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Found 67 results

  1. SPICA (Model Tool)

    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
  2. (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
  3. 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
  4. 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
  5. 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
  6. DS ROM Patcher

    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, and Hans. Instructions for creating and applying hacks can be found at the GitHub Readme page. A patcher for @Dio_Vento's Pokémon Star Sapphire 2.1 can be found here so people can try out the patching capabilities without having to make a ROM hack. Fun fact: the zip file I just linked to is about 6.5 MB, while the original distribution file was about 118 MB. Requires the .Net Framework 4.6. Release Page GitHub Download
  7. 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
  8. 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.
  9. 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!
  10. 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.
  11. 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: https://github.com/evandixon/Sky-Editor/wiki/Beta-2 Download: https://github.com/evandixon/Sky-Editor/releases/tag/v4.0.1.0b2
  12. I've figured out how scripts work in Pokémon , and therefore wrote a script disassembler (in Python 3.x). Sorry if it's a mess. There are basically two scripts run at the same time: the "common" script, used for a lot of things, loaded after the "Health and safety" screen, and the current map's own script. I don't know where the common script is stored, so I've dumped it from RAM (you can find it in in the link below, along with the disassembler). This common script seems to do strange things anyways. For everything else, refer to the disassembler various docstrings. I consider the Daycare's script (M3_houseD_1F.fsys/1) to be a good script to begin with. The test script (in Script_test.fsys) is interesting too. Download link (download the source code, since it's Python): https://github.com/TuxSH/XDscriptTools/releases/tag/v0.1
  13. 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.
  14. [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
  15. I finally decided to jump the gun and go make my own tool. As of version 2.0, it works with DP Battle Tower, PtHGSS Battle Frontier, B(2)W(2) Battle Subway and B2W2 PWT. Compatible files: Diamond/Pearl: Battle Tower: battle/b_tower/btdpm.narc Platinum: Battle Tower: battle/b_pl_tower/pl_btdpm.narc Battle Hall: battle/b_pl_stage/pl_bsdpm.narc HeartGold/SoulSilver: Battle Tower: a/2/0/3 Battle Hall: a/2/0/4 Black/White: Battle Subway: a/2/1/4 Black2/White2: Battle Subway: a/2/1/1 PWT (Rental Master): a/2/5/7 For Pt and HGSS, facilities other than the Battle Hall use the Battle Tower roster. Features you can play with: Pokémon Held Item Nature EVs Moves Alternate forms Also you can't modify File 0, since you would gain nothing from it anyway. Alternate forms: Note: If the byte refers to a form that doesn't exist in one given game, it will simply be treated as the default form. Note 2: Castform and Cherrim have functional bytes for the form change, but are not included. Note 3: Alternate forms will use the abilities of the default form! Pokémon with alternate forms: Pichu (HGSS) Unown Castform (not editable) Deoxys Burmy Wormadam Cherrim (not editable) Shellos Gastrodon Rotom (not in DP) Giratina (not in DP) Shaymin (not in DP) Arceus Basculin (Gen V) Darmanitan (Gen V) Deerling (Gen V) Sawsbuck (Gen V) Tornadus (B2W2) Thundurus (B2W2) Landorus (B2W2) Kyurem (B2W2) Keldeo (B2W2) Meloetta (Gen V) Genesect (Gen V) Changelog: v1.0: _Release v2.0: _Battle Subway Pokémon are now editable _Moves are sorted alphabetically _Items are sorted alphabetically _Only items that have an effect when held are listed _Added Pokémon sprites _Added items sprites Let me know if there's a bug. Enjoy BFME.zip
  16. 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
  17. Shiny Chance Changing tool v2.1 Note: I lifted this thread from another forum where I posted my tool, I'm leaving the version info in for reference. If anyone is interested in the source(I can understand the trust issue) I'd be happy to upload it, it's a bit messy though. What is the Shiny Chance Changing tool? As the name suggests this is a tool that allows you to change the shiny encounter rate! Supported ROMs English Fire Red English Emerald English Ruby How to use this tool First, make sure ShinyCC.exe and ShinyCCGUI.exe are in the same folder! Run ShinyCCGUI.exe, fill in the required data and hit the patch button! Your patched ROM will be saved to the folder that contains ShinyCC.exe Important details This tool changes the way the game interprets shinyness of a pokemon. This means that shinies from a patched ROM will not appear shiny in an unmodified ROM! Changing the shiny chance and loading an existing save may change which pokemon appear shiny. This also means that real shinies may not appear shiny on a ROM that has been patched with this tool. Download ShinyCCv2.1 Known bugs Changelog
  18. 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.
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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.
  25. 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