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Posted
  laytnm said:
Also, did anybody have a look at this program called "Instacheck" at the smogon forum? They seem to have gotten data called Shiny value from pokemons. I don't think they posted any information or documentation about. Anybody have a clue about this? I see that xfr is credited for the research too

( TID ^ SID >> 4 ) = Trainer Shiny Value

( PIDlow^PIDhigh >> 4 ) = PKM Shiny Value

If both xor'd together = 0, the Pokemon is shiny. It's always been this way; it's just a new fan term for it since it is a bit more abusable.

Nothing new.

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Posted
  Kaphotics said:
( TID ^ SID >> 4 ) = Trainer Shiny Value

( PIDlow^PIDhigh >> 4 ) = PKM Shiny Value

If both xor'd together = 0, the Pokemon is shiny. It's always been this way; it's just a new fan term for it since it is a bit more abusable.

Nothing new.

Fairly sure anything in the range 0 to 7 gives shiny, not just 0. That makes it the 8 in 65536 chance that has remained the same since the first shiny Pokemon in GSC.

Posted
  Metropolis said:
Fairly sure anything in the range 0 to 7 gives shiny, not just 0. That makes it the 8 in 65536 chance that has remained the same since the first shiny Pokemon in GSC.

The 8 in 65536 chance is from the Trainer and PKM shiny values. What Kaphotics posted is correct, to the best of my knowledge.

Posted
  Metropolis said:
Fairly sure anything in the range 0 to 7 gives shiny, not just 0. That makes it the 8 in 65536 chance that has remained the same since the first shiny Pokemon in GSC.

The right shift (>>) already excluded the 0 to n range, so what Kaphotics said was correct.

(The only change was that in previous generations, the shift value was 3.)

Posted

With people having no complaints with >> 4 values, I assume that the theory of final XOR value being less than 15 was confirmed. Does it also prove that 16+ will result non-shiny pokemon? I've yet to see any shinies with their "shiny values" differ by 1 bit...

Posted
  Delta Blast Burn said:
I just noticed there's no information for bytes 0x72 and 0x73 on the wiki, it goes straight move 4 id at hatching to the iv's.

EDIT: Also 0xc8 -0xd0

Bytes 0x24-0x27 aren't listed, either. It's been inferred that the Contest stats have been removed or moved, but is that necessarily the case? I don't see which bytes they could use other than 0x24-0x29 (or 0x25-0x2A), so I'm wondering why only bytes 0x28-0x2A are listed as unused/unknown.

Posted
  laytnm said:
I wouldn't say so, especially if yours is open sourced.

especially when i have seen quite a few people having trouble using that program myself included, despite been able to make a virtual router on my own and use kazo's .pkx check/dump program just fine.

Posted

What exactly can't people figure out in the wonder trade packets? I figured out the header checksum and got the UDP checksum, but those aren't the checksums people are talking about, are they?

I modified a packet and added in the event shiny Entei, but my several attempts to inject it failed. The destination port of my 3ds changes every wonder trade which makes it hard to inject.

Posted
  x66x66 said:
What exactly can't people figure out in the wonder trade packets? I figured out the header checksum and got the UDP checksum, but those aren't the checksums people are talking about, are they?

I modified a packet and added in the event shiny Entei, but my several attempts to inject it failed. The destination port of my 3ds changes every wonder trade which makes it hard to inject.

There is a block starting with ea d0 bytes having random 16-bytes. The overall conclusion was that it is some sort of checksum, but nobody was able to figure it out yet.

Posted (edited)
  Kane49 said:
On the checksum:

This is the exact same pokemon being sent during 3 different wondertrades -

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Edited by theSLAYER
EDIT..
Posted

How can you Wondertrade with the same person if it's the Wondertrade servers who decide who you're trading with and not the players themselves?

Wondertrading isn't the same as normal trading.

For once, you don't get to choose who you're trading to, nor what Pokémon you're getting.

Posted

I apologize in advance if the question isn't allowed in this thread.

So the addresses E0-E3 contain "Country ID", "Region ID", "3DS Region ID" and "OT Language". How are those "filled"? Is Country ID determined by the game itself (meaning every game has a stamp depending on where the game was produced) or is it determined by the country set in the 3DS? Also, does Region ID belong to the state or what is meant by this and what's the difference between Region ID and 3DS Region ID? Last but not least I would be interested which address is used for determining whether two Pokémon apply for international breeding but I guess this can't be told at the moment. I was curious because many people buy a second version and set the language to one they didn't choose in their first version in order to do international breeding, but of course noone knows if it works that easy.

What I can say though is that Pokémon caught within a game with another language set show another language in the summary, so this is most likely determined by OT language, but in the end, this doesn't automatically have to do with international breeding.

Posted
  KarjamP said:
How can you Wondertrade with the same person if it's the Wondertrade servers who decide who you're trading with and not the players themselves?

Wondertrading isn't the same as normal trading.

For once, you don't get to choose who you're trading to, nor what Pokémon you're getting.

AFAIK, the program by Kazowar, and even Instacheck, can record pokemon in normal trading,

as the packets are also received in a similar manner apparently.

I was referring to normal trading, not wonder trading.

Posted (edited)
  theSLAYER said:
AFAIK, the program by Kazowar, and even Instacheck, can record pokemon in normal trading,

as the packets are also received in a similar manner apparently.

I was referring to normal trading, not wonder trading.

You should've said so in the first place, instead of implying we're talking about Wondertrading.

Also, those packets were extracted from before the time the progams you've mentioned were known.

If it's exactly the same packets if it's done with normal trading, then we can't inject Pokémon using Wondertrading, as then, since these packets describes what's being traded, they aren't the only stuff transmitted between the servers and the 3DS (for example, the stuff could be the request for wondertrading, the servers choosing a person who's also doing Wondertrading, telling the 3DS what trainer it has chosen to trade your Pokémon, and then these packets, which describes the information pertaining to what's being traded.).

Therefore, even if we found the checksum, we can't inject Pokémon through Wondertrading unless we know the entire Wondertrade protocol and how they work.

Edited by KarjamP
Fixing broken grammar.
Posted

Hey, i've been following the post since it started and i've been quetioning one thing: I see you guys are trying to decrypt and understand the protocols of the wonder trade. But did the GTS mechanics have changed?

Posted
  KarjamP said:
<excessively arrogant post>

Apparently you don't seem to comprehend that the individual packet that contains the Pokemon data could be modified prior to being relayed to the 3DS. That's all it takes, it's no more complicated than that.

Posted
  Codr said:
Apparently you don't seem to comprehend that the individual packet that contains the Pokemon data could be modified prior to being relayed to the 3DS. That's all it takes, it's no more complicated than that.

Calling me arrogant is uncalled for here.

Also, saying I can't "comprehend" it is being rude.

Anyway, to answer your point: note the word "could".

Meaning, there's a chance it can't.

After all, it has to talk to Nintendo servers as well in order for what you said to work, and thus, if the 3DS checks with Nintendo servers, that could ruin the injection.

With traditional trading (ie, not connected to the web), you may glitch out the trade sequence.

Not only that, but I'd assume that intercepting the packets and poisoning them would pose more difficult when you trade locally instead of on the internet.

I'd assume that the preferred method is to have the software that does the injection mimic Nintendo's servers for the purpose of sending hacked Pokémon over.

Posted
  KarjamP said:
*snip*

Truthfully, but never at one in time point did I mention it to be wonder trade.

It is mistake on my part to believe people will be able to infer is as normal trade based on my words (you yourself found it contradictory),

especially when Kazowar's program and instacheck works with normal trades and wonder trades.

Anyway I hope the method works :)

Posted
  ticokico said:
Hey, i've been following the post since it started and i've been quetioning one thing: I see you guys are trying to decrypt and understand the protocols of the wonder trade. But did the GTS mechanics have changed?

Previously all communication with the GTS was unencrypted. In X and Y it is encrypted and thus not a viable means to inject pokemon.

Posted
  theSLAYER said:
Truthfully, but never at one in time point did I mention it to be wonder trade.

It is mistake on my part to believe people will be able to infer is as normal trade based on my words (you yourself found it contradictory),

especially when Kazowar's program and instacheck works with normal trades and wonder trades.

Anyway I hope the method works :)

That was a mistake on my part, BTW.

But even so, but I'll still say it's risky to inject Pokémon through using trades without emulating a server (or, in the case of normal trades, the other player).

Posted
  Poryhack said:
Previously all communication with the GTS was unencrypted. In X and Y it is encrypted and thus not a viable means to inject pokemon.

Oh! i see, thx =D i was thinking why you guys are trying to inject data via the wonder trade and not the GTS like you used to. now i understand

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