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Found 13 results

  1. Version 1.0.1

    385 downloads

    most or all of the tools you need for making a rom hack. please tell me if im missing anything or add suggestions. for unzipping everything if it needs a password the password is HackRomTools.
  2. Hello again! Ok so I've been working on a Pokemon SoulSilver Romhack and I've now reached the scripting stage. In a small amount of time I figured out how to change the game corner prizes and gift pokémon through SDSME. Feeling motivated with my progress I tried moving onto more complex things. I wanted to make the spiky eared pichu event avaliable without the need of action replay. However then I realised that you need a mystery gift shiny pichu to trigger the aforementioned event. Apparently the game will trigger the event if the shiny pichu in your party has the description 'met through a fateful encounter'. With my very limited knowledge I went through every script function for Ilex Forest trying to figure out what I had to do to trigger the spiky eared pichu event using a normal shiny pichu. However with my limited knowledge I don't really know what I'm supposed to change and the number of functions in the Ilex Forest map are overwhelming. I'm guessing there is a 'checkflag' line somewhere that if I remove should produce the desired effect. If I figured out how to do this then I could also trigger other events that normally require event pokémon such as the giovanni and sinjoh ruins events. If anyone knows how to help then please reply, it would be a big help! TLDR: does anyone know which flag checks for the fateful encounter description on a Pokémon? Or does anyone just have a list of flags that the game uses?
  3. How does one change the text before and after a battle in Pokémon White 2? Also, is it possible to change the trainers' names?
  4. Is there a way to render items unusable in trainer battles for Black/White 2? If so, how is this done? Edit: To clarify, I am referring to items stored in the bag such as potions, not held items.
  5. Hi everyone I've been working on a little Soul Silver ROM hack for a while now and I'm pretty close to releasing the first version. One thing I've been having lots of trouble with however is editing in-game trades. I found a really obscure tool that helped me out with this however it only works on unedited roms. I tried editing a clean rom using this tool and it worked out pretty well, but when I tried extracting narc file A112 (the in-game trade file) and inserting it into my already edited ROM, nothing changed. I then tried doing it the opposite way by adding all the other narc files that I needed from my edited ROM into the ROM where I had successfully edited the in game trades but when I went to playtest, the in game trades had returned to the base game trades. I'm guessing I somehow have the wrong narc file or I just messed up somewhere but I've tried multiple times doing things this way and it never works properly. Could someone please help me out? If I'm using the wrong narc file and I found the real one I'd be sorted. Alternatively if you know the numbers of the in game trade scripts in SDSME then I could probably edit them from there (although I haven't gotten very far into script editing yet so it'll take me a while to learn that properly). Ideally there would be some sort of tool I missed that would let me just quickly edit the trades but as far I can tell there aren't any finished tools that can do this. Any help would be greatly appreciated, thank you!
  6. 1. Are you able to edit totem pokemon battles? (eg. I change Gumshoos to a Pikachu) 2. If so, will the models used in cut scenes be replaced or nah 3. How can I change a battle from a single battle to a double battle? 4. What does "AI Val" mean 5. Can you change the z crystal rewards using Pk3DS? Hope somebody can help. Many thanks, Ben
  7. 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
  8. Hey guys So I've seen a couple threads asking how to replace the musics in Pokemon XY(I even posted one myself but remained silent) I am now starting this thread to show you how to replace the musics in XY ! (I checked there wasn't any tutorials on that) Big thank you to PlatinumMaster and his friend record reader who were the first to do it and to show me how it's done (the tutorial was written with permission) I wrote it on GBAtemp and Pokecommunity, and I thought that there were maybe people only monitoring Projectpokemon and are looking to know how, so here is the link to the tutorial https://gbatemp.net/threads/tutorial-how-to-put-custom-songs-in-xy-finally.519941/ Enjoy and if it worked/didn't worked comment down
  9. Hello,i made an tool for Pokemon BW2.This tool explains you,how to hack the Pokemon BW2 rom.It will show you,how to edit the rom carefully and how to edit narc files.The name is:Knoxs BW2 Tool. Version:1.0 FEATURES: -Explaining how to implement custom characters to Pokemon Black/White2 Upcomming Features: -How to edit the trainer datas -How to edit encounters -How to edit trainerback and trainer front sprites. &more! Download link:http://www.mediafire.com/file/ssfzc5suxbbkq7d/KBW2T.zip
  10. 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
  11. Hey, I am trying to make a mod that recolors the sprites of shiny pokemon that have kind of shitty shinies (specifically Dragonite, but other shinies too). I'm not trying to make regular pokemon shiny (plenty of AR codes for that), I'm just trying to recolor the sprites of existing shinies so that they look better. I have already recolored the sprites. However, I keep running across issues. First I'll pull up the picture of the pokemon I want to recolor, like so: [ATTACH=CONFIG]13725[/ATTACH] Then, I'll pull up the file that makes it shiny: [ATTACH=CONFIG]13726[/ATTACH] I open up the file and add my edited sprites for the shiny (which I did index to make it work, btw): [ATTACH=CONFIG]13727[/ATTACH] I'll write it to the narc and go back to the regular sprite: [ATTACH=CONFIG]13728[/ATTACH] Then I go back to where the edited shiny sprite should be, and I get this: [ATTACH=CONFIG]13729[/ATTACH] Fucking this I think it's something about altering the coloring rather than the sprites themselves, because when I look at Mewtwo: [ATTACH=CONFIG]13730[/ATTACH] Then go back to where Dragonite was, I get this: [ATTACH=CONFIG]13731[/ATTACH] It's Mewtwo with Dragonite's colors. It also happens for the failed recoloring I wrote to the narc: [ATTACH=CONFIG]13732[/ATTACH] So, my question is: HOW THE FUCK DO I EDIT THIS SHIT SO I GET A PINK SHINY DRAGONITE WITHOUT THE COLORS FUCKING UP ON ME??? HALP
  12. So I had a wild idea recently - a Pokemon Platinum ROM hack that would use very little from the original game - just the Pokemon, stats, typing (basic stuff, if ya get me), and the engine - and make the rest all unique. I'm thinking custom scripting, custom region that connects to every region from every Pokemon game from 5th gen and back. I basically want to make my own Pokemon game with Platinum as a base But here's the issue: I have absolutely no clue if it's even possible. If it is, I don't know where to start. So here's what I need from he community: 1) Is this possible? If so, go to 2; else, go to 4 2) What limitations would I have, if any? 3) What tools would I need to do this? (end list) 4) What would I need to make a fan game this massive? Keep in mind that I'm nearly broke Thank you!~
  13. Hello to everyone in the Project Pokemon Community. My name's Tucker and I've been playing pokemon since I was a wee lad, my first game being Pokemon Crystal. Since then, pokemon has held an important place in my life and still does. I've been recently introduced to the world of rom hacks (though i've been playing them forever lol) and joined this community to hopefully educate myself enough to obtain my own version of a randomized ORAS game some day. Any help will be appreciated as i begin my journey to becoming a ROM EDITING MASTER!
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