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  1. Today
  2. Hello! I've recently encountered an issue with my save of Pokemon Ultra Sun being 'corrupted' when I try to start it on my 3ds. I also can't open the save in PKHeX (I get an error). I've added the 'main' file from checkpoint which was moved to my PC with FileZilla (with transfer type set to binary). I've checked and the 'main' file is the only file in the folder. Any help would be greatly appreciated! main
  3. Try it and see. Gen9 uses csprng for each individual random value, so there is no correlation to detect.
  4. Not able to replicate on the latest release. Be sure you are trying to generate an encounter that can be shiny.
  5. can i freely modify eggs data like iv, ht/wt shiny etc in scarlet and violet and still make it legal? also legal to edit HT/WT of wild/static pokemon? becauce i want large size paradoxes and legendaries also
  6. Hey, it would be worth posting a sample of what you've collected so the team can assess its value and determine the best way to archive it.
  7. Thanks for the report. For now, use the one from BDSP. Have you tried opening it on PKHeX's blank save (instead of your own save)?
  8. Hey @SmolJoltik, this is fantastic work! That per-slot forme-check the facility scripts run on your selected team was the issue, and ripping it out lets Giratina keep its forme in the Frontier. Thank you for laying out the precise script/function/segment for every facility (367/fn90, 377/fn79, 378/fn29, 379/fn29) - that saved a ton of blind digging. I implemented your fix a slightly different way that might help anyone who'd rather not recompile scripts in DSPRE. Instead of deleting the CMD_798 segments out of each facility script one by one, I patched the command's handler directly. CMD_798 maps to the routine that reverts a single team member's forme (the one that checks species == Giratina/Rotom/Shaymin and snaps them back to base/Altered/Land, and also hands the Griseous Orb back to the bag). That routine already has a clean early-out, so flipping one branch makes it always return "nothing to revert." A single 2-byte edit and every facility (Tower, Hall, Castle, Arcade) stops reverting, no script recompile needed: overlay 5, RAM address 0x021F6DC2: change 01 D1 (bne) to C0 46 (nop) Two things I found while I was in there that build on your discovery: 1. There is a SECOND Giratina revert I don't think your script fix reaches. The battle engine itself snaps Giratina-Origin back to Altered "before the turn" when it isn't holding the Griseous Orb - which is exactly the leftover symptom you mentioned for Castle and Arcade, where the facility strips your held item. That one lives in the battle overlay and you can kill it too: overlay 16, RAM address 0x02259FBD: change D1 (bne) to E0 (b) After that, Origin stays Origin even with no orb, so the Castle/Arcade caveat goes away. 2. While I was unbanning everything I also removed the species clause and item clause at all facilities, and un-nerfed Soul Dew in the Frontier (the game secretly switches off its +50% boost there). I wrote the whole thing up in a bigger thread - and I put together a single xdelta patch so people don't have to touch a hex editor at all. I also credited you in my post for discovering this! Thanks again. -IS2L
  9. Hey @MasterKirby1982 sorry it took me ages but I finally cracked both halves of this - the PWT freeze AND the clauses - and it is tested working now. Those a/1/0/6 files (20-22 Subway, 33-36 PWT, plus the Battle Institute set) are not just a banlist. Each is a fixed 188-byte regulation STRUCTURE. I decoded the whole thing: - 0x02, 0x03 = party size, i.e. how many you bring (3 single / 4 double / 6 triple). This is the LEGAL LIMIT. Leave it alone - if you raise it you can pick too many Pokemon and the game crashes on team confirm. That is the "submitting more than 3 freezes the game" bug; the old edits were bumping this. - 0x04 = 0x32, the Lv50 cap - 0x05 = facility id (02 Institute, 03 Subway, 04 PWT) - 0x08 = the SPECIES clause (00 = enforced, 01 = duplicates allowed) - 0x09 = the ITEM clause (00 = enforced, 01 = duplicates allowed) - 0x1C to 0x77 = the species banlist bits (MeroMero's C0 / 0E / C0 07 / 98 7E / D8 03) - 0xBA = the per-mode / cup index: 0/1/2/3 for PWT single/double/triple/rotation (0/1/4 for Subway) Two separate things were tangled together: The freeze. The old "zero everything from C0 to the end" wipes 0xBA along with the bans. 0xBA is how the PWT bracket loader knows which tournament this regulation is for - zero it and it loads a broken/duplicate regulation and black-screens exactly where you saw it. Keep 0xBA and the freeze is gone. The Subway never froze because the Subway edits never touched 0xBA. The clauses. They are NOT in the banlist and NOT at 0x78 / 0xB5 / 0xB8 (I tried all of those and the "Some Pokemon are holding identical items" message kept firing). They are the two adjacent flags 0x08 (species) and 0x09 (item). Set both to 01 to drop "no duplicate Pokemon" and "no duplicate items." The game itself ships the link/wifi regulations with these at 01, so it is a known-good value. So the clean recipe, per banning file (Subway 20-22, Institute 10-14, PWT 33-36, every mode): - zero the banlist bitfield, 0x1C through 0x77 - set 0x08 = 01 (species clause off) - set 0x09 = 01 (item clause off) - LEAVE 0xBA alone (cup index - stops the PWT freeze) - LEAVE 0x02 and 0x03 alone (party size - keeps the 3/4 limit so it does NOT crash on team confirm) Same file length, no bytes added or removed. Legends unbanned + both clauses off, on all the offline facilities at once, with the party limit and tournament structure intact - no freeze, no crash. This is confirmed working in-game (Black 2 and White 2): banned legends register in Subway and PWT, you can run duplicate Pokemon and duplicate items, the team caps at the legal size, and PWT loads its bracket instead of black-screening. Thanks for documenting your freeze in such detail. I created a patch you can use on a clean black/white 2 in my Github repository. -IS2L
  10. Ooh okay so I just got the stressful intensity of mysteriosity flygon doesnt have much to say about it other than fixed damage and floors of reviver seeds considering its a 1/4000 chance I feel as though I should do some testing (wish I got this luck when terra cognita is added but I won't complain). Did a run of amp plains noticed nothing aside from the expected forced embargo Did a run of crevice cave got a grey floor with no items a monster house and drastically increased spawns Deep crevice cave had a floor of only shiny jynx on floor 2 I was under the impression they only spawned on floor 10 of the first half of crevice cave (I do not know if it effects shinies more often at this level or it just happened to pick shiny jynx out of the pool of all pokemon that coukd spawn to be the singular spawn) I only knew they were shiny when I saw a normal one on the next floor next to the one I had recruited I'll attach a picture of both side by side (sorry for the bad quality i'm on original hardware) I will still reset to test more jynx isnt really my cup of tea nor do I think I have seen very much of this intesity yet this was also extra confusing as one pokemon floors aren't suppsed to happen past a intensity of 5 but it happened dispite the intesity being a 6? Did a run of chasm cave in the future to test if it effected the usually unaffected future dungeons I saw no embargo however I did get a floor of only graveler weirdly The recruit list still listed grimer and porygon despite them never spawning I doubt this was due to mysteriosity due to the lack of other mysterious things happening Serenity river despite not being tied to the story at all wasn't mysterious in the slightest Im convinced there may just be something wrong with shiny jynx spawns as during yet another crevice cave run I found a shiny jinx on floor 4 of deep crevice cave thats 3 different locations so far floor 10 of cc 2 of dcc and 4 of dcc unless stressful mysteriosity makes shinies spawn on all floors not just there designated ones this is strange Does anyone know if its possible to use mystery parts to set it to stressful? I assumed not considerings its 1/4000 naturally but its possible as I have not got any mystery parts yet to test that with after doing around 20 runs of various dungeons I never did get a floor of only reviver seeds either its super rare even on top of the rarity of getting the stressful mysteriosity level or I simply got really unlucky to never find one I had many instances of the grey room only 2 instances of a gold hall I never did find another instance of a shiny only floor nor a species only floor outside of future dungeons which mysteriosity shouldnt effect anyway I do however want to continue playing the game so I have backed up my save for this point to hopefully test out terra cognita when it is added as well as test out this level of mysteriosity on the side
  11. Sorry about the triple post, but the LGPE bin does not work. It gives an error: "Binary not compatible with save file, Current SAV Generation: 7". The previous version before you cleaned up the files works fine.
  12. thanks! I have no idea what that is lol
  13. I created an account just to thank you for the work you've put into this amazing ROM hack. I think it deserves much more recognition. Have you considered adding it to hackdex.app? Have a great day/night!
  14. Electivire is seemingly missing from Legends Arceus.
  15. Thank you! Though I admit, I went ahead and added them myself like a week after that post... lol Now I gotta figure out how to modify my save file to change them to the Tepig in the updated slots. Dunno if any old save editor will do. Oh well, that one is on me, haha. Something to learn when im not busy with work. Thank you for such a wonderful rom hack, im really having fun!
  16. Yesterday
  17. 39 downloads

    This gift was distributed to attendees of the 2026 Pokémon Japan Championships via the Pokémon HOME mobile application's Mystery Gift NFC feature. Wonder Card ID #9035: Pokémon HOME Gift Species Garchomp TID 260606 Distribution NFC Location Pokémon HOME Dates June 6 to 7, 2026 PID (Specified) 4C9F1F6F (Not Shiny) Games SL Nature Adamant Ability Rough Skin (HA) Item None Tera: IVs EVs HP 20 ALL 0 ATK 31 DEF 20 SPA 31 SPD 20 SPE 31 Lv. 50 Moves (ITALIC means Relearnable) Earthquake Dragon Claw Rock Slide Protect Event Ribbon Lang Slot Mon's Lang Nickname OT Name OT's Lang JPN (lang' tag default) PJCS26 - ENG (lang' tag default) PJCS26 - FRE (lang' tag default) PJCS26 - ITA (lang' tag default) PJCS26 - GER (lang' tag default) PJCS26 - SPA (lang' tag default) PJCS26 - KOR (lang' tag default) PJCS26 - CHS (lang' tag default) PJCS26 - CHT (lang' tag default) PJCS26 - Only One Redemption Allowed Format Ver.3.0.1-5, Post Updated Date:20260609_0153
  18. 13 downloads

    Event description This is an event raid held by Scarlet and Violet. Notably, with this event you get a chance to encounter Tera raids featuring a level 100 (Shiny locked) Rillaboom with the Normal Tera type. This event ran from June 5 to 11, 2026. How to encounter Mighty raid in-game For 7-Stars Raids to be findable by players, they must first have unlocked 6-Stars Raids through story progression. This requires completing the entire game story and the post game until the academy tournament. Players must then complete 10 4-stars or 5-stars raids. Only after all these steps have been performed, the player will receive a call from Jacq, which he will proceed to tell you about dangerous black crystal raids. What can be done with these files The files to be imported into your save file are placed in the Files directory. We also provide human-readable data in Json format, and an Identifier.txt file containing the event index. Use our tutorial to import these files into your save. After importing you might need to advance one day in the Date/Time from your console System Settings, to reroll the dens. To see other Poké Portal Events, here.
  19. it's a lot harder than changing a couple colors in the palette, and spritework is not my forte. that said, I know someone who's made it and am hoping to get it from them.
  20. Why cannot you create one from añ existed one? Sorry my english.
  21. in the current update, I beliiiiiiiiieve it's on the last floor of Deep Dusk Forest? (bring a Secret Slab/Mystery Part or it won't spawn) in the next update it'll have a different recruitment method, but I'm not sure about an Origin Forme for it. I'll need to make sure there's an available sprite for it out there lol
  22. How can I recrute Primal dialga? And will be an Origin Primal Dialga form in a next update?
  23. In Fisherman Joseph's first rematch is he supposed to have a shiny Poliwhirl?
  24. Hey all. I built a small, free, browser-based tool for a problem I kept hitting while rebuilding a cross-generation living dex: getting older-gen Pokémon up the chain without the multi-cartridge / Poké Transporter shuffle. ▶ Use it (no install, runs in your browser): https://mrsnicoleahall.github.io/PokeBridge/ Source / code: https://github.com/mrsnicoleahall/PokeBridge Why, when PKSM already does this? Full respect to PKSM. It's brilliant and absolutely covers this ground. But I'm a bit of a purist, and I wanted a tool that does exactly one thing and nothing else. PKSM and PKHeX are full editors; they can change your Pokémon, and for my own living dex I didn't want that capability anywhere near it. PokeBridge is deliberately transfer-only: it moves my legitimately-caught Pokémon up the chain without editing them (no buffing stats, no altering moves/nicknames/anything). It only does the honest format conversion that moving up a generation requires, the same kind the official Pal Park / Poké Transfer do. And it does whole boxes at once, not one at a time. That's the entire pitch: a clean, faithful, bulk transfer chain and nothing more. What it does Load a save, pick a Pokémon (or a whole box), and it converts and drops them into a newer save: Sources: Gen 1 (R/B/Y), Gen 2 (G/S/C), Gen 3 (R/S/E/FR/LG), Gen 4 (DPPt/HGSS), Gen 5 (BW/B2W2) Destinations: Gen 5 (Black/White, Black 2/White 2) or Gen 7 (Ultra Sun/Ultra Moon) From a Gen-7 save you can then use the game's native Bank/HOME link, so it also sidesteps Poké Transporter's one-box-at-a-time limit when building a dex. Notes 100% client-side. Saves are read and written entirely in-browser; nothing is uploaded. (Static site, check the source.) Reads .sav, auto-strips DeSmuME .dsv/.dst footers. In Chromium you can open the save off disk and write it back in place; other browsers fall back to a download. Whole-box "Transfer all," and it skips Pokémon that can't legitimately move up (eggs, species not in the destination dex) instead of failing. Scope is intentionally narrow: a transfer tool, complement to PKHeX/PKSM, not a replacement. No legality editing. Known gaps (honest): Gen 1/2/3 transfers currently leave held item and ability unset (they need cross-gen lookup tables); Gen 7 met-data is minimal. Species/level/moves/IVs/EVs/nickname carry over fine. Test on a backup save first, especially the Gen 7 write path. Credits: built test-first against real saves, leaning on ProjectPokemon's Gen III/V save-structure docs and PKHeX's open-source format/checksum work for the Gen 7 bits. Thanks to this community for documenting all of it. Feedback / bug reports welcome, just open an issue on the repo.
  25. I've created a fork of PKHeX in my "Un-Nerf Compendium" repo that allows one to do what xJakub's Pikasav can do in Gen 1/Yellow (https://github.com/xJakub/PikaSav ). This PKHaX release also includes the ability to gen any ability onto a Gen 3 Pokemon in Emerald *So long as you've patched Emerald* See:
  26. Last week
  27. Proof of Concept: Infinite Rare Candy Works in Sword/Shield TL;DR Infinite Rare Candy is possible in Sword/Shield. Not as a fake stack of 999 candies. Not as a renamed item that only half-works. A reusable Key Item can be routed into the real Rare Candy behavior, protected from consumption, made stable in the bag UI, and optionally tied to custom progression-based level caps. This proof of concept was found while modding for my upcoming mod, Pokémon Royal Sword, and was inspired by Pokémon Run & Bun’s approach to cutting out unnecessary grinding while keeping the actual challenge focused on battles, routing, and team building. The item can be configured during install in two major ways: As a purely infinite Rare Candy-style item. As an infinite item that only levels Pokémon up to custom progression-based level caps. Those level caps can be tied to story completion flags/work values triggered by major trainer battles, such as rivals, Gym Leaders, and other progression milestones. One important limitation: because the item is added to the player’s inventory when they receive the Bag at the very start of the game, this currently requires a fresh save file. It will not automatically appear on existing saves. The Actual Proof of Concept The goal was a reusable Rare Candy-style item: something you could keep in the Key Items pocket, use whenever needed, and never consume. Internally, I have been calling it Royal Candy, but the important part is not the name. The important part is that the proof of concept works. On the surface, that probably sounds like a simple item edit. Rename an unused item, copy Rare Candy’s data, throw it into Key Items, and call it a day. Sword/Shield does not make it that easy. RomFS item data can create the shell of the item. It can give the item a name, description, pocket, shop entry, and basic “usable on Pokémon” behavior. But the actual Rare Candy behavior is not fully controlled there. The game’s executable decides what item routes into the Rare Candy flow, what gets consumed, what count the bag UI expects, and whether the item gives exact level-up behavior or fixed EXP. That means this proof of concept required ExeFS patching. To be clear: that is inherently risky. Editing ExeFS means modifying the game executable itself, not just replacing normal data files. A bad patch can break item use, crash the game, or corrupt behavior in ways that are much harder to diagnose than a normal RomFS mistake. The interesting part is that this was made workable by building safeguards around the patching process instead of blindly writing bytes and hoping for the best. The patcher checks that the expected executable instructions are actually present before modifying them, only changes very specific known locations, preserves the original Rare Candy behavior, and writes the result as normal LayeredFS output. The goal is controlled patching, not random executable surgery. Why Exp Candy XL Is Involved One important detail is that this does not create a brand-new item ID out of thin air. The current proof of concept uses item ID 1128, which normally belongs to Exp Candy XL. That item slot was useful because it already lives close to the level-up item pipeline, but it also created a problem: the game wanted to treat it like Exp Candy XL and give fixed EXP instead of acting like a true Rare Candy. The patch works around that by keeping the useful route, but bypassing the fixed Exp Candy behavior. From there, Royal Candy can enter the real Rare Candy level-up flow instead of acting like a renamed Exp Candy. Because Royal Candy takes over the Exp Candy XL slot, the install also replaces normal Exp Candy XL rewards with regular Rare Candies. That way, the player does not accidentally receive duplicate Royal Candies from pickups, shops, rewards, or other places where Exp Candy XL would normally appear. The reusable item stays unique, while the removed Exp Candy XL rewards still become useful level-up items. How the Player Gets It Royal Candy is currently granted when the player receives the Bag at the very start of the game. That makes it feel like a natural part of a new playthrough instead of a debug item, shop workaround, or manual save edit. However, it also means the current proof of concept is built around fresh starts. If you install this on an existing save that already passed the Bag event, the item will not automatically be added. So for now, the feature requires a new save file. What the Proof Currently Does Replaces the Exp Candy XL item slot with a custom Rare Candy-style item. Adds that item without replacing the real Rare Candy. Routes the custom item through the actual Rare Candy level-up flow. Keeps the item in Key Items. Prevents the item from being consumed. Gives the bag UI a stable virtual count so it behaves properly. Bypasses the fixed Exp Candy behavior that would normally get in the way. Replaces normal Exp Candy XL sources with regular Rare Candies to avoid duplicate Royal Candies. Grants Royal Candy during the early Bag event at the start of a new game. Requires a fresh save file because existing saves have already passed that event. Why This Matters The bigger feature is that the item can be customized during install. It can work as a purely infinite Rare Candy item, meaning the player can level freely without grinding. Or it can be configured to stop at custom level caps tied to story progress. Those caps can center around completion flags/work values triggered by major battles, such as important rivals, Gym Leaders, and other progression milestones. That makes it useful for challenge hacks because it removes grinding without removing the intended level curve. Players can catch up new team members, rebuild after losses, or test teams more comfortably, while still being prevented from overleveling past the current progression point. This is still a proof of concept, but it opens the door for a much cleaner quality-of-life system in Sword/Shield mods.
  28. Good news everyone! I finally figured out how to remove the Species clause and Item clause and I've included the working patch/mod over at my Un-Nerf Compendium repository (click this link). The banned-species list is data (the int32[18] blob in global-metadata.dat at 0x666A32 — dex 150/151/249–251/382–386/483/484/487/489–493), but the species clause and item clause are not data — they're code, so zeroing the banlist alone leaves "no two of the same Pokémon / item" in place. Here's where all three actually live and how to lift them in one shot. Class Dpr.UI.UIBattleMatchingTeamSelect, methods GetRegulations / GetRegulation (3 overloads). Per party member, each method: - reads a regulation flag — [reg+0x2E] = no-same-Pokémon, [reg+0x2F] = no-same-item — and if set, calls a duplicate-finder whose bool (bit0 = duplicate exists) is tested by the next tbz/tbnz w0; - calls Dpr.PokeRegulation.CheckLegend(species) (bool, true = banned legendary). Replace each "bl <check>" with "mov w0,#0" (00 00 80 52) -> "no violation / not banned". 8 sites: 3 species + 3 item + 2 legend. Heads-up on dead ends I burned time on: PokeRegulation.CheckBothPoke/CheckBothItem have zero callers (reflection/dead), PokeDupeChecker. is the anti-clone box flagger (not the Tower), and EvCmd_BTWR_SUB_CHK_ENTRY_POKE is a return 1 stub. The live checks are the 8 above. pchtxt - Brilliant Diamond (build 94CEAE325C205C4B9D6F7235552F28FD) @nsobid-94CEAE325C205C4B9D6F7235552F28FD @flag offset_shift 0x100 @enabled 01BF2298 00008052 // species 01BF2324 00008052 // item 01BF2538 00008052 // species 01BF2580 00008052 // item 01BF2BE8 00008052 // species 01BF2C4C 00008052 // item 01BF220C 00008052 // legendary ban 01BF2B8C 00008052 // legendary ban pchtxt - Shining Pearl (build 38F59CBDA2EB9C44B72F94C4D25935A2) @nsobid-38F59CBDA2EB9C44B72F94C4D25935A2 @flag offset_shift 0x100 @enabled 0205AB8C 00008052 // legendary ban 0205AC18 00008052 // species 0205ACA4 00008052 // item 0205AEB8 00008052 // species 0205AF00 00008052 // item 0205B50C 00008052 // legendary ban 0205B568 00008052 // species 0205B5CC 00008052 // item Drop in <TitleID>/NoTowerClause/exefs/ (TitleID 0100000011D90000 BD / 010018E011D92000 SP), or an equivalently-named <BuildID>.ips. Diamond and Pearl are separate binaries - use the matching one. The Lv.50 cap and everything else are untouched. Reminder that Soul Dew is NOT banned because it sucks in all future gens after gen 6 lol. Hope this helps those who were still interested in this project! This was one of the MANY things I sought to figure out in the mass removal of battle tower/frontier/maison/tree banlists. And this was probably the last one I will work on/be releasing now that I've unbanned Sword/Shield, USUM, ORAS, and Emerald. Hope you all enjoy! -IS2L
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