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  1. Been meaning to get into this community for a while, so here I go. Here's a tool that makes editing the Mega Evolutions Table easier. Just open up your garc (location listed next to 'Open' for your reference), make your changes, and click save. Download: https://github.com/Huntereb/MEE/releases Source: https://github.com/Huntereb/MEE
  2. I made a personal.garc editor for Pokemon X/Y and OR/AS: Use it like you would RSWE or RSTE. XY Garc is a/2/1/8. RS Garc is a/1/9/5. Source is available on my github: https://github.com/SciresM/Personal-Editor Download link: Personal Editor.zip
  3. 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
  4. This is a wild pokemon encounter data for Pokemon X/Y. Its design is based on BWWE, but unlike BWTE, there's no code copy/pasting. Wild encounter data is in a/0/1/2. Use Kaphotics's GARC Unpacker (Check .bin extension only and make sure "Don't decompress" is UNCHECKED.) A correctly extracted GARC should have 361 files -- dec_000-dec_359.bin, and 360.bin. If there are any other files in the folder you open with the program, the program will refuse to open the folder you specified. The Source Code for XYWE is available on my GitHub. XYWE.zip
  5. 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.
  6. This is an updated version of KazoWAR's BWTE that supports Pokemon X/Y's trainer data. (I removed support for BW and BW2). Trainer data is in a/0/3/8 Trainer pokemon info is in a/0/4/0. To use this, extract those two GARCs to folders and open them the way you would when using BWTE. Don't forget to check ".bin extension only" when extracting from the GARCs. If your files are named 0-784.bin (you used an old version of GARC unpacker), check the "Fix Formatting box at the bottom." If they're 000-785.bin (newer version), leave it unchecked. Don't ask for help extracting them, or for a decrypted copy of the ROM. Enjoy! XYTE.zip
  7. Download Link At Bottom of Post Drag & Drop tool that emulates: Any official transfer method Fakes non-official transfer methods (backwards conversion) Converts a pkm/3gpkm file to any of the forward generation formats, depending on what the user selects. Download Page Source Code
  8. Hello again ! I recently did a lot of work on PMD2, but before that I was working on a script to make some deep modifications to Pokemon at runtime, directly in the RAM of the emulator. It got put on hold, given I use cheat engine as backend for the lua script that powers the whole thing, and the UI editor is very finicky and keeps crashing when I'm editing list views, and given I'm using a ton of them, its getting a little tedious.. I'm still trying to find out whether I can still use Cheat Engine as backend but used from another language such as C# or something where I can make a separate UI easily.. Its really not polished and it still has its share of bugs. And this far the actual editor can only list pokemon in the party, and in the 8 first pc boxes(I doubt its even possible to ever use more than that tbh..). However, it does list a lot of data that is invisible to the player, such as PID, SID, IVs, EVs, etc.. Right now, it works only on a x64 setup, x64 Windows OS + x64 dolphin. x64 Cheat Engine.. But I was in the process of implementing a detection for that and to use the proper addresses for an x32 setup. However, its really not that complicated to change the addresses in the script to their x32 equivalents.. PPXD Memedit Description: For x64 setups only right now.. Unless you want to manually edit it in the script, which is still possible ! Don't expect too much of it. I'm mainly only releasing it so others can pick it up and improve on it, because it will probably be a while before I put good progress into it ! This thing can basically read straight from the dolphin emulator's memory data for each pokemons in the player's party, and in the pc boxes. It shows normally invisible details about pokemons, such as PID, SID, IVs, and EVs. These guys have helped me a lot with the data they've published : http://www.smogon.com/forums/threads/past-gen-rng-research.61090/page-32#post-3808418 Eventually it will allow modifying those things ! Along with editing the actual data for pokemon species, moves, typing, etc.. This far most of the in-memory data for those has been figured out, and the only thing left to do is to build a proper UI to edit those, and a proper way to save changes and load them easily later on.. How to use: You need to have Cheat Engine x64, and Dolphin x64 installed on your computer for this to work ! I currently have CE 6.3.x Dolphin uses a certain technique to access/manage memory, and the "MEM_MAPPED" option in the Cheat Engine's Scan Settings must be turned on ! 1. First extract everything to the same directory. Double click on the .CT file. Cheat Engine should load it. At the popup say yes to loading the script. Right now the script doesn't auto-start when loaded with Cheat Engine, because its still kinda glitchy and having access to the Cheat Engine UI can help ! 2. So, in the Cheat Engine window, got to the menu, then Table->PDXMainWindow->Restore and Show. This should popup the main window of the memeditor. 3. Then, make sure dolphin x64, is running with the game loaded, and click on the button named "attach to dolphin". It should freeze for less than a second, and a message saying "process already attached"(my code is still glictchy, but it actually attached the process correctly) will popup in the box at the bottom. 4. Then, given I didn't find the static pointers to the player's party and PC boxes, you need to input your trainer's name exactly as you entered it in the game inside the player name box. Then if you changed the name of your first pc box, enter the name you gave it in the second box, then click "analyze memory". This should take a second or so, and if it found the player party and the pc boxes it will list those in the box along with their addresses.. 5. Once it worked, you can either click on "Party Pkmns" to see a list of the pokemon currently in your party, or PC Boxes to see a list of pokemons in your pc boxes. The other options are not guaranteed to work as off now, or won't do anything at all. *NOTE: the "auto-refresh" checkbox and the "switch to battle party" button don't work at all yet. Download: - Version 0.1 pre-pre-pre-alpha : https://www.dropbox.com/s/sjfcc8zsiymslu9/ppxd_memedit-0.1.zip Research Notes: Those are the interesting part ! They are strictly about RAM editing, given I haven't managed to decompress anything on the game disc.. I couldn't find out what compression it used or if tools existed for it.. But the notes contains details on how to modify most values for each individual pokemons, and how to edit specie wide data, or even edit single moves' data ! They're a work in progress though, and still not very clean and not 100% accurate.. So any contributions anyone can make to them would be greatly appreciated ! Even if, right now I'm mainly focusing on reversing PMD2, I figured it was better to share those than have them on my hdd doing nothing useful ! Here they are : https://www.dropbox.com/s/qx8zah411t6dbvt/PPDX_MemoryDataStructureInfo.txt On a side note, I was really surprised at how sturdy the game is even if you enter completely invalid things ! I never even managed to freeze or crash the game once when working on finding out those things ! Things like replacing an entire pokemon block with ones everywhere ! I made really weird and dumb things, such as have a pokemon evolve like shedinja, and creates a copy of itself of its pre-evo specie ! And then that evolved, and gave basically a copy of itself at each levels I hope this will be useful to someone !
  9. 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
  10. Some simple tools to edit stuff that didn't have an editor (yet). Mart Editor (B2W2 Mart Inventory Editor) Image: Instructions: Use kiwi.ds to extract all of the files from the PokeMart NARC (a282 for B2/W2) [Open] -> Select folder with all of the files [save] to save all of your edits. Use PPNFR or kiwi.ds to build a new NARC out of the edited files. Pretty straightforward, operates like Kazo's BWTE. Egg Move Editor Image: Instructions: Use kiwi.ds to extract all of the files from the Egg Move NARC (a124 for B2/W2) [Open] -> Select folder with all of the files [save] to save all of your edits. Use PPNFR or kiwi.ds to build a new NARC out of the edited files. Pretty straightforward, operates like Kazo's BWTE. MartEdit.zip MartEdit_%28src%29.zip EggMoveEdit.zip EggMoveEdit_%28src%29.zip
  11. Can anybody make a tutorial about how to create an application that read/writes over a narc file?? Pls answer
  12. so the other day i was trying to dump all the bins out of a narc. i tried literally all 5 or 6 programs i know of and they either did a terrible job and named the files all wrong or crashed immediately. i got sick of looking for something to dump the files, so i wrote one. program: http://hack.thundaga.com/NarcDump_latest.7z and the source: http://hack.thundaga.com/NarcDump_src_latest.7z to use it, you either: a. drag and drop a narc file onto it and it will extract all the files inside to the current folder. b. use it with the command prompt- if you only provide the location of a narc and not an output location, it will extract to the current directory. c. provide an input narc and output directory- you may provide a directory that you want narcdump to create, you do not have to create the directory yourself beforehand. **keep in mind, right now it only dumps files without their proper names. this is fine because most of the narcs in b/w and b2/w2 use obfuscated narcs and unnamed bin files. narcs with mdl or btx files or others that still have proper names due to the need for their lookup by the g3d dictionary, etc will be dumped as plain bins at the moment. version 1.1 of the dumper will handle named files. for now, it can dump things that cause other dumpers to crash.
  13. I've made a tool to convert the Pokedex files from B2W2 into text. For example: old: You just need to extract the files from the narc(a/0/1/6) and insert one of the files. link: https://www.dropbox.com/s/n8s3tgzckzxvshd/Dex_Reader.zip
  14. The first post will be the patch and instructions and the second will be a look into how I managed to do this. Using this will be a little bit complex for now until the new version of Kazo's trainer editor shows up. I don't know if he'll be doing it or if I'll be doing it, but it will be available at some point soon-ish. Until then, there are basic instructions in the text file and obviously you can ask questions in here. So what we've got here is the first implementable hack for 5th gen Rom hacks. For now it will just be for B2W2, but will eventually be for BW as well. As the title states, it lets you pick the nature for opposing trainers' pokes. http://hack.thundaga.com/trainer_nature.7z Also, here's a pic of what I was talking about in the text file: The red square is byte 0x4B, the one you're supposed to edit.
  15. This is not a tool thread, do not ask for help as to how to get these programs working. For those who do not know me, I am very against closed source. I created a program by the name of AlphaMap 4 years ago and have never released it. I promised that if I did not continue development by February 2013, I would release a reasonable amount of it for the sake of innovation. My development for Pokemon research has been on hold for the longest time, and I do fear that I will not be getting back to it. I honestly wish I had more time for time for development of "fun" stuff, but that is not as reasonable as I had originally anticipated, so I can only really develop things which would actually further myself as an experienced developer (read: Pokemon development can only get me so far in life; it is neither profitable nor credible). Word of warning: These programs are released as is; I have not cleaned them up at all. There are many quirks within them that are likely hard to understand. http://projectpokemon.org/alphamap.tar.gz
  16. G4PS will take 2 or 4 images and build a single palette from them and then save all the images using the single palette as an 8bpp image to be used with PokeDSPic. example G4PS..rar
  17. 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
  18. Hi, welcome on my thread ^^ I just spare my free time to build my own tool for hobby purpose and make a long way into easy way to parse, and change a data on pokemon game. I using c# as main language on this tool because is simply and comfortable :3. Well name of my new tool is Ninfia DS Toolkit or ANDT on long term, DS in here is not limited to nintendo DS but 3DS will supported too like pokemon XY. Yeah current commit is fairly good , but i will improve it slowly :rolleyes:. I using a MDI Interface Concept (i using thirdparty open source library), is just make it more organized and not too much windows and process. Future build will implement global class for store common value and mdi class for store private usage. plugin, multi language and settings module is not on public repo since is have nasty bug DX, is need to rewrite them from 0. ANDT have : Hidden Grotto Editor Moveset Editor Experience List Editor Evolution Editor WildEncounterEX Editor other (just see on ANDT Repo) ToDo : http://andibadra.tumblr.com/ And other is WIP, i just lazy to remove unfinished one so is not a bug. You can Still download my old tool on here , for moveset one you can browser on that repo too. Old Tool are : Hidden Grotto (BW2) Moveset Editor (BW and BW2) Subway Viewer (all DS game, only viewer) In-Game Trade (all DS game) Remember this tool is still on alpha stage, so always backup your file first before using this tool. ANDT : Repo home : https://github.com/andibadra/ANDT (is public repo, is not include all experiment and unfinished code) Release : https://github.com/andibadra/ANDT/releases Current Build : https://github.com/andibadra/ANDT/releases/tag/1.0.0.20140923 (v 1.0.0.20140923, ChangeLog) Changelog : http://andibadra.tumblr.com/ Utilities : BCSAR Unpacker 1.0 : https://dl.dropboxusercontent.com/u/3122097/BCSAR_Unpacker_1.0.7z (for who want to ripping file on inside bcsar file) Screenshot : credit : - Everyone was make their tool is opensource - All people on this forum - for use my tools =) If you found a bug, have a idea, and willing help me for translation or something, just PM me
  19. Ever wanted to edit Pokémon DP maps, but you couldn't because you didn't know hex? Ever wanted to make interiors look in 3D instead of 2D? Now you can, with Spiky's DS Map Editor! Specifications: Creator: Me (Spiky-Eared Pichu/Markitus95) Supported games: All Gen IV/V games in all languages Current features: Map header editor Matrix editor Individual map files editor (includes importer/exporter and dedicated editors for permissions and buildings) 3D Viewers Wild Pokémon and event editors Script viewer Text editor (based on Thenewpoketext) Trainer editor Planned features: Model importing Tileset editor redesign Event and trainer editors for generation V Pokémon B2W2 scripts Screenshots: Download: Version 1.8.1 (23/6/2013): http://www.mediafire.com/?kq77b55j47mr18l Note: .NET Framework 4 or later is required to run the tool. Enjoy!
  20. Hello everyone. I'm sure you all may not know me well, but I have been looking for a way to contribute to the site in some way. I first compiled this list on paper, but thought it would be easier to adjust and have on my laptop. Before I knew it, I started elaborating on the list into what it is now, mainly because of my habit of being so organized. Then I thought, "What if this little list can help the community some how?" This leads to this thread. I'd like to donate my Microsoft Excel Document I created based entirely on the Dream World and even Dream World Hack Tool. It is in 2000-2003 compatibility mode for those of you who have a very early version of Microsoft. Please keep in mind that it was made in Microsoft Office 2007 / 2010, so some features may not be available to earlier versions. However, I highly doubt this, seeing as how I only used borders, colors, etc. Nothing extreme such as formulas. Now to further help those who could make use of this document, I'd like you all to contribute ideas and information that can help me complete this guide as well as improving it. It currently consists of a list of Dream World Pokemon, where to find them, their abilities, moves given, a berry checklist, where to find the berries in the Dream World as well as which ones are the infamous EV berries. I also included the number for the respective berry that you would enter into the Dream World Hack Tool for convenience instead of constantly having to refer to the page on Serebii. That is about all I can think of at the top of my head that this document contains. Please look at this document if only for just a moment, even if you don't think you need it. I would like some ideas and information to make this something you would be interested in. This document could also be useful for those working on making legal Pokemon in the Dream World. I am currently working on adding a Gender and legal section to the document (recommended by ReignOfComputer) since there are Pokemon available in certain genders in the Dream World. Thank you all for taking the time for reading this thread and I wish you all a good day and sweet dreams (pun intended). Credit goes to: ---Community of Smogon and Serebii for providing all this information ---ReignOfComputer for inspiring me to make this thread and for the extensive guide on the Dream World Hack Tool. Please check out his youtube channel, I know it will help you as it did me. Click, like, and subscribe! ---Community of Project Pokemon for making me feel at home here. I feel I need to contribute for the help and kindness that they have shown me as well as making me feel welcome and at home. ---All others who I have forgotten to mention, sorry! Without further ado, here is the document I worked on: Pokemon Dream World Checklist Google Docs Version September 27, 2012 UPDATE: Test: Sprites in Berry List I added the berries' sprites. I plan on doing the same to the pokemon, but first I need an opinion on how it looks and whether or not I should keep them.
  21. This program makes pokemon shiny! Download Here! BEWARE THIS CHANGES YOUR POKEMON'S IVS Simply start the program and type in the file that you want to make shiny and presto! instant shiny! Non IV changing version coming soon.
  22. SIZE="4"] Nintendo Pokemon Rom Editor[/size] by pichu2001 Foreword Hi! Almost three month ago i started working on a potential NDS Pokemon Editor. At first, i worked with Visual Basic, and i released two betas (link at bottom). A month ago i decided to convert my tool in Visual C#, and finally i "insert" my new code in the SentryAlphaOmega's Map Viewer. So, let's me release the beta 1.0, as a Christmas Present! Feature - Open, edit and save DPP, HGSS, BW Map. - - - Open, save, edit Movement (Tested only for DPP, HGSS - BW may be work.) - - - Open, save, edit Object( Add and delete function should work also if in the original map there aren't object) - - - Open, save, edit Nsbmd Part(Only you can obscurate a Polygon(The edit part is very buggy)) - - - Event Viewer(Not linked with map, you must extract zone_event(release if DP) internal file) - - - Save a map as NSBMD. - - - Show some other useful stuff(Regarding Nsbmd part) How to Use First go to the little directory on menu, and open a map from BW, HGSS, or DPP. If the map is a real map, you can see a Dialog Box, in which you must choose from which game the Map is extracted. Now you should can see the first Polygon of the map(Swap with Rotate, Zoom and Elevation for having a better camera). You can choose the PolygonVisible from the apposite command; if you wanna remove polygon click on Remove, after go to Save from main menu. There's other three tab: Objects, Movement and Other. Object: You simply edit the values into the table, and click Save. If you wanna delete an Object, select the row, click on Delete, click on Save, and later Save the Map from main menu. You can add object with the same method. Movement: Like object, you can edit the cells, than click on Save button. Also you can select a group of cells, right click with mouse, choose the new movement, and click on it (Not fully insert). [*] Event Viewer is a different part of the program. You can view an event file going to Other Section, click on Event, and go to Open Event. Choose the event file and see the info into the three table(Edit coming soon). Preview http://www.imagehost.it/di-KXK0.png http://www.imagehost.it/di-G138.png Download NPRE beta 001 26-9-2011 http://www.megaupload.com/?d=WFPXTCUT NPRE beta 002 11-11-2011 http://www.2shared.com/file/wDkias7F/NPRE_b002.html NPRE beta 1.0 21-12-2011 http://www.2shared.com/file/is1nC07g/NPPRE_beta_10.html For any bug or suggestion, don't hesitate! Pichu.
  23. Welcome to my first ever page with tools! This page will be updated soon with a nice layout. [HGSSSPRITE]278[/HGSSSPRITE] OxATTACK Pokémon Black & White Attack Editor | Version 1.6 Abbreviated as OxAT, OxATTACK is a tool that lets you edit attacks (moves) in Pokémon Black and White. In the newest version 1.6, move mechanics are editable and some more effect descriptions have been added. For now, the tool can edit the following aspects: Type Category Power PP Accuracy Secondary effect Stat manipulation Basic effect Critical Hit ratio Opponent(s) Priority Frequency Move mechanics Click here to download OxATTACK Version 1.6. Big thanks and credits to TwistedFatal, who helped me a lot with the tool creation! I hope you like the tool(s). If you find any bugs, please report them here. None of my tools are known to be 100% stable, so please remember to make back-ups.
  24. Hello, internet audience! I enjoy writing programs. It's kinda fun to me. Plus it's a great stress reliever [ or inducer -- however you look at it? ] Anyways. I use GTK+ and more recently, GtkMM ( which requires GTK+ to run, and then some ) RunTime: GTK+ Official Installer | My Files ( 7z ) includes GtkMM ( Full Metal ) Phoenix: FMP is a palette editor, plainly put. It imports / exports bitmaps, adobe color tables, and advance map data palettes. Bugs: ○Exporting bitmap Crashes! To Come: ○Bugfixes to bitmap ○More efficient Vector<> class useage ( I programmed my own, which is insanely better than std::vector<>, mind you. ) ○Implementation of my own String class ( to avoid that ugly std::stringstream ) ○Palette Averaging ○Palette Previewing ○Bookmark system ○Support for all image formats supported by cairo surfaces. ○Automatically merge colors that will render the same on target screens. [ to avoid wasted space ] **averaging and previewing are a ways off. Download: link ( Full Metal ) Free Space: Simple free space searcher. Supports hex or decimal. Input your size into the apropriate box. Notate hex with &h or 0x. If you want to specify a starting offset for your search, enter it into the 'found' box. Then click search! It doesn't hog File permissions, and it uses a great algorithm ( thank you dkreuter! ) to search for free space. I'm considering re-writing with C++. To Come: ○Suggestions? Bugs: ○None that I'm aware of. Download: link Geared Sun: Is a revolution in scripting. Here's my vision: Create a project. Add an item to a project. An item can be either a function( return ), subfunction ( end ), text, movement string, raw data ( hex editor ), or routine ( thumb / arm ). You won't see anything like: #dynamic 0x74000000 #org @main. and you won't have to bother with commands like return or end the other thing -- commands now use parenthesis and comments ( like all the other languages ) to notate arguments. If you use a semicolon, you can also put more than one command on a line! The other cool thing is that it uses sqlite3 database to lookup commands and their corresponding values. Credits to Hackmew, and Giga Universe for providing, and parsing XSE's database! As of now, the program is in a very early development stage. Here is a preview!
  25. 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)
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