#DMC/PenC firmware mod webapp

489 messages · Page 1 of 1 (latest)

jaunty hemlock
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@tight ore @pallid musk @remote juniper and many other folks have contributed to software so that users can modify their DMCs/PenCs. However there are still users who aren't familiar with command line. Also there is no unified tool to do a hashcheck, update sprites, character stats and quest mode altogether.

This project aims to build a web app that allows user to:

  1. Upload their BIN file to check whether it's valid and what version of firmware it is
  2. Allows users to upload sprites that are of the same size as the original
  3. Allow users to update stats of characters
  4. Allow users to update quest mode data
  5. Rebuild the BIN file and download it to users computer

The app is still really raw and might have bugs. There are still alot of functionality from the DigimonColorSpriteTool.exe that has not been ported over yet. I will work on it when i have time. Happy to have folks submit pull requests to improve this app. Also happy to take feature requests.

Support

  • DMC 1-5
  • PenC 0-5

Links
Webapp link : https://dmc-mod-app.pages.dev
Github Repo: https://github.com/terencelimzhengwei/digipatch

GitHub

Webapp to modify firmware of Digital Monster Color / Digital Monster Pendulum Color - terencelimzhengwei/digipatch

pallid musk
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Wow, this is a great idea. I really hope it takes off successfully!

remote juniper
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penC bin file is not recognized.

It recognizes up to dmc.

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And I don't know how you plan to handle the Digimon image size, but I know that the maximum output resolution of the LCD screen is 128 x 128. I think there may be a limit to the resolution.

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Anyway, it's a really awesome app.

jaunty hemlock
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I don't have a penc at the moment so can't really test. Only have tested on dmcs😅

jaunty hemlock
jaunty hemlock
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PenC support added 🙂 thanks for helping @remote juniper

cobalt meteorBOT
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Gave +1 Digi-rep to @remote juniper (current: #102 - 12)

azure moat
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this is really sick!

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i noticed a bug though, when you're editing stats, the attack sprite is displayed incorrectly. if you click edit, change nothing, and stop editing, it'll correct itself.

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after hitting edit twice:

light coyote
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Godspeed man, this is huge

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There's on thing with the attack sprites tho, they aren't displaying correctly

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I'm guessing it's because there wasn't a +1 value added to the read

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For example, if we want to use sprite 3, we are supposed to subtract it by 1 in the hex value (so we put 2 instead of 3), but I'm guessing in the app it is being shown as the subtracted version (which means they read it as 2). It's not a big issue, the web app is great, but this could be looked into for better accuracy.

jaunty hemlock
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@light coyote @azure moat - issue should be fixed. can y'all try again

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thanks for the bug reports 🙏

light coyote
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It's fixed! Thanks a lot!

azure moat
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thanks! looks like it's still broken for alt attacks though

jaunty hemlock
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okay will check

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bug found - deploying fix. try again in 1min or so

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@azure moat

azure moat
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thanks!

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it looks like it's not validating my clean dmc v2 dump though. v1 and penc v1 worked fine, but those 3 are all i can check right now

jaunty hemlock
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try now @azure moat

azure moat
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thanks for your work dude, this rocks

light coyote
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Are there plans to be able to edit lifespan?

vague comet
light coyote
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No, the lifespan, how long it takes for digimon to die

vague comet
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thats still the same. they start dying when theyve reached their max lifespan

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5 cms after their evo limit and they die

light coyote
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Ahh, got it

vague comet
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if you want your mon to start losing hearts much later than normal then youd want to edit the evo time

hard bobcat
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Thank you for your dedication, which has benefited many people who want to do DIY.👍

jaunty hemlock
north ginkgo
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super impressive!!

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great to see modding becoming more accessible for everyone

jaunty hemlock
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Quest mode editing feature coming soon 🙂

jaunty hemlock
remote juniper
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Do you know the location of the evolution condition part or the evolution related part in the binary file?

tight ore
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It's code driven. Unless you're going to build a compiler in there, it'll be difficult to change

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Not that it's super difficult for this limited scope, but would still take a modest effort

hard bobcat
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Bro.The Quest Mode has bugs, and the saved IDs are in a random order.

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When I update the images, the Quest mode is changed.

jaunty hemlock
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I don't really understand. Can you share screenshots? Or explain further @hard bobcat

hard bobcat
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When I update the images, the enemies in Quest mode will change as well.

merry waveBOT
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SHINKA!

@hard bobcat has evolved into Child!

tight ore
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That doesn't sound like a problem

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If it updates the same sprite that you've just replaced, that's what's supposed to happen

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The slots are fixed, there's no concept of a particular mon

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Well, not strictly true because you should be able to change the starting sprite ID for a given mon, but that's still something you have to edit

hard bobcat
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This is the original version V0.

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This is the v0 version with the new image.

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This is what it looks like after I opened it again after building it.

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The order of the enemy's appearance has been disrupted.

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@jaunty hemlock

tight ore
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That looks like a write error since you can also see one of the patterns being missing

jaunty hemlock
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yeah there's a bug with writing the quests. i'll update. thanks for reporting

hard bobcat
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It's nice to be able to help. Thank you for your work.😊

jaunty hemlock
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found the bug

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changes deploying in 5 mins or so

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issue fixed @hard bobcat

light coyote
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There's another thing with the quest mode.

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dmc and penc quest mode both allow for every stage to have up to 5 battles, though the PenC does not use more than 3, are there plans to update the webapp to be able to add additional enemies to stages that have less than 5?

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They could be made just empty spots by default

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but having the option to add to them would be nice

light coyote
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this is what I mean, there were 4th and 5th slots that go unused

jaunty hemlock
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Oh that's totally doable will add that in

remote juniper
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I've been looking for it for a while now

tight ore
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They're not "values". It's code

remote juniper
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Isn't that where they are located in the binary?.

tight ore
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No? It's literally if/else statements compiled to machine code

remote juniper
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I lack a lot of basic knowledge.

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So, does that mean we don't know where those codes are located? Are they distributed?

tight ore
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They certainly have a location, but unless you're going to compile/assemble new code, there's not much point knowing where it is

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I suppose if you're really enterprising you could edit the values to the comparisons inline, but that's a really tedious way of doing it, and you'd still need an assembler

remote juniper
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Here's an example of what I'm trying to do:
I'm looking for evolution-related code,
so that when an existing A evolves into B under certain conditions, it becomes C instead of B. I thought I could just put B's slot value into C's slot value.

tight ore
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First you need to disassemble the code, then map out the variables it's referencing, then edit the assembly, and reassemble it

remote juniper
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Oh my gosh

tight ore
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Or, you could write a new function in C, compile that, and reinsert. If it's too large, you'll have to find space somewhere else, and then patch the calling references, or patch the start of the original function to jump to your new function

remote juniper
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I guess I should try something like that.
First, I think I need to find where that 'code' is.

tight ore
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Throw the whole thing into Ghidra and start looking at everything

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Then learn the conventions of how the compiler generates output. That helps with figuring out how things flow

remote juniper
cobalt meteorBOT
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Gave +1 Digi-rep to @tight ore (current: #2 - 430)

jaunty hemlock
tight ore
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Name every global variable

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Be prepared to read and understand assembly, because the current SLEIGH definition causes issues with several constructs

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I generally disassemble the code into a listing with unidasm so I can text search references, because Ghidra doesn't handle far pointers properly and you'll be mostly missing the references to those

jaunty hemlock
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thanks for the tips i'll try hahaha! this is way out of my comfort zone, but i'm kinda excited. i spent money on digimon, and i'm learning a new skill. good investment 🙂

jaunty hemlock
merry waveBOT
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SHINKA!

@jaunty hemlock has evolved into Child!

light coyote
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Great! Thanks!

hard bobcat
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When I open output.bin, the Quest mode goes black.

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@jaunty hemlock

jaunty hemlock
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what did you update in your bin @hard bobcat

hard bobcat
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Just like last time, I updated the same image and then built.

jaunty hemlock
hard bobcat
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Thank you, everything is normal now.

merry waveBOT
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@hard bobcat has leveled up! (3 ➜ 4)

jaunty hemlock
tight ore
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2.0

light coyote
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Found another bug, the quest mode edit screen goes black when you try to edit a bin that has had it's quest mode edited before

jaunty hemlock
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@light coyote - not happening for me. what specifically did you edit?

light coyote
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Added digimon to stage 1 of quest mode

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Edited power to those and swapped some around on stage 1 and 2

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I can still edit stats and sprites

jaunty hemlock
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which device?

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if you can take a screenshot of what you updated for quest mode it'll be great.

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else its difficult for me to find out what the issue is

light coyote
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I'll try and replicate what I did, give me a second

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It was on a modified Deep Savers bin

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But the version before quest edits still reads normally

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Never mind, I just got the same black screen

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Just tried this edit on a bin with evolution paths edited but vanilla sprites and it worked

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Then I tried the same bin, but this time with the sprites swapped, and it didn't work, despite having worked in a previous attempt

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I'm guessing it has to do with the altered sprites, since it also happens with Wind Guardians. But I was able to edit the quest mode of both versions with altered sprites before this started happening

jaunty hemlock
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I still cannot replicate this. I tried the following from a fresh bin file

  1. updated sprites for characters
  2. updated stats for characters
  3. updated quest mode by adding characters and changing characters and editing power handicap and pattern

built and download the file and reupload again and go to quest mode. have not had any issues so far

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hmm i'll need the exact steps you took to generate the bug, else its so tough for me to replicate

jaunty hemlock
light coyote
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Same thing happens

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Must be with my bins then

jaunty hemlock
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yeah its probably your bins

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try starting from a fresh bin

light coyote
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Yeah, a fresh bin worked, but the same bin worked so long as it had the original sprites

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I'll try getting the problematic ones, swapping the new sprites for the originals, then I'll try again

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Same thing even after the vanilla sprites are in, I'll just go fresh then.

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Thanks for the help btw!

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And sorry for having you go through all this troube

crystal perch
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very cool app!
can the app verify penC wave 2 now?

jaunty hemlock
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Yes it does

limber pond
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Once we change the Mons sprites, can we change the attacks sprites ?

jaunty hemlock
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Yes

limber pond
# jaunty hemlock Yes

Because when you swap to a new Mon it’s obviously not the right attack so how can I change that ?

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Ow yes got it 👍🏼

arctic kettle
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Does this work after the sprites have already been modified once? For stats exiting and quest or no

limber pond
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If we modify the sprites and stats and attributes it will still remain the same in the program, isn’t it ?
So if I fight another digivice or send my mon on w0rld or NacaStorage it will still act as the original mon from the official program

jaunty hemlock
limber pond
jaunty hemlock
crystal perch
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@jaunty hemlock the app cannot verify my original penc v4 bin. others version can be verified.

merry waveBOT
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@crystal perch has leveled up! (2 ➜ 3)

jaunty hemlock
merry waveBOT
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@jaunty hemlock has leveled up! (4 ➜ 5)

crystal perch
jaunty hemlock
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hmm that's weird

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@crystal perch - issue should be fixed. thanks for raising 🙂

cobalt meteorBOT
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Gave +1 Digi-rep to @crystal perch (current: #522 - 1)

crystal perch
cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #221 - 5)

humble forge
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This is incredible. Amazing work!

jaunty hemlock
cobalt meteorBOT
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Gave +1 Digi-rep to @humble forge (current: #522 - 1)

humble forge
cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #195 - 6)

violet citrus
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This toll is amazing, thank you so much @jaunty hemlock

cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #176 - 7)

hybrid seal
hybrid seal
merry waveBOT
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SHINKA!

@hybrid seal has evolved into Baby I!

crystal perch
hybrid seal
cobalt meteorBOT
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Gave +1 Digi-rep to @crystal perch (current: #402 - 2)

merry waveBOT
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@hybrid seal has leveled up! (0 ➜ 1)

tight ore
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Looking at your hash check for the latest three Pendulums, your regions are wrong. It's supposed to be code, sprite, and tail. Yours is cutting across the code region.

jaunty hemlock
cobalt meteorBOT
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Gave +1 Digi-rep to @tight ore (current: #2 - 440)

jaunty hemlock
earnest wave
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🤔 thats weird. I’ve never had this issue with any of the pendulum color dumps.

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Even before you updated.

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I wasn’t really sure why people were saying they got an error with WGu dump. I tried it multiple time on the web app using a freshly read WGu dump, never had any issues

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I did however got the modded firmware notification once with a MEm dump, but i decided to do a read again, then it was verified good.

jaunty hemlock
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lol I basically did a copy pasta and forgot to update the regions. So I built the hashes using the dmc regions instead of penc ones. Although it works but it's not the right logic haha. Now it's fixed

earnest wave
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Hahhahaa

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Good to know

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Thanks for the update man.

earnest wave
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Hi, i'd like to report that the quest mode edit kinda doesn't work with the 3 most recent pendulum releases.

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i modded the quest mode on one of my devices and it still ended after 3 battles for the first stage eventhough i've setup 5 digimons.

cobalt meteorBOT
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Actually, the plural of Digimon is- GUNSHOT

jaunty hemlock
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@earnest wave have you tried with the wave 1 releases before? if yes, did it work for those?

earnest wave
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Nope, just verified with a friend who i modded his NSp. And he confirmed, it doesn’t go to the end.

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It works for the DMC though.

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I can only test on wave 2 penC. But i think if it works for the wave 2, it should work for the others.

jaunty hemlock
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It might be possible that pencs just don't support 5 enemies. I referenced what @light coyote mentioned about pencs possibly supporting it so I added that feature.

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@light coyote - did you manage to test whether 5 enemy quest mode works for pencs?

earnest wave
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sorry my mistake

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nope

jaunty hemlock
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Okay then i think it just doesn't work. I'll remove that feature then

earnest wave
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alright. i think the penC limits it to 3 enemies

civic holly
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How bizarre that it has the space but not the function

light coyote
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Gimme a sec

arctic kettle
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Any progress on adding larger sprites? I know we can through cyanics tool but would be amazing with your incredible UI want to test some without manually packing each time! Appreciate you’re amazing work!

jaunty hemlock
arctic kettle
sand glen
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There’s a variable you can adjust that would allow you to use more than 3 enemies per stage, but it’d apply to all stages. So if you make it 5 then every stage needs to have 5 enemies.

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If you allowed it to be adjusted you’d have to make sure to set a hard limit of 5 and not allow the bin to be modified until all the stages had been filled with the appropriate amount of enemies or the user would likely experience a crash

earnest wave
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Hell yeah, i always thought the 3 enemy per stage thing is too short.

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5 enemies all the way

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I think you could allow the users to set their own amount of enemies but it applies to all the stages before the user begins to perform any changes. For user who enjoy only battling 3 enemies, they would just choose the option to have 3 enemies on each stage. But for those who love a bit of challenge, you could probably let the user set the number of enemies to 5 for those and validate if all slots are filled up before proceeding to build the new bin file.

earnest wave
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Also, i’ve noticed a lot of people have used the web app to modify the power of their digimons and bringing the devices to our local tournaments. I had to check 15 devices in our last tournament and 9 out of those 15 devives had all their digimons power set to 500.

cobalt meteorBOT
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Actually, the plural of Digimon is Mon Mon Digimon Pendulamu

earnest wave
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Maybe it would be a good idea to limit the maximum amount of power you can assign to a digimon based on its evolution stage. For example 50 for rookies, 70-80 for champions, 95-120 for ultimates, 130-180 for megas and 200-205 for SU.

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This will greatly help with tournament pre checks and validations on modded firmwares.

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Plus having a beast that can take out everything you throw at it in quest mode really defeats the quest modes purpose of giving a small minigame challenge for you to complete imo.

jaunty hemlock
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Removed feature to add 5 enemies for PenC until exact variable to edit is known

jaunty hemlock
tight ore
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It requires some minor but not trivial modifications. It's currently hardcoded to 3 battles per quest stage, so you'll need to insert additional logic to check how many there are

sand glen
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Yeah, like cyanic said you’d have to add custom logic to tell it to stop when the enemy data is a certain value. Otherwise you can change the hardcoded value from 3 to 4 or 5 but that will apply to all stages

merry waveBOT
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@sand glen has leveled up! (8 ➜ 9)

earnest wave
cobalt meteorBOT
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Gave +1 Digi-rep to @tight ore (current: #2 - 442)

earnest wave
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Amazing stuff you got here.

sand glen
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It just would be for all stages. To make it variable wouldn’t be much harder either, I think I’ll try my hand at it at some point.

earnest wave
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I guess this is why the penC only has 3 enemies on every stage.

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I know its not that hard to change hard coded values to make it variable, but i just have PTSD from the data management job i had back in the day.

I was tasked to remove every hard coded value within a system and to change it to a variable that can be retrieved from a database.

jaunty hemlock
remote juniper
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huh?

earnest wave
remote juniper
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Are you saying that an image larger than 48 48 size can be included?

remote juniper
jaunty hemlock
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there's still quite abit of space for the sprites

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i have error handling such that if the sprites added exceed the flash limit it'll throw an error

earnest wave
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How big can the sprite be?

remote juniper
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So what size is currently possible? And how does the game console output it when you put in an oversized image?

jaunty hemlock
# earnest wave How big can the sprite be?

@remote juniper - i have not tried for sprites where the height is greater than 48px. But i've tried for sprites where the height is 48px and the width is greater than 48px

remote juniper
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As you can see, images that are multiples of 16 in size are meaningless unless they are larger.

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Is there still a function to change the resolution?

jaunty hemlock
earnest wave
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Its beautiful ineedthis

remote juniper
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wow..

jaunty hemlock
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the one i showed above is 58 width 48 height

remote juniper
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Whats that sprite size?

jaunty hemlock
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i resized vb sprites

remote juniper
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wow

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we can convert vb sprite

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How nice

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It's a shame that it's cut off, but I'm satisfied with this.

jaunty hemlock
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i have not tried for sprite sizes greater than 48px height. I'll try now and see how that goes lol

earnest wave
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Im just soo happy that i get to see all this being made and working. ineedthis

remote juniper
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I already tried that

earnest wave
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I feel like a kid again

jaunty hemlock
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what happens? @remote juniper ?

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i'm thinking whether i should just put in error handling to prevent people from uploading sprites > 48px tall if its a character sprite

remote juniper
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From what I remember, it goes all the way to the UI part. I think there must be a picture of it. Just wait a moment.

jaunty hemlock
jaunty hemlock
remote juniper
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These are the features I wanted to implement.

earnest wave
jaunty hemlock
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wip - only render the animation so far. editor to edit frame by frame will come at a later time

earnest wave
boreal vapor
cobalt meteorBOT
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Gave +1 Digi-rep to @remote juniper (current: #88 - 14)

tight ore
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As for sprite size, can probably reimplement what's used on Tamagotchi Nano Colorful, though the chip they use is more suitable towards that particular implementation

boreal vapor
boreal vapor
jaunty hemlock
jaunty hemlock
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[ New Feature - Ability to edit idle sprite animation ]
You can now view how your sprites will move on your device and make changes to their idle animation to your liking. Thanks to @boreal vapor for sharing the hexpat for this and contributing to this feature

hard bobcat
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Can the movement frames of Digimon on the device be changed?

jaunty hemlock
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Cyanic mentioned above that the only animation that can be edited without messing with the code is the idle animation of the mon walking on the screen.

boreal vapor
boreal vapor
cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #113 - 11)

hard bobcat
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That's what I meant, thank you.

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Thank you for your hard work.

faint shuttle
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Glad to have helped!

limber pond
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Hey guys I was wondering
Can we modify the shaking 🫨 count of the mons on the PenC ?

merry waveBOT
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@limber pond has leveled up! (4 ➜ 5)

boreal vapor
tight ore
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It is a table IIRC, so probably

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Try searching for posts from me in #modern_vpets, I've described it to some extent

solemn grail
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So this just modifies what currently exists in the bins. Is there no way to expand the functionality of this to increase the roster size of bin?

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It is cool either way.

jaunty hemlock
solemn grail
earnest wave
solemn grail
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For sure!

twin heath
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hi!

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why does it says modified version detected?

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did i do something wrong?

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is my first time doing this, i extracted the .bin and uploaded here

latent pike
merry waveBOT
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SHINKA!

@latent pike has evolved into Baby II!

latent pike
merry waveBOT
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@latent pike has leveled up! (1 ➜ 2)

twin heath
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i got it correct now, thanks!

vivid pike
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Hello
I loaded the modified DMC bin, but some of the images seem to be displayed incorrectly. Does this have no effect when writing to DMC only on the web?

jaunty hemlock
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Suggest to re-read your bin file

vivid pike
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thank you
I'll try loading it again

hollow sand
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Could you add a dump all images option?! Always worried of storage failure and a dump all as a back up if you have the bin would be amazing! Regardless thanks for your amazing work for the community!

vivid pike
cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #92 - 14)

jaunty hemlock
jaunty hemlock
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Added some quality of life features to the app

TLDR Changelog
Character Stats Tab

  1. Edit button moved to left
  2. Click on row to edit row data
  3. Click enter to save the row data
  4. Sorting feature implemented

Detailed Changelog
Character Stats Tab

  1. For the character stats edit screen, the edit button used to be at the end of the table. But this is used pretty often so i moved it to the start of the screen so less scrolling is required
  2. You can now click on any editable data to start editing it instead of scrolling to click the edit button. Once again to reduce scrolling to find the edit button
  3. When you have completed editing, you can click enter within a cell to save that row's data. Once again to reduce scrolling to find the edit button
  4. You can now sort by certain columns. This is helpful for situations where you want to preview sth like the album sequence
twin heath
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you are THE GOAT

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i just realized you are the same guy doing the VB sprites repository, thank you for everything!

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im doing the builds with your program, is super easy to manage, now even more

hollow sand
azure moat
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Just wanted to pop in to say thank you for your work on this! This is seriously a game changer and I love I can do most of my modding through one app rather than the several I've been using up until now. Looking forward to future updates and thank you again for the amazing contribution to the modding community!!

earnest wave
cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #83 - 15)

slim brook
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I have been pretty out of the scene, does this support editing the evolution trees/requirements?

twin heath
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just stepping by to say that getting all sprites while you build is a genious move

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thank you again @jaunty hemlock this is awesome and keeps getting better 🙂

cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #79 - 16)

solemn grail
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Question, so the only way to upload images for the sprites is individually? There is no option for just uploading the sprite sheet for a digimon?

jaunty hemlock
# solemn grail Question, so the only way to upload images for the sprites is individually? Ther...

You can upload multiple individual images. Supporting sprite sheet is tough because there's so many different sprite formats with different sizes and different borders and different sequence of animation. Probably need to build like a wizard to guide user through uploading spritesheet, choosing dimensions, selecting sequence, checking output before uploading and also adding error handling for ppl who upload invalid spritesheets. Could probably do it if I had time but lol been pretty busy lately

light coyote
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You could just set it to read the standard PenC format

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Tortoiseshell's sheets are in that format

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And Cyanic's tool can export penC sheets like that

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The DMC can use the same format, since it uses the same frames, just with some repeats

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I don't know how difficult all of that would be to set up, but there is a standard format for both PenC and DMC

solemn grail
#

I am no developer so idk how feasible something like this is, but what if you could highlight the sprites you want to change and have them be swapped with sprites that are in the standard pen c and dmc format?

Either that or a tool that can slice the images in the spread sheet apart and then let you download them as folder of pngs. Then you can just label them that way and do the import.

Idk just thoughts

tight ore
#

One problem with file multiselect is they often don't remain in the same order as selected

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A sheet cutter shouldn't be too difficult. Just specify numbers of rows and columns, slice it up, and scale up if necessary

solemn grail
#

Good point. I assumed that the sprites in the bin are order roughly the same as as the pen c format/dmc format ( idle, training, attack etc) so I thought it wouldn’t be crazy.

merry fog
#

This is my 1st time using this app and I got this notification. Do I have to use the original bin file and start all over again?
Before this, I asked my friend to mod my device and he used a different software

vivid pike
merry fog
merry fog
cobalt meteorBOT
#

Gave +1 Digi-rep to @vivid pike (current: #425 - 2)

earnest wave
#

If the dump/read turns out to be corrupted, then you might get some weird glitches and bugs when you ultimately rewrite it to the chip.

#

The best way to know a read is good, is to take multiple dumps of the original firmware and test out each one and to only use unmoded roms to make any changes so you are sure your dump or read is good before proceeding

merry fog
earnest wave
#

If you are good with hex codes and can verify that the modded dump is in order and will not cause issues, then go for it.

#

Thing is, with a modded roms, its kinda hard sometimes to verify if everything is in order since modification have been done to the file.

earnest wave
#

Its too hard to tell why you got that notification exactly.

#

since you also said the firmware is a modded firmware.

merry fog
# earnest wave since you also said the firmware is a modded firmware.

Well, the thing is, i'm using modded dmc and penc right now. I don't know how to mod but i know how the dump files work like the correct numbering of the images. So after i sorted out the dump files, i'll send them to my friend and he'll mod them by using different software from this one. Recently he sent me the modded bin file and thus the notification

merry fog
earnest wave
cobalt meteorBOT
#

Gave +1 Digi-rep to @earnest wave (current: #36 - 44)

earnest wave
muted pasture
jaunty hemlock
twin heath
#

does this support, or will support monster hunter DMC?

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(i dont have mine yet but im eager to tamper)

tight ore
#

It probably won't out of the box because there are extra sprites to deal with

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And it also needs to handle right facing sprites for a few characters

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And potentially running out of space

twin heath
#

understandable, thanks!

jaunty hemlock
#

Thank to @tight ore and his work on reverse engineering the MHC, there's a beta version of the mod app that supports the MHC. I have not robustly tested this so there may be uncaught issue - do let me know if you face any issues. If there are no bug reports for the next two weeks, this feature will go into the main app page.

As mentioned by @tight ore as well some characters have 20 sprites instead of 15 sprites so do take note of that.

https://mhcdemo.dmc-mod-app.pages.dev/

lean drum
jaunty hemlock
#

Added some checks to ensure that BIN file does not go over 8MB (8388608 bytes) which may happen if you add sprites that are too large

tight ore
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Probably check for 0x7fd000 instead so you don't go into save data territory

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I don't have that in mine because some people can use extended size chips. Although maybe I should make sure to carve out that space so sprites don't get written there

jaunty hemlock
#

Good point - will do that! Thanks 🙂

jaunty hemlock
#

[New Feature Release - Support for Kurozatou's PenC+ mode and Monster Hunter DMC]

  • You can now upload PenC+ bins and edits sprites, characters, stages and more. You can edit names in the characters page as well
  • Clock Scroll fix can also be applied to a PenC+ bin
  • Monster Hunter DMC is also now supported

View app here:
https://dmc-mod-app.pages.dev

cobalt meteorBOT
#

Gave 1 Digi-rep to tero0x (current: #58 - 29)

cobalt meteorBOT
#

Gave 1 Digi-rep to tero0x (current: #53 - 30)

pallid musk
#

This is amazing. I hadn't fully come to grasp just what this tool could do since it came out when I was checked out of Digimon stuff.

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Absolutely phenomenal work

obtuse elk
#

I'm still having issue putting in the mh bin? Is it the way that getting bin are different with dmc?

obtuse elk
faint flax
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I'm currently having issues downloaded an edited bin file
I click on build and nothing happens. Is it supposed to take a bit before giving me a download link? I hope I'm just being impatient 😅

jaunty hemlock
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It takes awhile then it downloads as a zip file patched_bin.zip to your downloads folder

faint flax
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Thank you for the confirmation, I was just being impatient as evident by all the things I changed 😅

devout swan
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@jaunty hemlock the attacksprite is 24x24
After changing the attacksprite bin file, the machine cannot boot up.

jaunty hemlock
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i'll take a look

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can you share with me which version you were using

merry waveBOT
#
SHINKA!

@devout swan has evolved into Baby I!

jaunty hemlock
#

I'll dm you

blazing elk
# jaunty hemlock I'll dm you

I'm getting the same issue with DMC V5 after changing some sprites and AtKSprites for my kids DMC V5 it won't boot up...Tried three older bin Files BaseV5Bin/V5HDBIn/V5CustomBin all loaded fine...but the new one I made yesterday won't boot.

jaunty hemlock
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There was some bug ytd

#

Try again - it should work today

devout swan
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@jaunty hemlock excuse me bro, one question again, can enter the Chinese name in to the this mod?

jaunty hemlock
#

Not my mod, but from what I understand only A-Z is supported from the documentation

cobalt meteorBOT
#

Gave +1 Digi-rep to @jaunty hemlock (current: #51 - 32)

lean drum
#

I've been trying to use an English mod for my MH device with sprites used from a project here, and even on a clean save, I keep getting an error saying that one of my images are the wrong size. I've narrowed it down to the actual names of the monsters are the ones that are bugged, but when looking at both images, I don't see anything wrong with the height and it doesn't appear that length is a requirement, so just not sure what is going on here, hoping some one could point me in the right direction as to what to try out next

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Error I’m receiving

jaunty hemlock
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Either open the app in incognito mode, or just clear cache and refresh your browser

cobalt meteorBOT
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Gave +1 Digi-rep to @jaunty hemlock (current: #44 - 36)

jaunty hemlock
lean drum
cobalt meteorBOT
#

Gave +1 Digi-rep to @jaunty hemlock (current: #42 - 37)

twin heath
#

sorry to bother @jaunty hemlock but how do we edit attack sprites now?

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i know in past version of your edit tool you had attack sprite ID to edit on each digimon, in character tab

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but now i can't seem to find it

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nvm im dumb i just had to scroll right

winged parrot
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Bumping just so it appears in my threads.

pallid musk
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pinning top post so it's easier to find

twin heath
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ok, ill post it here in case someone met the same problem as me

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i have a penc+ (kurozatou's mod) virus busters already parched and working , i reflashed it and it works flawlessly

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but when i use firmare mod webapp to edit it, penc doesnt even start

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i only changed sprites , digimon names, and some type (virus, vacine data) nothing more

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i already used this program a lot before and never had a problem, edited a lot of DMC, and never had a problem

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so, i think problem might be in name or attribute name change?

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have anyone encountered simmilar issue?

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as soon as i flash edited .bin, penC stop working. If i reflash the penc+ mod clean (without editing in the webpage) it works again

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so problem might be in the name editing?

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as this is the only new field, comparing to penc not modded

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i also changed some attributes to match the new digimon i added

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and thats it, the rest are just normal sprites

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im now trying clean penc+ and only sprites, without name and attribute editing

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to try to locate where the issue is

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So, i did ONLY digimon sprites changes (upgraded to wonderswan/Seppu/TeroOx HD ones) and it's not even starting

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maybe they are too big and the device is already too cramped with the + mod?

#

as soon as im back to default penc+ it works again

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i changed only digimon sprites, but ALL of them to their HD variant

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and it refuses to start as soon as i change them and reflash

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i chaned all sprites from ID 240 to id 635 if it helps

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with HD variant

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and the clean penc+ .bin im editing works 100%

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so its not a problem of bad .bin

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reflashing is also not the problem, as i am able to reflash the penc+ base .bin without issue

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maybe i can send you the .bin so you can see what's wrong @jaunty hemlock ?

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thank you in advance

twin heath
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when i load the .bin to check if there is any error i get this message, i think is normal

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only change on this one are digimon sprites, from ID 240 to ID 635, nothing more. Not names, not type or other data.

sand glen
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There’s an issue with PenC+ right now when sprites are not the original dimensions

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Eventually I plan to go back and see if I can change that but it wasn’t a high priority

twin heath
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ohh ok

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ill wait for the fix

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ty!

scarlet vault
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@jaunty hemlock I thought it was working but I guess it’s not. The clock fix mod for the DMC ver 3 isn’t working

jaunty hemlock
scarlet vault
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Thanks

lean drum
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@jaunty hemlock I'm having some issues with modifying my MH DMC with updated sprites. Over all, the sprites I'm using are smaller in size than the original files because I've compressed the sprites but I'm still receiving an over flash chip size limit warning. I've tried uploading the sprites in smaller batches to see how far I can get and it seems I reach about 75% of the roster before hitting the warning. The sprites are bigger (54x48) but smaller in file size, should I look at simplifying the color palette in order to help or do I need to resize all the sprites that aren't 48x48 to that size?

#

the base bin has an Images folder size of 1.68 MB while my mod sprites folder is at 1.12 MB.

tight ore
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File size doesn't mean much. There's no compression on-device, so when stored as raw bitmap the sizes will be larger. There's very little free space on MH DMC for larger sprites.

lean drum
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So I’ll have to resize and maybe simplify the color palette to fit it all in. thank you!

jaunty hemlock
cobalt meteorBOT
#

Gave +1 Digi-rep to @jaunty hemlock (current: #46 - 38)

tight ore
#

I do have ideas for making palletized rendering a la Tamagotchi Nano Colorful (which uses the same base engine but handles rendering a bit differently), but not any time soon

gleaming cedar
#

?
Is there a way to edit the hatching time of the eggs in the digimon color to one minute ? To make it feel more like the original.

scarlet vault
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No. The egg isn’t an actual stage. It’s a scripted animation

gleaming cedar
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Ok thank you

timber plume
#

This tool doesn't support the DMC Godzilla yet, correct?

pallid musk
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Yeah not yet

pearl panther
#

Hello! Is this website working with Pendulum Color Plus ?

pearl panther
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Nice thanks!

pearl panther
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In the character view, how do you set wich digimon Jorgress with wich digimon and the final result ?
Is this even possible ?

pearl panther
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What does this do and how can I know in what it will jorgress ? Can I change it ?

civic holly
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It's this

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You cannot currently change evolution pathing

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So you would reference the outcomes on the guide

pearl panther
#

Ok! Thank you, that's clear! 😄

buoyant minnow
# timber plume Yep, it does!

Portrait update dropped, not sure how hard it would be to implement replacing portraits but looking forward to it.

hard bobcat
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teroOx is very busy, give him some time😄

craggy ravine
#

Does this app support the dmgz?

west nexus
west nexus
craggy ravine
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I hoped it had by now.

west nexus
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Well, I think it would have been announced, if that was the case.

exotic atlas
#

i see the app doesn't (yet) support the dmc godzilla. I know a few people have done English patches, if not the website then how does one do this?

merry waveBOT
#
SHINKA!

@exotic atlas has evolved into Baby II!

faint shuttle
exotic atlas
#

okay I'll try it. Does it have a GUI or is it command line?

faint shuttle
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It's command line, yeah