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ajxpk    139

Hey there!

Foreword

This Thread is for the Research about the 3rd Gen Mystery Gift System.

For some reason, this part of research is nearly untouched, even there's a high demand about this, because there are still many mysteries about this feature. And I also think that many people would love to know everything about the Myster Gift feature and the Wonder Cards. They are the origin of every Wonder Card released in the future for the ongoing Generations and those to come. That's why I think they definitely deserve this attention.

What needs to be done

I want to collect all the informations about the officially released Wonder Cards we can get and I want to make it possible to reconstruct and inject Wonder Cards to our save files. This is not an easy task because a lot of websites went down over the years and now in 2015 it's hard to get save files with Wonder Cards. And as you may know, 3rd Gen Events are very rare.

I want to study and analyze the anatomy of Wonder Cards and see how they work.

Also I would like to know if we can find scripts related to the Mystery Gift System that were never used.

Such as Egg Events, the Altering Cave Mystery ect. There's a high possibility that we could find hidden informations in the Rom.

Informations, Save Files, Videos, Screenshots...

Everything would be helpful!

My personal hope is that we could make it possible to recreate legit (whatever this means) Wonder Cards + the Option to create custom Wonder Cards with 3rd Gen Tools like A-Save. It would be amazing to do this. I think this would be an highly appreciated feature and I will try my best to make this happen.

All important informations will be added to this post.

If you want to know about the process of the research you can find everything in the Thread.

-INFORMATIONS-

Mystery Gift Structure

Japanese Version

 

Offset Location: 0x2A0 (FireRed & LeafGreen) - 0x3AC (Emerald)



Wonder News Data Structure

Offset     Contents                          Size

0x0        Checksum                           2 Bytes
0x4        Header                             1 Byte
0x6        Sharing Functionality              1 Byte
0x7        Color Theme                        1 Byte
0x8        Text (Header)                     20 Bytes
0x1C       Text Line 1                       20 Bytes
0x30       Text Line 2                       20 Bytes
0x44       Text Line 3                       20 Bytes
0x58       Text Line 4                       20 Bytes
0x6C       Text Line 5                       20 Bytes
0x80       Text Line 6                       20 Bytes
0x94       Text Line 7                       20 Bytes
0xA8       Text Line 8                       20 Bytes
0xBC       Text Line 9                       20 Bytes
0xD0       Text Line 10                      20 Bytes



Notes:


Checksum:
Computed with the data between 0x4 and 0xE4. (224 Bytes)

Sharing Functionality:
0x00 = OFF
0x01 = ON

Color Theme:
Yellow 0x00
Crystal 0x01
Red 0x02
Green 0x03
Blue 0x04
Brown 0x05
Gold 0x06
Silver 0x07
 

Ukoy4x6.png


Offset Location: 0x384 (FireRed & LeafGreen) - 0x490 (Emerald)



Wonder Card Data Structure

Offset     Contents                          Size

0x0        Checksum                           2 Bytes
0x4        Wonder Card ID                     1 Byte
0x5        Header                             3 Bytes
0xC        Color Theme + Sharing-Feature      1 Byte
0xE        Text (Header 1)                   18 Bytes
0x20       Text (Header 2)                   13 Bytes
0x2D       Text (Center Line 1)              20 Bytes
0x41       Text (Center Line 2)              20 Bytes
0x55       Text (Center Line 3)              20 Bytes
0x69       Text (Center Line 4)              20 Bytes
0x7D       Text (Footer 1)                   20 Bytes
0x91       Text (Footer 2)                   20 Bytes
0xB2       Pokémon Icon                       2 Bytes


Notes:

Checksum:
Computed with the data between 0x4 and 0xA8. (164 Bytes)



Known Wonder Card IDs:

Aurora Ticket: E8
Mystic Ticket: E9
Old Sea Map:   EA



Available Color Themes

Yellow 0x00
Crystal 0x04
Red 0x08
Green 0x0C
Blue 0x10
Brown 0x14
Gold 0x18
Silver 0x1C

Add + 0x40 to the value to make Wonder Card shareable. (Only the original one.)
Add + 0x80 to the value to make the Wonder Card shareable. (Also for the receiver.)  
 

YY726ND.png


Offset Location: 0x79C (FireRed & LeafGreen) - 0x8A8 (Emerald)



Mystery Gift Script Data Structure

Offset     Contents                          Size
0x0        Checksum                          2 Bytes
0x4        Header                            4 Bytes
0x5        Space for the Script            996 Bytes

Notes:

Checksum:
Computed with the data between 0x4 and 0x3EB. (1000 Bytes) 
 

International Versions

 

Offset Location: 0x2A0 (FireRed & LeafGreen) - 0x3AC  (Emerald)


Wonder News Data Structure

Offset     Contents                          Size

0x0        Checksum                           2 Bytes
0x4        Header                             1 Byte
0x6        Sharing Functionality              1 Byte
0x7        Color Theme                        1 Byte
0x8        Text (Header)                     40 Bytes
0x30       Text Line 1                       40 Bytes
0x58       Text Line 2                       40 Bytes
0x80       Text Line 3                       40 Bytes
0xA8       Text Line 4                       40 Bytes
0xD0       Text Line 5                       40 Bytes
0xF8       Text Line 6                       40 Bytes
0x120      Text Line 7                       40 Bytes
0x148      Text Line 8                       40 Bytes
0x170      Text Line 9                       40 Bytes
0x198      Text Line 10                      40 Bytes



Notes:


Checksum:
Computed with the data between 0x4 and 0x1C0. (444 Bytes)

Sharing Functionality:
0x00 = OFF
0x01 = ON

Color Theme:
Yellow 0x00
Crystal 0x01
Red 0x02
Green 0x03
Blue 0x04
Brown 0x05
Gold 0x06
Silver 0x07
 

Ukoy4x6.png


Offset Location: 0x460 (FireRed & LeafGreen) - 0x56C  (Emerald)


Wonder Card Data Structure

Offset     Contents                          Size

0x0        Checksum                           2 Bytes
0x4        Wonder Card ID                     1 Byte
0x5        Header                             3 Bytes
0xC        Color Theme + Sharing-Feature      1 Byte
0xE        Text (Header 1)                   40 Bytes
0x36       Text (Header 2)                   40 Bytes
0x5E       Text (Center Line 1)              40 Bytes
0x86       Text (Center Line 2)              40 Bytes
0xAE       Text (Center Line 3)              40 Bytes
0xD6       Text (Center Line 4)              40 Bytes
0xFE       Text (Footer 1)                   40 Bytes
0x126      Text (Footer 2)                   40 Bytes
0x15A      Pokémon Icon                       2 Bytes


Notes:

Checksum:
Computed with the data between 0x4 and 0x150. (332 Bytes)



Known Wonder Card IDs:

Aurora Ticket: E8
Mystic Ticket: E9
Old Sea Map:   EA



Available Color Themes

Yellow 0x00
Crystal 0x04
Red 0x08
Green 0x0C
Blue 0x10
Brown 0x14
Gold 0x18
Silver 0x1C

Add + 0x80 to the value to make Wonder Card shareable.  
 

YY726ND.png


Offset Location: 0x79C (FireRed & LeafGreen) - 0x8A8  (Emerald)


Mystery Gift Script Data Structure

Offset     Contents                          Size
0x0        Checksum                          2 Bytes
0x4        Header                            4 Bytes
0x5        Space for the Script            996 Bytes

Notes:

Checksum:
Computed with the data between 0x4 and 0x3EB. (1000 Bytes) 
 

Inside this Thread

Mystery Gift Data:

https://projectpokemon.org/forums/showthread.php?46883-GEN-3-Mystery-Gift-Research&p=214201&viewfull=1#post214201

Other sources

 

Spoiler

Bulbapedia - Some informations about distributed 3rd Gen Wonder Cards

http://bulbapedia.bulbagarden.net/wiki/List_of_other_event_distributions_in_Generation_III

The archived website of たかさん (Japanese)

 

http://web.archive.org/web/20080124205147/http://www.h6.dion.ne.jp/~taka.999/index.html

Diary about dumping and injecting a Wonder Card (Japanese)

http://web.archive.org/web/20080106083812/http://www.h6.dion.ne.jp/~taka.999/page002.html

Pokémon.co.jp - Pokémon Center Egg Present 2004 (Japanese)

http://web.archive.org/web/20040319200750/http://www.pokemon.co.jp/event/0324egg/index.html

Nintendo.co.jp - Joyspot Information Site about the Mystic Ticket and Aurora Ticket 2004 Distributions (Japanese)

http://web.archive.org/web/20040901035438/http://www.nintendo.co.jp/n08/bprj/joyspot/shinpi/index.html

Pokémon.co.jp - Pokémon Festa 2004 - Mystic Ticket Distribution 2004 (Japanese)

http://web.archive.org/web/20040615095104/http://www.pokemon.co.jp/event/festa2004/shinpi.html

Pokémon.co.jp - Pokémon Festa 2005 - Old Sea Map Distribution 2005 (Japanese)

http://web.archive.org/web/20060205094715/http://www.pokemon.co.jp/event/festa2005/game02.html#mew

Pokémon.co.jp - Pokémon Festa 2005 - Mystic Ticket Distribution 2005 (Japanese)

http://web.archive.org/web/20051018184055/http://www.pokemon.co.jp/event/festa2005/game021.html

Pokémon.co.jp - Official Ticket Site for the Distribution of 2006-2007 (Japanese)

http://web.archive.org/web/20070114111635/http://www.pokemon.co.jp/special/ticket/

Nintendo.co.jp - Nintendo Online Magazine - PokéPark Egg Present Page (Japanese)

http://www.nintendo.co.jp/nom/0504/1_2/

Nintendo-Europe.com - Official European Deoxys Microsite

http://ms.nintendo-europe.com/deoxys/deDE/index.html

pokewiki.de - Aurora Ticket (German)

http://www.pokewiki.de/Auroraticket

pokewiki.de - Mystic Ticket (German)

http://www.pokewiki.de/Geheimticket

pokewiki.de - Old Sea Map (German)

http://www.pokewiki.de/Alte_Karte

-TOOLS-

 

*Notes*

-This is a Research Thread, use of Codes and Tools at own risk
-Don't forget to use the Master Code & Anti DMA Codes for the specific Game you're using.
-To view the respective Wonder Card, please make sure to use a real GBA with Wireless Adapter or VBALink 1.8 > Options > Link > Wireless Adapter > ON

CURRENT STATUS:
MYSTERY GIFT RESEARCH ALMOST FINISHED
LOCATING AND DUMPING ALL MYSTERY GIFT SCRIPTS FROM ALL ROM VERSIONS: COMPLETED
STILL COLLECTING AND ANALYZING MYSTERY GIFTS AND EVENTS
List of all the informations of officially distributed Mystery Gift Wonder Cards/Mystery Events we collected so far:

 

Official Events Collected:

Eon Ticket jvGHVmZ.png
むげんのチケット (Japanese) (RSE) ✔
EON TICKET (US/English) (RS) (?)
EON TICKET - e-Card version (US/English) (RS) ✔
EON TICKET (UK/English) (RS) ✔
PASSE EON (French) (RS) ✔
BIGL. EONE (Italian) (RS) ✔
ÄON-TICKET (German) (RS) ✔
TICKET EÓN (Spanish) (RS) ✔

Aurora Ticket KDtQSAM.png (WC ID: 1000)
オーロラチケット 2004 なつ (Japanese) (FRLG) ✔
"AURORA TICKET" 2004 FALL (US/English) (FRLG) ✔
AURORATICKET (UK/English) (FRLGE) ✔
TICKETAURORA (French) (FRLGE) ✔
AURORATICKET (German) (FRLGE) ✔
BIGLIETTO AURORA (Italian) (FRLGE) ✔
ORI-TICKET (Spanish) (FRLGE) ✔

Mystic Ticket e1PlXr2.png (WC ID: 1001)
しんぴのチケット 2004 なつ (Japanese) (FRLG) ✔
しんぴのチケット 2005 ふゆ (Japanese) (FRLGE) ✔
しんぴのチケット 2006-2007 ふゆ (Japanese) (FRLGE) ✔

"MYSTIC TICKET" (US/English) (FRLGE) ✔
"MYSTIC TICKET" TCG WORLD CHAMPIONSHIPS 2005 (US/English) (FRLGE) ✔ [2]
"MYSTIC TICKET" POKÉMON ROCKS AMERICA 2005? (US/English) (FRLGE) (?)

Old Sea Map OvwWSaJ.png (WC ID: 1002)
ふるびたかいず 2005 なつ (Japanese) (E) ✔

Pokémon EggIMWwKI8.png (WC ID: ???)
ポケモンのタマゴ 2004? (Japanese) (FRLG) (?)
ポケモンのタマゴ 2005 ポケパーク (Japanese) (FRLGE) (?)
Pokémon Egg PCNY? (US/English) (FRLG) (?)

✔ = data extracted / information completed
[1] = Only dumped FRLG, E still missing.
[2] = Only dumped E, FRLG still missing.
(?) = incomplete informations / Needs some clarification


Thanks for all the great support, effort and dedication to the project

 

PPorg_GenIII_Events.7z

Edited by ajxpk
Fixed the Structure a bit
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I've found this

http://web.archive.org/web/20080124205147/http://www.h6.dion.ne.jp/~taka.999/index.html

i DONT Know what it is but it looks very good

for every specific Game you can choose wich Ticket you want and input on you're game (i dont know if with or without Wondercard)...so i think it works...

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ajxpk    139
I've found this

http://web.archive.org/web/20080124205147/http://www.h6.dion.ne.jp/~taka.999/index.html

i DONT Know what it is but it looks very good

for every specific Game you can choose wich Ticket you want and input on you're game (i dont know if with or without Wondercard)...so i think it works...

This is great! Thank you. I know this site.

They have nice informations, Tools and AR Codes.

Especially the tools are great. I can highly recommend them to everyone who plays the japanese versions.

It definitely has to be posted here.

I found the site once in the comments of this YouTube video

.

[video=youtube;mJ3688TCVK4]

The most interesting thing is that these seem to be 100% accurate replicas of the real events.

All the texts, flags, Wonder Cards, it's all there.

They even contain the PokéPark Egg Event, which would be impossible to reconstruct.

And as a sweet bonus there is also a custom Altering Cave Event. (There was never one officially distributed, but this is still interesting stuff.)

The only prob for us is that these tools are ONLY compatible with the japanese versions.

But at least we have something for the japanese versions now, which is great. :)

Small Update:

I've been a bit busy the past days and didn't made much progress.

At least I got the text for the Aurora Ticket Wonder Card:

http://bulbapedia.bulbagarden.net/wiki/List_of_other_event_distributions_in_Generation_III

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Oh! Only AR Codes also....boring but good

I thought that you have to enter a save file of the game and this program then write the events and wonderful cards on this save file.

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ajxpk    139
Oh! Only AR Codes also....boring but good

I thought that you have to enter a save file of the game and this program then write the events and wonderful cards on this save file.

No, you're half-right. :) Sorry for the confusion.

It's right that the content of the Wonder Cards or at least the text and the script is not in the game. (As mentioned in my first post...)

But the Events are and they are triggered by having the respective Event Item in the Bag and the flag for the Event activated.

But at the end it's still code and way more complicated, because the offsets in the localized games are different.

That's why the Japanese codes wouldn't work for the other versions and vice versa.

We're quite lucky that Morfeo's Codes working for the English versions. I admit that I wouldn't be able to find this out by myself so I'm thankful because the work is already done.

Otherwise I wouldn't have opened this thread.

Btw. for everyone who's interested in the Japanese AR Codes for the Tickets they are located here:

http://web.archive.org/web/20080124020623/http://www.h6.dion.ne.jp/~taka.999/page013.html

And here are the Egg Codes:

http://web.archive.org/web/20080106083826/http://www.h6.dion.ne.jp/~taka.999/page036.html

At the end wether you use the Tools or insert the values manually via AR Codes, there is not much difference.

Because what you're actually doing is nothing more than editing the HEX values in the save file.

In the practical sense the tools are very easy and convience to use and this is were we want to be in the future.

Especially because the Wonder Card AR Codes are so huge. And you can't insert them all at once, you have to do it blockwise. (6 Blocks!)

But for my purpose right now AR codes are not a bad thing, because I can easily figure out the RAM addresses and work with it.

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lostaddict    11

Hi this is really interesting information...

Did you try the Morfeo's Codes? I have tried to use them with no luck. I'm not sure if the way I'm inserting them in VBALink is wrong or the version of the rom i have is not correct (Emerald US/Europe Rev A).

Anyway a tool to patch the save files or some already patched files with those wonder cards in them will be really nice to have...

PS: Here is a save file i found online containing a legit aurora ticket wonder card (that you cannot share).

Sauvegames Aurora.rar

Sauvegames Aurora.rar

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No, you're half-right. :) Sorry for the confusion.

It's right that the content of the Wonder Cards or at least the text and the script is not in the game. (As mentioned in my first post...)

But the Events are and they are triggered by having the respective Event Item in the Bag and the flag for the Event activated.

But at the end it's still code and way more complicated, because the offsets in the localized games are different.

That's why the Japanese codes wouldn't work for the other versions and vice versa.

We're quite lucky that Morfeo's Codes working for the English versions. I admit that I wouldn't be able to find this out by myself so I'm thankful because the work is already done.

Otherwise I wouldn't have opened this thread.

Btw. for everyone who's interested in the Japanese AR Codes for the Tickets they are located here:

http://web.archive.org/web/20080124020623/http://www.h6.dion.ne.jp/~taka.999/page013.html

And here are the Egg Codes:

http://web.archive.org/web/20080106083826/http://www.h6.dion.ne.jp/~taka.999/page036.html

At the end wether you use the Tools or insert the values manually via AR Codes, there is not much difference.

Because what you're actually doing is nothing more than editing the HEX values in the save file.

In the practical sense the tools are very easy and convience to use and this is were we want to be in the future.

Especially because the Wonder Card AR Codes are so huge. And you can't insert them all at once, you have to do it blockwise. (6 Blocks!)

But for my purpose right now AR codes are not a bad thing, because I can easily figure out the RAM addresses and work with it.

very nice!

but where to input the AR Codes?? after 12 years they sell no AR Devices more.... and japanese codes dont word on PAL or US devices...i try it

Morfeo dont List Japanese Codes (mastercode, etc)

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ajxpk    139
Hi this is really interesting information...

Did you try the Morfeo's Codes? I have tried to use them with no luck. I'm not sure if the way I'm inserting them in VBALink is wrong or the version of the rom i have is not correct (Emerald US/Europe Rev A).

Anyway a tool to patch the save files or some already patched files with those wonder cards in them will be really nice to have...

PS: Here is a save file i found online containing a legit aurora ticket wonder card (that you cannot share).

[ATTACH]12502[/ATTACH]

That's amazing! Thank you so much. This is all I needed. I will check this save file out later. :D

I can't promise you anything right now, but with this I might have everything I need.

Yes, I tried Morfeo's codes before and they do work. I don't know why it didn't worked for you.

Please make sure to use the Master Code and Anti-DMA for the respective Game you're using.

I will list the Master Code in the top post for you.

And after every block of AR codes you have to save and reset.

You can watch Morfeo's Tutorial to see what I mean.

very nice!

but where to input the AR Codes?? after 12 years they sell no AR Devices more.... and japanese codes dont word on PAL or US devices...i try it

Morfeo dont List Japanese Codes (mastercode, etc)

If you don't have an Action Replay the only option would be an Emulator like VBA.

You can insert them there as Gameshark Codes.

Yes, indeed, the japanese codes only work for the japanese versions. But this is no problem because we have Morfeo's codes. He didn't listed the japanese (m) codes, because his codes aren't compatible with the japanese version anyway.

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lostaddict    11

Thanks for the clarifications ajxpkm.

The issue was that i was inserting the master code/RMA code only once at the beginning... After i watch the video i was able to enable the Aurora Ticket and Mystic Ticket wonder cards. I haven't test with the other ones...

Now any ideas on how to change the text that appears both on card and in-game once you use it?

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ajxpk    139

NEWSFLASH

I checked the save file you posted and I have good and bad news.

The BAD news first... the Ticket is already taken from the delivery guy in the Pokémon Center at the 2F.

Now I couldn't figure out where exactly the flag for this is, so I couldn't reverse the process in the short time.

And my thought was that it could be that the script gets deleted as soon as you receive the Ticket. This was at least the case with the Eon Ticket.

But now the GOOD news! After I checked the save file out more I found the script still intact. The script seems to be tied to the Wonder Card and it will be deleted as soon as you toss it. This also explains why the delivery guy is still there until you toss the Wonder Card. Lucky for us. :)

The weird things is that I found some french text there, too. I don't know why... but nevermind.

I will check more into this later.

Thanks for the clarifications ajxpkm.

The issue was that i was inserting the master code/RMA code only once at the beginning... After i watch the video i was able to enable the Aurora Ticket and Mystic Ticket wonder cards. I haven't test with the other ones...

Now any ideas on how to change the text that appears both on card and in-game once you use it?

Glad you got it to work.

Changing the text is actually not an too big issue. And now since I got the original text I think I will start to change the text for the Wonder Card and the script.

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lostaddict    11

It's nice to see some progress. :smile: Looking forward to see the final result...

By the way can you tell me what tools you are using? I'm totally newbie to this, but i'm interest to learn more...

I did some research in the rom code by the way. Here is the actual code of the specific event (i think it includes the flags and the checks that are made). It also includes the formal in-game text:

'---------------
#org 0x276B03
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x8276B23
goto 0x8276B19

'---------------
#org 0x276B23
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8276B19
checkflag 0x8B3
if 0x1 goto 0x8276B19
msgbox 0x8273594 MSG_KEEPOPEN '"Thank you for using the MYSTERY\nE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN '"It appears to be for use at\nthe L..."
release
end

'---------------
#org 0x276B19
executeram
msgbox 0x8273178 MSG_FACE '"Thank you for accessing the\nMYSTE..."
end


'---------
' Strings
'---------
#org 0x273594
= Thank you for using the MYSTERY\nEVENT System.\pYou must be [player].\nThere is a ticket here for you.

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

#org 0x273178
= Thank you for accessing the\nMYSTERY GIFT System.

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ajxpk    139
It's nice to see some progress. :smile: Looking forward to see the final result...

By the way can you tell me what tools you are using? I'm totally newbie to this, but i'm interest to learn more...

I did some research in the rom code by the way. Here is the actual code of the specific event (i think it includes the flags and the checks that are made). It also includes the formal in-game text:

'---------------
#org 0x276B03
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x8276B23
goto 0x8276B19

'---------------
#org 0x276B23
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8276B19
checkflag 0x8B3
if 0x1 goto 0x8276B19
msgbox 0x8273594 MSG_KEEPOPEN '"Thank you for using the MYSTERY\nE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN '"It appears to be for use at\nthe L..."
release
end

'---------------
#org 0x276B19
executeram
msgbox 0x8273178 MSG_FACE '"Thank you for accessing the\nMYSTE..."
end


'---------
' Strings
'---------
#org 0x273594
= Thank you for using the MYSTERY\nEVENT System.\pYou must be [player].\nThere is a ticket here for you.

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

#org 0x273178
= Thank you for accessing the\nMYSTERY GIFT System.

Wow, this is really in the ROM file? I didn't knew this.

The item you get from the script you found is 113 which is actually the Eon Ticket.

Usually you get this ticket from the father in Petalburg City, the text was different, too.

The text you found btw. appears to be the same like the one I found in the save file and seems to be used for all the Mystery Gift tickets. Maybe the Eon Ticket was planned to be distributed as a Mystery Gift Event?

Great find indeed.

I wonder if this script is on other localized versions (in their respective languages) as well.

If that's the case I could make Wonder Cards for other languages, too.

At least for the european versions it would be an easy thing to do.

Which tool did you use for this?

I always welcome recommendations.

I'm actually a beginner as well, especially when it comes to programing...

I was always fascinated, but never had enough time to go deeper into it.

For what I did today for example I just used some HEX editing tools like HxD.

And I use WinDiff to compare files.

If you want to know how I figured out the offset locations, I just tossed the Wonder Card and then I compared the save files to see what changed after I tossed it. It was very easy.

I will share the offset locations later if you're interested.

Edited by ajxpkm

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NEWSFLASH

I checked the save file you posted and I have good and bad news.

The BAD news first... the Ticket is already taken from the delivery guy in the Pokémon Center at the 2F.

Now I couldn't figure out where exactly the flag for this is, so I couldn't reverse the process in the short time.

And my thought was that it could be that the script gets deleted as soon as you receive the Ticket. This was at least the case with the Eon Ticket.

But now the GOOD news! After I checked the save file out more I found the script still intact. The script seems to be tied to the Wonder Card and it will be deleted as soon as you toss it. This also explains why the delivery guy is still there until you toss the Wonder Card. Lucky for us. :)

you need an Untouched Ticket?

in my Game collection i've found a LG savegame where i didn't pickup the Auroraticket on the 2F. (Legit Ticket pick up

in Real life event - Pokemon Day 2005 Germany)

:wink: so yoou're Right - Lucky for us.

POKEMON_LEAF_BPGD00.sav

That's amazing! Thank you so much. This is all I needed. I will check this save file out later. :D

I can't promise you anything right now, but with this I might have everything I need.

Yes, I tried Morfeo's codes before and they do work. I don't know why it didn't worked for you.

Please make sure to use the Master Code and Anti-DMA for the respective Game you're using.

I will list the Master Code in the top post for you.

And after every block of AR codes you have to save and reset.

You can watch Morfeo's Tutorial to see what I mean.

If you don't have an Action Replay the only option would be an Emulator like VBA.

You can insert them there as Gameshark Codes.

Yes, indeed, the japanese codes only work for the japanese versions. But this is no problem because we have Morfeo's codes. He didn't listed the japanese (m) codes, because his codes aren't compatible with the japanese version anyway.

so i've looking around the website and translate with google....

then i found the Japanese (M) Master codes here:

only FireRed and LeafGreen

http://web.archive.org/web/20080124020623/http://www.h6.dion.ne.jp/~taka.999/page013.html

上記のコードが入力できたら、

 �@「マスターコード」+「RAMアドレス固定コード」+「各チケット・ブロック1」でゲームを開始、すぐにレポート。

  GBAの電源OFF。

 �A�@のやり方で「各チケット・ブロック2〜6」をレポートする。

 �B通常のゲームを開始して、PCの2Fに係員がいることを確認して下さい。

so it means:

Once the code above can be entered,

@ "Master code" + "RAM address fixed code" + start the game with "each ticket block 1", immediately report.

GBA of power OFF.

I want to report a "each ticket block 2-6" in the manner of A @.

Start the B normal game, make sure that there are attendant to 2F of the PC.

same procedere as Morfeo's

POKEMON_LEAF_BPGD00.sav

Edited by King Impoleon

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ajxpk    139
you need an Untouched Ticket?

in my Gamecollection i've found a LG savegame where i didn't pickup the Auroraticket on the 2F. (Legit Ticket pick up on Real life event - Pokemon Day 2005 Germany)

:wink: so yoou're Right - Lucky for us.

[ATTACH]12503[/ATTACH]

Thank you very much!

With this I could make German versions of the Wonder Cards as well. :)

so i've looking around the website and translate with google....

then i found the Japanese (M) Master codes here:

only FireRed and LeafGreen

http://web.archive.org/web/200801240...9/page013.html

上記のコードが入力できたら、

 �@「マスターコード」+「RAMアドレス固定コード」+「各チケット・ブロック1」でゲームを開始、す ぐにレポート。

  GBAの電源OFF。

 �A�@のやり方で「各チケット・ブロック2〜6」をレポートする。

 �B通常のゲームを開始して、PCの2Fに係員がいることを確認して下さい。

so it means:

Once the code above can be entered,

@ "Master code" + "RAM address fixed code" + start the game with "each ticket block 1", immediately report.

GBA of power OFF.

I want to report a "each ticket block 2-6" in the manner of A @.

Start the B normal game, make sure that there are attendant to 2F of the PC.

same procedere as Morfeo's

Yes, they work the same.

The reason why they listed the Master and Anti DMA Codes is because FR and LG has 2 different versions. (1.0 and 1.1)

It's very important to use the right version of codes for the respective version.

I will list all the Master and Anti DMA Codes for the Japanese versions later in the first post of the Thread.

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lostaddict    11

OK some really good news:

I was manage to insert aurora ticket to another save file using just the hex editor... The good news is that once you insert it, the ticket is unclaimed. And once you receive it, everything is working as expected :tongue: All the text is in English as well... Here is the save file:

Pokemon - Emerald Version (USA, Europe)CLEAN-MOD2.rar

Now the bad news is that once you edit the sav file using hex editor, the sav file becomes corrupted. Most probably there is some kind of checksum validation during the loading... I was manage to overcome this issue by open the edited file in a .sav editor tool and save it again...

Next step is to figure out how to enable/disable the distribute functionality by checking Morfeo's sav file... Also i need to figure out how to bypass the checksum validation without using other tools...

PS: Regarding the tools i'm using, it's a HEX editor... The Script was extracted using the AdvanceMap tool.

Pokemon - Emerald Version (USA, Europe)CLEAN-MOD2.rar

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ajxpk    139
OK some really good news:

I was manage to insert aurora ticket to another save file using just the hex editor... The good news is that once you insert it, the ticket is unclaimed. And once you receive it, everything is working as expected :tongue: All the text is in English as well... Here is the save file:

[ATTACH]12504[/ATTACH]

Now the bad news is that once you edit the sav file using hex editor, the sav file becomes corrupted. Most probably there is some kind of checksum validation during the loading... I was manage to overcome this issue by open the edited file in a .sav editor tool and save it again...

Next step is to figure out how to enable/disable the distribute functionality by checking Morfeo's sav file... Also i need to figure out how to bypass the checksum validation without using other tools...

PS: Regarding the tools i'm using, it's a HEX editor... The Script was extracted using the AdvanceMap tool.

Good work!

About the checksum....

Yeah, I had exactly the same problem, it's normal that when you change the save file you also have to fix the checksum.

Can be fixed as you did with a tool or manually. If we create a tool we have to implement the checksum fix.

But personally I would prefer to have this in an all-in-one tool like KazoWAR's A-Save or another tool, I see not much reason for having a separate tool for this.

Currently I'm messing around with the Wonder Card to see how it works.

About which bytes are used to decide which of the card design is used ect.

But I didn't figured it out yet.

This could be useful if we want to make custom Wonder Cards.

There are 8 different card designs.

Btw. for everyone who's interested in it, the Wonder Card Offset on the save file is located at 0x560 and again at 0x1B560.

EDIT:

Well... I stuck right now.

Whenever I edit the Wonder Card the checksum gets invalid and when I fix it the Wonder Card is gone.

It's treated like I don't have a Wonder Card.

When I check with my HEX Editor it's still there, I need to find out why I can't access my Wonder Card in the game...

Maybe there's another checksum for this?

I remember that the Japanese Guy (Taka) from the site wrote a diary and I think he was mentioning this issue here:

http://web.archive.org/web/20080106083812/http://www.h6.dion.ne.jp/~taka.999/page002.html

Edited by ajxpkm

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lostaddict    11

I think we need to read those notes... It will save as some time :)

Some new findings:

Wonder Card is at 0x560 as you mentioned before. In my previous injection, i put it only on 0x560 and it worked perfectly. I didn't notice that there was a 2nd location until you mention it, so i investigate further... Once I received the aurora ticket and save, wonder card code was stored and in the 2nd location as well...

If you want to change the icon on the upper right of the Wonder Card here is the address:

0x6c6 - 0x6c7 : FF FF --> ? icon

9A 01 --> Deoxys icon

I have tried some random values and different pokemon appear... No luck with the colors though...

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BlackShark    138

On location is current save the other is backup/previous save hence there are 2 of them.

The save has 2 main blocks with 57344 (0xE000) bytes each.

Each block is seperated into 14 sections with 4096 (0x1000) bytes.

In each section, 0xFF4 is the section ID, 0xFF6 - 0xFF7 is the checksum and 0xFFC - 0xFFF is the save counter.

Depending on the save counter you could determine the current save.

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ajxpk    139
I think we need to read those notes... It will save as some time :)

Some new findings:

Wonder Card is at 0x560 as you mentioned before. In my previous injection, i put it only on 0x560 and it worked perfectly. I didn't notice that there was a 2nd location until you mention it, so i investigate further... Once I received the aurora ticket and save, wonder card code was stored and in the 2nd location as well...

If you want to change the icon on the upper right of the Wonder Card here is the address:

0x6c6 - 0x6c7 : FF FF --> ? icon

9A 01 --> Deoxys icon

I have tried some random values and different pokemon appear... No luck with the colors though...

How did you do that? Can you change the text as well?

Because whenever I change something about the Wonder Card it disappears until I change it back to was it was before...

But I'm glad at least you made some progress. :)

Too bad about the colors though...

On location is current save the other is backup/previous save hence there are 2 of them.

The save has 2 main blocks with 57344 (0xE000) bytes each.

Each block is seperated into 14 sections with 4096 (0x1000) bytes.

In each section, 0xFF4 is the section ID, 0xFF6 - 0xFF7 is the checksum and 0xFFC - 0xFFF is the save counter.

Depending on the save counter you could determine the current save.

Thank you for the clarification.

I already had a guess about this, because my changes to the save file only had an effect when I changed them in the other block, too.

Do you know anything about how the checksums are calculated? Maybe I should google about it...

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ajxpk    139

Thanks BlackShark.

I did a bit of research and figured out that the MYSTERY GIFT Script lostaddict found is on every Emerald Version.

Now I have the Scripts for all the European Versions.

'---------------
#org 0x28287F
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x828289F
goto 0x8282895

'---------------
#org 0x28289F
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8282895
checkflag 0x8B3
if 0x1 goto 0x8282895
msgbox 0x827EE02 MSG_KEEPOPEN '"Danke, dass du das GEHEIM-\nGESCHE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x827EE65 MSG_KEEPOPEN '"Du kannst es am Hafen von\nSEEGRAS..."
release
end

'---------------
#org 0x282895
executeram
msgbox 0x827E965 MSG_FACE '"Danke, dass du das GEHEIM-\nGESCHE..."
end


'---------
' Strings
'---------
#org 0x27EE02
= Danke, dass du das GEHEIM-\nGESCHEHEN benutzt hast.\pDu musst [player] sein.\nHier ist ein Ticket fur dich!

#org 0x27EE65
= Du kannst es am Hafen von\nSEEGRASULB CITY einsetzen.\pWarum probierst du es nicht\neinfach aus?

#org 0x27E965
= Danke, dass du das GEHEIM-\nGESCHEHEN-System benutzt hast.

'---------------
#org 0x27C0CB
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x827C0EB
goto 0x827C0E1

'---------------
#org 0x27C0EB
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x827C0E1
checkflag 0x8B3
if 0x1 goto 0x827C0E1
msgbox 0x82788E2 MSG_KEEPOPEN '"Merci d'utiliser le systeme\nEVENE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x8278942 MSG_KEEPOPEN '"Il peut etre utilise au port de\nN..."
release
end

'---------------
#org 0x27C0E1
executeram
msgbox 0x8278461 MSG_FACE '"Merci d'utiliser le systeme\nCADEA..."
end


'---------
' Strings
'---------
#org 0x2788E2
= Merci d'utiliser le systeme\nEVENEMENTS MYSTERE.\pVous devez etre [player].\nIl y a un ticket pour vous.

#org 0x278942
= Il peut etre utilise au port de\nNENUCRIQUE.\pEssayez-le pour voir de quoi \nil s'agit.

#org 0x278461
= Merci d'utiliser le systeme\nCADEAU MYST.

'---------------
#org 0x27A995
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x827A9B5
goto 0x827A9AB

'---------------
#org 0x27A9B5
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x827A9AB
checkflag 0x8B3
if 0x1 goto 0x827A9AB
msgbox 0x827741B MSG_KEEPOPEN '"Gracias por usar el sistema\nde lo..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x8277489 MSG_KEEPOPEN '"Parece que puedes usarlo en el\nPU..."
release
end

'---------------
#org 0x27A9AB
executeram
msgbox 0x8277002 MSG_FACE '"Gracias por acceder al sistema\nde..."
end


'---------
' Strings
'---------
#org 0x27741B
= Gracias por usar el sistema\nde los EVENTOS MISTERIOSOS.\pDebes de ser [player], ?no?\pPues tenemos un ticket para ti.

#org 0x277489
= Parece que puedes usarlo en el\nPUERTO de CIUDAD CALAGUA.\p?Por que no curioseas un poco\npara ver de que se trata?

#org 0x277002
= Gracias por acceder al sistema\ndel REGALO MISTERIOSO.

'---------------
#org 0x2767EF
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x827680F
goto 0x8276805

'---------------
#org 0x27680F
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8276805
checkflag 0x8B3
if 0x1 goto 0x8276805
msgbox 0x82731D8 MSG_KEEPOPEN '"Grazie per usare il Sistema\nEVENT..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x8273231 MSG_KEEPOPEN '"Dovrebbe servirti allo scalo di\nP..."
release
end

'---------------
#org 0x276805
executeram
msgbox 0x8272DD8 MSG_FACE '"Grazie per usufruire del Sistema\n..."
end


'---------
' Strings
'---------
#org 0x2731D8
= Grazie per usare il Sistema\nEVENTO SEGRETO.\pTu sei [player], vero? Ho qui\nun biglietto per te.

#org 0x273231
= Dovrebbe servirti allo scalo di\nPORTO ALGHEPOLI.\pTi conviene andare a vedere\ndi persona.

#org 0x272DD8
= Grazie per usufruire del Sistema\nDONO SEGRETO!

This is btw. what I found instead in Firered:

'---------------
#org 0x1BB1D2
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
executeram
msgbox 0x81A6393 MSG_FACE '"Thank you for accessing the\nMYSTE..."
end

'---------------
#org 0x1A7AE0
release
end


'---------
' Strings
'---------
#org 0x1A6393
= Thank you for accessing the\nMYSTERY GIFT System.

Edited by ajxpkm

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lostaddict    11

Some more info (most of them are speculations):

WCData.png

EVENT TYPE:

E8 03 FF FF --> AURORA TICKET

E9 03 FF FF --> MYSTIC TICKET

EA 03 FF FF --> OLD SEA MAP

This seems to be the identification of the wonder card event. (Not confirmed yet)

CARD COLOR:

08 --> RED

9C --> GREY

94 --> YELLOW

This seems to be the wonder card color. (Not confirmed yet)

POKEMON ICON:

01 00 --> Bulbasaur Icon

F9 00 --> Deoxys Icon

FF FF --> Questionmark Icon

This is the icon located on the upper right of the wonder card. Values are start from 01 to F9. (confirmed)

CHECKSUM:

This seems to be the checksum of the wonder card data. In order to be able to edit the text of the card we need to figure out how to compute this... Event type, Card color and Card text are part of the data that checksum is compute on... For some reason the Wonder Card Icon is not...

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ajxpk    139

I still struggle to find out how the checksum is calculated.

I will use 32 bytes from the Wonder Card for this example.

According to Taka's Website it's calculated like this...


00000570   E8 03 FF FF 00 00 00 00 08 00 00 00 00 00 00 00   è.ÿÿ............
00000580   00 00 00 00 BB CF CC C9 CC BB CE C3 BD C5 BF CE   ....»ÏÌÉÌ»ÎýſÎ


We have to separate these 32 bytes into 4 bytes groups from left to right.
Then we have to add them together, but before we do this we have to swap the bytes from these groups. (From ABCD to DCBA)
As an example... E8 03 FF FF will become FF FF 03 E8.


0xFFFF03E8 + 0x00000000 + 0x00000008 + 0x00000000 + 
0x00000000 + 0xC9CCCFBB + 0xC3CEBBCC + 0xCEBFC5BD 
= 0x5C5A5534 AND 0xFFFFFFFF
= 5C5A5534 

Then we cut this sum in high and low bytes and sum them together as well.

0x5C5A + 0x5534 = 0xB18E

And this is the result, the checksum for these 32 bytes would be B18E.
On the save file it would be 0x8E 0xB1.

Edited by ajxpkm
Errors fixed*

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jm-plata    11
I still struggle to find out how the checksum is calculated.

I will use 32 bytes from the Wonder Card for this example.

According to Taka's Website it's calculated like this...


00000570   E8 03 FF FF 00 00 00 00 08 00 00 00 00 00 00 00   è.ÿÿ............
00000580   00 00 00 00 BB CF CC C9 CC BB CE C3 BD C5 BF CE   ....»ÏÌÉÌ»ÎýſÎ


We have to separate these 32 bytes into 4 bytes groups from left to right.
Then we have to add them together, but before we do this we have to swap the bytes from these groups. (From ABCD to DCBA)
As an example... E8 03 FF FF will become FF FF 03 E3.


0xFFFF03E3 + 0x00000000 + 0x00000008 + 0x00000000 + 
0x00000000 + 0xC9CCCFBB + 0xC3CEBBCC + 0xCEBFC5BD 
= 0x5C5A552F


Then we cut this sum in high and low bytes and sum them together as well.

0x5C5A + 0x552F = 0xB189

And this is the result, the checksum for these 32 bytes would be B189.
On the save file it would be 0x89 0xB1.

Missed a step, but the result is correct:

0xFFFF03E3 + 0x00000000 + 0x00000008 + 0x00000000 +

0x00000000 + 0xC9CCCFBB + 0xC3CEBBCC + 0xCEBFC5BD

= 0x5C5A552F AND 0xFFFFFFFF

= 0x5C5A552F

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