Jump to content

Antar

Member
  • Posts

    15
  • Joined

  • Last visited

Reputation

10 Good

About Antar

  • Birthday 03/03/1987
  1. As AllyKat just reported (and I can confirm), NDS Backup Adapter is a no-go for X&Y. Any chance anyone has tested one of the other methods and met with success? [Edit: Ninja'd again]
  2. This pull request will put Pokemon, Abilities and Moves at 100%. Items that were in BW1 are also fully translated. Edit: The work above was generated entirely by script. This script (and consequently this translation) could be further extended by modifying the script to include natures, types, stats ("Attack," "Defense," etc.) or anything else that's likely going to be an easy word-for-word replacement kind of thing. I'm tapping out--got some things that actually need to get done today, but feel free to modify my script yourself.
  3. Thank you SO MUCH for providing the source (and writing in Qt). Compiles great in Linux.
  4. You can go ahead and close this. I figured it out from here: checksum=0 for i in range(8,137,2): checksum = (checksum+p[i]+p[i+1]*256)%65536 p[0x06]=checksum%256 p[0x07]=checksum/256
  5. So I just finished a project called CC4Wifi (Challenge Cup for Wi-Fi), which generates pkm files for random pokemon with random movesets, as per "Challenge Cup" rules. Here's the weird thing, though--while the files import fine into Pokesav, when I try importing one into Pokegen, it's complete nonsense. I've done some additional testing. My template file imports fine. But when I load the template, change just *one* byte (see below)--even something as innocuous as an EV value--and write it back, Pokegen refuses to read it any more. Does Pokegen have some sort of weird checksum thing that Pokesav does not? Or is something else going on? Test code (in python): from array import * p=array('B'); p.fromstring(open("template.pkm",'rb').read()) #template.pkm imports fine into Pokegen p[0x18]=120 p.tofile(open("test.pkm",'wb')) #test.pkm imports as garbage And I've tried looking at the files in a hex editor--the only difference between the files is indeed the value at 0x18. Edit: Looked back over this handy reference. So there is indeed a checksum. Now I just gotta figure out how to calculate it...
  6. Antar

    PKM <=> Plain Text?

    I've got this project mulling about in my brain right now: Challenge Cup for Wi-Fi. Basically, if you're familiar with Pokemon Online, there's an option to have what are called Challenge Cup battles, in which teams are completely randomly generated, from pokemon to their moves to their IVs and EVs. It's basically like Pokedex Roulette, but even MORE random (there's also cool stuff like level balancing to make things a *little* more fair). The PO code is publicly available, so it looks to be a relatively simple matter to generate the random teams, and from there, battlers could conceivably open up Pokesav and enter everything manually. But what I'd like to do instead is have the program generate six pkm files that can then be loaded into Pokesav. From playing around in hexedit, the pkm file structure seems *relatively* straightforward, and I could conceivably figure out how to parse it on my own, but if one of you has already done this and could lend me your code, it would be a HUGE help. Thanks in advance. Edit: Okay, I just found this. It should be a huge help. But again, if someone's already written similar code, it would be nice not to have to duplicate their work. Also, it appears to be only for DPPt. Edit 2: If I can reverse-engineer Infinite Recursion's stats.py from IR-GTS-BW, that might be the way to go. I'm not looking for pokemon that pass hack checks--I plan on putting every one in a Cherish Ball be from "Faraway Place." Edit 3: I actually accomplished this, although I never actually ended up writing to / reading from an intermediate plaintext file (though it would be trivial to adapt my code to do so).
  7. This is an awful, horribly inefficient code, but it appears to work. I've only tested it for Pokemon Black. I took KazoWAR's "Random Music in Wi-Fi battles" code and changed a bunch of lines to "00000000." The result? NO MUSIC (but yes sound FX) in Wi-Fi / Vs. Recorder battles. Note that this does NOT mute low-HP music, unfortunately. I just checked, and this code IS compatible with the "No Low HP music" code! So put 'em both together, and no music in Wi-Fi / Vs. Recorder battles AT ALL!
  8. Darn it! The AR codes for battle music modification don't work with the Vs. Recorder. Anyone know of a different code that DOES work with it? This is the code for the Japanese version, if that's helpful at all: For Black: For White:
  9. I've actually found that the version of Pokesav that I have works fine with the English savs. In fact, I've also found that savs don't care about language--you can play a Japanese sav with an English ROM/cart just fine. My version is the one marked "PSN [COMPLETE]." Please don't take my word for it, though, and if you're fooling around with this stuff, make appropriate backups first. Also, pardon me if I just missed it, but is there a battle music modifier code for the English games yet? [Edit: nvm, faospark has it. Yaay! So happy!]
  10. Well, the image claims it's from Legendary Pokemon, but they don't have any news up about it. And some of the names just sound fake: Haxorus? Seriously?
×
×
  • Create New...