a/2/9/2 elesa gym textures /a/2/9/3 multicolor pokewood logo poster /a/2/9/4 pokewood mini posters for each unique character /a/2/9/5 textures of water pokemon caricatures /a/2/9/6 in-pokedex route encounter lists? /a/2/9/7 undersea tunnel overview and poster /a/2/9/8 insignificant texture (really not) /a/2/9/9 N riding zekrom/reshiram /a/3/0/0 weather particles (leaf/flake/flower/leaf) /a/3/0/1 regi floor textures /a/3/0/2 copy of bw1 personal.narc (/a/0/1/6) /a/3/0/3 firework texture /a/3/0/4 glowing virizion/terrakion/cobalion textures /a/3/0/5 2 effect texture, another 13640b file) /a/3/0/6 (copy of bw1 /a/2/1/9) (legendary stone effect & pokeball)
  6. The WAN file format is used in Pokémon Mystery Dungeon: Explorers of Time/Darkness/Sky to store animated character sprites along with map props, and even some UI elements. This format is always wrapped by a SIR0 container, and it doesn't possess its own magic number. However, it does have its own header and structure. Its one of the most complex formats used in the game. It can have a different file extension, depending on the type of sprite it contains. So far, WAN and WAT are both suffixes used for WAN sprites. General Information The file is read from bottom to the top. This is likely because of the way the content of the file is organized, and how the files are meant to be loaded into memory and used as data structures right away. The content of the file is split in 5 categories. Meta-Frames The meta-frames are basically the virtual image that the animations are referring to. They're essentially an abstraction layer above the actual images, and contain data about these ranging from which image in the image pointer table a meta-frame refers to, the actual image's resolution, whether the image should be flipped vertically or horizontally, and even more. Meta-frames can be "grouped" together in a sequence, with the last meta-frame in a group being indicated by as special bit flag. This allows the game to combine several small images together, to assemble a bigger one. The Offsets stored in the meta-frame allow positioning the images to properly assemble them. The animations refer to each meta frame, even single ones, as a meta-frame group, via index. The location of the first meta-frame of a group is stored in the Meta-Frame Groups Reference Table. Image Data The actual images are stored as pixel strips, followed with an assembly table. The table contains a list of entries indicating how to rebuild the image. The main reason the images are stored that way seems to be to remove needless zeroes that normally make the bulk of most images. The table indicates in what order to insert either a pixel strip of a certain length, or to insert the specified amount of zeroes. All the lengths of the strips of pixels, or the amount of zero to insert is always divisible by 16. The format of the image data can be either 4 bpp or 8bpp, as indicated in the WAN Header. Animations Each animation is made up of 3 things, a group, some sequences, and some frames. The groups itself is the "handle" of the animation. You can label them with an action, like "Run" for example. For character sprites(non-character sprites or special sprites follow different rules), each groups has 8 slots, each slot refers to a sequence. One for each of the 8 directions of movement. Groups may refer to the same sequence in all their slots. In character sprites, specific groups across all sprites/characters of the same type, have all the same use. For example, all character sprites' first group in the list is always the running animation! Each sequence is a list of animation frames one after the other, terminated with a null frame. Each frames contains a display duration, the index of the meta-frame group to be displayed, an offset to move slightly the image relative to the logical center of the sprite, and an offset for the shadow blob displayed under the character. Particle Offsets Not much is known about those. They're a very long list of 16 bits signed integers, meant to be read 2 by 2. They indicate the offset to display particles, like sweat drops, along with exclamation marks and etc.. For now, its unknown how the game knows which is the correct one to pick for what. Color Data This contains the palette used by all the images in the sprite. It also contains details as to where to store the palette in video memory. Still not much is known about how exactly it all works, besides the actual color palette. Overview Here's an overview of how a WAN file is laid out. Offset Length Name Description 0x00 16 SIR0 Header The SIR0 container's header. The first pointer points to the WAN Header. The second to the SIR0 Encoded Pointer Offsets List. 0x10 Varies Meta-Frame Groups Block This contains all the meta-frames groups. After Meta-Frame Groups Block Varies Animation Sequences Block Contains all the animation sequences, and the frames that makes them up. After Animation Sequences Block Varies 0xAA Padding Bytes (If needed) Some padding to align the next block on an offset divisible by 4. After Padding Bytes Varies Image Data Block Contains all the image data. After Image Data Block Varies Color Data Block Contains the palette, along with some other color information. After Color Data Block Varies Meta-Frames Reference Table A list of 4 bytes pointers, containing the offset of the first meta-frame of every meta-frame groups located inside the Meta-Frame Groups Block. After Meta-Frames Reference Table Varies Particle Offset Table A list of made of pairs of 16 bits signed integers indicating offsets to display particle effects at. After Particle Offset Table Varies Animation Groups' Sequences Reference Table Several lists of 4 bytes pointers to animation sequences inside the Animation Sequences Block. Each list is pointed to by an entry in the Animation Groups Table. After Animation Groups' Sequences Reference Table Varies Animation Groups Table A list made up of a pair of 32 bits integers, one a pointer to a list of sequence in Animation Groups' Sequences Reference Table, the other a number indicating the length of that list. After Animation Groups Table Varies Image Data Pointer Table A list of 4 bytes pointers to the assembly table of every images in the Image Data Block. After Image Data Pointer Table Varies Animation Info Structure Contains info on, and pointers to the animation data. After Animation Info Structure Varies Image Info Structure Contains info on, and pointers to the Image Data Pointer Table, and Color Data Block. After Image Info Structure Varies WAN Header Contains 2 pointers to the the 2 structures above, along with a boolean indicating whether this is a prop, or an 8 way animated sprite. After WAN Header Varies 0xAA Padding Bytes (If needed) Some padding bytes to make sure the next block starts on an offset divisible by 16. After Padding Bytes Varies SIR0 Encoded Pointer Offsets List A compressed list of every pointer pointer offsets in the file. Used to translate file-relative pointers to NDS memory relative pointers. After SIR0 Encoded Pointer Offsets List Varies 0xAA End Of File Padding Bytes (If needed) Some padding bytes to make sure the file ends on an offset divisible by 16. WAN Header The header is made up of 3 parts. The first part is just a little chunk of 12 bytes with two pointers to the 2 main parts of the header. It also contains a boolean that indicates whether the sprite follows the same format as character sprites or not. The animation info block contains various information related to how to animate the sprite, and where the various required elements to animate the sprite are located in the file. The image data info block contains details on the format of the image data stored in the file, along with the color data that all images in this sprite uses. Main Header WAN main header. (Total length 12 bytes) Offset Length Endianness Type Name Description 0x0 4 little uint32 Ptr to Anim Info A 4 bytes pointer to the part of the WAN header containing data on the sprite's animations. 0x4 4 little uint32 Ptr to Image Data Info A 4 bytes pointer to the part of the WAN header containing data on the sprite's images data. 0x8 2 little uint16 Sprite Type A 2 bytes integer value to indicate what kind of sprite this is. Known values are 0,1,3. Or Props/UI, Characters, and Unknonw, respectively. 0xA 2 little uint16 Unknown #12 Unknown purpose. Referred to as Unknown #12 for now. Animation Info Animation info block. (Total length 24 bytes) Offset Length Endianness Type Name Description 0x0 4 little uint32 Pointer to Meta-Frames Reference Table A 4 bytes pointer to the Meta-Frames Reference Table. 0x4 4 little uint32 Pointer to Particle Offset Table A 4 bytes pointer to the Particle Offset Table. This can be a null pointer, only for type 0 sprites! (UI sprites, and props) If a type 1(character sprite) sprite has no particle offsets, the pointer's value points to the end of the Meta-frame table. 0x8 4 little uint32 Pointer to Animation Groups Table A 4 bytes pointer to the Animation Groups Table. 0xA 2 little uint16 Amount of animation groups The amount of animation groups in the Animation Groups Table. 0xC 2 little uint16 Unknown #6 (Uncertain)Possibly the amount of blocks(groups of 4 tiles, possibly ?) allocated for the image in video memory. 0xE 2 little uint16 Unknown #7 Unknonw purpose. 0x10 2 little uint16 Unknown #8 Unknonw purpose. 0x12 2 little uint16 Unknown #9 Unknonw purpose. 0x14 2 little uint16 Unknown #10 Unknonw purpose. Image Data Info Image Data Info block. (Total length 16 bytes) Offset Length Endianness Type Name Description 0x0 4 little uint32 Pointer to Image Data Pointer Table A 4 bytes pointer to the Image Data Pointer Table. 0x4 4 little uint32 Pointer to Color Data Block A 4 bytes pointer to the Color Data Block. 0x8 2 little uint16 Unknown #13 (uncertain) If 1, load the first row of tiles of each images one after the other, the the second, and so on. Seems to be for very large animated sprites! 0xA 2 little uint16 Is 256 colors 8bpp A boolean value indicating whether the sprite's images should be written to video memory as 8bpp, 256 colors images. If its 0, the images are written to memory as 4bpp, 16 colors. The game can write a 4bpp image as a 8bpp to video memory properly, but the palette needs to be moved to the extended palette area, possibly by messing around with other values. Another value in the color info block needs to be set for any of this to work properly! 0xC 2 little uint16 Unknow #11 (Uncertain) Seems to move the palette around palette slots in the video memory. 0xE 2 little uint16 Amount of images The number of images in the Image Data Pointer Table. Image Data Pointer Table This is a very simple list of 4 bytes pointers to the assembly table of every image in the file. The amount of pointer in this table is specified in the Image Data Info block. Animation Groups Table A list of entries, each representing an animation group or "action". For characters, this table is usually 13 entries long, for hero/partner characters, it is at least 35 entries long. For non-character sprites, the length varies. Each entry is 8 bytes long, and made up of 2 values. The first is a 4 bytes pointer to the beginning of the list of sequence slots for this particular group in the Animation Groups' Sequences Reference Table. The Second value is a 4 bytes unsigned integer indicating the number of slots in the list, pointed to by the first value, for this particular group. Entries may be completely null, and if that's the case, there must be a corresponding null pointer in the Animation Groups' Sequences Reference Table. For example here's a typical group table( converted to big endian, as 4 bytes values, and displayed 1 entry per line! ): 0x00004AEC, 0x00000008, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004B20, 0x00000008, 0x00004B40, 0x00000008, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004B70, 0x00000008, And the corresponding sequence table( laid out to better where are the sequence lists for each of the groups in the group table above starts and ends ): 0x000002D6, 0x00000312, 0x0000034E, 0x0000038A, 0x000003C6, 0x00000402, 0x0000043E, 0x0000047A, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000004B6, 0x000004DA, 0x000004FE, 0x00000522, 0x00000546, 0x0000056A, 0x0000058E, 0x000005B2, 0x000005D6, 0x000005FA, 0x0000061E, 0x00000642, 0x00000666, 0x0000068A, 0x000006AE, 0x000006D2, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000006F6, 0x0000076E, 0x000007E6, 0x0000085E, 0x000008D6, 0x0000094E, 0x000009C6, 0x00000A3E, Notice how each null groups in the group table has a single corresponding null pointer in the sequence table below. Animation Groups' Sequences Reference Table As mentioned above this is simply a list containing pointers to animation sequences. Each entries can be though of as a slot assigned to one of the groups in the animation group table. The length of this table is determined by adding up the amount of animation sequence slots for each entries in the animation groups table. Taking care to count completely null groups as 1! Particle Offset Table Not much is known about this part. It can be completely omitted in non-character sprites. It basically contains coordinates, offsets from the center of the sprite where to display particle effects. Things like sweat drops, exclamation marks, or battle effects. The length of this block varies indiscriminately from pokemon to pokemon. Hero/Partner pokemon have more entries than other pokemon. Its unknown how the game finds what coordinate to use for what. It might be stored in another location in the game's file system. Meta-Frames Groups Reference Table This is another very simple pointer list, pointing to the first meta-frame of every meta-frame groups in the file. Color Data Block Image Data Block Animation Sequences Block Meta-Frame Groups Block Credits Thanks to TruePikachu for finding out the link between the various parts of the file format!
  7. Alpha

    ORAS File System

    a/0/0/0 - contest UI graphics, ribbon sprites a/0/0/1 - 3*CGFX a/0/0/2 - “pokelist” party bclims in darcs a/0/0/3 - substitute battle stuff a/0/0/4 - battle graphics bclims a/0/0/5 - more battle graphics/UI a/0/0/6 - 0x4156 byte binary (unk) a/0/0/7 - 6 bin (scripting?) a/0/0/8 - pokemon models a/0/0/9 - fade background/map a/0/1/0 - skybox a/0/1/1 - menu app UI images a/0/1/2 - menu kawaigari (orange buttons) a/0/1/3 - ZOnedata pack, table, ENcounter pack a/0/1/4 - town models a/0/1/5 - config menu? a/0/1/6 - berry minigame a/0/1/7 - amie minigame yarn a/0/1/8 - pokepuff receiving stuff a/0/1/9 - name input UI a/0/2/0 - “alphabetical/phonetic sorting logic binaries?” a/0/2/1 - overworld models a/0/2/2 - 511*24byte bin a/0/2/3 - map models (failed to convert any tex?) a/0/2/4 - menu UI a/0/2/5 - pss emote icons a/0/2/6 - amie emotes a/0/2/7 - Super training UI a/0/2/8 - More Super Training UI a/0/2/9 - 48 * various (map scripting related?) a/0/3/0 - waza oboe plate Main UI a/0/3/1 - move effects a/0/3/2 - overworld effects (ambient) a/0/3/3 - battle fade intros a/0/3/4 - 976 SESD (battle animations; similar script format) a/0/3/5 - Amie emote cgfx a/0/3/6 - Trainer Info a/0/3/7 - 280 * 16 byte files (up from 178) a/0/3/8 - Trainer Pokemon a/0/3/9 - 31 GR models (map models? down from 1030) * 0 - movement permissions (u16 width, u16 height, u32[] perm) * 1 - BCH map model * 2 - collision boundary (map terrain) rigging * 3 - 0x80 (???) * 4 - 0x80 (???) * 5 - 0x80 (???) * 6 - KAGE (???) a/0/4/0 - 20 small MM (down from 227) a/0/4/1 - 430 small MM files a/0/4/2 - Amie face ui a/0/4/3 - Amie hand ui a/0/4/4 - pss enemy/self connection a/0/4/5 - pss - needs labeling a/0/4/6 - pss - needs labeling a/0/4/7 - pss - needs labeling a/0/4/8 - pss - needs labeling a/0/4/9 - pss - needs labeling a/0/5/0 - pss select effects a/0/5/1 - pss checklist a/0/5/2 - pss object select a/0/5/3 - pss lower window anim a/0/5/4 - pss menu sprites a/0/5/5 - pss config a/0/5/6 - pss selectmenu a/0/5/7 - pss battle lower a/0/5/8 - 0x108 byte binary, bunch of n*10 decimal a/0/5/9 - 6 * Floating point binaries (2.85KB) a/0/6/0 - Weather Effect CGFX a/0/6/1 - Bag Icons / UI a/0/6/2 - 7 CGFX (camera related) a/0/6/3 - 2 SHDR CGFX (~4KB) a/0/6/4 - overworld effects (trainer/map related) a/0/6/5 - pss colosseum a/0/6/6 - 1 binary (4 byte entries?) a/0/6/7 - town map UI crap (1) a/0/6/8 - town map UI crap (2) a/0/6/9 - Title Bar a/0/7/0 - report (last on / off) a/0/7/1 - jp-kana script a/0/7/2 - jp-kanji script a/0/7/3 - english script a/0/7/4 - french script a/0/7/5 - italian script a/0/7/6 - german script a/0/7/7 - spanish script a/0/7/8 - korean script a/0/7/9 - jp-kana text a/0/8/0 - jp-kanji text a/0/8/1 - english text a/0/8/2 - french text a/0/8/3 - italian text a/0/8/4 - german text a/0/8/5 - spanish text a/0/8/6 - korean text a/0/8/7 - file is 0 bytes (lol) a/0/8/8 - Trainer customization models a/0/8/9 - 1114 binaries a/0/9/0 - Apparel select UI a/0/9/1 - 971 box sprites a/0/9/2 - 631 item sprites a/0/9/3 - damage type sprites a/0/9/4 - messagebox UI a/0/9/5 - held item / expbar filler a/0/9/6 - pkmdata summary view sprites (pkrscure, penta, marks) a/0/9/7 - time_icon spinner a/0/9/8 - cursor (red arrow) a/0/9/9 - Pokeblock bclims a/1/0/0 - CSEQ/CWAR cries / sounds a/1/0/1 - 161*CGFX (Amie related) a/1/0/2 - 2*CGFX a/1/0/3 - Box name/wallpaper UI a/1/0/4 - Pokeball Models a/1/0/5 - Pokeball Textures a/1/0/6 - pokesel backgrounds a/1/0/7 - “shop” ui a/1/0/8 - PSS Spritebuilding a/1/0/9 - trainer case/badge images a/1/1/0 - Summary UI link interaction / searching ? gts sub-elements? a/1/1/1 - pasokon_menu_lower layout+ui a/1/1/2 - Trade ui a/1/1/3 - super training ui a/1/1/4 - more super training minigame stuff with 85 BCH, 1 CGFX a/1/1/5 - 47*0xc byte binaries a/1/1/6 - 36 * (header count @0x4, 0xC entry length) a/1/1/7 - 48 * 32 bytes a/1/1/8 - 80 * 236 bytes a/1/1/9 - 80 * 216 bytes a/1/2/0 - 500 * 36 bytes (end is unused) a/1/2/1 - 500 * 28 bytes (end is unused) a/1/2/2 - 63 * 120 “” a/1/2/3 - 50 * 120 “” a/1/2/4 - 80 * 20 a/1/2/5 - 100 * 244 a/1/2/6 - 58 * 244 a/1/2/7 - 80 * 64 a/1/2/8 - 80 * 80 a/1/2/9 - 109 CGFX (effects?) a/1/3/0 - little bit of data for each pokemon form a/1/3/1 - shinka demo / menu UI a/1/3/2 - 2 TM (national/regional dex + ???) a/1/3/3 - trainer battle models (may/orlando/steven) a/1/3/4 - pokelist menu a/1/3/5 - 2 u16 index binaries? a/1/3/6 - battle backgrounds a/1/3/7 - 7 small binaries (0/6 empty) a/1/3/8 - GTS Background & Windows a/1/3/9 - 44 * various a/1/4/0 - holo caster streetpass pokeball jpeg (with exif data!), debug camera a/1/4/1 - assist power UI related a/1/4/2 - box search UI a/1/4/3 - 4 * SESD a/1/4/4 - customize amie a/1/4/5 - amie bg 241 bclim (misc backgrounds/items) a/1/4/6 - pokepuff sprites a/1/4/7 - benri button UI a/1/4/8 - contest UI & effects a/1/4/9 - Pokeblock blending textures a/1/5/0 - finger pointing down icon a/1/5/1 - pokeride TM CGFX (riding rhydon) a/1/5/2 - title logo & while flying mini models a/1/5/3 - cursor list menu a/1/5/4 - thunder / chiri CGFX a/1/5/5 - online vs battle/wonder ui (fushigi) a/1/5/6 - 6 × CGFX a/1/5/7 - gamesync a/1/5/8 - 26 BCH a/1/5/9 - lower dialog button a/1/6/0 - trainer mugshots a/1/6/1 - battlematch UI a/1/6/2 - SESD 87 various (scripts?) (up from 66 in XY) a/1/6/3 - TM cut tree animation CGFX a/1/6/4 - TM rock smash(?) animation CGFX a/1/6/5 - TM rock strength(?) animation CGFX a/1/6/6 - TM dig animation (anahoru) CGFX a/1/6/7 - CFNT a/1/6/8 - Friend entry UI a/1/6/9 - 35 MM ~ shader related a/1/7/0 - 53 * 604 bytes Battle Video Info Markup Template a/1/7/1 - battle video save a/1/7/2 - “The the an An…” multilang text unicode? JP empty (okay) a/1/7/3 - traial UI/bg a/1/7/4 - 15 [u16 tables] a/1/7/5 - kujira cullingshader 2 BCH a/1/7/6 - 1 TM (0x54 entry file?) a/1/7/7 - communications wait a/1/7/8 - 22 TGA files (targa?) a/1/7/9 - friend safari UI a/1/8/0 - BCH CGFX shader matrix a/1/8/1 - 473 KB of zeroes. lol a/1/8/2 - Normal Maison pkm a/1/8/3 - Normal Maison choices a/1/8/4 - Super Maison pkm a/1/8/5 - Super Maison choices a/1/8/6 - Inverse(?) Maison pkm a/1/8/7 - Inverse(?) Maison choices a/1/8/8 - homenix (home button blocker) a/1/8/9 - move stats a/1/9/0 - egg moves a/1/9/1 - level-up moves a/1/9/2 - evolution data a/1/9/3 - mega "evolution" map a/1/9/4 - 8 * 404 bytes (101 entries) a/1/9/5 - pokemon stats (personal) a/1/9/6 - baby pokemon a/1/9/7 - item stats a/1/9/8 - 776 byte file a/2/0/1 - language selection plusle minun pikachu a/2/0/2 - number / text? input UI a/2/0/7 - battle vs UI time/containers a/2/1/0 - 9 TM models? a/2/1/2 - move summary sprites (contest/type sprites) a/2/1/3 - battle UI a/2/1/4 - elite four descriptor UI a/2/1/8 - SESD single 254 byte a/2/2/7 - Game Icon SMDH a/2/3/1 - stereo frame (useless) a/2/3/2 - game over a/2/3/3 - battle fade-outs a/2/3/5 - language icons a/2/3/6 - the end a/2/3/7 - ETC type backgrounds a/2/3/8 - fatal error a/2/3/9 - mode 1/2/4 a/2/4/0 - Hall of Fame Congratulations a/2/4/1 - str_fade_text_anime_on a/2/4/2 - 11 binary files a/2/4/3 - nav / pss UI a/2/4/4 - link UI a/2/4/5 - map news a/2/4/6 - casters and other sprites a/2/4/7 - Pokemon Multi Navi (pokenavi) header UI (minor) a/2/4/8 - pokenavi location screens & UI a/2/4/9 - pss UI buttons a/2/5/0 - contest UI a/2/5/1 - SCOL (sky collisions) skytrip BCH models (overworld) a/2/5/2 - SLAN skytrip landing coordinates? a/2/5/3 - skytrip CGFX / UV effects a/2/5/4 - skytrip models (lati@s + player) a/2/5/5 - skytrip map a/2/5/6 - ZG lz11 compressed pokedex UI a/2/5/7 - 173 TM files (Secret Base Decoration Models) a/2/5/8 - secret base UI a/2/5/9 - QR code UI a/2/6/0 - switch / denki_br BCH a/2/6/1 - c107gym_light c06gym_gc_li1 esper_gym_float a/2/6/2 - Binary File**** a/2/6/3 - 120x120 pokedex sprites a/2/6/4 - common heart emitter CGFX a/2/6/5 - contest photo taking a/2/6/6 - TM gym flight a/2/6/7 - wild grass a/2/6/8 - TM rigging a/2/6/9 - intro navi sprites (birch) and code cpp enum a/2/7/0 - TM Beautifly / Wingull BCH a/2/7/1 - TM Building interior related BCH a/2/7/2 - TM Hot springs a/2/7/3 - TM Ice Gym a/2/7/4 - TM Gost house / pure a/2/7/5 - TM Plrden Light a/2/7/6 - map navi buttons a/2/7/7 - Ruby Sapphire Sprites a/2/8/2 - extm glow effect BCH a/2/8/7 - TM wingull model a/2/8/8 - TM Luvdisc Corsola a/2/9/0 - TM Relicanth Chinchou Corsola DARK a/2/9/1 - flying a/2/9/2 - TM Bridge wooden BCH a/2/9/3 - TM c109_dai_07 meh a/2/9/4 - QR UI a/2/9/5 - TM sibuki kinagi misc BCH a/2/9/6 - TM fargake / sky BCH a/2/9/7 - TM extm UV BCH/CGFX a/2/9/8 - blend dummy Demo Only a/2/9/9 - ‘more adventures in the full game!’ demo only a/3/0/0 - ending Original link: http://pastebin.com/4bg3q6FL
  8. The "/BALANCE/item_p.bin" file in Pokemon Mystery Dungeon Explorers of Sky/Time/Darkness contains data on every item in the game. Its a SIR0 wrapped file. Notes The item_p.bin file has a different structure in PMD:EoT/D than in PMD:EoS. Item entries in EoS are 16 bytes, while they're 24 bytes int EoT/D! In Explorers of Sky, there are 1,400 entries. In Explorers of Time/Darkness, there are 1,000 entries. File Structure (Explorers of Sky) Overview Offset Length Name Description 0x00 16 SIR0 Header A SIR0 header wrapping the item data. 0x10 (NbEntries * 16) Item Data A block containing entries for all items. After Item Data 3 SIR0 Pointer Offset List A list of encoded offsets to the pointers in the file. Since there are only the 2 pointers of the SIR0 header, those three bytes are always 0x04, 0x04, 0x00. After SIR0 Pointer Offset List 13 Padding Bytes Since all entries have a fixed size, and the SIR0 Pointer Offset List is 3 bytes long, 13 0xAA bytes are used as padding to align the end of the file on 16 bytes. Item Data The entries for each items are always 16 bytes long, and are organized this way: Item Entry (Total length 16 bytes) Offset Length Type Name Description 0x00 2 uint16 Buy Price Price to pay for the item when purchased from a shop. 0x02 2 uint16 Sell Price Price a shop will offer for the item. 0x04 1 uint8 Category Used for sorting items, and possibly to determine the way the item works. 0x05 1 uint8 SpriteID The sprite shown next to the item in the bag and on the ground. 0x06 2 uint16 ItemID The ID by which the game refers to this item ! 0x08 2 uint16 Item Parameter #1 See Item Parameter 0x0A 1 uint8 Item Parameter #2 Another parameter for items. Unknown role. 0x0B 1 uint8 Item Parameter #3 Another parameter for items. Unknown role. 0x0C 1 uint8 Unknown#1 Unknown. 0x0D 1 uint8 Unknown#2 Unknown. 0x0E 1 uint8 Unknown#3 Unknown. 0x0F 1 uint8 Unknown#4 Unknown, usually is 0. Category A list of the possible category value an item can have. This list is based on data compiled by nhahtdh into the item_p_sky.xlsx excel document, and then verified/confirmed on our end.(See links in the Credits section. ) ID Category 0x0 Projectile 0x1 Arc 0x2 Seed & Drink 0x3 Food & Gummi 0x4 Hold item 0x5 TM & HM 0x6 Poké 0x7 N/A 0x8 Evo. + Misc. 0x9 Orb 0xA Link Box 0xB Used TM 0xC Box 1 0xD Box 2 0xE Box 3 0xF Specific Items Item Parameter There are 3 parameters slots available for each items, their use depends on the item type. Parameter #1 (offset 0x08) If the item is an HM/TM, or an orb, this value is the move ID it refers to. Its also used the same way by some items, like orbs. Otherwise, with items of any other category, its role is unknown ! File Structure (Explorers of Time/Darkness) External Resources Wonder Mail S Tools, research notes. The "items_p_Sky.xlsx" excel sheet contains a comprehensive list of item names/types, pokemon names/types, moves names, etc, along with their associated index values in-game : [1] [Mirror] Credits The WMS project, for their notes. [2] OgreGunner and nhahtdh for that huge thread on GameFaqs filled with tidbits of information! [3]
  9. The "monster.md" contained in the "/BALANCE" directory, contains data for every single unique entities in the game. Explorers of Sky's monster.md has a unique entity entry format. Entries in EoS are 68 bytes long, while in EoT/D they're 76 bytes long. Additionally, there is a "monster.mnd" file in EoT/D that appears to contain extra data related to entities in the "monster.md" file. File Structure Overview Offset Length Type Name Description 0x00 8 MonsterData Header A very short header for the MD format. 0x08 (NbEntries * 68) Entities Data Block A block containing entries for every entities in the game. MonsterData Header[edit] Offset Length Endianness Type Name Description 0x00 4 Magic Number The string "MD\0\0", { 0x4D, 0x44, 0x0, 0x0 }, or 0x4D440000. 0x04 4 NbEntries The amount of entries in the Entities Data Block. Entities Data Block Simply one entity's entry after another, no padding whatsoever. The file contains 1,155 entries. The Pokemon in the National Pokedex from 1 to 493 are represented in here. Entry #0 is a dummy entry. There are several reasons why the file contains 1,155 entries: Every Pokemon has a duplicate entry. One for each of its gender. Even genderless, or female/male-only species have 2 entries. Several entities are dummy placeholders, mainly copies of Arceus's data. Several entities are for special NPC characters in the game. The layout of the data is : Entries [0 to 600[ contains data for the default gender, usually male, genderless, or female. Entries [600 to 1,154] contains data for the secondary gender, either female, or invalid. The secondary entries that have their gender set to "invalid" usually are genderless or single gender specie. Move set data, level-up data, name string, category string, and a possibly a few others, are associated to the index in the "monster.md" file of the entries [0 to 600[. The only exception to this is the way pokemon faces are assigned. The kaomado.kao file contains 1,155. Which is one for every single entity entry in the "monster.md" file. This allows separate genders to have a different set of face portraits. Its used for several Pokemon that exhibit physical gender differences. A little more on kaomado.kao Species for which both gender are physically identical have a single set of portraits corresponding to the index of their primary gender entry in "monster.md", while the entry for their secondary gender are all null. The game probably falls back to the primary gender's entry when no portrait data is found for the secondary gender. Entity Entry (Explorers of Sky) Entry for a single entity follow this layout. Several things in here aren't 100% certain yet however. Entity Entry (Total length 68 bytes) Offset Length Type Name Description 0x00 2 uint16 EntityID A entity-unique ID to identify the entity in both of its 2 entries. (Independent from file index) 0x02 2 uint16 Unk#31 Unknown. Pokemon with the same category string have the same value in here. 0x04 2 uint16 NationalPokedexNb The national Pokedex number, as displayed in Chimecho's assembly. 0x06 2 uint16 Unk#1 Unknown, seems to be 0x1 for most pokemon ! ( smaller than 1 => Slowed down status, 1 = no status, bigger than 1 => Sped up status ) 0x08 2 uint16 PreEvoIndex The INDEX of the pre-evolution inside the "monster.md" file. Not the Pokedex number, or the Entity ID! Is 0 if none. 0x0A 2 uint16 EvolutionMethod The evolution method required to evolve to this Pokemon from the pre-evo specified in PreEvoIndex. Null if unused. 0x0C 2 uint16 EvoParam#1 The first parameter for the evolution method. Null if unused. 0x0E 2 uint16 EvoParam#2 The second parameter for the evolution method. Null if unused. 0x10 2 uint16 SpriteIndex The index of the Entity's sprite. Its the index inside the three Pokemon sprite files inside the "/MONSTER/" directory! 0x12 1 uint8 Gender Gender of this particular entity entry. (0 = Invalid, 1 = Male, 2 = Female, 3 = Genderless) 0x13 1 uint8 BodySize The body size of the Pokemon. Used when determining how many Pokemon fits in the party. 0x14 1 uint8 PrimaryType The Pokemon's primary type. 0x15 1 uint8 SecondaryType The Pokemon's secondary type. 0x16 1 uint8 MovementType This decides what terrains the entity can move over, and whether its hovering or not. 0x17 1 uint8 IQGroup The IQ group the Pokemon belongs to. 0x18 1 uint8 PrimaryAbility The Pokemon's primary ability's ID. 0x18 1 uint8 SecondaryAbility The Pokemon's secondary ability's ID. 0x1A 2 uint16 BitFlag1 Most likely used to store bitflags! Bit 4: 0 if the Pokémon can't move inside dungeons (used for some species like Cascoon) Bit 7: 1 if the Pokémon needs a special item to spawn 0x1C 2 uint16 ExpYield Possibly the Exp yield. 0x1E 2 int16 RecruitRate1 Possibly another recruit rate, this one is usually closer to 0 when RecruitRate1 and RecruitRate2 are different! 0x20 2 int16 BaseHp The HP the Pokemon has at lvl 1. 0x22 2 int16 RecruitRate2 Possibly recruit rate. 0x24 1 int8 BaseAtk The attack stat of the Pokemon at lvl 1. 0x25 1 int8 BaseSpAtk The special attack stat of the Pokemon at lvl 1. 0x26 1 int8 BaseDef The defense stat of the pokemon at lvl 1. 0x27 1 int8 BaseSpDef The base special defense of the pokemon at lvl 1. 0x28 2 int16 Weight Probably the weight tier for weight based damages. 0x2A 2 int16 Size Probably the size tier for size based damages. 0x2C 1 int8 Unk#17 Unknown. Most of the time 0xA. 0x2D 1 int8 Unk#18 Unknown. Most of the time 0xA. 0x2E 1 int8 Unk#19 Unknown. Value seems between. 0x2F 1 int8 Unk#20 Unknown. Most of the 0x8. 0x30 2 int16 Unk#21 Always 0x64. Possibly max level for the Pokemon ? 0x32 2 int16 BaseFormIndex Seems to match the index in the "monster.md" file of the Pokemon's first form's first entry.. Its always the index of the entry within the 0 to 600 range! Never the one between 600 and 1155 ! 0x34 2 int16 ExclusiveItem#1 The first 1-star exclusive item for this Pokemon. Null if NA. 0x36 2 int16 ExclusiveItem#2 The second 1-star exclusive item for this Pokemon. Null if NA. 0x38 2 int16 ExclusiveItem#3 The 2-star exclusive item for this Pokemon. Null if NA. 0x3A 2 int16 ExclusiveItem#4 The 3-star exclusive item for this Pokemon. Null if NA. 0x3C 2 int16 Unk#27 Unknown. Values so far : 0x2EE, 0x320. 0x3E 2 int16 Unk#28 Unknown. Often 0xF. 0x40 2 int16 Unk#29 Unknown. 0x42 2 int16 Unk#30 Unknown. Entity Entry (Explorers of Time/Darkness) Each monster.md entry in Explorers of Time/Darkness is 76 bytes long. Evolution Method WARNING: The following are based on observing the data for several Pokemon, and there is a possibility the role of each fields and value is not entirely accurate. Value Evolution Method Parameter#1 Use Parameter#2 Use 0x00 None - - 0x01 Level (uint16)Level required to evolve (uint16)Optional evolutionary item ID 0x02 IQ (uint16)IQ required (uint16)Optional evolutionary item ID 0x03 Item(s) (uint16)Regular Item ID (uint16)Optional evolutionary item ID 0x04 Unknown - - 0x05 Link Cable (uint16)Null (uint16)0x01 Evolutionary item ID are numbered from 1 to 7 apparently: ID Name 0x01 Link Cable 0x02 Unknown 0x03 Unknown 0x04 Unknown 0x05 Sun Ribbon 0x06 Lunar Ribbon 0x07 Beauty Scarf Type List Value Type 0x00 None 0x01 Normal 0x02 Fire 0x03 Water 0x04 Grass 0x05 Electric 0x06 Ice 0x07 Fighting 0x08 Poison 0x09 Ground 0x0A Flying 0x0B Psychic 0x0C Bug 0x0D Rock 0x0E Ghost 0x0F Dragon 0x10 Dark 0x11 Steel 0x12 Neutral Ability IDs List List of all the possible Pokemon abilities. Value Ability 0x1 Stench 0x2 Thick Fat 0x3 Rain Dish 0x4 Drizzle 0x5 Arena Trap 0x6 Intimidate 0x7 Rock Head 0x8 Air Lock 0x9 Hyper Cutter 0xA Shadow tag 0xB Speed Boost 0xC Battle Armor 0xD Sturdy 0xE Suction Cups 0xF Clear Body 0x10 Torrent 0x11 Guts 0x12 Rough Skin 0x13 Shell Armor 0x14 Natural Cure 0x15 Damp 0x16 Limber 0x17 Magnet Pull 0x18 White Smoke 0x19 Synchronize 0x1A Overgrow 0x1B Swift Swim 0x1C Sand Stream 0x1D Sand Veil 0x1E Keen Eye 0x1F Inner Focus 0x20 Static 0x21 Shed Skin 0x22 Huge Power 0x23 Volt Absorb 0x24 Water Absorb 0x25 Forecast 0x26 Serene Grace 0x27 Poison Point 0x28 Trace 0x29 Oblivious 0x2A Truant 0x2B Run Away 0x2C Sticky Hold 0x2D Cloud Nine 0x2E Illuminate 0x2F Early Bird 0x30 Hustle 0x31 Drought 0x32 LightningRod 0x33 CompoundEyes 0x34 Marvel Scale 0x35 Wonder Guard 0x36 Insomnia 0x37 Levitate 0x38 Plus 0x39 Pressure 0x3A Liquid Ooze 0x3B Color Change 0x3C Soundproof 0x3D Effect Spore 0x3E Flame Body 0x3F Minus 0x40 Own Tempo 0x41 Magma Armor 0x42 Water Veil 0x43 Swarm 0x44 Cute Charm 0x45 Immunity 0x46 Blaze 0x47 Pickup 0x48 Flash Fire 0x49 Vital Spirit 0x4A Chlorophyll 0x4B Pure Power 0x4C Shield Dust 0x4D Ice Body 0x4E Stall 0x4F Anger Point 0x50 Tinted Lens 0x51 Hydration 0x52 Frisk 0x53 Mold Breaker 0x54 Unburden 0x55 Dry Skin 0x56 Anticipation 0x57 Scrappy 0x58 Super Luck 0x59 Gluttony 0x5A Solar Power 0x5B Skill Link 0x5C Reckless 0x5D Sniper 0x5E Slow Start 0x5F Heatproof 0x60 Download 0x61 Simple 0x62 Tangled Feet 0x63 Adaptability 0x64 Technician 0x65 Iron Fist 0x66 Motor Drive 0x67 Unaware 0x68 Rivalry 0x69 Bad Dreams 0x6A No Guard 0x6B Normalize 0x6C Solid Rock 0x6D Quick Feet 0x6E Filter 0x6F Klutz 0x70 Stedfast 0x71 Flower Gift 0x72 Poision Heal 0x73 Magic Guard 0x74 $$$ 0x75 Honey Gather 0x76 Aftermath 0x77 Snow Cloak 0x78 Snow Warning 0x79 Forewarn 0x7A Storm Drain 0x7B Leaf Guard IQ Groups List Here are the possible values for a Pokemon's IQ group: Value IQ Group 0x0 A 0x1 B 0x2 C 0x3 D 0x4 E 0x5 F 0x6 G 0x7 H 0x8 Unused 0x9 Unused 0xA I 0xB J 0xC Unused 0xD Unused 0xE Unused 0xF Invalid Movement Types List Defines on what types of terrain the Pokemon can move on. All types above "Standard" also include the terrain Standard refers to. Value Movement Type 0x0 Standard 0x1 Unknown 0x2 Hovering 0x3 Unknown 0x4 Lava 0x5 Water More Details Credits Jellynater for the list of Pokemon abilities. TruePikachu for some of the details on the monster.md format! [1] The WMS project, for their notes. [2] OgreGunner and nhahtdh for that huge thread on GameFaqs filled with tidbits of information! [3] Kelvin Chung for the .grammar file containing much useful information on the PMD:RRT format, which share similarities with PMD2! [4]
  10. General Information This page contains data on the Pokémon Mystery Dungeon: Explorers of Sky/Time/Darkness games. Explorers of Sky Data Specific to Explorers of Sky Here's a list of all known functions and data offsets within the game's binaries: Functions and Data Offset NDS9/ARM9 Overlays: A list of all the overlays, and what they're used for. Overlay #00: RAM Load address: 0x022BCA80 Length in RAM: 395,680 bytes Description: Possibly contains data and code related to wifi multiplayer, in addition to the root menu. It mentions several files from the BACK folder that are known backgrounds for the root menu. Overlay #01: RAM Load address: 0x02329520 Length in RAM: 77,088 bytes Description: Seems related to wifi rescue. It mentions several files from the GROUND and BACK folders: 0x11ab8 : "BACK/expback.bgp" 0x11b00 : "BACK/s07p02a.bgp" 0x11b38 : "BACK/expback.bgp" 0x11b70 : "BACK/expback.bgp" 0x11b84 : "GROUND/s18p01a4.wan" 0x11b98 : "GROUND/s18p01a2.wan" 0x11bac : "GROUND/s18p01a3.wan" 0x11be4 : "GROUND/s18p01a1.wan" 0x11bf8 : "BACK/s18p01a.bgp" Overlay #02: RAM Load address: 0x02329520 Length in RAM: 176,032 bytes Description: Most likely code for the Nintendo wifi setup. Overlay #03: RAM Load address: 0x0233CA80 Length in RAM: 41,312 bytes Description: Unknown so far. Contains a single mention of "TABLEDAT/item00.dat" at 0xA078. Overlay #04: RAM Load address: 0x0233CA80 Length in RAM: 11,232 bytes Description: Unknown so far. Contains a single mention of "TABLEDAT/item00.dat" at 0x2BA4. Overlay #05: RAM Load address: 0x0233CA80 Length in RAM: 12,864 bytes Description: Unknown so far. Contain a single line of dialog formated text "[CS:X][string:0][CR][CLUM_SET:88][rank:0]" at 0x31EC Overlay #06: RAM Load address: 0x0233CA80 Length in RAM: 9,312 bytes Description: Probably linked to WiFi rescue. Found those strings: 0x2354 : "Mysterious WiFi: Illegal Identifier" 0x237C : "Mysterious WiFi: Difference Version" 0x23A4 : "Mysterious WiFi: Difference Language" 0x23CC : "Mysterious WiFi: Difference Check Sum: 0x%08x 0x%08x" 0x2404 : "Mysterious WiFi: Illegal Data" Overlay #07: RAM Load address: 0x0233CA80 Length in RAM: 20,736 bytes Description: Unknown so far. Overlay #08: RAM Load address: 0x0233CA80 Length in RAM: 8,704 bytes Description: Seems related to WiFi communications, from the string search results. Overlay #09: RAM Load address: 0x0233CA80 Length in RAM: 11,648 bytes Description: Unknown this far. Has a single mention of "BACK/s18p02a.bgp" at 0x2D00 Overlay #10: RAM Load address: 0x022BCA80 Length in RAM: 128,928 bytes Description: Unknown this far. Some interesting strings: 0x1F58C : "Lv. %d" 0x1F594 : "[value:0:3]/[value:1:3]" 0x1F5AC : "Lv. %d [CLUM_SET:44][value:0:3]/[value:1:3]" 0x1F5D8 : "%s[CLUM_SET:70]%s" 0x1F5EC : "/DUNGEON/sub2.bgp" 0x1F600 : "/DUNGEON/sub.bgp" 0x1F614 : "MainGame enter dungeon mode %d %d" 0x1F638 : "dungeon fade out mode %d" 0x1F654 : "dungeon getout result %d" 0x1F694 : "rom0:BALANCE/mappa_gs.bin" 0x1F6B0 : "dungeon map index %3d floor %3d -> dg index %3d floor max %3d -> bg index %3d table index %3d" 0x1F710 : "rom0:BALANCE/fixed.bin" Overlay #11: RAM Load address: 0x022DC240 Length in RAM: 298,048 bytes Description: Most likely the script engine for the game ! Overlay #12: RAM Load address: 0x0238A140 Length in RAM: 32 bytes Description: Empty, 32 bytes of zeros. Overlay #13: RAM Load address: 0x0238A140 Length in RAM: 11,904 bytes Description: Controls the personality test, including the available partners and playable Pokémon. Personality test questions are stored in the MESSAGE folder. Overlay #14: RAM Load address: 0x0238A140 Length in RAM: 15,072 bytes Description: Probably what runs the gatekeeper mini-game(String search returned mention of footprints). Overlay #15: RAM Load address: 0x0238A140 Length in RAM: 4,192 bytes Description: Possibly has to do with Duskull's bank. Got this "Menu_Bank_Mode_Cancel" at 0xFB4. Overlay #16: RAM Load address: 0x0238A140 Length in RAM: 11,552 bytes Description: Possibly linked to the Chimecho's assembly menu. Got this string "menuMonsterPictureBook_IsBusy busy" at 0x2CC4. Overlay #17: RAM Load address: 0x0238A140 Length in RAM: 7,392 bytes Description: Unknown this far. Overlay #18: RAM Load address: 0x0238A140 Length in RAM: 13,568 bytes Description: Unknown this far. Overlay #19: RAM Load address: 0x0238A140 Length in RAM: 16,960 bytes Description: Possibly linked to Spinda's cafe. Overlay #20: RAM Load address: 0x0238A140 Length in RAM: 12,288 bytes Description: Unknown this far. Overlay #21: RAM Load address: 0x0238A140 Length in RAM: 11,808 bytes Description: Most likely for the swap shop menu. Overlay #22: RAM Load address: 0x0238A140 Length in RAM: 19,264 bytes Description: Most likely for the Keckleon shop menu. Overlay #23: RAM Load address: 0x0238A140 Length in RAM: 14,208 bytes Description: Most likely for the Kangashkan storage menu. Overlay #24: RAM Load address: 0x0238A140 Length in RAM: 9,440 bytes Description: Unknown this far. Overlay #25: RAM Load address: 0x0238A140 Length in RAM: 5,312 bytes Description: Unknown this far. Overlay #26: RAM Load address: 0x0238A140 Length in RAM: 3,648 bytes Description: Unknown this far. Overlay #27: RAM Load address: 0x0238A140 Length in RAM: 11,616 bytes Description: Most likely another menu for item handling storage.. Overlay #28: RAM Load address: 0x0238A140 Length in RAM: 3,168 bytes Description: Unknown this far. Overlay #29: RAM Load address: 0x022DC240 Length in RAM: 488,992 bytes Description: Possibly having to do with running the in-dungeon game. Spotted strings for the in-dungeon menu. Overlay #30: RAM Load address: 0x02382820 Length in RAM: 14,496 bytes Description: Unknown this far. Overlay #31: RAM Load address: 0x02382820 Length in RAM: 31,360 bytes Description: Possibly the tactics menu. Overlay #32: RAM Load address: 0x02382820 Length in RAM: 32 bytes Description: Empty, 32 bytes of zeros. Overlay #33: RAM Load address: 0x02382820 Length in RAM: 32 bytes Description: Empty, 32 bytes of zeros. Overlay #34: RAM Load address: 0x022DC240 Length in RAM: 3,680 bytes Description: Possibly having to do with launching the game. There are mention in the strings of the ERSB logo and the "n_logo" logo. Overlay #35: RAM Load address: 0x022BCA80 Length in RAM: 32 bytes Description: Empty, 32 bytes of zeros. Explorers of Time/Darkness Data Specific to Explorers of Time/Darkness. Those two games have some significant differences with Explorers of Sky in the way data is stored. NDS9/ARM9 Overlays: A list of all the overlays, and what they're used for. File Structure A detailed list of the file structure of the ROM's nitro-fs filesystem. The three games share a pretty similar file structure. The differences between the three file structures will be indicated as such. Note: A lot of files in the ROM have an identifier that correspond to which level/event/cutscene/etc, they're used in. Something like: "s17p01" for example. First/Second level directories: /BACK/ Contains large compressed BGP images. Some of those appear on the main menu, some later during the game. In Explorers of Sky, the backgrounds from Explorers of Time and Darkness are present but unused. /BALANCE/ Contain data about entities/Pokemon, moves, items, and dungeons data. /DUNGEON/ Contains what seems to be some dungeon tiles. /DWC/ Data for the standard NDS Wifi setup screen. /EFFECT/ Contains some of the effect sprites. /FONT/ Contains fonts, UI element resources, palettes, and the portraits for the talking pokemon during the game. /GROUND/ Contains various sprites, map props, cutscene elements, some effects, and more. /MAP_BG/ Contains what seems to be map tiles. /MESSAGE/ Contains the text strings for most of the game! /MONSTER/ Contains the pokemon sprites for battle and the "overworld". /RESCUE/ (Explorers of Sky only) Possibly linked to SOS code generation, and the interactive online rescues. /SCRIPT/ Contains the scripts for the whole game. Each directories has an identifier related to the context it takes place in. /SOUND/BGM/ Contains the main instrument sounds bank, "bgm.swd", and all the music in the game. With each tracks being a pair of a SMD and SWD file. Those files are used by the game's DSE sound driver. /SOUND/ME/ Contains the jingles that plays when obtaining items and etc.. /SOUND/SE/ Possibly sound effects. /SOUND/SWD/ A bunch of sound effects stored as SWDs /SOUND/SYSTEM/ Possibly menu related sound effects. /SYNTH/ (Explorers of Sky only) Possibly data for the swap cauldron. /SYSTEM/ Contains the demo roms for DS Download play, along with the icons and other resources related to that. /TABLEDAT/ (Explorers of Sky only) Possibly recycle shop data. /TOP/ Contains BGP files for the backgrounds used in Pokémon Mystery Dungeon: Blue Rescue Team. It can be deleted with no immediately apparent side effects, as the backgrounds are unused. File/Data Formats A list of all the file/data formats used in the game. Graphics Formats BGP WAN/WAT WBA W16 WTE and WTU CHR PAL BMA BPC BPL BPA SMD(image) SMA Audio Formats (The files the DSE sound driver uses) SWD SMD(Music Sequence) SED Data Formats BIN DAT MD TLK STR Script Engine Formats SSB SSA SSS SSE LSD Container Formats BIN(pack files) KAO SIR0 Compressed Container Formats AT4PX AT4PN PKDPX Font Data DAT (from in the /FONT/ directory) DIC Misc SRL Additionally, several files have a file extension that doesn't match their content. For example, "/SYSTEM/hsd_jap.dat" and "/SYSTEM/hsd_eng.dat" are AT4PX files, but their extension is ".dat". Files with Unique Formats A list of files that have their own unique format. /BALANCE/monster.md /BALANCE/monster.mnd (Explorers of Time/Darkness only) /BALANCE/item_p.bin /BALANCE/item_s_p.bin (Explorers of Sky only) /BALANCE/m_level.bin /BALANCE/waza_p.bin/waza_p2.bin /BALANCE/mappa_s.bin/mappa_t.bin/mappa_y.bin /BALANCE/mappa_gs.bin/mappa_gt.bin/mappa_gy.bin (Explorers of Sky only) /BALANCE/gwdparam.bin (Explorers of Sky only) /BALANCE/fixed.bin /BALANCE/st_i2n_j.bin /BALANCE/st_m2n_j.bin /BALANCE/st_n2m_j.bin /DUNGEON/dungeon.bin /FONT/kaomado.kao /MAP_BG/bg_list.dat /MESSAGE/tbl_talk.tlk /MESSAGE/text_*.str /RESCUE/rescue.bin (Explorers of Sky only) /SYNTH/synth.bin (Explorers of Sky only) /TABLEDAT/item00.dat to item15.dat (Explorers of Sky only) Internal Details Articles on the various inner working of specific aspects of the game. DSE sound driver: Explanation of the sound driver used in all 3 PMD2 games. Level System: Explanation on how the game picks a level to load and all the various sub-systems involved. External Resources Wonder Mail S Tools, research notes. The "items_p_Sky.xlsx" excel sheet contains a comprehensive list of item names/types, pokemon names/types, moves names, etc, along with their associated index values in-game : [1] Pokemon Explorers of Sky research thread on GameFaqs: [2] (lots of great info spread around all those pages)
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