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Found 14 results

  1. Version 0.2.2.1

    2840 downloads

    Disclaimers: Do not set the top screen menu to "Map and Team", this will break the game! This is a demo and does not contain the whole game yet. Gates to Infinity Demake is a project that aims to recreate Gates To Infinity in the form of an Explorers of Sky rom-hack. Made In celebration of GTI's 10th anniversary, this hack aims to recreate the original game as closely as possible with minor improvement along the way. With improvements such as more starters, faster text speed, improved graphics (very subjective), and reworked dungeons. This project is a work in progress and is constantly changing. Frequently Asked Questions: Is this hack complete? Not yet. While I plan to cover the entire game, It is currently just a demo for now. When will this hack be complete? Not for a while. It takes a lot of work to make rom-hacks, and considering how ambitious this hack is and that I'm only one person, it may take up to two years or more to complete. However, I will be updating the hack with more story and gameplay so be sure to check every so often. I also have a twitter where I'll tweet when major updates come out. How do I play this hack? You'll have to patch a clean US rom of Explorers of Sky in order to play this. You can use xdelta to patch the rom which come preinstalled with the download. After that, you can play it on any nds emulator or on an actual DS. Will this hack feature base-building Yes Some of the Pokemon are different species from the original game. Why? All gen 5 sprites for EoS are fan-made and many sprites don't exist yet for certain Pokemon. These are currently placeholders with whatever species is the most similar. If you find any bugs, issues, or have any suggestions, then feel free to ask me on the SkyTemple Discord: https://discord.gg/skytemple Special Thanks to TheKitchenSunk for helping with gameplay and balancing
  2. PRESENTATION Hello everyone! Here is the presentation of my rom hack: Pokemon Mystery Dungeon: Explorers of Heaven. I've always loved Pokemon Mystery Dungeon, but I was always frustrated by the lack of difficulty, and the fact that the game was finishable without using all the QoL offered by the game, like IQ, linked moves and other mechanics. After discovering SkyTemple, I tried to create my own rom hack, and finally get the game I always wanted to play. With Pokemon Mystery Dungeon: Explorers of Heaven, you can expect : - Choose your difficulty - New starters and new Pokemon from generations 5 to 8. - New dungeons, boss battles and items. - The fairy type added. - Mega Evolution - Shiny Hunting - And other features. A secondary version "Explorers of Hell" also exists, and is available by joining the discord. This one has all the dialogues modified with dark humor, so if you are sensitive, I don't recommend you to play it. In this thread, I will present you some new features, you will also have some screenshots of the game, and you will have some data related to the game, like the list of legendary Pokémon that can be found with the mystery part/secret slab or the list of new attacks. First of all, I want to thank the whole SkyTemple team, this would not have been possible without their engine and hard work. I also want to thank the spriters without whom the new Pokémon could not have appeared in my game. Finally, I would like to thank Mond who generally helped me a lot in the creation of my rom hack. He also created his rom hack: Pokemon Mystery Dungeon : Explorers of Alpha, I invite you all to go and see his project. Remember to talk to the Porygon2 in the game crossroad for a detailed list of spécial thanks. FEATURES AND NEW MECHANICS Random features : New gameplay mechanics : New Pokémon : New moves : MASTER PLAYER USEFUL DATA Pokemon shiny location : Location of Pokemon found with the Mystery Part / Secret Slab : All IQ Groups in Heaven and Hell (Thanks to Picalex) : Pokemon Locations (Thanks to Migo) : Général Guide (Thanks to Smash) : SCREENSHOTS : New title screen : New starters / partners : Examples of new boss battles : New shiny Pokémon : Master Player & Difficulties : Old PMD Games ref : Other Screens : SPECIAL THANKS Thanks to the spriters for making the portraits of the old and new Pokémon, as well as for the sprites of the Pokémon from generation 5 to 8 : Thanks to all the SkyTemple team and its community for their help, especially : Thanks to the beta testers for spotting the problems of the game, as well as for helping me with the dialogues : Thanks to Fke for designing the text box and the teams stats. Thanks also to all those I didn't mention. Thanks also to all those who followed the progress of the game and who supported the project since the beginning. It's thanks to your messages and your support that I had the motivation to work for several months on this game, so a huge thank you to you, and I hope you will like the result. DOWNLOAD & DISCORD You will need to patch a Pokemon Mystery Dungeon: Sky Explorer US rom. Avoid using savestates to apply future patches. In the file, you will have a tutorial to patch your rom. Joining the discord will be essential for your adventure. Indeed, you will find there the rom for Explorers of Hell, an active community, guides, information, news about the next updates, and especially: You can try the Master Player challenge! So think about joining us if you want to try the adventure! Here is the link : https://discord.gg/6QbPHYZDtg f
  3. This a simple thread from Pokémon Mystery Dungeon: Explorers of Sky - Status Modifier. And here is the code in memory: North American (USA) Leader (1st Member): 221BA5FD 000000XX 221BA5FE 000000YY Partner (2nd Member): 221BA83D 000000XX 221BA83E 000000YY 3rd Member: 221BAA7D 000000XX 221BAA7E 000000YY 4th Member: 221BACBD 000000XX 221BACBE 000000YY XX - Status Name: 01 - Reflect. 02 - Safeguard. 03 - Light Screen. 04 - Counter. 05 - Magic Cape. 07 - Protect. 08 - Mirror Coat. 09 - Endure. 0B - Mirror Move. YY - Duration. (Only work with AR Code Trigger!) Link: https://projectpokemon.org/home/forums/topic/457-ar-code-triggers/ (Example) 01 - 1 turn. 02 - 2 turns. 03 - 3 turns. 04 - 4 turns. 05 - 5 turns. 06 - 6 turns. 07 - 7 turns. 08 - 8 turns. 09 - 9 turns. 0A - 10 turns. 0B - 11 turns. 0C - 12 turns. 0D - 13 turns. 0E - 14 turns. 0F - 15 turns. 14 - 20 turns. 1E - 30 turns. 28 - 40 turns. 32 - 50 turns. 3C - 60 turns. 46 - 70 turns. 50 - 80 turns. 5A - 90 turns. 64 - 100 turns. 96 - 150 turns. C8 - 200 turns. FF - 255 turns. [MAX VALUE!] European (EUR) Leader (1st Member): 221BAF3D 000000XX 221BAF3E 000000YY Partner (2nd Member): 221BB17D 000000XX 221BB17E 000000YY 3rd Member: 221BB3BD 000000XX 221BB3BE 000000YY 4th Member: 221BB5FD 000000XX 221BB5FE 000000YY XX - Status Name: 01 - Reflect. 02 - Safeguard. 03 - Light Screen. 04 - Counter. 05 - Magic Cape. 07 - Protect. 08 - Mirror Coat. 09 - Endure. 0B - Mirror Move. YY - Duration. (Only work with AR Code Trigger!) Link: https://projectpokemon.org/home/forums/topic/457-ar-code-triggers/ (Example) 01 - 1 turn. 02 - 2 turns. 03 - 3 turns. 04 - 4 turns. 05 - 5 turns. 06 - 6 turns. 07 - 7 turns. 08 - 8 turns. 09 - 9 turns. 0A - 10 turns. 0B - 11 turns. 0C - 12 turns. 0D - 13 turns. 0E - 14 turns. 0F - 15 turns. 14 - 20 turns. 1E - 30 turns. 28 - 40 turns. 32 - 50 turns. 3C - 60 turns. 46 - 70 turns. 50 - 80 turns. 5A - 90 turns. 64 - 100 turns. 96 - 150 turns. C8 - 200 turns. FF - 255 turns. [MAX VALUE!] WARNING: In the European version, it can cause problems with the language of the game you are playing, but don't worry it's not that contagious.
  4. This a simple thread from Pokémon Mystery Dungeon: Blue Rescue Team - Status Modifier. And here is the code in memory: North American (USA) Leader (1st Member): 221154E5 000000XX 221154E6 000000YY Partner (2nd Member): 221156B9 000000XX 221156BA 000000YY 3rd Member: 2211588D 000000XX 2211588E 000000YY XX - Status Name: 01 - Reflect. 02 - Safeguard. 03 - Light Screen. 04 - Counter. 05 - Magic Cape. 07 - Protect. 08 - Mirror Coat. 09 - Endure. 0B - Mirror Move. YY - Duration. (Only work with AR Code Trigger!) Link: https://projectpokemon.org/home/forums/topic/457-ar-code-triggers/ (Example) 01 - 1 turn. 02 - 2 turns. 03 - 3 turns. 04 - 4 turns. 05 - 5 turns. 06 - 6 turns. 07 - 7 turns. 08 - 8 turns. 09 - 9 turns. 0A - 10 turns. 0B - 11 turns. 0C - 12 turns. 0D - 13 turns. 0E - 14 turns. 0F - 15 turns. 14 - 20 turns. 1E - 30 turns. 28 - 40 turns. 32 - 50 turns. 3C - 60 turns. 46 - 70 turns. 50 - 80 turns. 5A - 90 turns. 64 - 100 turns. 96 - 150 turns. C8 - 200 turns. FF - 255 turns. [MAX VALUE!] European (EUR) Leader (1st Member): 22114061 000000XX 22114062 000000YY Partner (2nd Member): 22114235 000000XX 22114236 000000YY 3rd Member: 22114409 000000XX 2211440A 000000YY XX - Status Name: 01 - Reflect. 02 - Safeguard. 03 - Light Screen. 04 - Counter. 05 - Magic Cape. 07 - Protect. 08 - Mirror Coat. 09 - Endure. 0B - Mirror Move. YY - Duration. (Only work with AR Code Trigger!) Link: https://projectpokemon.org/home/forums/topic/457-ar-code-triggers/ (Example) 01 - 1 turn. 02 - 2 turns. 03 - 3 turns. 04 - 4 turns. 05 - 5 turns. 06 - 6 turns. 07 - 7 turns. 08 - 8 turns. 09 - 9 turns. 0A - 10 turns. 0B - 11 turns. 0C - 12 turns. 0D - 13 turns. 0E - 14 turns. 0F - 15 turns. 14 - 20 turns. 1E - 30 turns. 28 - 40 turns. 32 - 50 turns. 3C - 60 turns. 46 - 70 turns. 50 - 80 turns. 5A - 90 turns. 64 - 100 turns. 96 - 150 turns. C8 - 200 turns. FF - 255 turns. [MAX VALUE!] WARNING: In the European version, it can cause problems with the language of the game you are playing, but don't worry it's not that contagious.
  5. This is a simple thread from Pokémon Mystery Dungeon: Red Rescue Team - Status Modifier. And I leave the code in memory: Type: Codebreaker. Leader (1st Member): 82004254 YYXX Partner (2nd Member): 8200445C YYXX 3rd Member: 82004664 YYXX XX - Status Name: 01 - Reflect. 02 - Safeguard. 03 - Light Screen. 04 - Counter. 05 - Magic Cape. 07 - Protect. 08 - Mirror Coat. 09 - Endure. 0B - Mirror Move. YY - Duration. (Only work with a Code Trigger!) (Example) 01 - 1 turn. 02 - 2 turns. 03 - 3 turns. 04 - 4 turns. 05 - 5 turns. 06 - 6 turns. 07 - 7 turns. 08 - 8 turns. 09 - 9 turns. 0A - 10 turns. 0B - 11 turns. 0C - 12 turns. 0D - 13 turns. 0E - 14 turns. 0F - 15 turns. 14 - 20 turns. 1E - 30 turns. 28 - 40 turns. 32 - 50 turns. 3C - 60 turns. 46 - 70 turns. 50 - 80 turns. 5A - 90 turns. 64 - 100 turns. 96 - 150 turns. C8 - 200 turns. FF - 255 turns. [MAX VALUE!] Works for both versions USA/NTSC and PAL/Europe
  6. Version 1.1

    290 downloads

    AT7View is an archive extractor/compressor/modifier for the AT7 container format used in the three Pokémon Mystery Dungeon games released for WiiWare in Japan only. Source code and how-to guide can be found here. Support thread can be found here.
  7. Fan translators, general-purpose modders--the wait is over. Enter AT7View, a modding suite for the AT7 container format in the Pokemon Mystery Dungeon WiiWare games. Download latest release here Source code and how-to guide here Decompression, recompression, file extraction/replacement, all the fun stuff's here. Maybe even more to come in the future, like a texture converter, a table editor, or a recompressor not built around my trash coding skills as of now. Just wanna give a huge thanks to Platinum Lucario and MegaMinerd for their AT7 container research. Couldn't have made this without it.
  8. AT7 File Container Format Documentation for... Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad Pokémon Mystery Dungeon: Let's Go! Stormy Adventure Squad Pokémon Mystery Dungeon: Go For It! Light Adventure Squad Or by it's other names... Pokémon Mystery Dungeon: Forward! Adventurers of Flame Pokémon Mystery Dungeon: Let's Go! Adventurers of Storm Pokémon Mystery Dungeon: Aspire! Adventurers of Light All on WiiWare~ Hello everyone, I've actually been making some progress with the research into the AT7 File Container format, here's what I have currently documented: As of now, I've done some huge research into the AT7 Container format and I have made some progress (finally). The AT7 format is split into multiple segments and sectors. Each segment has a 6-byte long header, both which indicate it's ID and size of the segment. AT7P counts the header, where as AT7X does not. Like AT4PX or PKDPX, the segment headers have control flags in it's header, but it is only determined within the first AT7P segment header .AT7P segments have only been examined with compressed data sizes of less than 49,158 bytes. It is unknown if the AT7P segments can go higher than 49,158 bytes AT7X segments have uncompressed data, but can only be 49,158 bytes long. Now here's some examples of where you can find the AT7 Segments for data2_WPAJ.bin: Address Type Segment Size 0x0 - 42F8 AT7P 42F9 bytes (Dec: 17,145 bytes) 0x42F9 - 87C1 AT7P 44C8 bytes (Dec: 17,608 bytes) 0x11589 - 1D58E AT7X C006 bytes (Dec: 49,158 bytes) 0x1D58F - 29594 AT7X C006 bytes (Dec: 49,158 bytes) 0x29595 - 3559A AT7X C006 bytes (Dec: 49,158 bytes) 0x3559B - 415A0 AT7X C006 bytes (Dec: 49,158 bytes) .. 0x14AAD78-14BFFF0 AT7E 15288 (Dec: 86,664 bytes) (This would keep going on and on, can't post all of the offsets since it would take too long, but I am posting about AT7E though) Segments AT7P segments can be any size! The size of the segment is always stated at offsets 0x4-5 in little endian. Where as AT7X is always at a fixed size and have uncompressed data, therefore meaning that offsets 0x4-5 will only count the uncompressed data, but not the header. The entire AT7 file container is split into sectors, containing 131,072 bytes (20000h) each. The AT7E segment always indicates the end of the archived files and then the free space comes after the AT7E header. Compressed data works as follows: After the compressed size bytes, it begins with each of the blocks. Each block starts with a flag byte. As it goes from MSB to LSB, if the bit is set, it reads, takes the next byte from the input and moves it to the output completely unchanged. If the bit is clear, it reads a 2-byte big-endian control code. The top nybble is a repeated string length of 3. The remaining bits are a 12-bit negative offset of the most recent occurrence of the string to repeat. AT7P Segment Info Offset Name Type Endianness Size 0x0-3 Text (AT7P) - Big Endian 4 bytes 0x4-5 AT7P Length* uint16 Little Endian 2 bytes 0x6 Compressed data begins - - - * - These bytes count both the header and compressed data As explained before, AT7X segments are a fixed size of 49,158 (C006) each, counting the header as well. Unlike with AT7P, AT7X segments have uncompressed data, which means that the data can be read without any need to decompress. Since AT7X can only hold data sizes of 49,152 bytes, any data contained has to be exactly 49,152 bytes. This can often be used for textures or certain images or any data that has no data that can be re-replicated in any way, but must be exactly 49,152 bytes within parts of large files. AT7X Segment Info** Offset Name Type Endianness Size 0x0-3 Text (AT7X) - Big Endian 4 bytes 0x4-5 Data size*** uint16 Little Endian 2 bytes 0x6-C006 Uncompressed data - - 49,152 bytes (fixed size) ** - It always has a fixed length of 49,158 bytes (C006h) each *** - The bytes are always 00 C0 (C000h), which means it is always 49,152 bytes long in decimal. Unlike AT7P, these bytes only count the compressed data, but not the header The AT7E segment marks the end of the container and will fill any remaining bytes within a sector with byte values of "45" (or "E" in ASCII). AT7E Segment Info**** Offset Name Type Endianness Size 0x0-3 Text (AT7E) - Big Endian 4 bytes 0x4 Free space***** - - - **** - This segment always indicates the end of the AT7 container, before the free space ***** - These bytes can be any size, the entire AT7 container is made of blocks that are 131,072 bytes (20000h) each, and all free space bytes have a value of "45". The size of the free space will depend on how much space the last block has left over. For example, the last block of data2_WPAJ.bin only has AD7C (44,412 bytes) of data left in it 20000h - AD7Ch = 15284h (86,660 bytes), which means data2_WPAJ.bin only has 86,660 bytes of free space with each byte value of "45" Sectors Sectors are sections of the container that make up the file, like how sectors work on a Hard Disk Drive. Each sector is 131,072 bytes long (20000h). There can be multiple sectors within an AT7 container, for example, data2_WPAJ.bin contains 166 sectors (A6 in hexadecimal). But some contain as little as just 1 sector (such as data1_WPAJ.bin). If the last sector of the AT7 container has free space, the end of the data will be flagged with the AT7E segment, beginning the start of the free space. Special thanks to: MegaMinerd - For discovering and explaining about how the compressed data works and explaining that AT7X data isn't compressed
  9. UPDATE 08/01/2019: When I first posted this back in July, I posted about how I found the text in a non-standard 8-bit format. However, after further research into the game, it turns out this is only the case for the name of the save files and nicknames of Pokemon. The rest of the text is actually Shift-JIS, a longtime standard 16-bit encoding format for Japanese text. Original post: Filename/nicknames text table: Disclaimer: Other than the general idea of what the character sets are, I know nothing about the Japanese language, so if any of those characters somehow aren't right then that's why. pmdwiiware8bit.tbl
  10. Pokémon Mystery Dungeon (WiiWare) data1_XXXX.bin and data2_XXXX.bin archive information The files, data1 and data2 are archive binaries, the "XXXX" indicated in the file name, is the game code for the files, which can vary depending on the version (eg. data2_WPAJ.bin). Since data1 and data2 archive binaries are compressed with the AT7 compression algorithm, the archives must be decompressed before any data can be extracted. But here's how the decompressed data1 and data2 files are structured: Part 1 - Pointer and file name table Part 2 - Actual data of all files Part 1 - Pointer and file name table This data contains all the pointers of all files, as well as their file names. Each table row consists of: Offset Endianness Type 0x0-3 Big Endian Data location offset 0x4-7 Big Endian File size 0x8-1B Big Endian Namespace data Namespace data This data contains the filename data, and all filenames can only be in ASCII format. Filenames can only be a maximum of 19 characters long, every filename always ends with a 00 value byte and must be in the namespace data in order for it to function properly. Anything after the 00 valued byte through to offset 0x1B will be what we'll refer to it as "junk text". Junk text is the remains of what used to be a previous file that existed on that entry before it was overwritten by a different filename, either through renaming or removal of a file during development. So essentially it would be development leftovers. It's possible to create a program that would re-replicate the same type of junk data results though file namespace overwriting. For example, we have a file called adev_app_icon.tex, then we name it "app_icon.tex", it would look like this: "app_icon.tex tex". Alternatively if we renamed or removed "bg_event.sed", the file name in the table row below it called "bg.swd" would take priority and overwrite the text (and file offset data) on that table row and the namespace would look like "bg.swd t.sed", then if the file was renamed again to "b.swd", it would be "b.swd t.sed" which would look like "62 2E 73 77 64 00 00 74 2E 73 65 64 00 00 00 00 00 00 00 00" in hex. This means that an addition of a new file or renaming a file in the archive has the potential to create junk data, overwriting text in an existing entry while leaving some of it there. Part 2 - Actual data Each file data fits into this area as followed: First - File data Second - Line break filling Line break filling This data occurs between each file to show that its sepparate data, it can either be 16 or 32 bytes long, the FF value marks the end of the file data and start of the filling data, all the rest of the filling data is 00 value bytes, after that, the next file begins. The end of the entire data1 or data2 archive is marked with a FF value byte as well, but without the 00 values after it. 32-byte filling data: FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 16-byte filling data: FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Credits: MegaMinerd - For most of the research into filling data
  11. Pokémon Mystery Dungeon (WiiWare) data1_XXXX.bin and data2_XXXX.bin archive information The files, data1 and data2 are archive binaries, the "XXXX" indicated in the file name, is the game code for the files, which can vary depending on the version (eg. data2_WPAJ.bin). Since data1 and data2 archive binaries are compressed with the AT7 compression algorithm, the archives must be decompressed before any data can be extracted. But here's how the decompressed data1 and data2 files are structured: Part 1 - Pointer and file name table Part 2 - Actual data of all files Part 1 - Pointer and file name table This data contains all the pointers of all files, as well as their file names. Each table row consists of: Offset Endianness Type 0x0-3 Big Endian Data location offset 0x4-7 Big Endian File size 0x8-1B Big Endian Namespace data Namespace data This data contains the filename data, and all filenames can only be in ASCII format. Filenames can only be a maximum of 19 characters long, every filename always ends with a 00 value byte and must be in the namespace data in order for it to function properly. Anything after the 00 valued byte through to offset 0x1B will be what we'll refer to it as "junk text". Junk text is the remains of what used to be a previous file that existed on that entry before it was overwritten by a different filename, either through renaming or removal of a file during development. So essentially it would be development leftovers. It's possible to create a program that would re-replicate the same type of junk data results though file namespace overwriting. For example, we have a file called adev_app_icon.tex, then we name it "app_icon.tex", it would look like this: "app_icon.tex tex". Alternatively if we renamed or removed "bg_event.sed", the file name in the table row below it called "bg.swd" would take priority and overwrite the text (and file offset data) on that table row and the namespace would look like "bg.swd t.sed", then if the file was renamed again to "b.swd", it would be "b.swd t.sed" which would look like "62 2E 73 77 64 00 00 74 2E 73 65 64 00 00 00 00 00 00 00 00" in hex. This means that an addition of a new file or renaming a file in the archive has the potential to create junk data, overwriting text in an existing entry while leaving some of it there. Part 2 - Actual data Each file data fits into this area as followed: First - File data Second - Line break filling Line break filling This data occurs between each file to show that its sepparate data, it can either be 16 or 32 bytes long, the FF value marks the end of the file data and start of the filling data, all the rest of the filling data is 00 value bytes, after that, the next file begins. The end of the entire data1 or data2 archive is marked with a FF value byte as well, but without the 00 values after it. 32-byte filling data: FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 16-byte filling data: FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Credits: MegaMinerd - For most of the research into filling data
  12. AT7 File Container Format Documentation for... Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad Pokémon Mystery Dungeon: Let's Go! Stormy Adventure Squad Pokémon Mystery Dungeon: Go For It! Light Adventure Squad Or by it's other names... Pokémon Mystery Dungeon: Forward! Adventurers of Flame Pokémon Mystery Dungeon: Let's Go! Adventurers of Storm Pokémon Mystery Dungeon: Aspire! Adventurers of Light All on WiiWare~ Hello everyone, I've actually been making some progress with the research into the AT7 File Container format, here's what I have currently documented: As of now, I've done some huge research into the AT7 Container format and I have made some progress (finally). The AT7 format is split into multiple segments and sectors. Each segment has a 6-byte long header, both which indicate it's ID and size of the segment. AT7P counts the header, where as AT7X does not. Like AT4PX or PKDPX, the segment headers have control flags in it's header, but it is only determined within the first AT7P segment header .AT7P segments have only been examined with compressed data sizes of less than 49,158 bytes. It is unknown if the AT7P segments can go higher than 49,158 bytes AT7X segments have uncompressed data, but can only be 49,158 bytes long. Now here's some examples of where you can find the AT7 Segments for data2_WPAJ.bin: Address Type Segment Size 0x0 - 42F8 AT7P 42F9 bytes (Dec: 17,145 bytes) 0x42F9 - 87C1 AT7P 44C8 bytes (Dec: 17,608 bytes) 0x11589 - 1D58E AT7X C006 bytes (Dec: 49,158 bytes) 0x1D58F - 29594 AT7X C006 bytes (Dec: 49,158 bytes) 0x29595 - 3559A AT7X C006 bytes (Dec: 49,158 bytes) 0x3559B - 415A0 AT7X C006 bytes (Dec: 49,158 bytes) .. 0x14AAD78-14BFFF0 AT7E 15288 (Dec: 86,664 bytes) (This would keep going on and on, can't post all of the offsets since it would take too long, but I am posting about AT7E though) Segments AT7P segments can be any size! The size of the segment is always stated at offsets 0x4-5 in little endian. Where as AT7X is always at a fixed size and have uncompressed data, therefore meaning that offsets 0x4-5 will only count the uncompressed data, but not the header. The entire AT7 file container is split into sectors, containing 131,072 bytes (20000h) each. The AT7E segment always indicates the end of the archived files and then the free space comes after the AT7E header. Compressed data works as follows: After the compressed size bytes, it begins with each of the blocks. Each block starts with a flag byte. As it goes from MSB to LSB, if the bit is set, it reads, takes the next byte from the input and moves it to the output completely unchanged. If the bit is clear, it reads a 2-byte big-endian control code. The top nybble is a repeated string length of 3. The remaining bits are a 12-bit negative offset of the most recent occurrence of the string to repeat. AT7P Segment Info Offset Name Type Endianness Size 0x0-3 Text (AT7P) - Big Endian 4 bytes 0x4-5 AT7P Length* uint16 Little Endian 2 bytes 0x6 Compressed data begins - - - * - These bytes count both the header and compressed data As explained before, AT7X segments are a fixed size of 49,158 (C006) each, counting the header as well. Unlike with AT7P, AT7X segments have uncompressed data, which means that the data can be read without any need to decompress. Since AT7X can only hold data sizes of 49,152 bytes, any data contained has to be exactly 49,152 bytes. This can often be used for textures or certain images or any data that has no data that can be re-replicated in any way, but must be exactly 49,152 bytes within parts of large files. AT7X Segment Info** Offset Name Type Endianness Size 0x0-3 Text (AT7X) - Big Endian 4 bytes 0x4-5 Data size*** uint16 Little Endian 2 bytes 0x6-C006 Uncompressed data - - 49,152 bytes (fixed size) ** - It always has a fixed length of 49,158 bytes (C006h) each *** - The bytes are always 00 C0 (C000h), which means it is always 49,152 bytes long in decimal. Unlike AT7P, these bytes only count the compressed data, but not the header The AT7E segment marks the end of the container and will fill any remaining bytes within a sector with byte values of "45" (or "E" in ASCII). AT7E Segment Info**** Offset Name Type Endianness Size 0x0-3 Text (AT7E) - Big Endian 4 bytes 0x4 Free space***** - - - **** - This segment always indicates the end of the AT7 container, before the free space ***** - These bytes can be any size, the entire AT7 container is made of blocks that are 131,072 bytes (20000h) each, and all free space bytes have a value of "45". The size of the free space will depend on how much space the last block has left over. For example, the last block of data2_WPAJ.bin only has AD7C (44,412 bytes) of data left in it 20000h - AD7Ch = 15284h (86,660 bytes), which means data2_WPAJ.bin only has 86,660 bytes of free space with each byte value of "45" Sectors Sectors are sections of the container that make up the file, like how sectors work on a Hard Disk Drive. Each sector is 131,072 bytes long (20000h). There can be multiple sectors within an AT7 container, for example, data2_WPAJ.bin contains 166 sectors (A6 in hexadecimal). But some contain as little as just 1 sector (such as data1_WPAJ.bin). If the last sector of the AT7 container has free space, the end of the data will be flagged with the AT7E segment, beginning the start of the free space. Special thanks to: MegaMinerd - For discovering and explaining about how the compressed data works and explaining that AT7X data isn't compressed
  13. I've been trying to recruit a pikachu as my game is severly broken (as it would seem; doing mission that are supposed to make the client join, they wont join and I don't get any rank points or poke for the mission complete) I've been searching Amp Plains and Far Amp Plains in the floors that it told me to search but I haven't encountered a single pikachu only Flaaphy and Electrobuzz. I have completed the story and the after store, I have also done the part where you explore Agis Cave with team charm and I have reached the point where the starter pokemon are able to evolve. Why arnt pikachus showing up, Its really frustrating especially sense I have to keep shutting of my DS every time I make it to the Amp Plains Clearing (Because ever sense I beat the boss there every time I reach the place the screen goes black and the music starts glitching and thats all that happens) Also I have requested a new game from gamestop several times and they keep telling me that "you don't have a warrant so anything like this is something you'll have to deal with or either buy a new game."
  14. Version 4.0.11

    29784 downloads

    This program will let you edit various things in the saves of Pokémon Mystery Dungeon: Red and Blue Rescue Team and Explorers of Time, Darkness, and Sky, and some parts of the ROM for Pokémon Mystery Dungeon: Explorers of Sky! You need the .Net Framework 4.6 to the latest version. Support Thread
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