Pokémon Alpha Sapphire/OR file formats

Discussion in '3DS - Flashcards & Custom Firmwares' started by kyogre123, Nov 24, 2014.

  1. kyogre123
    OP

    kyogre123 Mexican Pride

    Member
    2,919
    1,261
    Sep 23, 2013
    Mexico
    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.
     
    Margen67 likes this.
  2. gamesquest1

    gamesquest1 Nabnut

    Member
    14,134
    9,477
    Sep 23, 2013
    Margen67 likes this.
  3. kyogre123
    OP

    kyogre123 Mexican Pride

    Member
    2,919
    1,261
    Sep 23, 2013
    Mexico
    Are those tools public? If so, where can I find them?
     
    Margen67 likes this.
  4. gamesquest1

    gamesquest1 Nabnut

    Member
    14,134
    9,477
    Sep 23, 2013
    edited post
     
  5. SciresM

    SciresM GBAtemp Advanced Fan

    Member
    584
    1,742
    Mar 21, 2014
    United States
    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
     
  6. The Real Jdbye

    The Real Jdbye Always Remember 30/07/08

    Member
    GBAtemp Patron
    The Real Jdbye is a Patron of GBAtemp and is helping us stay independent!

    Our Patreon
    12,080
    5,154
    Mar 17, 2010
    Norway
    Alola
    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.
     
    Margen67 likes this.
  7. SciresM

    SciresM GBAtemp Advanced Fan

    Member
    584
    1,742
    Mar 21, 2014
    United States

    More than file names are similar--a lot of file structures are identical or barely changed.
     
  8. kyogre123
    OP

    kyogre123 Mexican Pride

    Member
    2,919
    1,261
    Sep 23, 2013
    Mexico
    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?
     
  9. NCDyson

    NCDyson Hello Boys...

    Member
    271
    113
    Nov 9, 2009
    United States
    the shaders? probably somewhere in the data. why do you need them?
     
  10. kyogre123
    OP

    kyogre123 Mexican Pride

    Member
    2,919
    1,261
    Sep 23, 2013
    Mexico
    I was thinking in the possibility to change the visuals to make them look like... any other game that doesn't use cellshade.
     
  11. NCDyson

    NCDyson Hello Boys...

    Member
    271
    113
    Nov 9, 2009
    United States
    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.