More actions
This page or section contains undocumented information. Please ensure all of the info is complete! |
This page is for documenting all things relating to the visuals within BDSP, as well as how to edit, add, extract, or otherwise modify them to any degree.
Importing
The following steps require specific tools. You will need: - UABEA |
Textures
- Open UABEA.
- Hit File --> Open on the AssetBundle you want to edit.
- When prompted, click Memory.
- Click Info to bring up the Info window, then select the file you want to replace.
- Click Plugins, Edit Texture, then Load.
- Select your newly edited Texture and click Save.
- Click File --> Save and then close the Info window.
- Hit File --> Save in the main UABEA window.
Battle Environments
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Environments/bg/arenas/ground |
This details every Battle Environment in the game, which are typically used when the game sheds its chibi artstyle. While some of them exist but go unused in the final game, a great deal of them are considered "missing", and crash when the game attempts to load them.
ArenaID | Filename | Image | Use |
---|---|---|---|
0 | g001 | Western Sinnoh | |
1 | g002 | Fuego Ironworks | |
2 | g004 | Flower Paradise | |
3 | g005 | Lake Verity Lake Valor Sendoff Spring ???? | |
4 | g006 | Oreburgh Gate Oreburgh Mine Ravaged Path Wayward Cave Mt. Coronet Solaceon Ruins Maniac Tunnel Iron Island Victory Road Stark Mountain | |
5 | g007 | (Surfing) Oreburgh Gate Ravaged Path Wayward Cave Mt. Coronet Victory Road | |
6 | g008 | ||
7 | g009 | (Surfing) | |
8 | g010 | (Surfing) Route 213 Route 219 Route 220 Route 222 Route 226 | |
9 | g012 | Route 213 Route 219 Route 220 Route 222 Route 226 | |
10 | g013 | (Unused) Verity Cavern | |
11 | g013 | Valor Cavern | |
12 | g014 | Acuity Cavern | |
13 | g015 | Trainers' School | |
14 | g016 | Jubilife TV | |
15 | g017 | Route 216 Route 217 Acuity Lakefront Lake Acuity Mt. Coronet Peak | |
16 | g018 | Snowpoint Temple | |
17 | g020 | Great Marsh | |
18 | g021 | Old Chateau | |
19 | g022 | Lost Tower | |
20 | g023 | Sticker Preview | |
21 | g024 | VS Roark | |
22 | g025 | VS Gardenia | |
23 | g026 | VS Maylene | |
24 | g027 | VS Crasher Wake | |
25 | g028 | VS Fantina | |
26 | g029 | VS Byron | |
27 | g030 | VS Candice | |
28 | g031 | VS Volkner | |
29 | g032 | VS Team Galactic Grunts VS Team Galactic Scientists | |
30 | g033 | VS Mars | |
31 | g034 | VS Jupiter | |
32 | g035 | VS Saturn | |
33 | g036 | VS Cyrus | |
34 | g037 | VS Palkia | |
35 | g038 | VS Aaron | |
36 | g039 | VS Bertha | |
37 | g040 | VS Flint | |
38 | g041 | VS Lucian | |
39 | g042 | VS Cynthia | |
40 | g043 | Battle Tower | |
41 | g044 | Pure Space | |
42 | g045 | Strange Space | |
43 | g046 | Union Room | |
44 | g047 | Spatious Cave | |
45 | g048 | Grassland Cave | |
46 | g049 | Fountainspring Cave | |
47 | g050 | Rocky Cave | |
48 | g051 | Volcanic Cave | |
49 | g052 | Dazzling Cave | |
50 | g053 | Swampy Cave | |
51 | g054 | Whiteout Cave | |
52 | g055 | Icy Cave | |
53 | g056 | (Unused) Celestic Ruins | |
54 | g057 | Missing | |
55 | g058 | New Moon Island | |
56 | g059 | Oreburgh Gym | |
57 | g060 | Eterna Gym | |
58 | g061 | Veilstone Gym | |
59 | g062 | Pastoria Gym | |
60 | g063 | Hearthome Gym | |
61 | g064 | Canalave Gym | |
62 | g065 | Snowpoint Gym | |
63 | g066 | Sunyshore Gym | |
64 | g067 | Western Sinnoh | |
65 | g068 | (Unused) Forest | |
66 | g069 | VS Dialga | |
67 | g070 | (Unused) Cave | |
68 | g071 | Hearthome City | |
69 | g072 | Canalave City | |
70 | g073 | Pastoria City | |
71 | g074 | House | |
72 | g075 | Seven Stars Restaurant | |
73 | g076 | Hotel Grand Lake Lobby | |
74 | g077 | Café Cabin | |
75 | g078 | Pokémon League | |
76 | g079 | Missing | |
77 | g080 | Missing | |
78 | g081 | Global Wonder Station | |
79 | g082 | (Unused) Credits | |
80 | g083 | (Unused) Credits | |
81 | g084 | (Unused) Credits | |
82 | g085 | Missing | |
83 | g086 | Missing | |
84 | g087 | Missing | |
85 | g088 | Missing | |
86 | g089 | Missing | |
87 | g090 | Missing | |
88 | g091 | Missing | |
89 | g092 | Missing | |
90 | g093 | Missing | |
91 | g094 | Missing | |
92 | g095 | Missing | |
93 | g096 | Opening (Pearl) | |
94 | g097 | Opening (Diamond) | |
95 | g098 | Evolution Egg Hatch | |
96 | g099 | Starter Pokémon | |
97 | g0100 | Hall of Fame | |
98 | g101 | Mystery Gift | |
99 | g102 | Trading | |
100 | g103 | Contest Stage (Rank 1) | |
101 | g104 | Contest Stage (Rank 2) | |
102 | g105 | Contest Stage (Rank 3) | |
103 | g106 | Contest Stage (Rank 4) | |
104 | g107 | Hall of Origin (Diamond) | |
105 | g108 | Hall of Origin (Pearl) |
Character Models
- Main article: Character Models
Simply referred to as persons, each character can have multiple model files, being separated into battle and field folders to denote character models for in-battle and the overworld respectively.
CloudShadow
The following section features content found at these paths within the Filesystem: /romfs/data/globalgamemanagers |
CloudShadow refers to the file that determines how the clouds look when cast across the ground in the overworld.
digfossilcontroller
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/DigFossil/dig |
digfossilcontroller refers to the file that contains the all information for the Grand Underground's mining minigame.
sactx-1024x1024-DXT5-dig_buildup_atlas-207693c8.png
The background overlaid dirt texture for the minigame.
sactx-1024x2048-DXT5-dig_texture_atlas-411759dc.png
Some rewards found in the minigame, including unbreakable blocks.
sactx-2048x2048-DXT5-dig_texture_atlas-411759dc.png
Some rewards found in the minigame, including statue boxes, plates and fossils.
sactx-2048x1024-DXT5-dig_ui_atlas-1d76a3ee.png
The UI around the side of the screen, as well as the hammer and pickaxe graphics.
sactx-2048x2048-DXT5-dig_result_items_atlas-c9d59541.png
All of the reward images after a minigame is completed.
dlp_sprite_font
The following section features content found at these paths within the Filesystem: /romfs/data/globalgamemanagers |
The dlp_sprite_font refers to the special characters that are sparingly used throughout the game, such as the Unown in the Solaceon Ruins.
Encounter Sequences
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Dpr/scriptableobjects/gamesettings |
- Main article: FieldEncoutTable
This details every Encounter Sequence in the game, where a specific Pokémon will play an animation prior to their battle, known as an encSeq. These can be found, added, and edited towards the end of the FieldEncoutTable, located in gamesettings within the Filesystem. They will only work provided that the isFixedEncSeq for that species is also set to 1.
Setting the encSeq to tokushu09 or higher will crash the game. Strangely, Mew and Celebi cannot be found in the wild, but have predetermined Encounter Sequences for their species, sharing them with all Pokémon found at Ramanas Park.
encSeq | Animation | Used by
|
---|---|---|
tokushu | ||
tokushu01 | ||
tokushu02 | ||
tokushu03 | ||
tokushu04 | ||
tokushu05 | ||
tokushu06 | ||
tokushu07 | ||
tokushu08 |
Facial Animation
- Main article: Scripting
As called in various scripts using AC_FACE_INDEX with a designated number, characters are able to display a series of pre-set facial animations. Some characters may not have access to the full range of facial animations by default.
Script Command | Name | Example (Player) | Example (NPC) |
---|---|---|---|
AC_FACE_INDEX_0 | Default | ||
AC_FACE_INDEX_1 | Happy | ||
AC_FACE_INDEX_2 | Angry | ||
AC_FACE_INDEX_3 | Sad | ||
AC_FACE_INDEX_4 | Relieved | ||
AC_FACE_INDEX_5 | Shocked |
Gimmick Objects
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Environments/gimmick |
This page or section contains undocumented information. Please ensure all of the info is complete! |
Gimmick Objects, referred to as a gimmick internally, are important overworld objects that the player can interact with, and in many cases, influence. This identifies and details the models of each gimmick, so they may be edited.
Name | Gimmick |
---|---|
UNKNOWN Berry Tree | File:Kino001.png kino001 |
UNKNOWN Berry Tree | File:Kino002.png kino002 |
UNKNOWN Berry Tree | File:Kino003.png kino003 |
UNKNOWN Berry Tree | File:Kino004.png kino004 |
UNKNOWN Berry Tree | File:Kino005.png kino005 |
UNKNOWN Berry Tree | File:Kino006.png kino006 |
UNKNOWN Berry Tree | File:Kino007.png kino007 |
UNKNOWN Berry Tree | File:Kino008.png kino008 |
UNKNOWN Berry Tree | File:Kino009.png kino009 |
UNKNOWN Berry Tree | File:Kino010.png kino010 |
UNKNOWN Berry Tree | File:Kino011.png kino011 |
UNKNOWN Berry Tree | File:Kino012.png kino012 |
UNKNOWN Berry Tree | File:Kino013.png kino013 |
UNKNOWN Berry Tree | File:Kino014.png kino014 |
UNKNOWN Berry Tree | File:Kino015.png kino015 |
UNKNOWN Berry Tree | File:Kino016.png kino016 |
UNKNOWN Berry Tree | File:Kino017.png kino017 |
UNKNOWN Berry Tree | File:Kino018.png kino018 |
UNKNOWN Berry Tree | File:Kino019.png kino019 |
UNKNOWN Berry Tree | File:Kino020.png kino020 |
UNKNOWN Berry Tree | File:Kino021.png kino021 |
UNKNOWN Berry Tree | File:Kino022.png kino022 |
UNKNOWN Berry Tree | File:Kino023.png kino023 |
UNKNOWN Berry Tree | File:Kino024.png kino024 |
UNKNOWN Berry Tree | File:Kino025.png kino025 |
UNKNOWN Berry Tree | File:Kino026.png kino026 |
UNKNOWN Berry Tree | File:Kino027.png kino027 |
UNKNOWN Berry Tree | File:Kino028.png kino028 |
UNKNOWN Berry Tree | File:Kino029.png kino029 |
UNKNOWN Berry Tree | File:Kino030.png kino030 |
UNKNOWN Berry Tree | File:Kino031.png kino031 |
UNKNOWN Berry Tree | File:Kino032.png kino032 |
UNKNOWN Berry Tree | File:Kino033.png kino033 |
UNKNOWN Berry Tree | File:Kino034.png kino034 |
UNKNOWN Berry Tree | File:Kino035.png kino035 |
UNKNOWN Berry Tree | File:Kino036.png kino036 |
UNKNOWN Berry Tree | File:Kino037.png kino037 |
UNKNOWN Berry Tree | File:Kino038.png kino038 |
UNKNOWN Berry Tree | File:Kino039.png kino039 |
UNKNOWN Berry Tree | File:Kino040.png kino040 |
UNKNOWN Berry Tree | File:Kino041.png kino041 |
UNKNOWN Berry Tree | File:Kino042.png kino042 |
UNKNOWN Berry Tree | File:Kino043.png kino043 |
UNKNOWN Berry Tree | File:Kino044.png kino044 |
UNKNOWN Berry Tree | File:Kino045.png kino045 |
UNKNOWN Berry Tree | File:Kino046.png kino046 |
UNKNOWN Berry Tree | File:Kino047.png kino047 |
UNKNOWN Berry Tree | File:Kino048.png kino048 |
UNKNOWN Berry Tree | File:Kino049.png kino049 |
UNKNOWN Berry Tree | File:Kino050.png kino050 |
UNKNOWN Berry Tree | File:Kino051.png kino051 |
UNKNOWN Berry Tree | File:Kino052.png kino052 |
UNKNOWN Berry Tree | File:Kino053.png kino053 |
UNKNOWN Berry Tree | File:Kino054.png kino054 |
UNKNOWN Berry Tree | File:Kino055.png kino055 |
UNKNOWN Berry Tree | File:Kino056.png kino056 |
UNKNOWN Berry Tree | File:Kino057.png kino057 |
UNKNOWN Berry Tree | File:Kino058.png kino058 |
UNKNOWN Berry Tree | File:Kino059.png kino059 |
UNKNOWN Berry Tree | File:Kino060.png kino060 |
UNKNOWN Berry Tree | File:Kino061.png kino061 |
UNKNOWN Berry Tree | File:Kino062.png kino062 |
UNKNOWN Berry Tree | File:Kino063.png kino063 |
UNKNOWN Berry Tree | File:Kino064.png kino064 |
UNKNOWN Berry Tree | File:Kino065.png kino065 |
UNKNOWN Berry Tree Asset | File:Kinomori.png kinomori |
UNKNOWN Berry Tree Asset | File:Kinoseeding.png kinoseeding |
UNKNOWN Berry Tree Asset | File:Kinowet.png kinowet |
Rock Smash rock | obj0001_00 |
Cut tree | obj0002_00 |
Honey Tree | File:Obj0003 00.png obj0003_00 |
Snowpoint Gym snowball | obj0004_00 |
Team Galactic Eterna Building Rotom Room Wall | obj0005_00 |
Strength boulder | File:Obj0006 00.png obj0006_00 |
Briefcase Poké Ball | File:Obj0007 00.png obj0007_00 |
Briefcase (Closed) | File:Obj0008 00.png obj0008_00 |
Briefcase | File:Obj0008 01.png obj0008_01 |
Spring Path trees | obj0009_00 |
Loading Icons
The following section features content found at these paths within the Filesystem: /romfs/data/globalgamemanagers |
Loading Icons refer to the animated silhouettes of Turtwig, Chimchar and Piplup that appear when the game loads after fading to black.
In earlier updates, these were located in texturesmass, but were moved to globalgamemanagers at some point.
Filenames | Image |
---|---|
Start_cmn_load_icon_01 | |
Start_cmn_load_icon_02 | |
Start_cmn_load_icon_03 |
Setup Effects
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Dpr/scriptableobjects/gamesettings |
- Main article: FieldEncoutTable
This details all known Setup Effects in the game, where a specific Pokémon will play a camera animation as their battle begins, known as a setupEffect. These can be found, added, and edited towards the end of the FieldEncoutTable, located in gamesettings within the Filesystem. They will only work provided that the isFixedSetupEffect for that species is also set to 1.
The default Setup Effect for all Pokémon appears to be 0 or 1. Anything that isn't 0, 1, or the numbers in the table below will crash the game.
setupEffect | Animation | Used by
|
---|---|---|
84 | ||
86 |
ugasset
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Environments |
ugasset refers to the model and textures used for the Secret Base door in the Grand Underground.
Object Graphics
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Dpr/masterdatas |
- Main article: PlaceDatas
Also known as the ObjectGraphicIndex, (and referred to as OGI, for the purposes of this article) Object Graphics refer to the ID of an object when called by the game, such as within a PlaceData file as a part of the masterdatas bundle. Each ID corresponds to a particular model.
Pokémon
Pokémon are called differently than the other Object Graphics. Instead of calling a specific ID, a combination of IDs must be combined to yield different results, with some examples in the table below. In order, they are the Pokémon's National Pokédex number, Form, (as per the names of the field models in the Filesystem) Gender, (0 = Male, 10 = Female) and Shiny status (0 = Regular, 1 = Shiny).
Dex No. | FormID | Used by | Shiny Status | Resulting OGI |
---|---|---|---|---|
489 | 00 | 0 | 0 | 4890000 |
442 | 00 | 0 | 1 | 4420001 |
450 | 0 | 10 | 0 | File:Female Hippowdon Overworld Screenshot.png 4500100 |
351 | 11 | 0 | 0 | 3511100 |
386 | 11 | 0 | 1 | 3861101 |
Others
This page or section contains undocumented information. Please ensure all of the info is complete! |
All of them. |
The skin tone, eye color, and (occasionally) hair color of certain Object Graphics may be changed by editing their ColorIndex parameter in a PlaceData file, a full list of which can be found here.
-1 equates to nothing, used for invisible items, interactable map geometry (bookcases, etc.)
Object Models
The following section features content found at these paths within the Filesystem: /romfs/data/StreamingAssets/AssetAssistant/Characters/objects |
Simply referred to as objects, (not to be confused with the Object Graphics Index) these are the model filenames for a variety of objects throughout the game. In many instances, they contain multiple meshes; with ob0008_00 containing the ribbon and box for the Mystery Gift, for example.
Reflection
The following section features content found at these paths within the Filesystem: /romfs/data/globalgamemanagers |
Reflection refers to the reflection map used throughout the game.
Sticker Combinations
This page or section contains undocumented information. Please ensure all of the info is complete! |
Descriptions from the Sigma Platinum Tracker Where are all of these Sticker combos used in the base game? |
All enemy Trainers in the game have the ability to use pre-made combinations of Stickers assigned to a Pokémon, each with their own ID. In the vanilla game, these are typically reserved for the final Pokémon on a team, such as Cynthia's Garchomp.
Notes
This section is for taking notes. Please take everything from this section and properly bake it into the section above. |
Add everything from here -- https://www.youtube.com/watch?v=5MBqVLyEgNo
Extracting
Needs a guide done for the Unity Editor instead, due to the fact that AssetStudio doesn't properly extract particles or effects. |
3D MODELS
There's three main model types:
- POKEMON MODELS. For extracting their models and animations you will need all of the "pm0XXX_XX" and "pm0XXX_XX_XX" files from "/Pokemon Database/Pokemons/common", and one "pm0XXX_XX_XX" file from "/PokemonDatabase/Pokemons/battle";
- All the Pokemon files are listed by their National Pokedex number ("pm0227_00" files contain Skarmory's model data) - The Pokemon models have two "/battle" and "/field" files each, being the normal model (pm0XXX_XX_00) and shiny variant (pm0XXX_XX_01) - If a model has one or more forms, it will show right after the dex number in the file (for example, a form0 Pokemon uses "pm0XXX_00" and "pm0XXX_00_XX" files and a form1 Pokemon uses "pm0XXX_01" and "pm0XXX_01_XX" files. This also works for Pokemon with gender variants. - The "/battle" folder's files contain the battle model's rig and scripts, and the "/battle/animations" files contain some battle exclusive animations. - The "/common" folder's "pm0XXX_XX" files contain the model's mesh, main animations and extra textures, and the "pm0XXX_XX_XX" files contain the main textures ("pm0XXX_XX_00" has the normal textures and "pm0XXX_XX_01" the shiny variant textures) - The "/field" folder's files contain the overworld model's rig and scripts, and the "/field/animations" files contain some overworld exclusive animations.
- TRAINER MODELS. They have just one file for each model containing everything, and there's two types:
- CHIBI TRAINERS, AK the overworld models, are located in "/Characters/persons/field". - BATTLE TRAINERS, AK the non-chibi models, are located in "/Characters/persons/battle".
- MAP/AREA MODELS. They have singular files located in "/Environments";
- Battleground maps are located in "/bg/arenas/ground", each file being a different battle arena. - The other folders contain overworld maps and areas
EXTRACTING MODELS AS .fbx (Recommended for Blender/Maya)
- Open AssetStudio.
- Drag your desired AssetBundles from the filesystem into AssetStudio.
- Hit Model at the top, then Export all objects (split).
EXTRACTING MODELS AS UNITY PROJECT (Recommended for more accurate animations)
- Open AssetRipper.
- Drag your desired AssetBundles from the filesystem into AssetRipper.
- Hit Export at the top, then Export all files.
- Drag the extracted folder into your Unity project (Note that the extracted scripts and shaders won't work)
TEXTURES
- Open AssetStudio.
- Drag your desired AssetBundle from the filesystem into AssetStudio.
- Select any amount of Texture2D files, right-click, then hit Export selected assets.