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Posted

Okay, I have run into a bit of a curiosity while looking for a code for Black & White, but I wonder if what I'm looking for is right in front of me. Here's what I'm looking at:

Max IVs (Marking, Black)

HP

020195B4 FC24F7E8

02001E00 73B4B4FF

02001FFC BDF8BCFF

02001E10 0024241F

02001E14 43A06928

02001E18 0024241F

02001E1C 61284320

Attack

020195B4 FC24F7E8

02001E00 73B4B4FF

02001FFC BDF8BCFF

02001E20 0164241F

02001E24 43A06928

02001E28 0164241F

02001E2C 61284320

Defense

020195B4 FC24F7E8

02001E00 73B4B4FF

02001FFC BDF8BCFF

02001E30 02A4241F

02001E34 43A06928

02001E38 02A4241F

02001E3C 61284320

Speed

020195B4 FC24F7E8

02001E00 73B4B4FF

02001FFC BDF8BCFF

02001E40 03E4241F

02001E44 43A06928

02001E48 03E4241F

02001E4C 61284320

Sp.Attack

020195B4 FC24F7E8

02001E00 73B4B4FF

02001FFC BDF8BCFF

02001E50 0524241F

02001E54 43A06928

02001E58 0524241F

02001E5C 61284320

Sp.Defense

020195B4 FC24F7E8

02001E00 73B4B4FF

02001FFC BDF8BCFF

02001E60 0664241F

02001E64 43A06928

02001E68 0664241F

02001E6C 61284320

(The hex I have in bold is what I believe is the point where I can edit the IV value between 00-1F if I so chose, if I'm wrong please let me know)

Now this code maxes out the IVs of something when you use marking. I've been looking for a code that gives you something with max IVs outright from a wild encounter or when given to you (ie fossils and gifts, but not Mystery Gifts, it doesn't work then). Now, after comparing two codes, specifically the Marking Hidden Power Modifier and the wild IV modifier (labelled simply as Max IVs) in this thread, you'll see they use the identical addresses for the IVs. So here's where I began wondering about the code I just posted:

If I were to simply chop off the part of the code related to the marking, which I believe would at least be the first three lines, would I then have a code that would affect wild encounters? Or perhaps, does this code affect wild encounters as-is? Or am I just trying too hard and seeing something that isn't there? (I have managed to tweak the Box 1 Slot 1 Nature Modifier code for HG/SS to simplify it and...well, lessen the bugs in that, still trying to totally debug it, but it's hard when you don't know the coding that well)

Posted

020195B4 FC24F7E8 ;bl $0x02001E00

If I were to simply chop off the part of the code related to the marking, which I believe would at least be the first three lines, would I then have a code that would affect wild encounters?

I don't really know if it would affect wild encounters, but even if it did, if you remove that first line, you will never jump to that custom routine.

Posted

no, this won't work. the function that is being hooked is "storePKMData", a function that is a large switch statement that makes use of gamefreak's setup of pkm data as a series of fields. the case being hooked in the switch is the marking case and cutting off the top of the code will cause the game to function normally, since the hook is never written and the new routine never jumped to.

Posted

Well, at least it was a halfway decent theory I had... Am I at least correct about the variables I highlighted being the correct ones to edit if I didn't want a 31?

I guess I'll have to be slightly resigned to use this if I can't find the wild/gift alternative I was looking for, I just find it more practical to just have it done than go back and edit later. *shrug* Oh well...

Trying to figure this stuff out has taught me one thing: Gen 5 codes seem to be a lot more complex than Gen 4 codes.

  • 4 weeks later...
Posted (edited)

Pardon the double-post, but I have a couple of more codes to try to run past the people who know more about this stuff than I do. These, however, are from HG/SS and I'm just trying to bugfix them rather than...whatever the heck my previous experiment was trying to do. They both have similar bugs, too.

Nature Modifier - Box 1, Slot 1

020D3F60 E12FFF1E

94000130 FDFF0000

020D3F60 EA0BB366

E23C0D00 00000030

E59F001C E5900000

E59F4018 E7943000

E2033A3E E1833523

E28330XX E7843000

E12FFF1E 02111880

0000F710 E1A00000

Now the XX is the variable that determines the nature, but that's not the part that's in question right now. This code has a couple of known bugs to it: first off, it changes the gender of some things it is used on (not everything, just some things). Secondly, it turns a Shiny Pokémon normal. I put the possible culprit line in italics, but I'm not quite sure what the fix would be (to remove that line, or just edit it), and if that isn't the culprit, I'm not sure where to look next on this code

Use Marking for Shiny

1206F04A 00004800

0206F04C 023C0B91

1206F050 00004700

023C0B90 88049800

023C0B94 88BE8845

023C0B98 407788FF

023C0B9C 0A24407C

023C0BA0 407D70C4

023C0BA4 407D2707

023C0BA8 B0147005

023C0BAC 46C0BDF8

Now this is one I haven't tried myself, but apparently there's a bug in this one that changes whatever it's used on to female and changes the nature. Unlike the previous code, though......I have no damn idea where the possible problem may be.

The key point in both of them, I guess, is to prevent both codes from messing with gender, and of course to not act like opposites of each other

Edited by NekoSabrina
Posted

Pardon the double-post, but I have a couple of more codes to try to run past the people who know more about this stuff than I do. These, however, are from HG/SS and I'm just trying to bugfix them rather than...whatever the heck my previous experiment was trying to do. They both have similar bugs, too.

Nature Modifier - Box 1, Slot 1

020D3F60 E12FFF1E

94000130 FDFF0000

020D3F60 EA0BB366

E23C0D00 00000030

E59F001C E5900000

E59F4018 E7943000

E2033A3E E1833523

E28330XX E7843000

E12FFF1E 02111880

0000F710 E1A00000

Now the XX is the variable that determines the nature, but that's not the part that's in question right now. This code has a couple of known bugs to it: first off, it changes the gender of some things it is used on (not everything, just some things). Secondly, it turns a Shiny Pokémon normal. I put the possible culprit line in italics, but I'm not quite sure what the fix would be (to remove that line, or just edit it), and if that isn't the culprit, I'm not sure where to look next on this code

Use Marking for Shiny

1206F04A 00004800

0206F04C 023C0B91

1206F050 00004700

023C0B90 88049800

023C0B94 88BE8845

023C0B98 407788FF

023C0B9C 0A24407C

023C0BA0 407D70C4

023C0BA4 407D2707

023C0BA8 B0147005

023C0BAC 46C0BDF8

Now this is one I haven't tried myself, but apparently there's a bug in this one that changes whatever it's used on to female and changes the nature. Unlike the previous code, though......I have no damn idea where the possible problem may be.

The key point in both of them, I guess, is to prevent both codes from messing with gender, and of course to not act like opposites of each other

Wouldn't really call it a bug, more a side-effect of using the cheat.

Since they change the gender/nature/removes shinyness, I'm going to assume the cheats works by editing the PID of the Pokémon so that it remains legal, so that the PID matches the IV's and the nature.

Posted

Well, in any case, I want to try to neutralize these effects so the codes only do what they say they do and not have these other issues. I just don't know enough to figure that out myself

Posted (edited)

Okay, I understand that. But is there any way to either fine-tune the codes to change only those specific parts of the pid so that those problems aren't caused (primarily the gender changing, if nothing else), or maybe figure out a way to coordinate the two codes to get a desired result?

EDIT: The thought just occurred to me, if the Shiny via Marking code changes nature, perhaps there's a variable present that could be changed that would effectively allow the code to do both at once? (Although there's still the gender issue, but maybe that's not as difficult a fix if this turns out to be true) At least, that's if the nature changes to the same thing every time...

Edited by NekoSabrina

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