Scarface Posted March 22, 2011 Share Posted March 22, 2011 236 bytes upload your file here and ill have a look at it Link to comment Share on other sites More sharing options...
alice11 Posted March 22, 2011 Share Posted March 22, 2011 here alomomola.pkm Link to comment Share on other sites More sharing options...
Scarface Posted March 22, 2011 Share Posted March 22, 2011 here Your .pkm file seems to be corrupt try using Pokegen heres your new .pkm alomomola.pkm Link to comment Share on other sites More sharing options...
alice11 Posted March 22, 2011 Share Posted March 22, 2011 Now its doing the whole " file must end in pkm" do you know how to fix that (sorry if im being a bother). Link to comment Share on other sites More sharing options...
Scarface Posted March 22, 2011 Share Posted March 22, 2011 Now its doing the whole " file must end in pkm"do you know how to fix that (sorry if im being a bother). not sure, its working perfectly for me are you sure your ending the filename in .pkm before u hit enter? Link to comment Share on other sites More sharing options...
alice11 Posted March 22, 2011 Share Posted March 22, 2011 heres a picture of whats going on Link to comment Share on other sites More sharing options...
nxnja Posted March 22, 2011 Share Posted March 22, 2011 Even better, I now have a preliminary release!I've finally got (most) everything working. I have successfully sent and received a Pokemon from White. Everything is nearly the same, with a few caveats: -No support for GenIV .pkm files or GenIII .3gpkm files yet -Japanese name parsing has not yet been implemented. Not sure yet what happens if you send a Japanese pokemon to your computer. I'll work on a placeholder tomorrow, so the filename isn't completely unreadable. Note that this is essentially a 'beta' release, so you may run into some problems that I haven't noticed yet. If you do, please let me know via the email address in the README.txt file. Get it here Looks like japanese names just turn into a bunch of question marks. Anyway, coupled with PokeGen I was able to easily fix the name and convert 4th gen files to work with IR-GTS-BW. heres a picture of whats going on Don't put the quotations there...it says in clear view "file must end with .pkm" Link to comment Share on other sites More sharing options...
ReignOfComputer Posted March 22, 2011 Share Posted March 22, 2011 I got that problem a while ago. For those getting the 'file must end in pkm' error, remove the "" from the filename before pressing enter. Link to comment Share on other sites More sharing options...
Highlighter Posted March 22, 2011 Share Posted March 22, 2011 Thanks IR for updating IR-GTS. I just tried it and it works very well. Plus, the whole DS crashing to title screen thing seems to be gone! heres a picture of whats going on No idea if this affects anything, but have you tried taking out the spaces and ( ) in the file name? Link to comment Share on other sites More sharing options...
alice11 Posted March 22, 2011 Share Posted March 22, 2011 I fixed it by renaming the whole file. its all good now. Thanks for your help everyone ! Link to comment Share on other sites More sharing options...
nxnja Posted March 22, 2011 Share Posted March 22, 2011 I fixed it by renaming the whole file. its all good now.Thanks for your help everyone ! To make it easier, I just made a folder on my C: drive called pokemon... That way I only have to type in "c:\pokemon\cofagrigus.pkm" Link to comment Share on other sites More sharing options...
azurfire Posted March 22, 2011 Share Posted March 22, 2011 Whoo! Finally a beta test! My this feels good, lol. I unfortunately have a problem to report tho. I'm getting a, 'Communication Error. Please turn off the power." message when I try to send a 5th Gen pokemon to my game. (Created with PokeGen) I never actually get into the GTS room. It just spends a lot of time connecting, and then that message pops up. Any ideas on what could be causing that? It seems python is allowed through my firewall...ect. so i'm stumped. I'm putting in the DNS correctly any all that stuffs. Link to comment Share on other sites More sharing options...
RedGalaxy Posted March 22, 2011 Share Posted March 22, 2011 Hey All. Yeah, Azurfire, I'm getting what your getting, with one minor difference. I do make it to the GTS room, and then, after a few minutes, it says 'Connection Error, Please Turn off Power.' (PKM files also created with PokeGen) I don't know if there's a problem with my pkm file, so I'll attach my Medicham file that I've been trying to send. PinkRanger.pkm Link to comment Share on other sites More sharing options...
ReignOfComputer Posted March 22, 2011 Share Posted March 22, 2011 See if making the Pokemon 236 bytes (Party size) helps. Link to comment Share on other sites More sharing options...
Scarface Posted March 22, 2011 Share Posted March 22, 2011 Hey All.Yeah, Azurfire, I'm getting what your getting, with one minor difference. I do make it to the GTS room, and then, after a few minutes, it says 'Connection Error, Please Turn off Power.' (PKM files also created with PokeGen) I don't know if there's a problem with my pkm file, so I'll attach my Medicham file that I've been trying to send. just try it again i get that as well sometimes but if i close ir-gts then reopen and try again it works perfectly Link to comment Share on other sites More sharing options...
azurfire Posted March 22, 2011 Share Posted March 22, 2011 *Smacks self for not reading the readme first* After you drag the pokemon file to the IR-GTS window, press enter. Then the GTS will activate, and the pokemon will be encoded for transfer. It worked for me, on a 236-byte (party) .pkm file. Link to comment Share on other sites More sharing options...
Icehawk78 Posted March 22, 2011 Author Share Posted March 22, 2011 To everyone using .pkm files - ensure that the actual party .pkm file that is created is not actually 236 bytes. It should actually be 220 bytes. If it is 236 bytes, then you've not set PokeGen to run in B/W mode. Link to comment Share on other sites More sharing options...
RedGalaxy Posted March 22, 2011 Share Posted March 22, 2011 Thanks, it works now... although now I've got about a 100 '?' at the end of the name, anyone have a fix for this? Link to comment Share on other sites More sharing options...
donmoosavi Posted March 22, 2011 Share Posted March 22, 2011 I have the same error that azurfire initially did, as soon as I begin connected to N WFC, I get "communication error, please turn off power". I believe I have entered everything correctly, including the DNS (the primary and secondary have to be the same right?) and my .pkm file is fine. I've also done everything in the python correctly because it says "Ready to Send..." Help? Also RedGalaxy thats an error due to pokesav usually, make sure its "nickname" is same as its pokesav name instead of just blank when you create it. Link to comment Share on other sites More sharing options...
RedGalaxy Posted March 22, 2011 Share Posted March 22, 2011 Its not a PokeSav I'm using though... its PokeGen. I've never gotten that error when when I used PokeSav. Link to comment Share on other sites More sharing options...
Infinite Recursion Posted March 22, 2011 Share Posted March 22, 2011 Made a new thread for IR-GTS questions here Link to comment Share on other sites More sharing options...
Visirus Posted March 23, 2011 Share Posted March 23, 2011 When I was playing around with the one version where you managed a successful handshake (r57) the game would then disconnect and ask if I wanted to reconnect to NWFC and then it would check the GTS again. Do you think you could incorporate that in this version so as to allow sending multiple pkms without having to exit and re-enter the GTS room? (ie. Have ir-gts-bw kill the connection completely or send some sort of disconnect and then have the new pkm set up for transfer then the DS reconnects) As an aside, if you get the wrong filesize error when you use PokeSav, I found it works if you just save the file as a storage box pkm. ir-gts-bw then adds the party data no problem. Link to comment Share on other sites More sharing options...
willaien Posted April 11, 2011 Share Posted April 11, 2011 Anyone have an idea of what the layout of the search string is? (Eg. search.asp, once the Data=X has gone through the base64 decoding and decoding using the PRNG) I know the first two bytes are dex number. Link to comment Share on other sites More sharing options...
Weby Posted April 19, 2011 Share Posted April 19, 2011 Just one thing : In the Wiki page of the GTS Protocol, in the "Data" section, its written, for the footer : In generation 5, the server must append to all its responses a footer generated by sha1("HZEdGCzcGGLvguqUEKQN"+urlsafe_base64(response)+"HZEdGCzcGGLvguqUEKQN"). Also, I tried to do that in PHP, but the game always disconnected. By the way, I did not obtain the correct footer for \x01\x00 return. I figured out that the response have to be encoded with CLASSIC base64, not urlsafe. That way, I got everything to work. ...if someone can confirm that in other languages, it's not the urlsafe base64_encode one, or correct in the wiki that wrong part, it would be kind. Link to comment Share on other sites More sharing options...
willaien Posted April 19, 2011 Share Posted April 19, 2011 Just one thing :In the Wiki page of the GTS Protocol, in the "Data" section, its written, for the footer : Also, I tried to do that in PHP, but the game always disconnected. By the way, I did not obtain the correct footer for \x01\x00 return. I figured out that the response have to be encoded with CLASSIC base64, not urlsafe. That way, I got everything to work. ...if someone can confirm that in other languages, it's not the urlsafe base64_encode one, or correct in the wiki that wrong part, it would be kind. Here's some sample code for 5th gen. http://pastebin.com/J8AiuENV Link to comment Share on other sites More sharing options...
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