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The encoded pointer list at the end lists all file pointers within whatever is inside the SIR0, so it makes it easier to guess what's a pointer to something in the file/memory or not. The SIR0 format is a blessing for reverse engineers though. At least, they pretty much use 0 compression in this game thankfully. But then again, the people I heard that from don't really seem all that reliable either.Īnd if you're looking for file lengths and offsets, they're most likely stored in the sir0 at the beginning, or in the pokemon_graphics_database.bin file.Ĭhunsoft are known for loving their customized file formats though, so I'm not really surprised they deviated from the usual format. Some people have claimed they could get models out of the game by the Japanese release date, so that wasn't exactly a priority for me personally this far. So if you have any to share that would help. Also, is that in GTI or PSMD ?Īnd, I'm looking for data on regular BCH models files actually to figure out the "bgrs" format.
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I remember seeing that somewhere but I can't find it. You'll have to point me to what bin contains CGFX. Here's my current script for use with QuickBMS. But yeah any knowledge you guys have, It'd be amazing. Also since BCH files don't have a set file size, I can't use the same method on the CGFX files. I'm assuming it's a type of subfile for BCH files. However what's giving me grief is a format called the BGRS format. Right now, I have a script written to extract CGFX files from those BIN files. I've come in searching of knowledge for finishing a script. You might know me from VG-Resource, but enough of that.