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Version FINAL
948 downloads
NOTE: THIS IS NOT ILLEGAL OR PIRACY. NOTE: THIS IS NOT ILLEGAL OR PIRACY. It is a savefile I created myself, NOT A ROM. It's just to help people who want to play the game they LEGALLY bought without having to grind for everything before being able to battle. I want to share it with people, so they can use it personally (without having to go through what I have building all these Pokemon) or for online play! Google Drive link: https://drive.google.com/drive/folders/1LZSiWSv5GjM9C3trYULSLyTxyzVk6Hs0?usp=sharing It comes with: all Fully Evolved (and many Little Cup) Pokemon with competitive builds; all battle passes and fashion items unlocked; ALL SHINY COSTUMES!! on the PKTOPIA Savefile, as well as 20 teams I have made of characters from across the series, such as Red, Cynthia, Jasmine, May, Giovanni, Paul and more! Have a peek: https://imgur.com/a/4VgGYbS The game has 4 Savefiles: PKTOPIA, Red, Blue, Green. You can rename these (see: Editing Savefile). -PKTOPIA is a complete file with all colosseums unlocked and completed. It has 30 pre-made battlepasses. It has shiny costumes. -Red is a complete savefile, but has no pre-made battle passes. -Blue has all the Pokemon, but has not been played. This is for you to have your own playthrough with my Pokemon! -Green has no Pokemon, and has not been played, so you can connect a DS, or play only with Rental Passes if you find that challenge fun! Small note: I chose not to give any Pokemon "Choice" items (except ones using Trick) and was sparing with Life Orbs, so that when playing with friends, sets aren't too complicated, and speed tiers are more predictable. Plus they kind of ruin the balance of the game. But if you're really into competitive, build your own sets! NOTE 2: importing the save to Wii REQUIRES Homebrew because PBR is locked to not allowing a save to be imported; using Homebrew with SaveGameManagerGX bypasses this. NOTE 3: in terms of Pokemon's legality, all Pokemon have fully legal Generation 4 movesets except these 4 cases: -Some legendaries know moves they cannot learn, to make them weaker. For example Kyogre has Aurora Beam, a weaker version of Ice Beam, to balance him. THIS ONLY APPLIES TO BOXART LEGENDARIES, MEWTWO, ARCEUS, AND DARKRAI, and I did not make Latios, Cresselia, or any other legendary/mythicals weaker! -Kecleon has Copycat. I just thought it suited him, and it works well with his Ability- he can reflect back a move of the same type he was just hit with, to get guaranteed STAB. -Pachirisu has Follow Me. He does not learn this until Generation 5, but I think it suits him and he is useless without it. -Unown has... a special moveset. Just for fun! In terms of Hidden Power, I excluded it from every Pokemon, except Unown, and the Singles OU Pokemon in Box 4. Their Hidden Powers are: Unown(ice) Magnezone(fire) Latias(fire) Slowbro(electric) Rotom(ice). Furthermore, all Pokemon have legit statspreads and EVs, except one Pokemon: The Rotom in Box 14. Because this Rotom is meant to be Rotom Wash, I hacked him to have the actual stats of Rotom Wash (which did not exist in Battle Revolution), and so he also has Hydro Pump. NOTE 4: this is a USA game save file, therefore will NOT WORK on any other region of game. Simply get a USA version of PBR to use the save file on any region of Wii with Homebrew. - To rectify this, I also added the Binary "PCDATA" file in the "Copypaste All Pokemon" folder. If you open your own savefile in PKHex and drag-and-drop this file into the PKHex window, it will replace all the Pokemon in your save with my Pokemon. This will bypass the region lock but will NOT import complete savefile, custom battlepasses, etc., and you will retain your savefile, just with all my Pokemon. ========== ===== Update (13 Jan 2024): I have now also added additional Pokemon for Gen4 OU singles battles! Four teams have been created but you can mix and match the Pokemon at will. These Pokemon are in Box 14. I also fixed the few Pokemon with accidental incorrect moves/abilities, such as Venomoth not having Tinted Lens. So if you have the old file, try this new one! ===== Update (03 Mar 2024): I went through and corrected ALL mistaken abilities, and re-balanced lots of EVs and movesets. I have now balanced the Legendary Pokemon so they have weaker moves and stats, meaning they can be used in battles along with other Pokemon and not feel unfair. I also went through the list of 500 moves and tried to add as many missing moves as I could to Pokemon, so that most of the moves are usable. I left out the tragically weak moves like Psywave, but found use for moves such as DragonBreath and Bite on Legendary Pokemon to make them balanced, and also added fun obscure moves like Punishment, Imprison, RazorWind, RollingKick and MeFirst! Finally I removed Explosion from almost every Pokemon, and on the few I left it on I replaced it with the weaker SelfDestruct. The prevalence of Explosion in Gen4 meta formats is kind of boring. And this savefile is made for fun battles with friends! ===== MAJOR OVERHAUL UPDATE (11 Jun 2024): This should be the final update. I spent about 70 hours doing this. - Went through and corrected all incorrect EVs IVs and Natures some Pokemon had - for example some sets I imported had 30 IVs instead of 31, because of Hidden Power. However my file does not use Hidden Power and so now Pokemon have 31 in all stats where appropriate. -Rebalanced some movesets/ items -Added new Little Cup Pokemon and gave them all items again -Added 2 friend passes to each account, one is a Little Cup pass so even if you start a new game on Green savefile, and want to play through with only rental passes, you can still participate in the Little Cup Colosseum. -Re-ordered ALL BOXES. They now are in 4 much more coherent sections: All fully-evolved Pokemon from Gen 1-4 are in Boxes 1-11. Then 12-13 is Little Cup. Box 14 is OU Singles format Pokemon. Boxes 15-18 are the Premade Iconic Trainers' Pokemon. -Cleaned up all the Custom Premade Battle Passes in the PKTOPIA file and created new Catchphrases for the Misc. passes (for fun!). I also made some of the Pokemon in theses passes greyed-out, as some people were confused why some Pokemon were not accessible in the boxes. This now means all Pokemon in storage are useable. Of course feel free to delete these passes as needed. They are just examples. -RE-MADE ALL SAVE FILES. I spent 30 hours re-doing the PKTOPIA saveslot, purely to make it useable for online play. Previously you may recall it was unusable online, that is now FIXED and ALL 4 SAVESLOTS can be used for online play with WiiMMFi! -ALL savefiles now have ALL the fashion items unlocked, as well as all the battle pass designs unlocked. I also found out how to get the shiny costumes; they are available in slot PKTOPIA. ====== ▸ How to install the save file: First, unzip and put the "0001000052504245" folder to the root of your SD card. You CAN NOT just place the game save on its own, you must put the ENTIRE "0001000052504245" FOLDER in. Then, insert SD card to Wii. Then; Using SaveGameManagerGX on Homebrew, on the top menu, navigate to the SD card. Find the icon for PBR. Click the PBR icon and click install. This will overwrite any data you have on PBR so make sure you back it up first if you want to keep an old file. To extract the save file for editing, like say you play for 20 hours but now want to edit a Pokémon without losing your progress, go to SaveGameManagerGX, on the top menu navigate to the Wii icon, click PBR’s icon and click Extract to Custom and navigate to your SD card. Once editing is complete re-inject the save file. ▸ INSTALL ON DOLPHIN: Just create a new save game on PBR, by saving after creating a save slot. Then close the game. In the game select menu of Dolphin, right click PBR and click “Open Wii Save Location”. In the "GeniusPbr" folder, replace the "PbrSaveData" file with mine. Done! ▸ How to edit the Pokemon/ Savefile/ create a custom team: Use PKHex. It's pretty self-explanatory how to edit Pokemon. One tip I have is, Pokemon will sometimes not work correctly if they have no Met Location/ OT info. You can take any existing Pokemon, copy it to a few slots, and now these slots will have that data, now you can edit that Pokemon into whatever you want, or import a Pokemon from Showdown on top of it by using Ctrl+T when the text from Showdown is copied to clipboard and then Shift-Click to replace the old Pokemon with the new one. You can edit your savefile name in PKHex by going to SAV --> Save Slot: (select the file you want to edit) --> Block Data, and simply edit the value of Current OT. This will be your online display name if you choose to do online play. And as a bonus for all the Battle Revolution Maniacs, here is my custom USBLoaderGX Pokemon Battle Revoluton homescreen theme: [https://drive.google.com/file/d/168KV4QlGfh-T1Jit9aCuZAymLbuKA-8H/view?usp=sharing](https://drive.google.com/file/d/168KV4QlGfh-T1Jit9aCuZAymLbuKA-8H/view?usp=sharing) You can go to the theme settings in Homebrew on the Wii to select the music track that is there to play on the Wii menu! ---------------- TROUBLESHOOTING ---------------- - Ensure you install the entire "0001000052504245" folder to your SD card INCLUDING the "0001000052504245" folder, and do not rename it as this is the game code for PBR. Do not rename ANY FILES or edit the filestructure or it may not work. - Make sure you're using a USA PBR game. - ENSURE SAVEGAME MANAGER GX IS ON THE NEWEST UPDATE VERSION!!! I have included this in the Google Drive link, simply go into "apps" on your SD card, delete SaveGameManagerGX folder, replace it with mine (unzipped). - If the error message "unable to copy datas" still occurs, try the following: 0. Ensure my "0001000052504245" folder is NOT on your SD card. Move it to anywhere else on your PC for now. 1. Go into the basic Wii home menu, settings, and go to your game save data. Delete PBR. (Backup your current save with SGMGX if you don't want to lose it). 2. Open PBR, this will create a fresh save file. Now close out of PBR. 3. In SaveGameManagerGX, download this new savefile from the Wii to your SD card. This will now create the exact folder structure you need on your SD card. 4. Go to your PC and on the SD, replace MY "PbrSaveData" file with the one you just installed from your Wii in the exact same location. 5. Install using SGMGX and play! FINAL SOLUTION::: I finally figured out how to turn the file into a .bin the .bin file is located in the RPBE folder now in the google drive link. If all else fails, this should work. Simply delete all traces of PBR save data from your SD card, place the .bin file either in the root of the SD card or inside the RPBE folder on the root of your SD card, and now using SGMGX you should be able to bypass "unable to copy datas" error in Battle Revolution!! And also if this does not work then in SaveGameManagerGX you might have to click the .bin file, click "Decompress" and it will create a new file in SGMGX and THIS file should finally work. ---------------- Enjoy, and let me know how it goes or if there are any errors/ you need help! -
Version 1.5.0
25178 downloads
This is a mod of Pokemon Rumble (Wii) that was made for the shiny hunting community event Rumble Weekend! The original Pokemon Rumble contains only the 1st and 4th gen Pokemon, but this mod reintroduces the 2nd & 3rd gen Pokemon (and their shinies) to the game in a new terminal known as "GX"! The layer of fog on all stages has also been removed, and the collection screen has been updated to support all 493 available Pokemon! The original base game also remains fully intact in order to preserve the rarity of certain Pokemon. Included are 3 bps patches to be applied to a USA version of Pokemon Rumble to get you into GX! Due to slight differences in dumps of the games out there, there were 3 patches made to ensure it works. (details on how to obtain the original game obviously not provided) This is fully cross-compatible with save files from the original Pokemon Rumble (USA natively, PAL/JP with some additional steps detailed in the FAQ doc linked below), and it can be installed on actual hardware via homebrew. This patch currently ONLY works with the USA version of the game due to slight scripting/file structure differences that exist in the JP/PAL versions of the game, so if you want to play it on a Japanese or PAL Wii, you will need to do some region changing upon installation with homebrew. This mod is still very much a work-in-progress, and for full details on what's available/what is planned for the future, read the readme file inside the zip folder! -NEW- There is now a document with frequently asked questions and answers! I hope to continue updating this as I keep updating the game! https://docs.google.com/document/d/1iVykfxF5ekN4cg3Nes07Akt5ABdmFFDdMr8GbpYmp48/edit?usp=sharing -"WindyPrairie"- 28 comments
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NTSC-US $Pokémon Modifier [Heinermann, Master Kirby] 4A000000 90180F08 14000050 XXXXXXXX E0000000 80008000 4A000000 80000000 1462C4CA 00000000 E0000000 80008000 PAL $Pokémon Modifier [Heinermann, Master Kirby] 4A000000 9018F128 14000050 XXXXXXXX E0000000 80008000 4A000000 80000000 14625E8A 00000000 E0000000 80008000 ---------------------------------------------------------------------------- XXXXXXXX - Pokémon ID 01000000 - Togepi 02000000 - Goldeen 04000000 - Gardevoir 08000000 - Wobbuffet 10000000 - Suicune 20000000 - Bonsly 00010000 - Lugia 00020000 - Manaphy 00040000 - Weavile 00080000 - Electrode 00100000 - Metagross 00200000 - Mew 00400000 - Meowth 00800000 - Piplup 00000100 - Gulpin 00000200 - Staryu 00000400 - Ho-Oh 00000800 - Jirachi 00001000 - Snorlax 00002000 - Bellossom 00004000 - Kyogre 00008000 - Latios & Latias 00000001 - Torchic 00000002 - Celebi 00000004 - Chikorita 00000008 - Entei 00000010 - Moltres 00000020 - Munchlax 00000040 - Deoxys 00000080 - Groudon 10234CDA - Only Legendarys Pokémon 00220802 - Only Mythicals Pokémon
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Hello everyone! I'd like to share some of my knowledge on using riivolution to soft patch Pokemon Battle Revolution. First off, what does "soft patch" even mean? Basically, it refers to patching something, in this case a game disc, by altering the files of the game on the console as they are being read within the console's memory, rather than actually altering any of the files on the disc. The riivolution homebrew software allows us to do just that. I'll attach a copy of my patch for changing the music in battle revolution to this post so that you can follow along with me as I explain what the different parts of this patch do and the logic behind them. So, first we have the following lines: <wiidisc version="1" root="/custommusic"> <id game="RPBE" /> "wiidisc version" doesn't really have any significance here. "root" is the folder on the SD Card that riivolution is going to read from to get the files that will act as our replacements for the ones on the disc. Finally, "RPBE" is, as you might have guessed, the ID of the game disc. Next, we have the meat of our patch file (this is a small snippet): <section name="Custom Music"> <option name="Lagoon Col" id="Lagoon"> <param name="LagoonTheme" value="pokerev_music_demo_v2" /> <choice name="Fear (SayMaxWell)"> <param name="LagoonReplace" value="DoomFear" /> <patch id="LagoonMusic" /> </choice> <choice name="Marnie" value="Marnie" > <param name="LagoonReplace" value="Marnie" /> <patch id="LagoonMusic" /> </choice> </option> "section name" is simply the text that appears at the top of riivolution's menu when you boot it up. "option name" is also a part of this menu. It defines the name of a section of file patches on the riivolution menu. "param name" is what's known as a macro. A macro is, essentially, a placeholder name in the code for something else. In this case, our macro is acting as a placeholder for the exact name of the file on the disc, which is shown in the "value" next to it. "choice name" is the the name of one of the individual file patch choices on the riivolution menu. Finally, "patch id" identifies the name of the patch in the code so that we can reference it later on in our file replacement section (which is the next and last part ) Lastly, we have the actual file replacement section. Here's a part of it: <patch id="LagoonMusic"> <file external="{$LagoonReplace}_L1.brstm" disc="/sound/sound/{$LagoonTheme}.brstm" /> <file external="{$LagoonReplace}_TOURN.brstm" disc="/sound/sound/{$LagoonTheme}.brstm" /> So the first thing of note is that "patch id", which we used earlier. Next, we have the file replacements. The "underscored parts" (for example: "_L1"), are just a thing I do to keep the files on the SD Card organized. "disc" refers to the path of the file on the disc that we're changing. Not too bad, right? I hope this helps all of you aspiring modders out there! pbr.xml
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I've been trying to find a tool to edit Pokémon Rumble saves but haven't found anything. Is there one? And if there isn't is there a guide to hex editing Pokémon Rumble? Please, I beg for an answer.
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Hello. I need a save file for the European version of Pokémon Battle Revolution (Wii) in Spanish with Pokémon Collection enabled in at least one profile. If the four profiles are open with the game unfinished, it's better. I need the save file to be in Spanish, I mean, if I randomly download any European save file from the Internet, when I try to load it, it won't let me load the game and the game will ask me to change the Wii language to english if I want to load the save file (look picture). Spanish Text: "To being able to use this save file, you must change your Wii console language to english." I obviously need to have the Pokémon Collection open to being able to edit Pokémon using PkHex. I don't really care about the progress in the save file, I only want it to be in Spanish (so I can load it without changing the language), with at least one profile with Pokémon Copy open so I can edit my own Pokémon. My idea is to play in Dolphin emulator. I don't have my Wii anymore. Thanks for your time. Edit: Thanks to javisoto99 for sending me his save file.
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I'm not sure if requests should go here (if it isn't, sorry about that) but would it be possible to update PKHeX support so that it works well with PBR? So far, the only features I'm able to do is check the Pokemon stored in the PC. I'm unable to check Pokemon that are in my party, and am also unable to edit or even see Pokemon on my rental passes. I would love for this to be an option sometime, as there are many mons that I got through the Trade Battle format that I'd like to see in full detail and move to the main series games. Also, currently there is no way to edit any trainer passes, or customization in the passes. The rental passes have limited customization in the in-game editor, as you're not allowed to change skin tones there. I was hoping that a future PKHeX update would lift that restriction, if possible. I'd love it if these features were added to PKHeX, as the current PBR editor is rather barebones. In any case, thank you for taking the time to read this.
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questions Official Help/Small questions thread for D/P/Plat!
randomspot555 posted a topic in Generation 4
Official Help/Small Questions Thread for DPP! In effort to help reduce clutter and the many threads asking small questions, this thread has been created. Forgot where to go next on Route 212? Lost on Mt. Coronet? Wondering why Shaymin won't change forms? Any of your small questions can be answered here. Well, almost. Threads that may answer your questions: EV Training Questions/Hep Here Team Building Questions/Help Here Smogon Rule Discussion Common Rules of Battling Basically, do you have a question that can inspire discussion? If so, post a thread (if one hasn't already been made). If it's game help or general questions about the 4th gen, then post here. Hopefully this will reduce clutter in the forum. -
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
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This doesn't count as save editing, does it? Can you please make it so that the Party Pokémon Box in PBR is accessible in PKHeX? I can't move them around in the game itself and I really want their data. I wonder if it's the same in Colosseum and XD...
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Poking around in PKHeX with two PBR files, I clicked on Mail Box to find out what it does and this appeared: PbrSaveData 201-08 - UNOWN - 7DDB7394E875.bk4
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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
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- pokémon mystery dungeon
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http://wiibrew.org/wiki/GEMS_Wifi Why I can't make it: I wish I could code these things myself, but I'm not really much of a programmer myself and don't know how to use DevKitPro or any good at C++ for compiling homebrew apps. Also, I don't own any compatible Wireless devices (RT2500~60 Chipset) with for capturing things like DS and Wii Signals other than the devices their selves. What it would do (More to come): A Homebrew Application strictly for sending Generation IV & V (Even though there isn't anything yet, It'll probably be fairly easy to dump them from Saves with Hex Editor just like I've done for HG/SS before programs were able to do it for you in Saves. Generation V should and will have WCs like GIV despite opinions) Wonder Cards wirelessly to the DS through *.pcd files. Having a Folder and selecting which Wonder Card you want to Distribute. Things to be added later: Wonder Card Picture Previewer (like Pokémon Mystery Gift Editor and it's Show Card Preview feature) [Vertical and Horizontal for 16:9 and 4:3 TVs] Cry Sounds when in Distribution Mode PKMN Sprite (Could have detection for Wonder Card Distribution Value, if Platinum shared, Platinum Sprite and so forth. Maybe a Box above the Wonder Card display) Throbber (Could have the PKMN Sprite Animate once sending the Wonder Card, or a simple square throbber) Settings to restrict Wonder Card's Distribution Value for each Game Version (Distributions for certain versions / All Versions) Wonder Card Queuer (Press a button to move onto the next Wonder Card in a folder, or select which Cards to Distribute, and hit a button to move on to the next queued Wonder Card) Wonder Card Capture Mode (Capture a Wonder Card that's in hosting mode and saves it as a PCD file) [Thanks to trance for the idea!] Concept Layouts (Might change the BG to a Darker Blue Tiled one for less eye strain): [Wii] Before Distributing (Press A to Distribute w/Animate and Sound Cry): [DS](Animated GIF) Before Distributing (Press R for Card Switch, A to Distribute w/Animate and Sound Cry on Card): How it would be useful: Anything you could think of really. Not having a Flash Cart but a Homebrew Channel on the Wii with a Retail Copy and DS. I mainly use custom Distribution Roms with Patchers to send my Wonder Cards to my games. I'm quite tired of using these things even though it's basic as can be. Plus it would conserve space not having multiple files that are 8MB/1.5MB. Where as it would take up 856 Bytes times around how many files you have on your SD/microSD/microSDHC Card. Conclusion: In the end it's also just as legitimate (Legal, for people using that terminology) getting the Event as long as you had the Wonder Card straight from the Event. It's a steal, and as great as acquiring an Event legitimately like PBR Pikachu for instance. It's the perfect bargin and solution for people not wanting to fiddle around with their Networks for the GTS exploits, and want a generated Pokemon with a different Nature randomly. If developers didn't decide on it originally because of some single Event that was made up by a fan, then why not a Wii Version? It's not like anyone is going to take their Wii to an Event and distribute some derogatory thing. Besides, PP does have some programs that deal with Wonder Card files at least. Why not? If it hasn't been thought of before. This is something to keep in mind though. I have a contact that has knowledge of sending Wireless Signal activations through compiling his own custom applications to a few DS games of the Rockman (Megaman) Series of games. I'll ask him if nobody else knows much about Wonder Card signals. Either that or I'll purchase a PCI Card that has the Chipset itself eventually for reading the WC Signals and attempt to figure it all out on my own. Both ways will take a long time probably. Thanks for reading.
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If anyone got a new Wii please pm me your wii code to get you on the internet so you and I can get free wii points.
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I sort of thought it would be interesting to discuss the firmware updates the Wii receives every few months. At the time of writing, the Wii is at version 4.2 for most, if not all places. The newest update was added about a week ago. This update deleted many homebrew applications, along with updating some internal software. What are your thoughts on this? Do you think Nintendo should spend more time working on new applications and improving aspects of older software (such as the update to My Pokémon Ranch, or a better Internet Channel), or do you think it's justifiable for them to spend so much time working against the homebrew community? You can also talk about future updates (predictions, release dates, etc.), previous updates (your opinion, pros, cons, anything), basically anything about future and past Wii firmware and apps. PS - I do not support, nor go against the homebrew community, although I have been tempted *wink*. PPS - When my math teacher wants my class to move their desks farther away from each other for a test, he shouts "MEGATRON, ASSEMBLE!". Is that off-topic, or what?
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On my wii i have a pokemon game and well this girl,Cindy. she wont stop beating me! I want her pokemons! Can we trade pokemons??? if not tell me how to beat her please! please?