Jump to content

Reclaimer Shawn

Member
  • Posts

    77
  • Joined

  • Last visited

Reputation

17 Good

About Reclaimer Shawn

  • Birthday 12/13/1999

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

    These are wonderfully done patches! I thank all the developers for creating this. Because of this patch, I can play a game I've wanted to play since it came out in 2009. I only wish these games released in the US. These could've made money, so other than translating the game, I don't see what stopped Chunsoft/GameFreak from releasing it in the US.
  1. These codes are for the English fan translation (v1.0.3) of Pokemon Wildfire Squad, Pokemon Tempest Squad, and Pokemon Radiant Squad. No guarantee these codes will work for the typical Japanese version of the games. Codes That Work For All Three Games: Pokemon Wildfire Squad (WPFJ) Codes: Pokemon Tempest Squad (WPAJ) Codes: Pokemon Radiant Squad (WPHJ) Codes:
  2. Importing *Object Raid appears to work from PKHex's point of view. It'd probably work in-game too. Thanks for the help.
  3. So, I do a lot of things with mt saves, which means data constantly changes on it. I want to let all data chabhe except the raid dens. I don't want to have to set up raids repeatedly every time I finish them. Where is den data under in Block Data so I can export that and import my raids whenever needed? Is it in KNormalEncount?
  4. That fixed it for me. Dumb mistake on my end. Thanks for helping!
  5. I thought about creating PKHex'd raids by placing in a 5 Star 4IV Shiny Raid seed, setting Stars to 5, setting Randroll to 99, and setting the den to rare. However, every time I interact with a Raid Den this way, the game crashes. How do I fix this? This occurs no matter how I change the raid seed. I'm using the latest version of PKHex as well as the latest version of the game.
  6. I dunno if this may fix that issue for you, but go here: There's a chance this might work for the versions you mentioned. Might not, though.
  7. My Pokemon XD Randomizer didn't work properly for non-64-bit systems and didn't on certain processors. I have changed the code in these programs in an attempt to get these to work on most windows systems. I'd prefer this to be tested on non-Windows 10 machines and/or non-64-bit machines. Download the x86 (32-bit) and x64 (64-bit) Versions from the Github link below, then tell me the operating system, bit-type, and processor you tested my program on. Report any errors you got with the program below. Download the Test Versions Here: https://github.com/ReclaimerShawn/My-Programs/tree/master/Pokemon XD Randomizer Final Version/All OS Versions VirusTotal Scan of x64 Randomizer: https://www.virustotal.com/gui/file-analysis/YmIxZGE0NDE4YjBhZTVhYjEwMTAzZmI0MmQ5MmEyZjM6MTU2NTAwNzczNQ==/detection VirusTotal Scan of x86 Randomizer: https://www.virustotal.com/gui/file-analysis/NTVmZjdmZWI2MzRjYzcxYTQ3ZDBhZTE3Zjc2ZTYzMDI6MTU2NTAwNzgwNg==/detection *Any virus detection that resulted in a positive is due to this program being compiled with Cheat Engine (and its hook), along with a Cheat Engine table, Cheat Engine DBK Drivers, and a Cheat Engine signature. This program is not malicious in any form, as is shown by most AVs showing it as a safe program.
  8. Typing in .SpeciesID1 and/or .Species in the Batch Editor doesn't work for out-of-bounds Pokemon on Gen 1. It may or may not work for Gen 4, as I tested it and it worked with Pokemon #494 but didn't seem to work with a Hybrid Pokemon. Might need to test that again.
  9. I believe I once brought up a request for this on Project Pokemon Forums, but I'd like to bring it to light again. My original request was to allow people to be able to set IDs for Pokemon between 0-255 in Gen 1 and to set IDs for Pokemon between 0-65535 in Gen 3. This was implemented via SpeciesID1 and SpeciesID3. SpeciesID1 does nothing in Gen 1 games and doesn't solve the problem Species had. Interestingly, SpeciesID3 works perfectly fine. In Gen 2, Species can be used to set an ID between 0 and 255 just fine (they just show up red as invalid in the program, but load in-game). I wanted this because there was a wide variety of Missingno. in Gen 1 and interestingly there are a wide variety of Decamarks in Gen 3. In order to fix this, I think you could do one of four things. The first method could be to treat out-of-bounds Pokemon the same way they're treated in Gen 2. The second method could be to treat out-of-bounds Pokemon the same way they're treated in Gen 3 and do something like a SpeciesID for each Generation. The third method could be to give them all a Missingno. icon and just give them all the same base stats, even if that isn't the case to save time but still keep the internal species ID. This way stats can be edited directly even for invalid Pokemon. The fourth method could be to allow the Pokemon ID to be set in PKHaX via a text-box, just like how you can via something like EXP, then do the same thing with the base stats as mentioned in method 3. Also, if the same system that was used for Gen 3 could be implemented for Gen 4 or the fixed Gens for Pokemon 0-65535, that'd be great as there's a Hybrid Pokemon for every index at indices 32768-33261 and potentially other Pokemon to find.
  10. I'm sorry to necro this thread, but I need your assistance. I know the Hyperkin SmartBoy can backup saves from a real cartridge, but can it write/restore saves to that same cartridge? For instance, could I take the save file extracted from this tutorial, edit it, replace it, and then have those effects take place next game? I ask because I'd want to buy a Hyperkin for this purpose and if I cannot do this, I'd have to spend much more on a Joey.
  11. I was trying to spawn in Birth Island Deoxys. It turns out that setting the Fateful Encounter Flag in PKHex actually sets the Invalid Pokemon flag instead, causing the pokemon to be hidden. I figured this out by opening the save file in PkmGCEditor after editing in PKHex. Fixing it there got it to appear in game but prevented it from being transferred over to the Gameboy. I documented this here: https://github.com/kwsch/PKHeX/issues/2289#issuecomment-487442379. Because PKHex did the same thing with SPACE C Deoxys I injected it via PKHex and then fixed it in PkmGCEditor. This Deoxys still isn't transferable, though I do thank you for your help.
×
×
  • Create New...