Hacking Pokémon Alpha Sapphire/OR file formats

kyogre123

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Well. I'm trying to change some things in the game but I got a lot of files without extension.

I'd like to get some help to figure out how to get to the model files/static images and replace them if possible.

This is the structure I got:
Code:
romfs:
 
*145 .cro files*, static.crs
 
.crr-> static.crr
 
a->
      0->
            0-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            1-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            2-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            3-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            4-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            5-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            6-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            7-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            8-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            9-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
 
      1->
            0-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            1-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            2-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            3-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            4-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            5-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            6-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            7-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            8-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            9-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
 
      2->
            0-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            1-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            2-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            3-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            4-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            5-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            6-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            7-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            8-> 0, 1, 2 ,3, 4, 5, 6, 7, 8, 9
            9-> 0, 1, 2 ,3, 4, 5, 6, 7, 8
 
m-> ax.moflex, dps.cdc
 
shader-> nwfont_RectDrawerShader.shbin, nwfont_TextWriterShader.shbin, nwlyt_ConstColorShader.shbin, nwlyt_PaneShader.shbin
 
sound-> *200 .bcstm files*, sango_sound.bcsar
 
sounddebug-> out.txt, out2.txt

Tools would be appreciated as well.
 
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SciresM

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I am...pretty experienced with messing with 6th gen Pokemon ROMs. I can probably answer questions?

Some of the data you mentioned:
-Pokemon Models are in a/0/0/8
-Trainer Overworlds are in a/0/2/1
-Trainer Battle Models are in a/1/3/3
-Trainer mugshot images are in a/1/6/0
 

The Real Jdbye

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This file naming reminds me a lot of Minecraft... as well as the DS Pokemon games.
You'd think they would use proper file names to make it easier for themselves. I guess it's named differently in their code but they obfuscate it.
 
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SciresM

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This file naming reminds me a lot of Minecraft... as well as the DS Pokemon games.
You'd think they would use proper file names to make it easier for themselves. I guess it's named differently in their code but they obfuscate it.


More than file names are similar--a lot of file structures are identical or barely changed.
 

kyogre123

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Now I have another question. Where do the files that determine the cell shading applied to the game are?

Someone could thing that they are part of the models, but I think that is something applied to the visuals of the entire game. Has someone researched about that?
 

NCDyson

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Well, I'm not 100% sure, but I would assume that the Cel Shading is either

A) Done with a Pixel Shader, (which we either cant mess with, or doesn't exist for the 3ds to begin with)
B) A hardware feature kinda like how it was on the DS, and you'd have to turn it off in the code,
C) It's some other trick where you would need to mess with the game's code. If I recall, there was a way to do Cel Shading with OpenGL before shaders were a common thing, but I don't know how that could be applied to work with 3ds's graphics hardware.
 

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