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Found 67 results

  1. Edited ROMs can only be played on exploited consoles. Please do not ask (nor private message me) how to obtain/dump/decrypt/unpack/repack ROMs as that is unrelated to the functionality of this program. Download Link At Bottom of Post pk3DS is a ROM editor for 3DS games with tools from various contributors. All editors displayed are fully functional. Simply feed it a folder (drag/drop or by File->Open) which contains the game romfs & exefs extracted content folders. Randomizers available: Trainer Battles (Pokemon / Items / Moves / Abilities / Difficulty / Classes) Wild Encounters (Species, Level, Gen/Legend Specific, ORAS DexNav won't crash!) Personal Data (Pokemon Types / Stats / Abilities / TM Learnset) Move Randomizer (Type / Damage Category) Move Learnset (Level Up / Egg Move) Evolutions TM Moves Special Mart Inventory etc Download the latest version here (log in as guest, zip is under Artifacts tab) Source code is available on my GitHub.
  2. Most developers make programs that are either save editors or ROM editors. I am not most developers. I originally made Sky Editor to edit save files, but I have expanded beyond that. I'm making another thread since that one's more for the save editing feature (hence it's location in the Save R&D forum), and thise part's for ROM Editing. If anyone here is familiar with Minecraft Forge, people can make mods for Minecraft. Each mod does some particular thing, from fixing a small glitch to adding giant networks. Mod packs, bring lots of these mods together to enhance the experience, usually through a common theme. Users can then add or remove mods to their liking. I thought, why not apply this to DS ROM editing? People can make mod packs for DS games that consist of multiple mods. These mods could be anything from swapping two music tracks to completely changing the balance of the game. If someone likes the new difficulty but doesn't want the music to change, they can simply disable the music mod. Or import a mod someone else made. Introducing, ROM Hack Projects! Now you can edit a ROM as much as you like, then easily distribute a patcher, without distributing a bunch of copyrighted data. Huge Screenshot: To make editing easier, I'm offloading details to Github. Details & Tutorial Download (Log in as a guest and go to the Artifacts tab)
  3. (I hope I posted this in the correct forum) PMDe is an editor for Pokémon Mystery Dungeon: Red Rescue Team, that allows you to edit most aspects of the game; a full list of features can be found below. It is programmed in Java and developed using the Netbeans IDE. PMDe uses ini4j to store important offsets in the ROM. Additional icons were taken from various Pretty Office Icons sets. Tileset previews were created by SilverDeoxys563. Also, huge thanks to BRNMan and Crocodile91! They have already documented a lot about the game's data and ROM structure. More information, screenshots and download links can be found on the Github repo: https://github.com/SunakazeKun/PMDe Current features edit dungeon data (map positions, floors, layouts, Pokémon, traps, ...) edit friend area data edit general Pokémon data (types, stats, evolutions, ...) edit general item data view moves data edit available starter and partner Pokémon edit POKé money factors
  4. I've been co-writing the BCH viewer/exporter/modifier known as Ohana3DS (originally created by gdkchan) I thought you guys would find this very useful so here it is Screenshots: Features: - Loads just about any BCH you throw at it (maps, pokemon, OW models, in-battle models, some BCH models from other games, etc) - Exports models to SMD (source model) - Loads textures from BCH - Import/Export Textures to allow BCH texture editing - Import/Export OBJ to allow BCH model editing(beta feature; gotta keep the same amount of verts) - Can view map tile properties (thanks Kaphotics for providing code for that idea) - Left and right arrow keys to load other models in the same folder as the loaded model - Drag and drop to load files - Unpack garcs and much more Controls: - Left click = rotate - Right click = pan - Mouse scroll = zoom - Ctrl = finer zoom speed - F9 = Toggle Lighting - C = Change background render color Future Plans: - Finish BCH research Romfs Locs: OW models = a/0/2/1 In-Battle models = a/1/3/3 Map models = a/0/3/9 Map Textures = a/0/1/4 Map tex reference sheet: http://pastebin.com/E0NQgGhL Other: Github: https://github.com/gdkchan/OhanaXY FAQ: Q - Why do I get some weird exception/overflow on the latest push? A - force 32bit and disable overflow checks (yay VB) Q - Why does the exe crash/not work on my computer? A - Make sure you have .Net 3.5 or higher and latest Direct X installed Tutorials: http://reisyukaku.org/prog/ohana.html Enjoy~ Update: The current Ohana is becoming depricated and will be replaced by 'Ohana-Rebirth'. This new program was written from scratch (in C# this time), optimized and will have ton of more features. It's still in the beta phase, but i'll update a compiled one here every so often for those curious to try it out. Ohana3DS Rebirth.zip
  5. Seeing as the PMD games weren't mysterious enough, I made a randomizer for them. This program randomizes the following aspects of the game: Pokemon Attributes Abilities Move learnset Typing IQ Groups [*]Dungeon Attributes The pokemon that appear in each dungeon The items that spawn in each dungeon The terrain appearance of each dungeon The music of each dungeon [*]Starters These options can all be enabled and disabled independent of each other. The Randomizer currently only supports Explorers of Sky (US), but I am working on support for more versions in the future. Downloads: v0.10.1 Screenshots: https://imgur.com/a/93pVI https://imgur.com/a/rsku1 Notes: Certain pokemon, such as legendaries and unown, are untouched by the randomizer for either mechanic or progression reasons. Planned features: Writing all the randomizations to a text file for easy viewing Weather Add option for randomized moves to be baised towards pokemon type/stats Support for more game versions!(possibly even GTI & PSMD) Known bugs: None! yet... This tool requires Visual C++ Redistributable for Visual Studio 2015 to run. You can see the source Here Please report any bugs you find! Special thanks to: OgreGunner & nhahtdh of GameFaqs - Major research on where dungeon data is stored. psy_commando & evandixon of Project Pokemon - Research on pretty much everything else about Explorers of Sky, creating the wiki page for it. vadixidav - Helped a lot with some of the coding.
  6. Hi ! I'm fairly new around here, and I'm relatively new to rom hacking and to the NDS scene in general, but I'm working on several little projects for Pokemon Mystery Dungeon Explorers of Sky / Time / Darkness, and I thought it would nice to share it with others ! Especially with others with more technical knowledge than I ! I hope this will be useful ! :biggrin: And be sure to report any bugs, or tidbits of information you have ! Those would prove invaluable ! Feel free to mention whether it worked for you, or not so much ! Any feedback is always great ! You might need 7zip or another 7z compatible program to open the compressed files on this page. Looking for: - Need people to write tutorials for some of the tools ! - Need feedback on the tools! - Need people to discover what some of the "unk" variables in the character sprites do ! - Need info on the NDS's DSP. The Tools: Compression/Decompression: PPMD UnPX Description: A quick little implementation of a "PX" compressed data decompressor. Its based on Zhorken's Python script for decompressing the character portraits, which happened to be stored as compressed "PX" files ! Just feed it an AT4PX or PKDPX file by drag and dropping, or use the command line argument for specifying the input file and output folder. The result will have an extension appended, or not, depending on whether its currently possible to guess the content. Again, many thanks to Zhorken for finding out about the compression scheme ! Donwload: Version 0.41 : ppmd_unpx_0_41.zip on Github PPMD DoPX Description: A compressor to compress files back into PX compressed files, either PKDPX or AT4PX files. Its still pretty new and experimental, so, watch out for bugs ! By default anything compressed is outputed to a PKDPX. To output to a AT4PX, the output filename has to be specified and to end with ".at4px" ! Donwload: Version 0.31 : ppmd_dopx_0_31.zip on Github Packing/Unpacking: PPMD Pack File Utility Description: This tool unpacks and re-packs "pack files". Those are single file that contains many sub-files. Pack files often end with a .bin extension, and they can contain a lot of different types of files at the same time. Mostly for research purpose. GUI Image: Donwload: Version 0.53 + GUI 1.2 : ppmd_packfileutil_gui_1_2-0_53.zip on Github Graphics: PPMD KaoUtil Description: This utility allows to both unpack the kaomado.kao file containing all the pokemon portraits, but also to rebuild the file! Basically, you can add new potraits into the game using this tool ! It just extract everything like a zip file if you want. And you just have to add a properly named 4 bits per pixels/16 colors png or bmp image to the folder matching the pokemon you want, before repacking the parent folder again into a ".kao" fle. The first color in the palette is reserved by the game and is forced to pure black, so you have really 15 colors. Example: For example, here's a crappy little edit of Poochyena's basic portrait. I inserted it into slot 2, which correspond to the emotion named "Grin"! Poochyena by default doesn't have a portrait for this emotion, but by using the tool, I was able to insert this very easily ! GUI Image: Donwload: Version 0.41 + GUI : ppmd_kaoutil_gui_1_0-0_41.zip on github Dowload: Version 0.42 No GUI: ppmd_kaoutil_0.42 on github PPMD GfxCrunch Description : Handles converting various image formats from the game, including WAN sprites, BGP images, Compressed Pokemon sprites "*.pkdpx", and more to come! It exports animated sprites to XML for easier editing. It also can handle all at once the entire Pokemon sprites containers "monster.bin", "m_ground.bin", "m_attack.bin". Currently Supported Graphics Formats: Individual Pokemon sprites "*.wan" file ( Type 1 ). Compressed Pokemon sprites "*.pkdpx" Entire Pokemon sprites container "monster.bin", "m_ground.bin", "m_attack.bin" Currently Partially Supported Graphics Formats: Prop sprites with orphaned images "*.wan" file ( usually Type 0 or 3 ). Can extract, but wrong resolution and tile/pixel ordering, and can't be re-packed properly. WAT sprites "*.wat" file. (basically "*.wan" sprites with a different file extension and with their type byte set to type 3) Not tested. BGP Images. "*.bgp" files. Currently Unsupported Graphics Formats: WTE Image container. "*.wte" file. WTU Color animation data file ? "*.wtu" file. kaomado.kao. (Use ppmd_kaoutil instead for now!) Raw at4px-compressed images. (This will never be perfect, because its raw data.) Raw images. (This will never be perfect, because its raw data.) Everything else.. Donwload: Alpha 0.13 : ppmd_gfxcrunch_0_13_alpha on GitHub Stats/Text/etc..: PPMD StatUtil Description: A tool for exporting game statistics to XML, and importing them back into the game's files. Making it easy for third party tools developer to make more complete and user friendly utilities, can also be edited by humans directly and opened with anyone's favorite XML editor.(Notepad++ highly recommended) So far has limited support. Currently supports editing: Move data, Pokemon Data, Item data, Generic game text, Game scripts + game dialog. Donwload: Alpha 0.23 : ppmd_statsutil_0.23.2 on GitHub Tutorial/Example: here, also include a few files and tools to make things easier! Example Video for the Script Editing : Audio: PPMD AudioUtil Description: A tool for exporting, and eventually importing/modifying, audio to/from games using the DSE audio driver, such as PMD2 ! Can output the samples to wav files, or the samples and music tracks to a soundfont and MIDIs, or to MIDIs only. You can specify your own conversion rules for exporting only MIDIs, such as what instruments the native DSE preset translate to when converted into MIDI ! This program REQUIRE you to read the readme btw. Its a console program only, for now. There is so much stuff going on in it that there won't be a GUI frontend for a while.. Please Note: Its still far from perfect! Currently supports: Exporting Music to MIDI and soundfonts. Exporting MIDIs only. Exporting samples. Donwload: Version 0.37 (2017/12/14) : latest ppmd_audioutil on Github Source Code: All source code for all utilities is available. Its not always pretty, because this codebase is also used for research, and messing around. But its much better than not sharing anything at all, I guess. Main repository for the actual utilities : ppmdu Secondary repository for the GUI frontends : ppmdu_gui_frontends Research Notes: For the most reliable, tested, and up to date info, check the Project Pokemon Wiki: http://projectpokemon.org/wiki/Pok%C3%A9mon_Mystery_Dungeon_Explorers All my current personal research notes files: File Formats : https://www.dropbox.com/sh/8on92uax2mf79gv/AADCmlKOD9oC_NhHnRXVdmMSa?dl=0 General notes : https://www.dropbox.com/s/ucy2t9hqgtfn0y0/PMD2_GeneralNotes.txt?dl=0 PMD2_MusicAndSoundFormats: https://www.dropbox.com/s/bw0aym9rn22z4wu/PMD2_MusicAndSoundFormats.txt?dl=0 PMD2_MusicTracksAndInfo : https://www.dropbox.com/s/rwjq0s0fvtiamsv/PMD2_MusicTracksAndInfo.txt?dl=0 A bunch of jumbled notes on scripts : https://www.dropbox.com/s/1roqlwkhfqb9amz/PMD2_Scripts_And_Resources.txt?dl=0 Misc Unsupported Utilities Here are a few little utilities I made to help with researching the ROMs. They're nothing special, and probably not very stable, but they're really handy: SIR0PtrOffsetsDecoder : Use this to decode a SIR0 pointer offset list, which can help tremendously in finding out more about what a sir0 file contains! Just copy/paste the SIR0's ptr offset list only, and put it into its own separate file, and drag-and-drop that onto the .bat file, it will output the result in "decoded.txt". The program itself only output the result to the console, so use the batch script, or pipe the output! IntegerListDecoder : Use this one to decode a list of encoded integers. Things like the stats growths in "m_level.bin", the move lists in "waza_p.bin". You can just put all the lists one after the other in a new file, and drag-and-drop that onto the .bat file and all the decoded lists will be outputed to "decoded.txt" ! Pages of Interest: Todo
  7. Due to popular demand, I have been working on a Pokemon Colosseum Randomiser Tool. Please feel free to post any feedback/requests in this thread and I'll aim to incorporate them in future versions. Features: Pokemon Randomiser - Randomises Trainer Pokemon as well as starters and gift pokemon (including shadow pokemon) Move Randomiser - Randomises the Moves that the trainer/starter/gift pokemon know Ability Randomiser - Randomises the abilities of each Pokemon species Type Randomiser - Randomises the types of each Pokemon species Evolutions Randomiser - Randomises which pokemon each species evolves into Remove trade evolutions - Pokemon that evolve by trading can be set to evolve by level up (you can set the level) Latest Version: Download Pokemon Colosseum Randomiser v1.2 (OSX) Change log: v1.2: - Fixed a bug where pokemon had no moves if the moves weren't randomised. v1.1: - Fixed a bug which meant that common.fsys wasn't automatically copied into it's folder. - Added the ability to automatically import the files into any ISOs in the new ISO folder with the file extension .iso,.ISO,.gcm or .GCM. (US/NTSC version) Instructions: When you load the app for the first time it will create some folders in your documents. You'll want to clear battle mode before doing anything else and then randomise any of the other options as you please. Some of them can take a while but there is a loading bar in the middle. Once you are done, go into the folder called "colosseum randomiser" in your documents and put your pokemon colosseum ISO in the folder called "ISO". When you click the save button it will import the randomisations you've made to any iso in that folder. If you want to make a new randomisation, delete the folder and start again. Enjoy! P.S. I've only tested it on my laptop so let me know if you run into any issues. Also I can't really release it on the app store so your mac might complain that the app is insecure because it came from the internet but there are ways around it.
  8. This is a collection of a few small Java programs I wrote and have been using to edit some files in Pokemon XD: GoD and I've also recently found out that some of them also work with Pokemon Channel and Colosseum files. They're mainly just more convenient than manually editing the files. Almost all of them have size limits because changing file sizes needs modifications to the game's .toc and FSYS list. GTX to TGA: Converts .gtx files to TGA images, mainly useful to find out what they are I_SF Tool: Inserts/extracts DSP files into/from XD's music FSYS files, the filenames usually begin with "stm_" SAMP Tool: The same as above, uses .samp and .sdir files to extract and insert music samples, can be used to replace sound samples for sequenced music (Colosseum) and soundeffects, Pokemon Channel contains some too LZSS Tool: Inserts/extracts files into/from .fsys files, filenames should not be changed for the insertion to work ModelTextureExtractor/Inserter: Inserts/Extracts textures from model files in the form of .tpl files, the standard offset should usually work for most battle models, the offset needs to be set to 32 for overworld models and maps and to custom ones for some battle models that have particle data before the model Insertion has two options of reducing the palette of a TPL using a palette in case it is too large, though both are quite buggy, it's mostly a last resort option Again, don't change filenames of extracted textures for the insertion to work These should also work for Pokemon Channel's .dat files and Pokemon Colosseum's models MoveTextureExtractor/Inserter: Does the same as the model one, but only works directly on FSYS files, I'm really not sure why I wrote it like this String Table Editor: Just a more convenient way of editing the String tables, just removes the need to manage offsets and so on, top right corner shows all Special characters, adding a single byte can be done with {} too XD THP Tool: Inserts/Exracts THP files from FSYS archives, the filenames usually start with "movie" Download: Here EDIT 22.03.2017: bug fixes to model texture tools
  9. I'M BACK WITH ANOTHER PORT! I, like other people, am a Mac user. I try to help out mac users on these forums by creating mac ports of everything. Once I saw the release of pk3ds, I wanted to spread the glory to mac users. I hope you guys enjoy Uses latest version as of 4/19/15. OSX Yosemite is required.(I will try to keep this port updated as much as possible). XQuartz is required in order for this to fully work properly. Download XQuartz here http://xquartz.macosforge.org/landing/ If you want to see my other ports, click these links. Other Ports Pokemon Rumble World Diamonds/P Tool: https://gbatemp.net/threads/pokemon-rumble-world-diamonds-p-tool-mac-port.388889/ PKHeX: http://projectpokemon.org/forums/showthread.php?44760-PKHeX-for-Mac-ported-successfully-(Download-at-the-bottom-of-the-post) Pk3ds Download http://download727.mediafire.com/9386dmq26n2g/0gr5653775gma0i/pk3DS.zip
  10. Hi all, this thread will be to discuss the development of PPRE. PPRE is currently being developed by Alpha and SCV. Special Thanks: Special thanks go to loadingNOW, pichu2001.loadingNOW's thepoketext system is an integral part of PPRE and provided me the address to the game's script handler when I was getting started with studying scripts. pichu2001 has helped tremendously in trying to figure out script commands. History: PPRE started out as a program with a whole new concept. The first versions of PPRE were based on the code for Nitro Explorer 2, written by Treeki. This allowed for reading DPP roms using the NDS file system. One thing that I did not like was that I was using C# to code PPRE and had used C# to code PPTE (Project Pokemon's Trainer Editor). While C# is a great language. I wanted to try to support all of Linux, Mac and Windows. Also an integral part of PPRE will be loadingNOW's thenewpoketext system. thenewpoketext is written in python. Rather than learning python to translate thenewpoketext, I decided I would learn python and use PyQt to code PPRE. New versions of PPRE will work like thenewpoketext in terms of reading the rom data. That is, it will use ndstool to unpack and rebuild the rom. For Linux usage depends on wine. I have not tested on Mac but it should work the same way. Official Versions supported: Diamond (USA) Pearl (USA) Platinum (USA) However, many of the features will work for other versions and if something doesn't and there is enough demand I will add support for it. Latest Release: Windows: PPRE beta 0.14 (includes loadingNOW's thenewpoketext with platinum support and xdelta patching tool.) (go to: http://projectpokemon.org/forums/showpost.php?p=33961&postcount=112 for more information.) Mac/Linux: PPRE beta 0.06 Need Python 2.6, Qt4 AND PyQt for python 2.6 thenewpoketext (updated with platinum support) Planned Features: Pokemon Editing: Main Pokemon Data TMs/HMs able to learn Level Up Attacks Map Editing: Script Editor Event Editor Text Editor Encounter Editor Trainer Editor for the specific map Trainer Editor: General Trainer Editor This list is very imcomplete, but the general goal is to be able to edit as much as possible. I added some pictures of some of what I currently have. Main Window Main Poke Edit Moveset Editor Evolution Editor Move Editor Script Editor
  11. Hi, this is my second tool for editing Pokemon Black and White. A Starter Editor. Notes: - As for now, the program can only change what starter Pokemon YOU get, so when you open the box from Prof. Juniper at the beginning of the game, the screen will still shows Snivy, Tepig and Oshawott. I still have no idea on how to edit that. - This program support both ROM (.nds) and NARC (a/0/5/7). - This program will not change the Pokemon that your rivals/friends get, since it need to be edited in another narc. I don't think I'll add it. Changelog: v1.0.0 - The first version. v1.0.1 - Remove the alt form from list, add in function to edit the starter's level. v1.0.2 - Fix the issue of loading different region's ROM. v1.0.2.1 - Should really fix the issue of loading different region's ROM. Credits: - Andibad, for all the information on where to edit. Please try the program (and with caution) and report here if there's any bugs. Zero's Black & White Starter Editor v1.0.2.1
  12. Normaly, distributing ROM hacks for NDS ROMs involves an XDelta patch applied to the entire ROM. 3DS hacks usually involves tedious ROM extraction and file replacement. Patches applied to the ROM as a whole do not support multiple regions of games, and tedious ROM extraction and file replacement is a chore. DS ROM Patcher aims to fix that: a single easily-distributable zip file contains everything that's needed to apply a hack to a ROM. The supported input and output formats are the same as in my .Net 3DS Toolkit: 3DS, CIA, Hans, and Luma Layered FS. Instructions for creating and applying hacks can be found at the GitHub Readme page. Requires the .Net Framework 4.6.2. Download: GitHub
  13. Hello to all. I have just figured out that the midi mappings that Pokemon Black and White in bwmidi.zip (which are direct rips of the game files), and PKMN_E.zip (again, direct rips of the midi files) use are almost completely compatible with the sound mappings for the default Roland MT32 and CM32L patches when mapped to 16 channels. A way to emulate this on GS modules is to force all channels to the last bank, and set the drumset to the last one in the default bank. This gives MT32 Sound, which maps better than GM, and is universal across all areas of the game's music. For a DS-sized MT32 bank, you can either google "2GMGSMT.sf2", "4GMGSMT.sf2", "5GMGSMT.sf2,", "8GMGSMT.sf2", or "16.5mb gm gs mt32 bank v2.51.sf2", and add "LuckyMax" to the query. The bank was made in '01. It is not very accurate to the real MT32 though. I will provide a 1 gig sampleset via google drive, but in case a homebrew music project is in need of even more sounds, I will provide a mod of Zandro Revielle's DB50XG sampleset which has the inaccurate MT32 samples, and the SC-88 samples from a similarly accurate SC88 soundfont in this post. The link to the 1GB uncompressed 24bit MT32/CM32L/BW/RSEFRLG/HGSS/DPPT soundset is here https://drive.google.com/open?id=0B3iwOegRlzCXVkZ6WmFHNzNhcTg Attached to this link is the soundfont containing the DB50XG Mod, the SC-88 Samples, and the MT32/CM32L samples: https://drive.google.com/open?id=0B3iwOegRlzCXWmRQbktoWDBmQTA The file above is 32.5MiB Below, I have an even less accurate, but more faithful version of the MT32 samples, but with GM and GS drumsets, and GM instruments where possible. It is 8mb. MT32.sf2
  14. Here's another BCH tool that I helped work on with gdkchan to replace Ohana. How is this better?: The BCH (de)serializer has been completely rewritten, giving maximum flexibility and better BCH support. Features: - Import formats [BCH, SMD, GFModel] - Export formats [BCH, SMD, DAE] - Batch/Single texture export [PNG, GFTexture] - Batch model export formats [SMD, DAE] - Merge multiple models to the scene - Animation playback [bone, material, visibility, camera] Upcoming features: - GFModel export Screenshots: Download: https://github.com/gdkchan/SPICA SPICA.zip
  15. Author's Webpage: http://www.geocities.jp/bt_vermeille/remodel/pokemon_bw/ | (B2W2) Japanese Program. .NET 2.0 Required. Edits the ROM, not narcs. Features: Species Editor Evolution Editor Encounter Slot Editor Move Editor Download *TRANSLATED* Pokemon ROM Changer: B2W2 - English ROMs (by Kaphotics) B2W2 - JP Translation (by Kaphotics and Andibad) BW Translation (by Andibad) For ROM Hacks: PRC for BBVW2 Complete 1.1 PRC for BBVW2 Vanilla 1.1 PRC for BBVW2 Complete 1.00 PRC for BBVW2 Vanilla 1.00 Bond697 has graciously provided decompiled code (via .NET Reflector). It's not the original code, but it compiles into the same program. Original prc_bw2 (B2W2) Original prc_bw (BW) --Source for prc_bw2 translation (English) --Source for prc_bw2's translation (JP)
  16. I play Gen 3 alot and I decided hoarding Pokemon and items was a pain when storage space was so limited, that and trading takes forever. So I created a PokeBank-like program for hoarding, trading, and managing Pokemon, Items, Pokeblocks, Mail, and Decorations. Trigger's PC is a tool designed for legit purposes. There really aren't enough tools for legit-play out there sadly. However, note it does extend some of the boundaries of the game to increase replayability and customization. Image Album | News: Release v1.0.1.1 is Here! (7/18/16 8:05PM) Big thanks to everyone who helped improve Trigger's PC during beta in order to make it into what it is now! Please read the following documentation before using Trigger's PC: Safety Guide Troubleshooting and Bug Reporting Guide Links: Trigger's PC Wiki GitHub Repository Smogon Forums Page Suggest Achievements for Trigger's PC! Project Goals for Later in Development: In-Tool Mart for all currencies. Use items and feed Pokeblocks to Pokemon. Ability to write mail. Show other miscellaneous stats in the Trainer Info tab. Achievements. Statistics Page. Long Term Project Goals: Add support for Gens 1 and 2 (Especially since trading between those games is even more of a pain). This will include trading Pokemon up to gen 3 permanently. Changelogs: Download: Trigger's PC Release v1.0.1.1 (Recommended) Some Saves to Try Trigger's PC Out With Some Secret Bases to Import Previous Downloads: Enjoy!
  17. This is a simple program to view the teams in Pocket Monsters Stadium (JAP) and all data relative to the pokémon. It can also export individual pokémon as jpk1 files to use with pkhex. It is worth noting that the teams and trainers from Level 50-55 Tournament are (in theory) copies of the participants and winners of a real tournament that was held in japan. jpk1 code is heavily based on pkhex. Download: https://github.com/suloku/PMStadium_Viewer/releases/tag/0.1 Source code: https://github.com/suloku/PMStadium_Viewer/ ps: this needs a z64/v64 rom, you can find a converter here: https://www.zophar.net/utilities/n64aud/tool-n64.html ps2: this is for the japanese only game, not the international Pokémon Stadium 1, you can find an editor for it here: https://github.com/Guernouille/Stadium_Editor
  18. Project Pokemon ROM Editor 2 (PPRE) Download: Author: Alpha Warning: Frozen binaries get released several times slower than source releases! Downloads at bottom of post PPRE is a multi-purpose ROM editing tool for altering Nintendo DS Pokemon games. The project was started originally to edit Pokemon Diamond and Pearl by SCV based off of Treeki's Nitro Explorer and loadingNOW's thenewpoketext. pichu2000 created a strong basis for the scripting capabilities that PPRE will always have. Alpha has added many new features to make PPRE as versatile as it is. PPRE is written in Python and makes use of PyQt for its GUI. Development was led by SCV and Alpha. PPRE2 is a complete re-coring of PPRE. The original developers were still immature in their programming practices, so there is a lot of room to grow. The goal of PPRE2 is to provide a much better experience for ROM editing and to add many new features. Development is led by Alpha and open to the Project Pokemon community. PPRE2 should be referred to as PPRE. Requirements to run PPRE (Source Version): Python 2.6+ or Python 3.x PyQt4 Git Current Game Support: Diamond (US) Pearl (US) Platinum (US) Heart Gold (US) Soul Silver (US) Black (US) White (US) Black 2 (US) White 2 (US) Current Editors (incomplete): Pokemon Editor (Read/Write) Text Editor (RW) Move Editor (RW) How to setup and use: 1. Run setup.sh/setup.bat Or 1a. Use git to fetch the rawdb dependency (`git submodule update`) 1b. Link rawdb/nds to nds (or copy it if your OS does not have link support) 2. Run ppre.py 3. Create a new project (File > New Project, and select your base ROM) 4. Name your project 5. Don't forget to save your project 6. Start Editing (Edit > Some editor) 7. Write your changes to a new ROM (File > Export) Links to git repositories: PPRE: https://github.com/PPAlpha/PPRE RawDB: http://projectpokemon.org/git/gitweb.cgi?p=rawdb.git
  19. Here are some tools I made for B/W ROM hacking. BWME edits trainer mugshot sprites. BWOE edits trainer overworld sprites. BWSE edit front/back trainer battle sprites. BWTE edits trainers and their Pokemon. BWWE edits wild Pokemon encounter tables. https://www.mediafire.com/?m3aajx7ymoi0t4w
  20. Hey! You may remember XYTE and XYWE, which both have their own threads in this forum. I went ahead and updated them for ORAS: RSTE can edit and resave trainer data. RSWE can edit and resave wild encounter data. Note: Don't attempt to add encounters to a map that doesn't have any or remove all encounters from a map that does have them. ORAS Encdata is 1/0/1/3. ORAS trdata is a/0/3/6. ORAS trpoke is a/0/3/8. I can provide the source code of RSTE on request (PM me), but I'm warning you now that RSTE's source is garbage. RSWE Source: https://github.com/SciresM/RSWE Enjoy: RSTE.zip RSWE.zip
  21. [video=youtube;7CCKERTzGJI] This is the format of the banlist: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 00 00 00 00 00 00 00 00 00 00 00 00 0E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 07 00 00 00 00 00 00 00 00 00 00 00 98 7E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 D8 03 Notes: The banlist is 0-based and should be read in binary. Bit=0 means its corresponding Pokémon is allowed. Bit=1 means its corresponding Pokémon is banned. Formula to find whether a Pokémon is banned or not is P=(8×B)+b with: P (Pokémon) being a number between 0 and 649 included; B being the Byte number, counting from 0; b being the bit number from a given Byte, from 0 to 7 included read from right to left. The banlist is located at narc a/1/0/5 in BW, and narc a/1/0/6 in B2W2. Even though the banlist is the same between the facilities enforcing it, the banlist itself is technically not unique as you'll see below: Battle Subway and Battle Institute (All versions): Single Battle and Wi-Fi: file 20 Double Battle: file 21 Multi Battle: file 22 PWT (Black 2 and White 2 only): Single Battle: file 33 Double Battle: file 34 Triple Battle: file 35 Rotation Battle: file 36
  22. trdata = a/0/9/2 trpoke = a/0/9/3 How to use: v1.1a Tweaked the lists for trainer names and trainer class. Other Tools.rar BWTE v1.1a.rar
  23. This is a modification of Kazowar's BTX Editor. It's used to modify the BTX (texture) files used for overworld sprites in the NDS games. Kazowar stated that "BTX Editor is a horribly wrote program and is full of stupid limitations." But he gave me permission to decompile it, modify it, and re-release it. So I have. This version has been updated to support any of the character overworlds from HG/SS. There are still quite a lot of overworlds that it won't work with unless completely rewritten, like Pokemon, or anything not 32x32, or anything with more than one palette. I've also take the opportunity to change the interface. Buttons are now above the image, and the window will also resize to fit the image, rather than the reverse. I also changed the icon to differentiate it from the original. Usage: 1) Extract BTX files from the game, found in HG/SS at /a/0/8/1. 2) In BTX editor, hit [Open .btx]... and open a .btx file. 3) Hit [save .png as...] and save the image. 4) Modify that image. 5) Hit [Open .png] and open the modified image. 6) Hit [save .btx as...] and save the modifed .btx file. 7) Insert the new file into the game in place of the original. Download: http://www.mediafire.com/file/a4zjzn8kr8krgbc/BTX_Editor.exe
  24. I've been digging through some of my old files and found a bunch of tools and resources I used on my hacks, some of which the links seem to have been lost since. I thought I'd compile a list of some of the tools I've used in the past as well as a couple others that I thought might be useful. If a developer has his/her tool listed here and doesn't want it to be, let me know and I'll take it off. The titles of the tools/resources act as the download links. I've tried to add the authors of the tools wherever possible but I don't know all of them. I'm also happy to add any suggestions to the list. I did not make any of these tools. (Besides some additions to a text file, at least...) 2016-10-22: Some tools supplied by Hiro TDK have been added. There are general DS tools in bond's thread that may also be of use. Generation IV Project Pokémon ROM Editor (PPRE) Authors: SCV, Alpha and more (?) Thread: https://projectpokemon.org/forums/showthread.php?303-PPRE-Project-Pokemon-s-ROM-Editor PPRE is the quintessential hacking tool for Gen 4, allowing you to edit Pokémon, trainers, scripts, overworlds, wild Pokémon and more. However there are some issues with script compilation, particularly with movement commands that cause freezing ingame in HGSS. In these cases you may be able to simply save the map again in an older version of PPRE to compile the script correctly. Known bugs in PPRE include the aforementioned script issues, not maintaining the PokéBall seal or ability (HG/SS only) values, messing up learnsets when saving a Pokémon with a full 20 level up moves, and incorrectly saving some of the fishing spots in Platinum and HG/SS. It's unfortunately not really in development anymore, so those bugs will probably never be fixed, but you can skirt around them. Ignoring those things it's really, really good and pretty much necessary for any Gen IV hack. PokéDSPic Authors: ??? PokeDSPic is a tool that allows you to look at graphical assets such as Pokémon sprites and export and import PNGs to modify them. I'm not really sure where this tool came from but I know I used it to modify some sprites in HG/SS. There are two versions included in the download - one is for Diamond and Pearl only, and the other for PtHGSS only. With that said, the DP one is needed for some graphics in HG/SS such as trainer backsprites. (Thanks, Hiro!) PokéTex Authors: ??? I quite honestly can't remember what this tool is for but I think PokéTex is a useful tool when dealing with overworld sprites in the Gen 4 games. PtHGSS Lua Scripts Authors: Kaphotics This zip file contains two LUA scripts written by Kaphotics that will tell you the XY co-ordinates of your player character on the map they are on. One is for Platinum, the other for HG/SS. You can load LUA scripts by going to Tools > Lua Scripting > New LUA Script Window in DeSmuME. The co-ordinates will appear as an overlay at the top left corner of the bottom screen. Overworld Sprite IDs Authors: ???, Drayano This is a list of overworld sprites in HG/SS with the decimal numbers that correlate to their identifiers, i.e. set an overworld to have the matching sprite ID in PPRE and it'll show up as that. The original list only had up to the Mew sprite but I extended it when dealing with HG/SS itself. Some of this list may also apply to Platinum but I'm not sure. HG/SS US Texts Excel Workbook Authors: HiroTDK This is a searchable workbook of all text files in HeartGold and SoulSilver. The search results in Excel point to file and line numbers so that you can easily locate them in SDSME. I have a workbook transcribed for each language, but I haven't run the organization scripts on the other languages yet because my laptop is currently out of commission. EDIT: Tools merged from other posts - Evolution Editor For D/P Nitro ROM Explorer Narc File Replacer NDSeditor Rom Explorer Pokemon Data Editor for D/P Tahaxan Rom Explorer Wild Pokemon Editor for D/P/P Pokemon Trainer Editor for D/P/P Pokemon Sprite Inserter/Extractor Tile Molester DSBuff DSLazy NDSheader NDSTop thenewpoketext ndssndext Generation V Black/White Wild Editor (BWWE) Authors: ??? (KazoWAR?) Thread: N/A A wild Pokémon editor for BW and B2W2. Allows editing of wild Pokémon in any map with toggles for seasons and Pokémon formes. The original thread seems to be lost. Black/White Trainer Editor (BWTE) Authors: KazoWAR, Kaphotics Thread: https://projectpokemon.org/forums/showthread.php?13273-B-W-Trainer-Editor Trainer editors for BW and B2W2, though they are separate files. KazoWAR made the BW tool which was later extended by Kaphotics to support B2W2. Allows editing of any trainer's Pokémon, items held, Pokémon formes used etcetera. A 1000 slot version is also supplied for developers who append further trainer files onto the NARC than what is originally in the game. Black/White Sprite Editor (BWSE) Authors: KazoWAR A sprite editor for BW and B2W2. Allows editing of Pokémon and trainer sprites. Do note that it likely will not preserve animations. Black/White Overworld Editor (BWOE) Authors: KazoWAR An overworld editor for BW and B2W2. Allows editing of overworld appearances. Black/White Mugshot Editor (BWME) Authors: KazoWAR A mugshot editor for BW and B2W2. Allows editing of mugshots such as those that appear when you battle Gym Leaders or the Elite Four. Project Pokemon Text (PPTXT) Authors: SCV Thread: https://projectpokemon.org/forums/showthread.php?11582-PPTXT-Text-editing-tool A text editing tool for BW and B2W2. Allows you to edit text in-line as well as dump entire scripts. OxATTACK Authors: Oxnite Thread: https://projectpokemon.org/forums/showthread.php?17553-OxNITE-s-Pok%E9mon-Black-amp-White-Tools An attack editing tool for BW and B2W2. I haven't personally used it but it looks clean and feature complete. Pokémon ROM Changer (BW) Authors: ???, Andibad Thread: https://projectpokemon.org/forums/showthread.php?17426-Pokemon-ROM-Changer An all around tool for Black and White, allowing editing of species, moves, encounter slots and evolutions. Be warned that Pokémon ROM Changer works on absolute offsets, so any sort of extensions whatsoever will stop the program from working if the offsets it's targeting are shifted. May be best used on a fresh ROM to edit what you want, then transplanting the NARCs to your overall project. Unsure who the original developer was but Andibad provided the translation for English users. Pokémon ROM Changer (B2W2) Authors: ???, Kaphotics Thread: https://projectpokemon.org/forums/showthread.php?17426-Pokemon-ROM-Changer Same as above, but for B2W2. Versions for my Blaze Black 2 and Volt White 2 hacks are also available in the thread. Unsure who originally made it but Kaphotics provided the English translation. B2W2 Lua Scripts Authors: Kaphotics A number of LUA scripts for Black 2 and White 2. I don't remember the contents exactly but it does include a LUA to show your character's X/Y position on the map. Twistedfatal's Pokemon BW2 Toolbox Cross Generational (IV and V) Tools Spiky's DS Map Editor (SDSME) Authors: Spiky-Eared Pichu aka Markitus95 GitHub: https://github.com/MarcRiera/SDSME Thread: https://projectpokemon.org/forums/showthread.php?26374-SDSME-Spiky-s-DS-Map-Editor SDSME is a map editing tool for DPPtHGSSBWB2W2 as well as an alternative to PPRE for some things such as trainer Pokémon and wild data. Unlike PPRE the wild Pokémon areas aren't named directly and you must cross reference IDs with the maps listed on the main screen to find the correct area. Trainers are listed normally, however. I can't comment much on SDSME as I haven't used it and I definitely haven't tried the map editing parts. Tips should be available in any threads about it, though development of SDSME has since been discontinued. ANDT Authors: Andibad GitHub: https://github.com/andibadra/ANDT Thread: https://projectpokemon.org/forums/showthread.php?26663-Andi-Pok%E9mon-Hack-Tools ANDT is a tool by Andibad composed of a few different features, some of which work on both Gen 4 and 5. According to the description it is deprecated but I wasn't able to find a more recent version. ANDT has the ability to modify movesets, evolutions and experience tables on Gen 4 and 5, wild encounters on DPPt and Hidden Hollow encounters on B2W2. As far as I know this is the only Hidden Hollow editing tool out there, so I would recommend this tool just for that. I've not personally used it but I believe I've used a standalone version of the hollow tool before (which no longer exists) and it worked great. crystaltile2 Authors: ??? crystaltile2 is an all-purpose DS editing tool. I admittedly don't really know the extent of what it's capable of but it has a very convenient way of importing and exporting NARC files into the ROM by clicking the little DS looking icon near the top. There are other ways to pull NARCs in and out but this is one of the most convenient. It was made by Chinese developers, hence why a large amount of the tool isn't written in English. G3DCVTR Author: ??? This converts 3D files for NDS games. It's command line only. Nitro SDK Plugins for 3DS Max 2010 Authors: Nintendo These allow you to export 3D models from 3DS Max 2010 for use in NDS games. These aren't allowed to be posted here, so you'll have to search or ask around to find them. BTX Editor Author: Kazowar Thread: https://projectpokemon.org/forums/showthread.php?9873-BTX-overworld-editor This allows you to export and import sprite sheets from the texture files in the game, most notably, overworld sprites. It's not a great program, and it bugs out and doesn't work with specific files, but it mostly works and is much less demanding than PokeTex. NARCTool Authors: natrium42, modified by unknown This tool allows you to decompress and compress NARC files to and from folders. Since Tinke can easily decompress and extract NARCs as folders, it's only real use is rebuilding NARCs from folders. Tinke Authors: pleonex and various contributors Thread: http://gbatemp.net/topic/303529-tinke-072/ This is an all purpose tool for NDS hacking. You can look at the file structure and import and export files and NARCs. It has a very basic hex editor. You can view, import, and export images, models, textures, et cetera. There's so much more this can do too. This is a very powerful tool for the graphical side of NDS ROM hacking. Mario Kart DS Course Modifier - EDIT - Link Broken Authors: Gericom Thread: https://gbatemp.net/threads/mkds-course-modifier.299444/ This is another NDS hacking tool like Tinke, that's pretty powerful and has a lot of features. This one is specialized for editing Mario Kart DS, but it has some useful functions for us. It's really good at editing single frame textures, but not animations. There's a function for splitting and rejoining texture files and models. It's very specific, but I used it to pull the protagonists sprites from the Magnet Train animation. It also has a decent converter for graphic files. The Console Tool Authors: lowlines Thread: http://www.romhacking.net/forum/index.php/topic,8407.0.html This is a powerful ROM hacking tool that can be used for many systems. I really only use it for occasionally editing palette files though. It supposedly has a pretty powerful 3D Model viewer, but for some reason, I've never been able to access it. Generation VI PK3DS Authors: Kaphotics, SciresM GitHub: https://github.com/kwsch/pk3DS Thread: https://projectpokemon.org/forums/showthread.php?44950-pk3DS-XY-ORAS-ROM-Editor-amp-Randomizer Pretty much the only thing you need to make a Gen 6 hack, PK3DS is an all-purpose tool developed by Kaphotics (with some input from SciresM such as the wild editing tool) that lets you modify pretty much anything that's currently possible. Wild Pokémon, trainer Pokémon, some graphical assets, moves, items, marts etc. Scripting isn't offered because Gen 6 scripting isn't possible, but you can do pretty much anything else. The download link there is the latest master release on PK3DS, so it includes static encounter editing and other features not in the release version on Kaphotics' thread for the tool. Be warned that some parts may be unstable. Though in my experience it's all been pretty awesome. PK3DS is also still in development, though for Gen 6 it is pretty much complete. Ohana3DS Authors: gdkchan, Reisyukaku Thread: https://projectpokemon.org/forums/showthread.php?44168-Ohana3DS-(BCH-Tool) Ohana3DS is a BCH editing tool that allows you to modify models within the Gen 6 games. A lot of helpful information is provided in the linked thread. The download link offered here is the latest release of the old Ohana3DS, but a new version written in C# is currently in development. EDIT: The mirror links above will take you to the file's new home in the Downloads section.
  25. GARCTool - Download Link Simplified GARC handling tool which will unpack & decompress, or pack & compress depending what you throw at it. GARC Unpacker (replaced by GARCTool) - Download Link First GARC unpacking tool, here for archival purposes.
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