Others Completed Tay Ferret's Pokémon-Amie [v1.4.0] [Tay The Ferret]

3.00 star(s) 3 Votes
Sep 22, 2018
404
655
There is a file called settings.txt that will make it bigger on the screen if you edit the number [0.5 - 8]. It seems the resolution is not meant for a computer screen but rather an actual Nintendo DS (graphics look the same too. You can count the pixels). I don't know why or how anyone would make something like this. But I have to give credit its very well made in the sense its just like the thing in the old actual Pokemon games.
Thanks, I kind of thought that was it, but I wasn't sure. This would be way more playable using a ds instead of the touchpad mouse I am currently using, that's for sure.
 

ArcticPerv

Newbie
Jun 11, 2017
27
95
I don't know why, but I just spent the last few hours trying to fix the resolution issue to no avail. As far as I can tell (Based on the "mod" version on the author's website) this game was built entirely using Blender and set up to only run in 640x480. The Blender documentation shows how they were able to accomplish this, but also states that if you did somehow have access to the Blender source code of the game (Which is not provided by the author), the game would break because its entire logic is based around this resolution. The author even has a modding guide that specifically has you change the Blender camera resolution to 640x480 in order for your custom models/animations to work at all. Really stupid and disappointing. Maybe someone smarter than me will be able to figure it out, but as far as I can tell it is not possible to make this game not look like total shit right now.
 

Sarkath

Active Member
Sep 8, 2019
535
912
I don't know why, but I just spent the last few hours trying to fix the resolution issue to no avail. As far as I can tell (Based on the "mod" version on the author's website) this game was built entirely using Blender and set up to only run in 640x480.
Nah, the game's asset pipeline is based on Blender, but it's a custom engine. It was most likely hard coded to run at 320x240 to better replicate the appearance of the 3DS games.

With a bit of hex editing you can set the game to run at whatever resolution you want:



The menu won't look right (it'll be fixed in the lower-left corner of the screen), the cursor will be tiny, and the buttons will be misplaced, but the important bits will draw correctly.

To do this, open PokemonAmie.exe in a hex editor (such as HxD). The two offsets you want to change are 1671544 (or 0x198178 in hex) for the width and 1671548 (0x19817C) for the height. Both fields are 32-bit integers.

I would suggest keeping the aspect ratio at 4:3. Other aspect ratios technically work, but the scene won't look right (16:9 will cut off the top and bottoms of the 3D scenes, for example).
 

TonnyW

New Member
Jun 10, 2019
2
1
Nah, the game's asset pipeline is based on Blender, but it's a custom engine. It was most likely hard coded to run at 320x240 to better replicate the appearance of the 3DS games.

With a bit of hex editing you can set the game to run at whatever resolution you want:

The menu won't look right (it'll be fixed in the lower-left corner of the screen), the cursor will be tiny, and the buttons will be misplaced, but the important bits will draw correctly.

To do this, open PokemonAmie.exe in a hex editor (such as HxD). The two offsets you want to change are 1671544 (or 0x198178 in hex) for the width and 1671548 (0x19817C) for the height. Both fields are 32-bit integers.

I would suggest keeping the aspect ratio at 4:3. Other aspect ratios technically work, but the scene won't look right (16:9 will cut off the top and bottoms of the 3D scenes, for example).
Any chance you could explain that to someone who's never used a hex editor before? I mean, I located the offsets but I have no idea what I'm doing beyond that. What am I supposed to change, exactly?
 

Sarkath

Active Member
Sep 8, 2019
535
912
Any chance you could explain that to someone who's never used a hex editor before? I mean, I located the offsets but I have no idea what I'm doing beyond that. What am I supposed to change, exactly?
Sure!

The exact method is going to depend slightly on which hex editor you're using. Many of them have some sort of inspector on the right side, which breaks down what the selected value can possibly correspond to. Here's what the inspector looks like with offset 1671544 selected on my hex editor of choice (010 Editor):



The field that we're interested in here is "Signed Int" (it's listed as "Int32" in HxD, if you're using that). If it's showing up as 140h or 140, look for a setting in your editor to change the listed values to decimal (in HxD, the setting is at the bottom of the inspector, labeled "Show integers in hexadecimal base").

When your editor is configured to use decimal mode, you can generally just click or double-click the valid you want to edit in the inspector and replace it with something else. If you wanted to change the window to 1024x768, select offset 1671544, type "1024" into the Int32 field, then press Enter to modify the width value. Next, you would move to offset 1671548 (either by clicking on it in the main hex view or using the "go to offset" feature) and use the same method to change the height to "768."

After that, save the changes to the EXE file (make a backup first if you like--some editors will do this for you automatically). I didn't mention this in my original post, but open up the settings.txt file in Notepad and make sure that window_resolution_scale is set to 1.0. If you don't, it'll apply those scaling changes to the new resolution, which will result in a window that's way larger than you were expecting. :)

Regarding the note that I made about aspect ratio, the easiest way to calculate a 4:3 aspect ratio is to come up with a value for either the width or the height. If you know the width that you want, multiply that value by (3/4). If you know the height, multiply that by (4/3). Round the value and use that. Here are a couple of examples:

If I have a desired width of 2560 pixels: 2560 * (3 / 4) = 1920 pixels tall.

If I have a desired height of 900 pixels: 900 * (4 / 3) = 1200 pixels wide.

I hope this helps! If you're still running into trouble, let me know which hex editor you're using and I'll give you a more specific walkthrough. I would highly recommend using if you aren't already. It's a pretty solid editor, fairly easy to use (for a hex editor, anyway), and it's free.
 

TonnyW

New Member
Jun 10, 2019
2
1
Sure!

The exact method is going to depend slightly on which hex editor you're using. Many of them have some sort of inspector on the right side, which breaks down what the selected value can possibly correspond to. Here's what the inspector looks like with offset 1671544 selected on my hex editor of choice (010 Editor):



The field that we're interested in here is "Signed Int" (it's listed as "Int32" in HxD, if you're using that). If it's showing up as 140h or 140, look for a setting in your editor to change the listed values to decimal (in HxD, the setting is at the bottom of the inspector, labeled "Show integers in hexadecimal base").

When your editor is configured to use decimal mode, you can generally just click or double-click the valid you want to edit in the inspector and replace it with something else. If you wanted to change the window to 1024x768, select offset 1671544, type "1024" into the Int32 field, then press Enter to modify the width value. Next, you would move to offset 1671548 (either by clicking on it in the main hex view or using the "go to offset" feature) and use the same method to change the height to "768."

After that, save the changes to the EXE file (make a backup first if you like--some editors will do this for you automatically). I didn't mention this in my original post, but open up the settings.txt file in Notepad and make sure that window_resolution_scale is set to 1.0. If you don't, it'll apply those scaling changes to the new resolution, which will result in a window that's way larger than you were expecting. :)

Regarding the note that I made about aspect ratio, the easiest way to calculate a 4:3 aspect ratio is to come up with a value for either the width or the height. If you know the width that you want, multiply that value by (3/4). If you know the height, multiply that by (4/3). Round the value and use that. Here are a couple of examples:

If I have a desired width of 2560 pixels: 2560 * (3 / 4) = 1920 pixels tall.

If I have a desired height of 900 pixels: 900 * (4 / 3) = 1200 pixels wide.

I hope this helps! If you're still running into trouble, let me know which hex editor you're using and I'll give you a more specific walkthrough. I would highly recommend using if you aren't already. It's a pretty solid editor, fairly easy to use (for a hex editor, anyway), and it's free.
Thank you so much! I was very confused at first but your instructions helped me a lot. Everything works just fine and at any resolution I want. Thanks once more! :D
 
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