LEGOanimal22 Posted November 25, 2013 Share Posted November 25, 2013 Made some VB code for Gen 6: #Region "Generation 6" #Region "Classes" Public Class Class1 #Region "Block A" ' Starts at 0x8 Public PokedexID As String ' 0x8 Public HeldItem As String ' 0xA Public OTID As UInt16 ' 0xC Public OTSID As UInt16 ' 0xE Public EXP As UInt32 ' 0x10 Public Ability As Byte ' 0x14 Public Ability_Num As Byte ' 0x15 Public Nature As Byte ' 0x1C Public Multi_Flag1 As Byte ' 0x1D Public HP_EV As Byte ' 0x1E Public Attack_EV As Byte ' 0x1F Public Defense_EV As Byte ' 0x20 Public Speed_EV As Byte ' 0x21 Public SpAttack_EV As Byte ' 0x22 Public SpDefense_EV As Byte ' 0x23 Public Pokerus As Byte ' 0x2B Public Ribbons As UInt32 ' 0x30 #End Region #Region "Sub New" Public Sub New(block As Byte()) PokedexID = BitConverter.ToUInt16(block, 0) HeldItem = BitConverter.ToUInt16(block, 2) OTID = BitConverter.ToUInt16(block, 4) OTSID = BitConverter.ToUInt16(block, 6) EXP = BitConverter.ToUInt32(block, 8) Ability = block(&HC) Ability_Num = block(&HD) Nature = block(&H14) Multi_Flag1 = block(&H15) HP_EV = block(&H16) Attack_EV = block(&H17) Defense_EV = block(&H18) Speed_EV = block(&H19) SpAttack_EV = block(&H1A) SpDefense_EV = block(&H1B) Pokerus = block(&H23) Ribbons = block(&H28) End Sub #End Region End Class Public Class Class2 #Region "Block B" ' Starts at 0x40 Public Nickname As String ' 0x40 - 0x57 Public Move1 As UInt16 ' 0x5A Public Move2 As UInt16 ' 0x5C Public Move3 As UInt16 ' 0x5E Public Move4 As UInt16 ' 0x60 Public Move1_PP As Byte ' 0x62 Public Move2_PP As Byte ' 0x63 Public Move3_PP As Byte ' 0x64 Public Move4_PP As Byte ' 0x65 Public Move1_PPUP As Byte ' 0x66 Public Move2_PPUP As Byte ' 0x67 Public Move3_PPUP As Byte ' 0x68 Public Move4_PPUP As Byte ' 0x69 Public Move1_Hatch As Byte ' 0x6A Public Move2_Hatch As Byte ' 0x6C Public Move3_Hatch As Byte ' 0x6E Public Move4_Hatch As Byte ' 0x70 Public IV_Block As UInt32 ' 0x74 #End Region #Region "Sub New" Public Sub New(block As Byte()) Dim decpt As New System.Text.UnicodeEncoding Nickname = decpt.GetString(block, 0, 24) Move1 = BitConverter.ToUInt16(block, &H1A) Move2 = BitConverter.ToUInt16(block, &H1C) Move3 = BitConverter.ToUInt16(block, &H1E) Move4 = BitConverter.ToUInt16(block, &H20) Move1_PP = block(&H22) Move2_PP = block(&H23) Move3_PP = block(&H24) Move4_PP = block(&H25) Move1_PPUP = block(&H26) Move2_PPUP = block(&H27) Move3_PPUP = block(&H28) Move4_PPUP = block(&H29) Move1_Hatch = BitConverter.ToUInt16(block, &H2A) Move2_Hatch = BitConverter.ToUInt16(block, &H2C) Move3_Hatch = BitConverter.ToUInt16(block, &H2E) Move4_Hatch = BitConverter.ToUInt16(block, &H30) IV_Block = BitConverter.ToUInt32(block, &H34) End Sub #End Region End Class Public Class Class3 #Region "Block C" ' Starts at 0x78 Public OT_Owner As String ' 0x78 - 0x8F #End Region #Region "Sub New" Public Sub New(block As Byte()) Dim decpt As New System.Text.UnicodeEncoding OT_Owner = decpt.GetString(block, 0, 18) End Sub #End Region End Class Public Class Class4 #Region "Block D" ' Starts at 0xB0 Public OT_Name As String ' 0xB0 - 0xC7 Public Date_Egg_Received(2) As Byte ' 0xD1 - 0xD3 Public Date_Met(2) As Byte ' 0xD4 - 0xD6 Public Egg_Location As UInt16 ' 0xD8 - 0xD9 Public Met_At_Location As UInt16 ' 0xDA - 0xDB Public PokeBall As Byte ' 0xDC Public Multi_Flag2 As Byte ' 0xDD Public Game_Version As Byte ' 0xDF ' X = 24, Y = 25 Public Country_ID As Byte ' 0xE0 Public Region_ID As Byte ' 0xE1 Public DS_Region_ID As Byte ' 0xE2 Public OT_Language As Byte ' 0xE3 #End Region #Region "Sub New" Public Sub New(block As Byte()) Dim decpt As New System.Text.UnicodeEncoding OT_Name = decpt.GetString(block, 0, 18) Date_Egg_Received(0) = block(&H21) Date_Egg_Received(1) = block(&H22) Date_Egg_Received(2) = block(&H23) Date_Met(0) = block(&H24) Date_Met(1) = block(&H25) Date_Met(2) = block(&H26) Egg_Location = BitConverter.ToUInt16(block, &H28) Met_At_Location = BitConverter.ToUInt16(block, &H2A) PokeBall = block(&H2C) Multi_Flag2 = block(&H2D) Game_Version = block(&H2F) Country_ID = block(&H30) Region_ID = block(&H31) DS_Region_ID = block(&H32) OT_Language = block(&H33) End Sub #End Region End Class Public Class Class5 #Region "Unencryted Section" ' Starts at 0x0 Public PID As UInt32 ' 0x0 Public Sanity_Placeholder As UInt16 ' 0x4 Public Checksum As UInt16 ' 0x6 #End Region #Region "Sub New" Public Sub New(block As Byte()) PID = BitConverter.ToUInt32(block, 0) Sanity_Placeholder = BitConverter.ToUInt16(block, 4) Checksum = BitConverter.ToUInt16(block, 6) End Sub #End Region End Class #End Region Public Class PKM_File #Region "Setup" Public Sub New(blka As Byte(), blkb As Byte(), blkc As Byte(), blkd As Byte(), blku As Byte()) BlockU = New Class5(blku) BlockA = New Class1(blka) BlockB = New Class2(blkb) BlockC = New Class3(blkc) BlockD = New Class4(blkd) End Sub #End Region #Region "Declarations" Public BlockU As Class5 Public BlockA As Class1 Public BlockB As Class2 Public BlockC As Class3 Public BlockD As Class4 #End Region End Class #End Region Link to comment Share on other sites More sharing options...
KarjamP Posted November 26, 2013 Share Posted November 26, 2013 Made some VB code for Gen 6: #Region "Generation 6" #Region "Classes" Public Class Class1 #Region "Block A" ' Starts at 0x8 Public PokedexID As String ' 0x8 Public HeldItem As String ' 0xA Public OTID As UInt16 ' 0xC Public OTSID As UInt16 ' 0xE Public EXP As UInt32 ' 0x10 Public Ability As Byte ' 0x14 Public Ability_Num As Byte ' 0x15 Public Nature As Byte ' 0x1C Public Multi_Flag1 As Byte ' 0x1D Public HP_EV As Byte ' 0x1E Public Attack_EV As Byte ' 0x1F Public Defense_EV As Byte ' 0x20 Public Speed_EV As Byte ' 0x21 Public SpAttack_EV As Byte ' 0x22 Public SpDefense_EV As Byte ' 0x23 Public Pokerus As Byte ' 0x2B Public Ribbons As UInt32 ' 0x30 #End Region #Region "Sub New" Public Sub New(block As Byte()) PokedexID = BitConverter.ToUInt16(block, 0) HeldItem = BitConverter.ToUInt16(block, 2) OTID = BitConverter.ToUInt16(block, 4) OTSID = BitConverter.ToUInt16(block, 6) EXP = BitConverter.ToUInt32(block, 8) Ability = block(&HC) Ability_Num = block(&HD) Nature = block(&H14) Multi_Flag1 = block(&H15) HP_EV = block(&H16) Attack_EV = block(&H17) Defense_EV = block(&H18) Speed_EV = block(&H19) SpAttack_EV = block(&H1A) SpDefense_EV = block(&H1B) Pokerus = block(&H23) Ribbons = block(&H28) End Sub #End Region End Class Public Class Class2 #Region "Block B" ' Starts at 0x40 Public Nickname As String ' 0x40 - 0x57 Public Move1 As UInt16 ' 0x5A Public Move2 As UInt16 ' 0x5C Public Move3 As UInt16 ' 0x5E Public Move4 As UInt16 ' 0x60 Public Move1_PP As Byte ' 0x62 Public Move2_PP As Byte ' 0x63 Public Move3_PP As Byte ' 0x64 Public Move4_PP As Byte ' 0x65 Public Move1_PPUP As Byte ' 0x66 Public Move2_PPUP As Byte ' 0x67 Public Move3_PPUP As Byte ' 0x68 Public Move4_PPUP As Byte ' 0x69 Public Move1_Hatch As Byte ' 0x6A Public Move2_Hatch As Byte ' 0x6C Public Move3_Hatch As Byte ' 0x6E Public Move4_Hatch As Byte ' 0x70 Public IV_Block As UInt32 ' 0x74 #End Region #Region "Sub New" Public Sub New(block As Byte()) Dim decpt As New System.Text.UnicodeEncoding Nickname = decpt.GetString(block, 0, 24) Move1 = BitConverter.ToUInt16(block, &H1A) Move2 = BitConverter.ToUInt16(block, &H1C) Move3 = BitConverter.ToUInt16(block, &H1E) Move4 = BitConverter.ToUInt16(block, &H20) Move1_PP = block(&H22) Move2_PP = block(&H23) Move3_PP = block(&H24) Move4_PP = block(&H25) Move1_PPUP = block(&H26) Move2_PPUP = block(&H27) Move3_PPUP = block(&H28) Move4_PPUP = block(&H29) Move1_Hatch = BitConverter.ToUInt16(block, &H2A) Move2_Hatch = BitConverter.ToUInt16(block, &H2C) Move3_Hatch = BitConverter.ToUInt16(block, &H2E) Move4_Hatch = BitConverter.ToUInt16(block, &H30) IV_Block = BitConverter.ToUInt32(block, &H34) End Sub #End Region End Class Public Class Class3 #Region "Block C" ' Starts at 0x78 Public OT_Owner As String ' 0x78 - 0x8F #End Region #Region "Sub New" Public Sub New(block As Byte()) Dim decpt As New System.Text.UnicodeEncoding OT_Owner = decpt.GetString(block, 0, 18) End Sub #End Region End Class Public Class Class4 #Region "Block D" ' Starts at 0xB0 Public OT_Name As String ' 0xB0 - 0xC7 Public Date_Egg_Received(2) As Byte ' 0xD1 - 0xD3 Public Date_Met(2) As Byte ' 0xD4 - 0xD6 Public Egg_Location As UInt16 ' 0xD8 - 0xD9 Public Met_At_Location As UInt16 ' 0xDA - 0xDB Public PokeBall As Byte ' 0xDC Public Multi_Flag2 As Byte ' 0xDD Public Game_Version As Byte ' 0xDF ' X = 24, Y = 25 Public Country_ID As Byte ' 0xE0 Public Region_ID As Byte ' 0xE1 Public DS_Region_ID As Byte ' 0xE2 Public OT_Language As Byte ' 0xE3 #End Region #Region "Sub New" Public Sub New(block As Byte()) Dim decpt As New System.Text.UnicodeEncoding OT_Name = decpt.GetString(block, 0, 18) Date_Egg_Received(0) = block(&H21) Date_Egg_Received(1) = block(&H22) Date_Egg_Received(2) = block(&H23) Date_Met(0) = block(&H24) Date_Met(1) = block(&H25) Date_Met(2) = block(&H26) Egg_Location = BitConverter.ToUInt16(block, &H28) Met_At_Location = BitConverter.ToUInt16(block, &H2A) PokeBall = block(&H2C) Multi_Flag2 = block(&H2D) Game_Version = block(&H2F) Country_ID = block(&H30) Region_ID = block(&H31) DS_Region_ID = block(&H32) OT_Language = block(&H33) End Sub #End Region End Class Public Class Class5 #Region "Unencryted Section" ' Starts at 0x0 Public PID As UInt32 ' 0x0 Public Sanity_Placeholder As UInt16 ' 0x4 Public Checksum As UInt16 ' 0x6 #End Region #Region "Sub New" Public Sub New(block As Byte()) PID = BitConverter.ToUInt32(block, 0) Sanity_Placeholder = BitConverter.ToUInt16(block, 4) Checksum = BitConverter.ToUInt16(block, 6) End Sub #End Region End Class #End Region Public Class PKM_File #Region "Setup" Public Sub New(blka As Byte(), blkb As Byte(), blkc As Byte(), blkd As Byte(), blku As Byte()) BlockU = New Class5(blku) BlockA = New Class1(blka) BlockB = New Class2(blkb) BlockC = New Class3(blkc) BlockD = New Class4(blkd) End Sub #End Region #Region "Declarations" Public BlockU As Class5 Public BlockA As Class1 Public BlockB As Class2 Public BlockC As Class3 Public BlockD As Class4 #End Region End Class #End Region Is that VB.net or VB6? Because they're two entirely different languages. I'm asking this in case others don't get confused when they try to use one thing but their code doesn't compile properly. Link to comment Share on other sites More sharing options...
LEGOanimal22 Posted November 26, 2013 Share Posted November 26, 2013 .NET Link to comment Share on other sites More sharing options...
KarjamP Posted November 28, 2013 Share Posted November 28, 2013 I got an idea: Why not reverse engineer the protocol used for the mystery gift to inject Pokémon over? If we can't use internet-based ones to intercept Pokémon recieved through the internet (ie, the event Torchic), one can get their hands on a Wallmart copy of the game and reverse engineer the protocol for the serial key instead? Link to comment Share on other sites More sharing options...
ReignOfComputer Posted November 28, 2013 Share Posted November 28, 2013 3DS ROMs can be dumped, but not decrypted, so that wouldn't work. Link to comment Share on other sites More sharing options...
JacobR Posted November 28, 2013 Share Posted November 28, 2013 I got an idea:Why not reverse engineer the protocol used for the mystery gift to inject Pokémon over? If we can't use internet-based ones to intercept Pokémon recieved through the internet (ie, the event Torchic), one can get their hands on a Wallmart copy of the game and reverse engineer the protocol for the serial key instead? The serial key is checked against a server which then distributes a Pokémon if the code is valid. Like the rest of the GTS/Mystery Gift functions, this is encrypted and so reverse engineering it is not a viable option. Link to comment Share on other sites More sharing options...
Fenor Posted November 29, 2013 Share Posted November 29, 2013 have you already tried with a packet injection system? so far we know the pkx format and how the packet is structured to extract the pkx. wich mean that the packe have a structure like [validation not yet breaked][pkx file][end packet] or similar (i didn't really had the time to dig it). my basic idea is that the part that we still have to break might be somthing generated using the other trainer info or server generated info. by using a man in the middle kind of attack we can use a structure like this: pc with both eth (or other network card) and a wireless card in master mode. with the pc routing the traffic we should be able to inject in the packet on the fly our pkm replacing the old pkx. (this might sound confusing and i'm not a native english speaker so if you need some kind of clarification please tell me) Link to comment Share on other sites More sharing options...
KarjamP Posted November 29, 2013 Share Posted November 29, 2013 have you already tried with a packet injection system?so far we know the pkx format and how the packet is structured to extract the pkx. wich mean that the packe have a structure like [validation not yet breaked][pkx file][end packet] or similar (i didn't really had the time to dig it). my basic idea is that the part that we still have to break might be somthing generated using the other trainer info or server generated info. by using a man in the middle kind of attack we can use a structure like this: pc with both eth (or other network card) and a wireless card in master mode. with the pc routing the traffic we should be able to inject in the packet on the fly our pkm replacing the old pkx. (this might sound confusing and i'm not a native english speaker so if you need some kind of clarification please tell me) We've already examined the protocol to find out how it works. Turns out, there's kind of a checksum applied to the transaction that verifies the trade. We need to figure out how said checksum works before we even try to inject Pokémon through trades. Link to comment Share on other sites More sharing options...
chickenmatt5 Posted November 29, 2013 Share Posted November 29, 2013 Here's my Python project: https://code.google.com/p/ir-wt/ Packet sniffing/saving isn't quite finished, as I cannot seem to get consistent results with any program, like Wireshark. Link to comment Share on other sites More sharing options...
Codr Posted November 30, 2013 Share Posted November 30, 2013 Unless you've figured out how the packet hash is calculated, your posts with random ideas or suggestions aren't serving any purpose. You cannot come up with anything useful, because there is nothing to be done at this point. Link to comment Share on other sites More sharing options...
Exabytez Posted December 9, 2013 Share Posted December 9, 2013 I am not sure how much of a help it is, but people had been talking about Masuda Method in this thread, so I'll just dump the results of my experiments. As people may or may not know, the stats inherited to the offspring are even determined before the egg is generated, thus you can save, generate the egg, take it, hatch it, check its IVs and look up which parent inherited what stat. Now "international" and "normal" breeding use different algorithms when it comes to determining which stats are inherited, so there is always one inheritence spread for normal breeding and one for international breeding. If you use a "Japanese" (meaning language set to Japanese but region still normal) and a Japanese (real Japanese one with both language and region set to Japan), the international inheritance spread is used instead of the normal one. If you use completely foreign parents, also the international inheritance spread is used. Which means that determining whether the international or normal inheritance algorithm is used is based on region settings. It is most likely that the international breeding algorithm also makes shinies appear more frequently which means that international breeding and the Masuda Method are related to each other, but in the end people may whine because they only set the language to a foreign one for nothing and claim that this is just a theory (though everything points to it being the case) since we can't dig into the ROM and look that mechanics up. Hope that information is helpful in any way. (Also what I wonder is whether the chances of encountering a shiny had been increased. Instacheck uses that shiny values that are 12-bit long while the determination stays the same (XOR first 12 bits of LPID, UPID, SID and TID etc). If still the 13-bit numbers were used for determining shininess like in previous generations, there would have been a load of false positives within Instacheck and people would notice it early since very many people use it, but somehow I am not sure if I am just missing something that makes the chances remain 1:8192 instead of 1:4096.) Link to comment Share on other sites More sharing options...
Agonist Posted December 9, 2013 Share Posted December 9, 2013 Shiny chances are 1:4096. Link to comment Share on other sites More sharing options...
Rabby250 Posted December 10, 2013 Share Posted December 10, 2013 (Also what I wonder is whether the chances of encountering a shiny had been increased. Instacheck uses that shiny values that are 12-bit long while the determination stays the same (XOR first 12 bits of LPID, UPID, SID and TID etc). If still the 13-bit numbers were used for determining shininess like in previous generations, there would have been a load of false positives within Instacheck and people would notice it early since very many people use it, but somehow I am not sure if I am just missing something that makes the chances remain 1:8192 instead of 1:4096.) The original Shininess Determination prior to Gen VI was XOR result (16-bit) < 8 (= 2 ^ 3), therefore you have to match 16 - 3 = 13 bits. In XY however, there are reports of Shiny Pkxs whose XOR result falls between 8 and 15. This leads to the speculation of the threshold being raised to 16 (= 2 ^ 4), which will yield a 16 - 4 = 12 bit match. The chances are thus 2 ^ -13 = 1/8192 and 2 ^ -12 = 1/4096 . By the way, can we confirm the threshold by intentionally set up a breeding of non-Shiny with XOR result 16? Link to comment Share on other sites More sharing options...
theSLAYER Posted December 10, 2013 Share Posted December 10, 2013 The original Shininess Determination prior to Gen VI was XOR result (16-bit) < 8 (= 2 ^ 3), therefore you have to match 16 - 3 = 13 bits.In XY however, there are reports of Shiny Pkxs whose XOR result falls between 8 and 15. This leads to the speculation of the threshold being raised to 16 (= 2 ^ 4), which will yield a 16 - 4 = 12 bit match. The chances are thus 2 ^ -13 = 1/8192 and 2 ^ -12 = 1/4096 . By the way, can we confirm the threshold by intentionally set up a breeding of non-Shiny with XOR result 16? I don't know about you, but I've been using Smogon's instacheck, that shows trainer's and egg's shiny value (TSV and ESV respectively), and that value goes up to max 4096. So far, all my hatches, done for me and done for other people, have all hatched shiny indeed. Based on my results, it matches the 1/4096 threshold Link to comment Share on other sites More sharing options...
Kaphotics Posted December 10, 2013 Share Posted December 10, 2013 To absolve any confusion: ( 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. The way the games determine if its shiny or not is more or less this: (PIDlow^PIDhigh)^(TID^SID)>>3 = 0 -> Shiny [Gen 3-5 origin] (return 0-8191) (PIDlow^PIDhigh)^(TID^SID)>>4 = 0 -> Shiny [Gen VI origin] (return 0-4095) Without the shifts, pre gen6 the XORs had to return a number 0-7. What we noticed in Gen VI is that shinies exhibited 0-15 results, thus the overall odds were doubled. The whole shiny value stuff is a fan simplification since PIDs and Trainer IDs can't be altered by one user, only the OT can be changed (giving a new SIDTID). I don't think anyone has bothered checking xor=16, but there shouldn't be a difference between wilds/breeds. They can always roll extra PIDs if it's not shiny (like genV shiny charm or gen45 MM, or g34 everstones... you get the point) Link to comment Share on other sites More sharing options...
ReignOfComputer Posted December 11, 2013 Share Posted December 11, 2013 Thanks to SnorlaxMonster for the Smeargle:- 603 Happy Hour 606 Celebrate Link to comment Share on other sites More sharing options...
popeel2 Posted December 12, 2013 Share Posted December 12, 2013 Does adding an item to a pokemon change the checksum? Link to comment Share on other sites More sharing options...
Kaphotics Posted December 12, 2013 Share Posted December 12, 2013 Does adding an item to a pokemon change the checksum? Duh. You change the item, thus changing the encrypted data... which changes the checksum. Link to comment Share on other sites More sharing options...
theSLAYER Posted December 12, 2013 Share Posted December 12, 2013 For the record, for anyone who is researching the checksum and comparisons of trading encrypted information, Pokemon cloning is now possible. I've done this with my friend and it worked, but the window was really really slow. took me half an hour to get one success -.- Perhaps you can trade the same pokemon with each other for comparison. (though this ain't possible for wonder trade, duh. Unless you managed to find a time slot where no one else is wonder trading and thus co-ordinate; only happened to me once.) Link to comment Share on other sites More sharing options...
ReignOfComputer Posted December 13, 2013 Share Posted December 13, 2013 So the 1.2 patch ruined it all, here's a comparison of frames and stuff. Contains an entire box (20 Pokemon) from my game. - Box 13 - 1.0 1.1 - Box 13 - 1.2 363 - Box 13 - 1.2 407 - Box 13 - pkx Stupid Battle Analyzer. This is why we can't have nice things. Silly Patch 1.2..zip Link to comment Share on other sites More sharing options...
theSLAYER Posted December 13, 2013 Share Posted December 13, 2013 So the 1.2 patch ruined it all, here's a comparison of frames and stuff.Contains an entire box (20 Pokemon) from my game. - Box 13 - 1.0 1.1 - Box 13 - 1.2 363 - Box 13 - 1.2 407 - Box 13 - pkx Stupid Battle Analyzer. This is why we can't have nice things. *Sigh* Now I must revert to traditional ways of getting shinies ;( EDIT: Either that or we use Virtual Router to create some form of spoofed Local Network, like Hamachi? I don't know T.T *cries* Link to comment Share on other sites More sharing options...
ReignOfComputer Posted December 13, 2013 Share Posted December 13, 2013 Second dump for comparison, requested by Kaph. Bytes do change. Box 13 - 1.2 407 d2 Box 13 - 1.2 407 d.zip Link to comment Share on other sites More sharing options...
Kaphotics Posted December 13, 2013 Share Posted December 13, 2013 To recap what's new due to 1.2: EAD header:uint magic; //0x0301D0EA // EA D0 01 03 ushort size; // without EAD header ushort unk1; // wondertrade: 0x1111, gts = 0xAFA1 ushort unk2; // wondertrade: 0x08E2, gts = 0x00E2 ushort unk3; ushort packetId; ubyte checksum[16]; ushort unk4; // 02 01 ubyte encryptedFlag; // 00 = plaintext (wondertrade), 01 = encrypted (gts) Data: ubyte data; if it's wondertrade: byte unk[0x1C]; byte pkx[0x104]; box & party data That's what it used to be. Now the only difference is that the 0x120 payload of the unk&pkx is never the same (when comparing different instances) because it is encrypted. Image showing a 1.0 packet and a 1.2 packet of the same PKX stored in a box: Thanks RoC -- this is his Xerneas and the first 1.2 dump of it. I'm not assuming that both the 0x1C and 0x104 datas are the same between packets; the encryption key for the PKX should be the same -- it's just showing that the packet is encrypted with another layer of protection. Speculation: The traffic has not been entirely encrypted; the same header, checksum, and payload arrangement exists. So it still is obvious where in the transmission our desired data is... it's just got another layer of protection. As for that protection, since both the checksum and the 0x120 data are different for subsequent interactions, I'd imagine that the checksum is what creates that layer. Call it a hunch but I think it's probably used as a encryption/decryption key for the packet the same way the Gen 4/5 checksum was for pkm's. You have your data you want to protect, you checksum it so you can detect modification, then you use your checksum to hide it from prying eyes with some sort of RNG XOR. Upon looking at the posted GTS packets... this might be the same kind of encryption layer the GTS uses... Link to comment Share on other sites More sharing options...
PortalDark Posted December 13, 2013 Share Posted December 13, 2013 To recap what's new due to 1.2:That's what it used to be. Now the only difference is that the 0x120 payload of the unk&pkx is never the same (when comparing different instances) because it is encrypted. Image showing a 1.0 packet and a 1.2 packet of the same PKX stored in a box: Thanks RoC -- this is his Xerneas and the first 1.2 dump of it. I'm not assuming that both the 0x1C and 0x104 datas are the same between packets; the encryption key for the PKX should be the same -- it's just showing that the packet is encrypted with another layer of protection. Speculation: The traffic has not been entirely encrypted; the same header, checksum, and payload arrangement exists. So it still is obvious where in the transmission our desired data is... it's just got another layer of protection. As for that protection, since both the checksum and the 0x120 data are different for subsequent interactions, I'd imagine that the checksum is what creates that layer. Call it a hunch but I think it's probably used as a encryption/decryption key for the packet the same way the Gen 4/5 checksum was for pkm's. You have your data you want to protect, you checksum it so you can detect modification, then you use your checksum to hide it from prying eyes with some sort of RNG XOR. Upon looking at the posted GTS packets... this might be the same kind of encryption layer the GTS uses... so, in theory, after figuring out the encryption, tracking the packet is still possible? Link to comment Share on other sites More sharing options...
ReignOfComputer Posted December 13, 2013 Share Posted December 13, 2013 So the bytes change each time the same Pokemon is shown. Here's 10 show packets for my Xerneas. Xerneas Show..zip Link to comment Share on other sites More sharing options...
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