Skeetendo

’Cause all games were better on the GBC

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#1 2013-02-05 16:55:29

Akwa
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Registered: 2012-06-14
Post 80/140

The One GSC Trainer Editor 1.0

The One GSC Trainer Editor

onegsctrainer.png

OneGSCTrainer is an another program written in Python which enables you to edit trainer data. What are its main features?

1. Supports Gold, Silver and Crystal versions.

2. Allows to add, delete and edit trainers and their pokemons - no limitations! The only limit is amount of empty space left.

3. Reads pointers. Note that if your trainer data contains trash bytes you won't be able to use the tool.

4. Versatility - just see by yourself.

Credit me if you use my tool to edit your data.

Note: This is first released version - I might not be aware of some bugs. For the safety of your project, use 'Save as...' instead of 'Save' option.

Waiting for your feedback, feel free to test for bugs I haven't found out yet. Also, mind that due to preparing comboboxes of names, moves and items for all 6 pokemon the program takes few seconds to load.


Download v. 1.0 link: http://www.mediafire.com/?z4gmg2mryau889x

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#2 2013-02-05 19:33:38

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 539/649

Re: The One GSC Trainer Editor 1.0

So does this repoint to a clean area? If so, then this is obviously the best GSC trainer tool ever.


Pokemon Blue DX is reborn!

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#3 2013-02-05 20:11:54

Luigi-San
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Registered: 2010-10-16
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Re: The One GSC Trainer Editor 1.0

tysonrss wrote:

So does this repoint to a clean area? If so, then this is obviously the best GSC trainer tool ever.

Since it allows you to add more Pokemon to a trainer's roster, I would assume so.

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#4 2013-02-05 21:31:28

Miksy91
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Registered: 2010-10-16
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Re: The One GSC Trainer Editor 1.0

Can I suggest you to make it possible to adjust yourself where the pointer table to the trainer datas is located and so look for free space to input new trainer data based on that information? I would like to use this if you did :)

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#5 2013-02-05 21:32:45

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 540/649

Re: The One GSC Trainer Editor 1.0

Yeah, tools that don't tell you where things are inserted aren't very useful because things get messy and incase something messes you, it would be nice to easily go to the offset or pointer to fix things.


Pokemon Blue DX is reborn!

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#6 2013-02-05 21:41:01

Miksy91
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Registered: 2010-10-16
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Re: The One GSC Trainer Editor 1.0

tysonrss wrote:

Yeah, tools that don't tell you where things are inserted aren't very useful because things get messy and incase something messes you, it would be nice to easily go to the offset or pointer to fix things.

Oh, well it would be a nice addition to see where the new data is transfered too. But I meant that for instance in my own hack, I happen to have the trainer data pointer table in offset 0xB0200 and so it would be a good idea to make the editor compatible with these kind of changes as well.

Last edited by Miksy91 (2013-02-05 21:43:01)

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#7 2013-02-05 22:02:44

Akwa
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Registered: 2012-06-14
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Re: The One GSC Trainer Editor 1.0

Miksy91 wrote:

Can I suggest you to make it possible to adjust yourself where the pointer table to the trainer datas is located and so look for free space to input new trainer data based on that information? I would like to use this if you did :)

Can be done.


Luigi-San wrote:
tysonrss wrote:

So does this repoint to a clean area? If so, then this is obviously the best GSC trainer tool ever.

Since it allows you to add more Pokemon to a trainer's roster, I would assume so.

Actually this tool does not repoint. Data is loaded into instances of 'Trainer' and 'Trainer class' classes and is edited in this form. Upon saving, the whole pointer data and trainer data is written from scratch. So we can talk about some sorting here.

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#8 2013-02-05 22:18:55

Miksy91
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Registered: 2010-10-16
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Re: The One GSC Trainer Editor 1.0

Sounds good!
I'll be testing it out later then :D

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#9 2013-02-05 22:22:15

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: The One GSC Trainer Editor 1.0

If I've already manually repointed some classes, and not others, will the sorting algorithm work with them the way it does on your Move/Evo editor?

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#10 2013-02-05 22:44:41

Akwa
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Registered: 2012-06-14
Post 83/140

Re: The One GSC Trainer Editor 1.0

Mateo wrote:

If I've already manually repointed some classes, and not others, will the sorting algorithm work with them the way it does on your Move/Evo editor?

It should. Generally, if the program loads your game, it means everything's ok. Otherwise, the program will hang. I released it today so you are free to test it by yourself and tell me how it works.

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#11 2013-02-05 22:54:08

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: The One GSC Trainer Editor 1.0

Alright, sounds good. I'll give it a try and let you know what I find.

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#12 2013-02-06 00:30:48

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
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Re: The One GSC Trainer Editor 1.0

Sounds great! But can I have a brief answer about what trash bytes are? Sounds dangerous?

Last edited by emaj30 (2013-02-06 00:32:15)

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#13 2013-02-06 00:53:16

Akwa
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Registered: 2012-06-14
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Re: The One GSC Trainer Editor 1.0

By trash bytes I meant some bytes the user has left in the trainer data by carefree editing with hex editor. The tool itself shouldn't create harm.

For example, imagine a situation where in some trainer class, last trainer's name doesn't end with 0x50 byte. If you don't use this trainer in game, you won't be aware of that bug.
The name-reading function in my tool won't stop reading until it stumbles upon '50' (end of name, more info here). This will make the tool hang.

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#14 2013-02-06 11:16:03

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
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Re: The One GSC Trainer Editor 1.0

So for example I just left 2 random bytes from a trainer I edited/deleted, it will cause the tool to stop working? And not ending their names with 0x50 will cause the tool to hang? Am I right? Thanks for answering and sorry for asking, I just got curious 'bout trash bytes.

Last edited by emaj30 (2013-02-06 11:22:09)

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#15 2013-02-06 12:00:37

Tauwasser
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Registered: 2010-10-16
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Re: The One GSC Trainer Editor 1.0

emaj30 wrote:

So for example I just left 2 random bytes from a trainer I edited/deleted, it will cause the tool to stop working? And not ending their names with 0x50 will cause the tool to hang? Am I right? Thanks for answering and sorry for asking, I just got curious 'bout trash bytes.

Leaving "trash bytes" in-between trainers won't work. The game doesn't have pointers to individual trainers. Instead, it actually counts them every time from the first trainer in the respective group. If you have invalid entries in-between, the game might miscount.

cYa,

Tauwasser

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#16 2013-02-06 12:29:13

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 238/463
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Re: The One GSC Trainer Editor 1.0

Yay thanks! Got it:)

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#17 2013-02-06 12:33:21

Freako
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From: Australia
Registered: 2012-11-02
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Re: The One GSC Trainer Editor 1.0

I could have used this months ago. :|
Bah! Nevermind.

Last edited by Freako (2013-02-06 12:34:54)

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#18 2013-02-08 01:19:37

tysonrss
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From: US, Ohio
Registered: 2011-08-27
Post 549/649

Re: The One GSC Trainer Editor 1.0

I'm using this tool now, it's awesome because I can just type names of an attack or pokemon and be taken straight to what I'm after. That definitely takes a helluva less time to do it the regular way. My only problem is this.

Since trainers have data that points to these battles then I'm going to assume that this tool does not do that at all since you said in a post above that it does not repoint. It would be cool if the tool also changed the pointers to the trainers, unless it already does that.

EDIT: Think I found a bug. I'm not able to choose Bubble as a attack only Bubblebeam.

Last edited by tysonrss (2013-02-08 01:28:39)


Pokemon Blue DX is reborn!

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#19 2013-02-08 01:41:44

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: The One GSC Trainer Editor 1.0

Trainers do not have a pointer to the start of an individual trainer's party entry, it is just called from their script by referencing their Trainer Group and the number within that group. "Normal" Trainers don't call a regular script using the codes normal persons use, their script pointer instead points to this format:

[BitNo. (2byte)][Trainer Class][Trainer Number][2-byte Pointer to Text when Seen][2-byte Pointer to text when beaten][2byte pointer to script if lost (0000 for Blackout)][2byte pointer to script if trainer beaten/talked to again]

This edior automatically sorts and fixes the pointers to the start of each trainer group, so there is nothing else for it to repoint. You just tell the trainer which trainer class and which trainer within that class to load, and it will load it. All this editor does is let you edit how many trainers are in each class and how many Pokemon each of them have, and whatnot.

Last edited by Mateo (2013-02-08 01:47:27)

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#20 2013-02-08 02:04:07

Akwa
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Registered: 2012-06-14
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Re: The One GSC Trainer Editor 1.0

Thanks Tauwasser and Mateo for relieving me by explaining some things.

To make some people understand I could agree the tool 'repoints', though for me repointing is editing the pointer. My tool writes everything from scratch.

tysonrss wrote:

Think I found a bug. I'm not able to choose Bubble as a attack only Bubblebeam.

Well that's just a feature of comboboxes. When pressing enter, it looks for first item containing written prefix. Bubblebeam occurs earlier than Bubble and they share same prefix, resulting in Bubblebeam always being selected. So there are few moves you have to search for manually.

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#21 2013-02-08 02:11:47

tysonrss
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From: US, Ohio
Registered: 2011-08-27
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Re: The One GSC Trainer Editor 1.0

Well if it does that then all is good. Thanks for such a wonderful tool! Definitely makes things easier and quicker!

I have a suggestion for the program. It would be cool if it also allowed the pointer to the trainer pic to be changed and in addition to that, show the pic itself when changing the data to the trainers.


Pokemon Blue DX is reborn!

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#22 2013-02-08 22:17:43

Tauwasser
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Registered: 2010-10-16
Post 341/452

Re: The One GSC Trainer Editor 1.0

Akwa wrote:

Well that's just a feature of comboboxes. When pressing enter, it looks for first item containing written prefix. Bubblebeam occurs earlier than Bubble and they share same prefix, resulting in Bubblebeam always being selected. So there are few moves you have to search for manually.

That should be easily fixable. Just sort the list and typing an item should match it on the first try. If you happen to only use Strings their index inside the combo box to create the data, then most GUI toolkits will allow you to add an Object instead of Strings only. Just add an Object type that holds the name and the index and overwrite a "to_String()" method to yield the item name.

cYa,

Tauwasser

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#23 2013-02-08 23:05:16

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 2,287/3,578

Re: The One GSC Trainer Editor 1.0

tysonrss wrote:

I have a suggestion for the program. It would be cool if it also allowed the pointer to the trainer pic to be changed and in addition to that, show the pic itself when changing the data to the trainers.

If it was going to edit things about the trainer classes themselves, it might be good to have it include not just the picture pointer, but the song that plays when you are "seen" by the trainer, the DVs for Pokemon used by that trainer class, and the base prize money for that trainer class as well. Those are all easily editable, but they are in different areas in the rom so putting them together in an editor would make it more convenient. But its up to Akwa obviously as to whether those get included or not. Its still a handy editor either way.

EDIT: If you didn't want to add all of that, a simple thing to do would be to have it read Pokemon, Item, and Attack names from the rom, since those are fairly common things to edit (and since it already loads Trainer names from the rom, I figure it wouldn't be as difficult to add these as well). But again, up to you.

Last edited by Mateo (2013-02-08 23:33:12)

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#24 2013-02-13 15:42:46

virus95x
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Registered: 2012-04-03
Post 105/225

Re: The One GSC Trainer Editor 1.0

Does the adding trainer work? If so where can I see that trainer that I have added...

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#25 2013-02-13 18:03:56

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 2,322/3,578

Re: The One GSC Trainer Editor 1.0

virus95x wrote:

Does the adding trainer work? If so where can I see that trainer that I have added...

To "see" the trainer you added, you would have to set up a trainer's event to use it. For example, if you added a second party to Falkner so you could make a rematch, you would have to change his script so that later it called [TrainerGroup1][TrainerNumber2] so that it would load the second trainer roster for the "Falkner" group. Or if you wanted to add more lasses, beauties, picknickers, and things (Maybe you really like pixelated anime girls, I won't judge) you could add more trainers to the list, then change a normal trainer's script to call [LassGroupNumber][NumberOfTrainerYouAdded]. Obviously, the labels I used in those brackets would actually have to be hex values to represent the trainer class and number.

To go along with this, I actually wrote a simple "Trainer Script Editor" the other night to make it faster to edit the "normal" trainers, since their script is in a format PKSV can't read. It lets you edit the BitNo. they use, which trainer group (from a combobox), which trainer number they use in that group (in decimal, so you don't have to be confused when counting trainers in the group because most people don't think in hexadecimal) and it also lets you edit the pointers to their text and the script that runs afterwards. I'm testing it a bit more before release to make sure it doesn't have any odd bugs, but I've used it without any ill effect so far. I'll explain it a bit better when I make the thread for it, but it would be handy to go along with this program.

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