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Posted

PKHeX now supports gen 3 sav editing!

https://projectpokemon.org/forums/showthread.php?36986-PKHeX-Gen-3-6-SAV-PKM-Editor

After many years of on and (mosty)off work, I am ready to release A-Save, a 3rd Generation Save Editor.

It supports R/S/FR/LG/E, all regions!

A-Save includes a trainer editor, item editor, pokedex editor, party editor, box editor, and a pokemon editor.

Please make backup of save file before testing this program.

Download

v1.27 A-Save.rar

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  • Amazed 1
Posted

Nice, thanks!

I tested Japanese, French and German Emerald versions. Japanese didn't work, but French and German seems to work. I think Italian and Spanish should work too.

Also I found a bug. Some characters don't show up correct in game.

If I enter an ? in the Editor it will become an À in game.

Edit: Also the Pokedex editor only let you have a total of 211 Pokemon in National Dex (144 in Kanto Dex) if you click "seen all" or "own all".

Posted
  BlackShark said:
Nice, thanks!

I tested Japanese, French and German Emerald versions. Japanese didn't work, but French and German seems to work. I think Italian and Spanish should work too.

Also I found a bug. Some characters don't show up correct in game.

If I enter an ? in the Editor it will become an À in game.

I will probably need to add support for the other regions character tables.

Posted

fixed the window size problem, i use windows classic theme, and sized the windows with that, but it looks like it was too small for the nonclassic theme.

  BlackShark said:
Also the Pokedex editor only let you have a total of 211 Pokemon in National Dex (144 in Kanto Dex) if you click "seen all" or "own all".

What version are you using, I can not replicate this, also can you send me your save file?

also japanese version seems to work perfectly fine, except the lack of Japanese character support. but there was a bug that caused r/s to have corrupt file so it loaded previous save, maybe you used r/s j?

Posted (edited)
  KazoWAR said:
fixed the window size problem, i use windows classic theme, and sized the windows with that, but it looks like it was too small for the nonclassic theme.

What version are you using, I can not replicate this, also can you send me your save file?

also japanese version seems to work perfectly fine, except the lack of Japanese character support. but there was a bug that caused r/s to have corrupt file so it loaded previous save, maybe you used r/s j?

I used Japanese Emerald, but know it works too.

Pokedex Editor I used on US FireRed, could be a problem of the save file since it's not mine.

Anyway here it is.

Missing Pokemon are

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Edited by BlackShark
removed attached .sav file
Posted
  BlackShark said:
I used Japanese Emerald, but know it works too.

Pokedex Editor I used on US FireRed, could be a problem of the save file since it's not mine.

Anyway here it is.

Missing Pokemon are

  Reveal hidden contents

Thanks, got it fixed now.

Posted

Another bug:

The Pokedex editor is corrupting the Poke Balls bag.

If I hit "Seen All" and "Own All" my bag looks like this.

55shslcg.png

If I only click "Seen All" it looks similar but there are also some berries added into that bag.

This happened in Ruby, Sapphire and Emerald. FireRed and LeafGreen are fine.

It already happened in that Ruby save file above but I didn't notice.

Posted
  BlackShark said:
Another bug:

The Pokedex editor is corrupting the Poke Balls bag.

If I hit "Seen All" and "Own All" my bag looks like this.

55shslcg.png

If I only click "Seen All" it looks similar but there are also some berries added into that bag.

This happened in Ruby, Sapphire and Emerald. FireRed and LeafGreen are fine.

It already happened in that Ruby save file above but I didn't notice.

ok fixed.

Posted (edited)

-All Colosseum/XD met locations are incorrect; xD Vaporeon (see pic), location description in NGC must be "from dad" and GBA description must be "meet in a trade". The locations in Colosseum/XD (NGC) are very complicated because are the same values of GBA locations.

-A suggestion: In the "Met window", Name must be OT and Import From Save button must be OT/ID Import From Save.

-Pokerus status & Ribbons are mising in pokemon edit.

-In 3rd Gen all Eggs are meet at Level 5 so meet at Level 0 must be EGG Lv.5.

-A error in Met location options: BIRT ISLAND (RFLG).

Some correct locations:

-UNDERGROUND PATH (0x81) = Underground Path (Route 5-6)

-UNDERGROUND PATH (0x82) = Underground Path (Route 7-8)

-ALTERING CAVE (0xD2) = Altering Cave (E)

-UNDERWATER (0xCC) = Underwater (Marine Cave 1)

-UNDERWATER (0xCE) = Underwater (Marine Cave 2)

-UNDERWATER (0xCF) = Underwater (Marine Cave 3)

-UNDERWATER (0xD0) = Underwater (Marine Cave 4)

-ROUTE 4 (0x63) = Route 4 (PC)

-ROUTE 10 (0x64) = Route 10 (PC)

-fateful encounter (0xFE) = in a trade (in-game trade GBA)

-fateful encounter (0xFD) = An odd EGG obtained

-ZAFARI ZONE (0x88) = Zafari Zone (Kanto)

-ZAFARI ZONE (0x39) = Zafari Zone (Hoenn)

-VICTORY ROAD (0x46) = Victory Road (Hoenn)

-VICTORY ROAD (0x84) = Victory Road (Kanto)

Congrats for your work!!!

xD Vaporeon

9503859205_b70e900d83_o.png

Edited by jm-plata
Posted
  BlackShark said:
Nice updates!

If I changed a Pokemon with long species name (e.g. Sceptile) to one with less characters in it's name (e.g. Abra) the old bytes from the previous name remain there. Shouldn't they become FF?

sfik3c.jpg5nvx46.jpg

Not if you're nicknaming. Only the first byte after the characters you want is FF. That's how trash bytes work. The game makes as few writes as possible.

In this case, it should erase the characters afterward with either FF or 00.

Posted
  evandixon said:
Not if you're nicknaming. Only the first byte after the characters you want is FF. That's how trash bytes work. The game makes as few writes as possible.

In this case, it should erase the characters afterward with either FF or 00.

Oh, I didn't know.

Thanks for explanation.

Posted

After some tests, it seems at creation any extra bytes are random trash bytes. upon evolution all extra bytes are replaced with 0x00. if nicknamed all extra bytes are replaced with 0xFF, even if nicknamed back to the original name. So I will have it fill remaining bytes with 0x00 if the entered name matches the Pokemon's name, if it does not match then fill with 0xFF, and of course, the user will still have the ability to manually set any of the bytes if they wish for any non evolved Pokemon.

Posted

Wow, very cool! I have been waiting for something like this for ages. :)

One question: Can you use this to re-enable time-based events in save files to use on GBA games? I have been trying to get my GBA games to work properly again after replacing the battery without having to restart the game, and while there is lots of information on all kinds of things you can change by manipulating your save file (after you have sent it to your PC), I haven't found anything so far on how to simply tell the game that time-based events should work again, now that the battery is working again.

I guess you have invested lots of time into understanding the save file structure. Do you know what one would have to do to tell the game that time-based events should work again? If your save-game editor could also take care of this (or if you could tell me what to change in the save file hex code), it would be amazing.

(When I transfer my save file from the GBA cartridge to the PC and use it with Visual Boy Advance with the real-time clock running, it works fine. But when I then transfer and use the same save file on my GBA game, it doesn't work – the clock is running but berries don't grow etc.)

Posted
  decymin said:
Wow, very cool! I have been waiting for something like this for ages. :)

One question: Can you use this to re-enable time-based events in save files to use on GBA games? I have been trying to get my GBA games to work properly again after replacing the battery without having to restart the game, and while there is lots of information on all kinds of things you can change by manipulating your save file (after you have sent it to your PC), I haven't found anything so far on how to simply tell the game that time-based events should work again, now that the battery is working again.

I guess you have invested lots of time into understanding the save file structure. Do you know what one would have to do to tell the game that time-based events should work again? If your save-game editor could also take care of this (or if you could tell me what to change in the save file hex code), it would be amazing.

(When I transfer my save file from the GBA cartridge to the PC and use it with Visual Boy Advance with the real-time clock running, it works fine. But when I then transfer and use the same save file on my GBA game, it doesn't work – the clock is running but berries don't grow etc.)

I will see what I can do.

Posted
  KazoWAR said:
I will see what I can do.

Thanks so much! <3

According to the (not really informative) replies in this thread, VBA messes up the time in save files when you transfer them to your cartridge. I checked, it actually changes things but I have no idea which things exactly.

If it helps, I could upload different versions of a save file I used to experiment and look at the hex code. I started a new game, then copied that save file and did some things with it (always using the 1st save file to do something else):

  • a new game (cartridge)
  • a 2nd save in that new game with the battery on (cartridge)
  • a 2nd save in that new game with the battery off (cartridge)
  • a 2nd save in that new game with the real-time clock on (VBA)
  • a 2nd save in that new game with the real-time clock off (VBA)

The 2 '2nd save' files from the cartridge only differ in 2 hex locations. The 2nd save file with the real-time clock off from the VBA also has changes in 2 hex locations when compared to the battery-off cartridge save. The 2nd save file from the VBA with the real-time clock on has 19 or 20 differences when compared to the cartridge save files which I guess is what 'messes up' the time events when playing on the cartridge.

However, the time-based events didn't work right after replacing the battery (with no VBA influence at all) either. So even if I say that I just need to not use VBA at all, I still need a way to make the game re-enable time-based events as it won't do it on its own.

Posted

I have all correct locations for Colosseum/XD if you want. But need implement a new system like PokeBoxGBA, in this take the old values +255(0xFF) for make a new values for those locations (i.e. 1+255= 256 new value (0x100)). Besides the Colosseum locations aren't the same as for xD, i.e. Outskirt Stand (Colosseum)/distant land (xD) Location Value: 3 +255= 258 (0x102) new value.

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