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Time to share everything we have learned from the research. 

Mystery Event Activation
RS: Section 2 - 0x03A9 - bit 6
RS: Section 2 - 0x05C0 - bit 2 (Flag for the NPC?)
E: Section 2 - 0x0405 - bit 6

Notes:
In Ruby & Sapphire Mystery Event can be activated by the NPC at the 1F of the Pokemon Centerin Petalburg City, right next to the PC.
The requirement for the activation is beating the Gym Leader Norman and getting the Balance Badge from the Petalburg Gym.
To activate it you have to tell him a specific phrase using the easy chat system. 

In Emerald Mystery Event can be activated by answer the questionnaire in the Pokemon Market. The only requirement is that you have received the PokeDex. 
The phrase that activates the Mystery Event feature is:

Japanese: ふしぎ できごと わくわく ドキドキ
English: MYSTERY EVENT IS EXCITING
French: EVENEMENT MYSTERE EST PASSIONNANT
German: GEHEIM GESCHEHEN IST JIPP!JIPP!
Spanish: EVENTO MISTERIOSO ES DEMASIADO
Italian: EVENTO SEGRETO È FANTASTICO

 

Mystery Gift Activation
FRLG: Section 2 - 0x0067 - bit 1
E: Section 2 - 0x040B - bit 4

In Mystery Gift can be activated by answer the questionnaire in the Pokemon Market. The only requirement is that you have received the PokeDex. 
The phrase that activates the Mystery Gift feature is:

Japanese: ともだち いっぱい ふしぎ つうしん
English: LINK TOGETHER WITH ALL
French: CONNEXION AVEC LES DRESSEUR
German:	LINK MIT ALLE ZUSAMMEN
Spanish: CONEXIÓN CON TODOS
Italian: INSIEME IN LINK !

 


Berry Data Structure
RS: Section 4 -  0x02E0

0x000 - 0x006	berry name + 0xFF string terminator
0x007		firmness
0x008 - 0x009	size (in mm)
0x00A		max yield
0x00B		min yield
0x00C - 0x00F	berry tag line 1 RAM offset
		0x02028D50 (US) / 0x02028AB0 (JP)
0x010 - 0x013	berry tag line 2 RAM offset
		0x02028D7D (US) / 0x02028ADD (JP)
0x014		growth time per stage (in hours)
0x015 - 0x019	flavor
0x01A		smoothness
0x01B		0
0x01C - 0x49B	berry sprite (4bpp) (48 x 48 px)
0x49C - 0x4BB	palette (16x2 Bytes / 5 bits per color)
0x4BC - 0x4E8	berry tag line 1
0x4E9 - 0x515	berry tag line 2
0x516 - 0x519	effect in bag
0x520 - 0x527	filled with 0
0x528 - 0x529	effect as held item
0x52A - 0x52B	filled with 0
0x52C - 0x52F	checksum


Effects as held item
0x00	no effect
0x04	cures poison
0x05	cures burn
0x06	cures freeze
0x08	cures confusion
0x17	restores a lowered stat
0x1C	cures infatuation

The size is ‭1328‬ bytes.


FRLG/E Berry Structure

FRLG: Section 4- 0x026C
E: Section 4 - 0x0378 

0x00 - 0x06	berry name + 0xFF string terminator
0x07		firmness
0x08 - 0x09	size (in mm)
0x0A		max yield
0x0B		min yield
0x0C - 0x0F	berry tag line 1 ROM offset
0x10 - 0x13	berry tag line 2 ROM offset
0x14		growth time per stage (in hours)
0x15 - 0x19	flavor
0x1A		smoothness
0x1B		0
0x1C - 0x1F	effect in bag
0x24 - 0x27 	unknown pointer
0x28 - 0x2B 	unknown pointer
0x2D - 0x2E 	unknown
0x2E - 0x2F	effect as held item
0x30 - 0x33	checksum

The size is 52‬ bytes.



Berry Checksum

unsigned long berryChecksum(char* berry)
{
	int x;
	unsigned long checksum = 0;
	for(x = 0;  x < 0x52C; x++)
		if(x < 0xC || x >= 0x14)
			checksum += (berry[x] & 0xFF);
	return checksum;
}





Moosdeep City/Seven Island/Xeneroville Trainer Data Structure
RS: Section 0 - 0x0498
FRLG: Section 0 - 0x04A0
E: Section 0 - 0x0BEC 

0x00	- Battle Tower Type
0x01	- Trainerclass		sprite indexes differ between the game versions
0x02	- Battle Tower Lv	0x00 => Lv 50; 0x01 => Lv 100
0x03	- 0x00
0x04	- Trainer Name		RS (US/EU): up to 7 Bytes + string terminator 0xFF
				RS (Jap), FRLG & E: up to 5 Bytes + string terminator 0xFF
0x0C	- Trainer ID		default: 0x0000
0x0E	- Trainer SID		default: 0x0000
0x10	- Intro quote     	6 x 2 Bytes
0x1C	- Win quote		6 x 2 Bytes
0x28	- Lose quote		6 x 2 Bytes
0x34	- 1st Pokemon		44 Bytes
0x60	- 2nd Pokemon		44 Bytes
0x8C	- 3rd Pokemon		44 Bytes
0xB8	- Checksum		4 Bytes (all 184 Bytes of the trainer
				data added together as words)

Pokemon structure (44 Bytes)
0x00	- Species		2 Bytes
0x02	- Item			2 Bytes
0x04	- 1st Move		2 Bytes
0x06	- 2nd Move		2 Bytes
0x08	- 3rd Move		2 Bytes
0x0A	- 4th Move		2 Bytes
0x0C	- Level
0x0D	- 0x00
0x0E	- HP EVs
0x0F	- Atk. EVs
0x10	- Def. EVs
0x11	- Init. EVs
0x12	- SP.Atk. EVs
0x13	- SP.Def. EVs
0x14	- ID			2 Bytes
0x16	- SID			2 Bytes
0x18	- IVs			4 Bytes
0x1C	- PID			4 Bytes
0x20	- Nickname		up to 9 Bytes + string terminator 0xFF
0x2A	- 0x00
0x2B	- 0xFF

The size is 188 bytes.





Mystery Gift Information

Serial Number for Pokémon JoySpot (Japan): 0x7f7f
Serial Number for Pokémon JoySpot (International): 0x7f7d



Base Offset
FRLG: Section 4 - 0x02A0
E: Section 4 - 0x03AC

Wonder News Data Structure

Japanese

Offset	Len	Description
0x00	u16	Checksum	/// for the data between offset 0x4 and 0xE4 (224 Bytes)
				/// Method: crc16
0x02	u16	Padding
0x04	u16	ID
0x06	u8	Resend Flag
		Resend Flag: 0 = OFF, 1 = ON
0x07	u8	Color
		Color: 1 = 0, 2 = 1, 3 = 2, 4 = 3, 5 = 4, 6 = 5, 7 = 6, 8 = 7
0x08	20	Title
0x1C	20	Contents Line
0x30	20	Contents Line
0x44	20	Contents Line
0x58	20	Contents Line
0x6C	20	Contents Line
0x80	20	Contents Line
0x94	20	Contents Line
0xA8	20	Contents Line
0xBC	20	Contents Line
0xD0	20	Contents Line


International

Offset	Len	Description
0x00	u16	Checksum	/// for the data between offset 0x4 and 0x1C0. (444 Bytes)
				/// Method: crc16
0x02	u16	Padding
0x04	u16	ID
0x06	u8	Resend Flag
		Resend Flag: 0 = OFF, 1 = ON
0x07	u8	Color
		Color: 1 = 0, 2 = 1, 3 = 2, 4 = 3, 5 = 4, 6 = 5, 7 = 6, 8 = 7
0x08	40	Title
0x30	40	Contents Line
0x58	40	Contents Line
0x80	40	Contents Line
0xA8	40	Contents Line
0xD0	40	Contents Line
0xF8	40	Contents Line
0x120	40	Contents Line
0x148	40	Contents Line
0x170	40	Contents Line
0x198	40	Contents Line

1.png.659e7faa9a5423736a96f0311ff33c54.png2.png.c6c9be6abf2cb1835fabef4b1d5987e6.png3.png.2e5b8fc18b08603ab90452839482e8e2.png4.png.6a995fdff89fc79db1203233aab28b41.png5.png.d302b890f7958e33e8f90a31a993680a.png6.png.4257adf0e51c0fd722b3ee6a96fed05f.png7.png.e8facfdfc12943786ad29cdd096c9188.png8.png.aad83bfb226a7590390cd7c868b4aaa8.png


Wonder Card Data Structure

Japanese

FRLG: Section 4 - 0x0384
E: Section 4 - 0x0490

Offset	Len	Description
0x00	u16	Checksum	/// for the data between offset 0x4 - 0xA8 (164 Bytes)
				/// Method: crc16
0x02	u16	Padding
0x04	u16	Event ID
0x06	u16	Default Icon
0x08	u32	Count
0x0C	u8	Type/Color/Resend Flag
		Type: 0 = Event, 1 = Stamp, 2 = Counter
		Color: 1 = 0x00, 2 = 0x04, 3 = 0x08, 4 = 0x0C, 5 = 0x10, 6 = 0x14, 7 = 0x18, 8 = 0x1C
		Resend Flag: 0x40 = Sendable without Resend Flag, 0x80 = Sendable with Resend Flag
0x0D	u8	Stamp Max
0x0E	18	Title
0x20	13	Subtitle
0x2D	20	Contents Line
0x41    20	Contents Line
0x55	20	Contents Line
0x69	20	Contents Line
0x7D	20 	Warning Line
0x91	20	Warning Line


 

International

FRLG: Section 4 - 0x0460
E: Section 4 - 0x056C

Offset	Len	Description
0x00	u16	Checksum	/// for the data between offset 0x4 - 0x150 (336 Bytes)
0x02	u16	Padding
0x04	u16	Event ID
0x06	u16	Default Icon
0x08	u32	Count
0x0C	u8	Type/Color/Resend Flag
		Type: 0 = Event, 1 = Stamp, 2 = Counter
		Color: 1 = 0x00, 2 = 0x04, 3 = 0x08, 4 = 0x0C, 5 = 0x10, 6 = 0x14, 7 = 0x18, 8 = 0x1C
		Resend Flag: 0x40 = Sendable without Resend Flag, 0x80 = Sendable with Resend Flag
0x0D	u8	Stamp Max
0x0E	40	Title
0x36	40	Subtitle
0x5E	40	Contents Line
0x86    40	Contents Line
0xAE	40	Contents Line
0xD6	40	Contents Line
0xFE	40 	Warning Line
0x126	40	Warning Line



1.png.1810d05d4162780490612577b6d3aa56.png2.png.0472dccba5adb3e476f7a4d64b58a0f1.png3.png.e41d703792b4f24b712ed00d57700061.png4.png.1cfbeb2ace9260461fd4e6e5b5fa1cf1.png5.png.d127c144ecac2c1f3055814a44806636.png6.png.5f7af2aef6f38fb8ac082e3c2128ca2c.png7.png.dc3ff72a0f63dc30207046968c497d78.png8.png.878c5265e1dc2df46ebca0a9320e62fd.png

Event Script Data Structure
RS: Section 4 - 0x0810
FRLG: Section 4 - 0x079C
E: Section 4 - 0x08A8

Offset	Len	Content
0x0	u16	Checksum	/// Protects data between 0x4 - 0x3EB (1000 bytes)
				/// Method: checksum16 for RS, crc16 for FRLGE
0x2	u16	Padding
0x4	1000	Event Script


Eon Ticket (Emerald Version)
E: Section 2 - 0x049A - bit 6

Note: Unlike in Ruby & Sapphire the Eon Ticket Mystery Event is hardcoded and activated by a flag.
Officially this was only used in Japan but the flag exists in all localized versions as well.
When it's set the delivery guy appears at the 2F of the Pokemon Center, when you talk to him he will give you the Eon Ticket.


Record Mixing Item
RS: Section 4 - 0x0BFC
E: Section 4 - 0x0C94

Offset	Len	Content
0x0	u16	Checksum	/// Protects data between 0x4 - 0x8 (4 bytes)
				/// Method: checksum16
0x2	u16	Padding
0x4	u8	Max
0x5	u8	Count
0x6	u16	Item ID

Notes:
The item can be sent until the count reaches maximum. The count increments even if no item is sent.
Eon Tickets from official Events could be exchanged 151 times, while in case of the e-Card version 30 times.
If the sent item is an Eon Ticket the activation flag for the Event is automatically set by the receiving game.


CRC16

unsigned int __fastcall crc16(int a1, unsigned int a2)
{
    unsigned int v2; // r2
    unsigned int i; // r3

    v2 = 0x1121; // This is the seed
    for ( i = 0; i < a2; i = (i + 1) & 0xFFFF )
        v2 = *(unsigned __int16 *)((char *)crc16_ccitt_table + (2 * (v2 ^ *(unsigned __int8 *)(a1 + i)) & 0x1FF)) ^ (v2 >> 8);
    return ~v2 & 0xFFFF;
}

crc16_ccitt_table.bin




Extracted Mystery Gift Data from the ROMs (Includes Samples)
Mystery Gift Data.zip

 

 

 

-Links-


Pokémon.co.jp -  むげんのチケット
http://web.archive.org/web/20030201082646/http://www.pokemon.co.jp/event/mugen.html

http://www9.plala.or.jp/giw0011/game1.html

Information about JOYSPOT Events
Nintendo.co.jp - ポケモン ふしぎなニュース配信サービス
http://web.archive.org/web/20040901033951/http://www.nintendo.co.jp/n08/bprj/joyspot/news/index.html

Nintendo.co.jp - ☆ポケモン チャレンジバトル
https://www.nintendo.co.jp/nom/0404/pokemon/index.html

Pokémon.co.jp - 「ポケモンのタマゴ」プレゼント
http://web.archive.org/web/20040319200750/http://www.pokemon.co.jp/event/0324egg/index.html

Nintendo.co.jp - 「しんぴのチケット」プレゼント 2004
http://web.archive.org/web/20040901035438/http://www.nintendo.co.jp/n08/bprj/joyspot/shinpi/index.html

Pokémon.co.jp - Pokémon Festa 2004 - Mystic Ticket Distribution 2004 (Japanese)
http://web.archive.org/web/20040615095104/http://www.pokemon.co.jp/event/festa2004/shinpi.html

Nintendo.co.jp - Pokémon Festa 2004 Resume
https://www.nintendo.co.jp/nom/0409/newinfo/index.html

Pokémon.co.jp - Pokémon Festa 2005 - Old Sea Map Distribution 2005 (Japanese)
http://web.archive.org/web/20060205094715/http://www.pokemon.co.jp/event/festa2005/game02.html#mew

Pokémon.co.jp - Pokémon Festa 2005 - Mystic Ticket Distribution 2005 (Japanese)
http://web.archive.org/web/20051018184055/http://www.pokemon.co.jp/event/festa2005/game021.html

Pokémon.co.jp - Official Ticket Site for the Distribution of 2006-2007 (Japanese)
http://web.archive.org/web/20070114111635/http://www.pokemon.co.jp/special/ticket/

Nintendo.co.jp - Nintendo Online Magazine - PokéPark Egg Present Page (Japanese)
http://www.nintendo.co.jp/nom/0504/1_2/




 たかさん links

 

Other related links
https://forums.glitchcity.info/index.php?topic=7114.0
 



CURRENT RESEARCH STATUS:
Currently reverse engineering the JoySpot software, if you have a different version than the public ones please contact me.


Thanks for all the great support, effort and dedication to the project including special thanks to たかさん, あひる, @lostaddict@BlackShark, @suloku, @Team Fail & Háčky

 

Edited by ajxpk
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Wow! I noticed that in a few months it's 3 years since I started this thread.  There hasn't been any update a long time though... The last thing I tried was to figure out the difference between the

I've been lurking for a while now, but I think I'm finally ready to add what information I know about the distribution ROM. I apologize if I repeat something that was already known, but I checked the

Time to share everything we have learned from the research.  Mystery Event Activation RS: Section 2 - 0x03A9 - bit 6 RS: Section 2 - 0x05C0 - bit 2 (Flag for the NPC?) E: Section 2 - 0x0405 - bit 6

Posted Images

I've found this

http://web.archive.org/web/20080124205147/http://www.h6.dion.ne.jp/~taka.999/index.html

i DONT Know what it is but it looks very good

for every specific Game you can choose wich Ticket you want and input on you're game (i dont know if with or without Wondercard)...so i think it works...

This is great! Thank you. I know this site.

They have nice informations, Tools and AR Codes.

Especially the tools are great. I can highly recommend them to everyone who plays the japanese versions.

It definitely has to be posted here.

I found the site once in the comments of this YouTube video

.

[video=youtube;mJ3688TCVK4]

The most interesting thing is that these seem to be 100% accurate replicas of the real events.

All the texts, flags, Wonder Cards, it's all there.

They even contain the PokéPark Egg Event, which would be impossible to reconstruct.

And as a sweet bonus there is also a custom Altering Cave Event. (There was never one officially distributed, but this is still interesting stuff.)

The only prob for us is that these tools are ONLY compatible with the japanese versions.

But at least we have something for the japanese versions now, which is great. :)

Small Update:

I've been a bit busy the past days and didn't made much progress.

At least I got the text for the Aurora Ticket Wonder Card:

http://bulbapedia.bulbagarden.net/wiki/List_of_other_event_distributions_in_Generation_III

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Oh! Only AR Codes also....boring but good

I thought that you have to enter a save file of the game and this program then write the events and wonderful cards on this save file.

No, you're half-right. :) Sorry for the confusion.

It's right that the content of the Wonder Cards or at least the text and the script is not in the game. (As mentioned in my first post...)

But the Events are and they are triggered by having the respective Event Item in the Bag and the flag for the Event activated.

But at the end it's still code and way more complicated, because the offsets in the localized games are different.

That's why the Japanese codes wouldn't work for the other versions and vice versa.

We're quite lucky that Morfeo's Codes working for the English versions. I admit that I wouldn't be able to find this out by myself so I'm thankful because the work is already done.

Otherwise I wouldn't have opened this thread.

Btw. for everyone who's interested in the Japanese AR Codes for the Tickets they are located here:

http://web.archive.org/web/20080124020623/http://www.h6.dion.ne.jp/~taka.999/page013.html

And here are the Egg Codes:

http://web.archive.org/web/20080106083826/http://www.h6.dion.ne.jp/~taka.999/page036.html

At the end wether you use the Tools or insert the values manually via AR Codes, there is not much difference.

Because what you're actually doing is nothing more than editing the HEX values in the save file.

In the practical sense the tools are very easy and convience to use and this is were we want to be in the future.

Especially because the Wonder Card AR Codes are so huge. And you can't insert them all at once, you have to do it blockwise. (6 Blocks!)

But for my purpose right now AR codes are not a bad thing, because I can easily figure out the RAM addresses and work with it.

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Hi this is really interesting information...

Did you try the Morfeo's Codes? I have tried to use them with no luck. I'm not sure if the way I'm inserting them in VBALink is wrong or the version of the rom i have is not correct (Emerald US/Europe Rev A).

Anyway a tool to patch the save files or some already patched files with those wonder cards in them will be really nice to have...

PS: Here is a save file i found online containing a legit aurora ticket wonder card (that you cannot share).

Sauvegames Aurora.rar

Sauvegames Aurora.rar

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No, you're half-right. :) Sorry for the confusion.

It's right that the content of the Wonder Cards or at least the text and the script is not in the game. (As mentioned in my first post...)

But the Events are and they are triggered by having the respective Event Item in the Bag and the flag for the Event activated.

But at the end it's still code and way more complicated, because the offsets in the localized games are different.

That's why the Japanese codes wouldn't work for the other versions and vice versa.

We're quite lucky that Morfeo's Codes working for the English versions. I admit that I wouldn't be able to find this out by myself so I'm thankful because the work is already done.

Otherwise I wouldn't have opened this thread.

Btw. for everyone who's interested in the Japanese AR Codes for the Tickets they are located here:

http://web.archive.org/web/20080124020623/http://www.h6.dion.ne.jp/~taka.999/page013.html

And here are the Egg Codes:

http://web.archive.org/web/20080106083826/http://www.h6.dion.ne.jp/~taka.999/page036.html

At the end wether you use the Tools or insert the values manually via AR Codes, there is not much difference.

Because what you're actually doing is nothing more than editing the HEX values in the save file.

In the practical sense the tools are very easy and convience to use and this is were we want to be in the future.

Especially because the Wonder Card AR Codes are so huge. And you can't insert them all at once, you have to do it blockwise. (6 Blocks!)

But for my purpose right now AR codes are not a bad thing, because I can easily figure out the RAM addresses and work with it.

very nice!

but where to input the AR Codes?? after 12 years they sell no AR Devices more.... and japanese codes dont word on PAL or US devices...i try it

Morfeo dont List Japanese Codes (mastercode, etc)

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Hi this is really interesting information...

Did you try the Morfeo's Codes? I have tried to use them with no luck. I'm not sure if the way I'm inserting them in VBALink is wrong or the version of the rom i have is not correct (Emerald US/Europe Rev A).

Anyway a tool to patch the save files or some already patched files with those wonder cards in them will be really nice to have...

PS: Here is a save file i found online containing a legit aurora ticket wonder card (that you cannot share).

[ATTACH]12502[/ATTACH]

That's amazing! Thank you so much. This is all I needed. I will check this save file out later. :D

I can't promise you anything right now, but with this I might have everything I need.

Yes, I tried Morfeo's codes before and they do work. I don't know why it didn't worked for you.

Please make sure to use the Master Code and Anti-DMA for the respective Game you're using.

I will list the Master Code in the top post for you.

And after every block of AR codes you have to save and reset.

You can watch Morfeo's Tutorial to see what I mean.

very nice!

but where to input the AR Codes?? after 12 years they sell no AR Devices more.... and japanese codes dont word on PAL or US devices...i try it

Morfeo dont List Japanese Codes (mastercode, etc)

If you don't have an Action Replay the only option would be an Emulator like VBA.

You can insert them there as Gameshark Codes.

Yes, indeed, the japanese codes only work for the japanese versions. But this is no problem because we have Morfeo's codes. He didn't listed the japanese (m) codes, because his codes aren't compatible with the japanese version anyway.

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Thanks for the clarifications ajxpkm.

The issue was that i was inserting the master code/RMA code only once at the beginning... After i watch the video i was able to enable the Aurora Ticket and Mystic Ticket wonder cards. I haven't test with the other ones...

Now any ideas on how to change the text that appears both on card and in-game once you use it?

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NEWSFLASH

I checked the save file you posted and I have good and bad news.

The BAD news first... the Ticket is already taken from the delivery guy in the Pokémon Center at the 2F.

Now I couldn't figure out where exactly the flag for this is, so I couldn't reverse the process in the short time.

And my thought was that it could be that the script gets deleted as soon as you receive the Ticket. This was at least the case with the Eon Ticket.

But now the GOOD news! After I checked the save file out more I found the script still intact. The script seems to be tied to the Wonder Card and it will be deleted as soon as you toss it. This also explains why the delivery guy is still there until you toss the Wonder Card. Lucky for us. :)

The weird things is that I found some french text there, too. I don't know why... but nevermind.

I will check more into this later.

Thanks for the clarifications ajxpkm.

The issue was that i was inserting the master code/RMA code only once at the beginning... After i watch the video i was able to enable the Aurora Ticket and Mystic Ticket wonder cards. I haven't test with the other ones...

Now any ideas on how to change the text that appears both on card and in-game once you use it?

Glad you got it to work.

Changing the text is actually not an too big issue. And now since I got the original text I think I will start to change the text for the Wonder Card and the script.

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It's nice to see some progress. :smile: Looking forward to see the final result...

By the way can you tell me what tools you are using? I'm totally newbie to this, but i'm interest to learn more...

I did some research in the rom code by the way. Here is the actual code of the specific event (i think it includes the flags and the checks that are made). It also includes the formal in-game text:

'---------------
#org 0x276B03
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x8276B23
goto 0x8276B19

'---------------
#org 0x276B23
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8276B19
checkflag 0x8B3
if 0x1 goto 0x8276B19
msgbox 0x8273594 MSG_KEEPOPEN '"Thank you for using the MYSTERY\nE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN '"It appears to be for use at\nthe L..."
release
end

'---------------
#org 0x276B19
executeram
msgbox 0x8273178 MSG_FACE '"Thank you for accessing the\nMYSTE..."
end


'---------
' Strings
'---------
#org 0x273594
= Thank you for using the MYSTERY\nEVENT System.\pYou must be [player].\nThere is a ticket here for you.

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

#org 0x273178
= Thank you for accessing the\nMYSTERY GIFT System.

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It's nice to see some progress. :smile: Looking forward to see the final result...

By the way can you tell me what tools you are using? I'm totally newbie to this, but i'm interest to learn more...

I did some research in the rom code by the way. Here is the actual code of the specific event (i think it includes the flags and the checks that are made). It also includes the formal in-game text:

'---------------
#org 0x276B03
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x8276B23
goto 0x8276B19

'---------------
#org 0x276B23
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8276B19
checkflag 0x8B3
if 0x1 goto 0x8276B19
msgbox 0x8273594 MSG_KEEPOPEN '"Thank you for using the MYSTERY\nE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x82735F2 MSG_KEEPOPEN '"It appears to be for use at\nthe L..."
release
end

'---------------
#org 0x276B19
executeram
msgbox 0x8273178 MSG_FACE '"Thank you for accessing the\nMYSTE..."
end


'---------
' Strings
'---------
#org 0x273594
= Thank you for using the MYSTERY\nEVENT System.\pYou must be [player].\nThere is a ticket here for you.

#org 0x2735F2
= It appears to be for use at\nthe LILYCOVE CITY port.\pWhy not give it a try and see what\nit is about?

#org 0x273178
= Thank you for accessing the\nMYSTERY GIFT System.

Wow, this is really in the ROM file? I didn't knew this.

The item you get from the script you found is 113 which is actually the Eon Ticket.

Usually you get this ticket from the father in Petalburg City, the text was different, too.

The text you found btw. appears to be the same like the one I found in the save file and seems to be used for all the Mystery Gift tickets. Maybe the Eon Ticket was planned to be distributed as a Mystery Gift Event?

Great find indeed.

I wonder if this script is on other localized versions (in their respective languages) as well.

If that's the case I could make Wonder Cards for other languages, too.

At least for the european versions it would be an easy thing to do.

Which tool did you use for this?

I always welcome recommendations.

I'm actually a beginner as well, especially when it comes to programing...

I was always fascinated, but never had enough time to go deeper into it.

For what I did today for example I just used some HEX editing tools like HxD.

And I use WinDiff to compare files.

If you want to know how I figured out the offset locations, I just tossed the Wonder Card and then I compared the save files to see what changed after I tossed it. It was very easy.

I will share the offset locations later if you're interested.

Edited by ajxpkm
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NEWSFLASH

I checked the save file you posted and I have good and bad news.

The BAD news first... the Ticket is already taken from the delivery guy in the Pokémon Center at the 2F.

Now I couldn't figure out where exactly the flag for this is, so I couldn't reverse the process in the short time.

And my thought was that it could be that the script gets deleted as soon as you receive the Ticket. This was at least the case with the Eon Ticket.

But now the GOOD news! After I checked the save file out more I found the script still intact. The script seems to be tied to the Wonder Card and it will be deleted as soon as you toss it. This also explains why the delivery guy is still there until you toss the Wonder Card. Lucky for us. :)

you need an Untouched Ticket?

in my Game collection i've found a LG savegame where i didn't pickup the Auroraticket on the 2F. (Legit Ticket pick up

in Real life event - Pokemon Day 2005 Germany)

:wink: so yoou're Right - Lucky for us.

POKEMON_LEAF_BPGD00.sav

That's amazing! Thank you so much. This is all I needed. I will check this save file out later. :D

I can't promise you anything right now, but with this I might have everything I need.

Yes, I tried Morfeo's codes before and they do work. I don't know why it didn't worked for you.

Please make sure to use the Master Code and Anti-DMA for the respective Game you're using.

I will list the Master Code in the top post for you.

And after every block of AR codes you have to save and reset.

You can watch Morfeo's Tutorial to see what I mean.

If you don't have an Action Replay the only option would be an Emulator like VBA.

You can insert them there as Gameshark Codes.

Yes, indeed, the japanese codes only work for the japanese versions. But this is no problem because we have Morfeo's codes. He didn't listed the japanese (m) codes, because his codes aren't compatible with the japanese version anyway.

so i've looking around the website and translate with google....

then i found the Japanese (M) Master codes here:

only FireRed and LeafGreen

http://web.archive.org/web/20080124020623/http://www.h6.dion.ne.jp/~taka.999/page013.html

上記のコードが入力できたら、

 �@「マスターコード」+「RAMアドレス固定コード」+「各チケット・ブロック1」でゲームを開始、すぐにレポート。

  GBAの電源OFF。

 �A�@のやり方で「各チケット・ブロック2〜6」をレポートする。

 �B通常のゲームを開始して、PCの2Fに係員がいることを確認して下さい。

so it means:

Once the code above can be entered,

@ "Master code" + "RAM address fixed code" + start the game with "each ticket block 1", immediately report.

GBA of power OFF.

I want to report a "each ticket block 2-6" in the manner of A @.

Start the B normal game, make sure that there are attendant to 2F of the PC.

same procedere as Morfeo's

POKEMON_LEAF_BPGD00.sav

Edited by King Impoleon
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you need an Untouched Ticket?

in my Gamecollection i've found a LG savegame where i didn't pickup the Auroraticket on the 2F. (Legit Ticket pick up on Real life event - Pokemon Day 2005 Germany)

:wink: so yoou're Right - Lucky for us.

[ATTACH]12503[/ATTACH]

Thank you very much!

With this I could make German versions of the Wonder Cards as well. :)

so i've looking around the website and translate with google....

then i found the Japanese (M) Master codes here:

only FireRed and LeafGreen

http://web.archive.org/web/200801240...9/page013.html

上記のコードが入力できたら、

 �@「マスターコード」+「RAMアドレス固定コード」+「各チケット・ブロック1」でゲームを開始、す ぐにレポート。

  GBAの電源OFF。

 �A�@のやり方で「各チケット・ブロック2〜6」をレポートする。

 �B通常のゲームを開始して、PCの2Fに係員がいることを確認して下さい。

so it means:

Once the code above can be entered,

@ "Master code" + "RAM address fixed code" + start the game with "each ticket block 1", immediately report.

GBA of power OFF.

I want to report a "each ticket block 2-6" in the manner of A @.

Start the B normal game, make sure that there are attendant to 2F of the PC.

same procedere as Morfeo's

Yes, they work the same.

The reason why they listed the Master and Anti DMA Codes is because FR and LG has 2 different versions. (1.0 and 1.1)

It's very important to use the right version of codes for the respective version.

I will list all the Master and Anti DMA Codes for the Japanese versions later in the first post of the Thread.

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OK some really good news:

I was manage to insert aurora ticket to another save file using just the hex editor... The good news is that once you insert it, the ticket is unclaimed. And once you receive it, everything is working as expected :tongue: All the text is in English as well... Here is the save file:

Pokemon - Emerald Version (USA, Europe)CLEAN-MOD2.rar

Now the bad news is that once you edit the sav file using hex editor, the sav file becomes corrupted. Most probably there is some kind of checksum validation during the loading... I was manage to overcome this issue by open the edited file in a .sav editor tool and save it again...

Next step is to figure out how to enable/disable the distribute functionality by checking Morfeo's sav file... Also i need to figure out how to bypass the checksum validation without using other tools...

PS: Regarding the tools i'm using, it's a HEX editor... The Script was extracted using the AdvanceMap tool.

Pokemon - Emerald Version (USA, Europe)CLEAN-MOD2.rar

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OK some really good news:

I was manage to insert aurora ticket to another save file using just the hex editor... The good news is that once you insert it, the ticket is unclaimed. And once you receive it, everything is working as expected :tongue: All the text is in English as well... Here is the save file:

[ATTACH]12504[/ATTACH]

Now the bad news is that once you edit the sav file using hex editor, the sav file becomes corrupted. Most probably there is some kind of checksum validation during the loading... I was manage to overcome this issue by open the edited file in a .sav editor tool and save it again...

Next step is to figure out how to enable/disable the distribute functionality by checking Morfeo's sav file... Also i need to figure out how to bypass the checksum validation without using other tools...

PS: Regarding the tools i'm using, it's a HEX editor... The Script was extracted using the AdvanceMap tool.

Good work!

About the checksum....

Yeah, I had exactly the same problem, it's normal that when you change the save file you also have to fix the checksum.

Can be fixed as you did with a tool or manually. If we create a tool we have to implement the checksum fix.

But personally I would prefer to have this in an all-in-one tool like KazoWAR's A-Save or another tool, I see not much reason for having a separate tool for this.

Currently I'm messing around with the Wonder Card to see how it works.

About which bytes are used to decide which of the card design is used ect.

But I didn't figured it out yet.

This could be useful if we want to make custom Wonder Cards.

There are 8 different card designs.

Btw. for everyone who's interested in it, the Wonder Card Offset on the save file is located at 0x560 and again at 0x1B560.

EDIT:

Well... I stuck right now.

Whenever I edit the Wonder Card the checksum gets invalid and when I fix it the Wonder Card is gone.

It's treated like I don't have a Wonder Card.

When I check with my HEX Editor it's still there, I need to find out why I can't access my Wonder Card in the game...

Maybe there's another checksum for this?

I remember that the Japanese Guy (Taka) from the site wrote a diary and I think he was mentioning this issue here:

http://web.archive.org/web/20080106083812/http://www.h6.dion.ne.jp/~taka.999/page002.html

Edited by ajxpkm
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I think we need to read those notes... It will save as some time :)

Some new findings:

Wonder Card is at 0x560 as you mentioned before. In my previous injection, i put it only on 0x560 and it worked perfectly. I didn't notice that there was a 2nd location until you mention it, so i investigate further... Once I received the aurora ticket and save, wonder card code was stored and in the 2nd location as well...

If you want to change the icon on the upper right of the Wonder Card here is the address:

0x6c6 - 0x6c7 : FF FF --> ? icon

9A 01 --> Deoxys icon

I have tried some random values and different pokemon appear... No luck with the colors though...

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On location is current save the other is backup/previous save hence there are 2 of them.

The save has 2 main blocks with 57344 (0xE000) bytes each.

Each block is seperated into 14 sections with 4096 (0x1000) bytes.

In each section, 0xFF4 is the section ID, 0xFF6 - 0xFF7 is the checksum and 0xFFC - 0xFFF is the save counter.

Depending on the save counter you could determine the current save.

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I think we need to read those notes... It will save as some time :)

Some new findings:

Wonder Card is at 0x560 as you mentioned before. In my previous injection, i put it only on 0x560 and it worked perfectly. I didn't notice that there was a 2nd location until you mention it, so i investigate further... Once I received the aurora ticket and save, wonder card code was stored and in the 2nd location as well...

If you want to change the icon on the upper right of the Wonder Card here is the address:

0x6c6 - 0x6c7 : FF FF --> ? icon

9A 01 --> Deoxys icon

I have tried some random values and different pokemon appear... No luck with the colors though...

How did you do that? Can you change the text as well?

Because whenever I change something about the Wonder Card it disappears until I change it back to was it was before...

But I'm glad at least you made some progress. :)

Too bad about the colors though...

On location is current save the other is backup/previous save hence there are 2 of them.

The save has 2 main blocks with 57344 (0xE000) bytes each.

Each block is seperated into 14 sections with 4096 (0x1000) bytes.

In each section, 0xFF4 is the section ID, 0xFF6 - 0xFF7 is the checksum and 0xFFC - 0xFFF is the save counter.

Depending on the save counter you could determine the current save.

Thank you for the clarification.

I already had a guess about this, because my changes to the save file only had an effect when I changed them in the other block, too.

Do you know anything about how the checksums are calculated? Maybe I should google about it...

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Thanks BlackShark.

I did a bit of research and figured out that the MYSTERY GIFT Script lostaddict found is on every Emerald Version.

Now I have the Scripts for all the European Versions.

'---------------
#org 0x28287F
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x828289F
goto 0x8282895

'---------------
#org 0x28289F
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8282895
checkflag 0x8B3
if 0x1 goto 0x8282895
msgbox 0x827EE02 MSG_KEEPOPEN '"Danke, dass du das GEHEIM-\nGESCHE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x827EE65 MSG_KEEPOPEN '"Du kannst es am Hafen von\nSEEGRAS..."
release
end

'---------------
#org 0x282895
executeram
msgbox 0x827E965 MSG_FACE '"Danke, dass du das GEHEIM-\nGESCHE..."
end


'---------
' Strings
'---------
#org 0x27EE02
= Danke, dass du das GEHEIM-\nGESCHEHEN benutzt hast.\pDu musst [player] sein.\nHier ist ein Ticket fur dich!

#org 0x27EE65
= Du kannst es am Hafen von\nSEEGRASULB CITY einsetzen.\pWarum probierst du es nicht\neinfach aus?

#org 0x27E965
= Danke, dass du das GEHEIM-\nGESCHEHEN-System benutzt hast.

'---------------
#org 0x27C0CB
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x827C0EB
goto 0x827C0E1

'---------------
#org 0x27C0EB
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x827C0E1
checkflag 0x8B3
if 0x1 goto 0x827C0E1
msgbox 0x82788E2 MSG_KEEPOPEN '"Merci d'utiliser le systeme\nEVENE..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x8278942 MSG_KEEPOPEN '"Il peut etre utilise au port de\nN..."
release
end

'---------------
#org 0x27C0E1
executeram
msgbox 0x8278461 MSG_FACE '"Merci d'utiliser le systeme\nCADEA..."
end


'---------
' Strings
'---------
#org 0x2788E2
= Merci d'utiliser le systeme\nEVENEMENTS MYSTERE.\pVous devez etre [player].\nIl y a un ticket pour vous.

#org 0x278942
= Il peut etre utilise au port de\nNENUCRIQUE.\pEssayez-le pour voir de quoi \nil s'agit.

#org 0x278461
= Merci d'utiliser le systeme\nCADEAU MYST.

'---------------
#org 0x27A995
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x827A9B5
goto 0x827A9AB

'---------------
#org 0x27A9B5
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x827A9AB
checkflag 0x8B3
if 0x1 goto 0x827A9AB
msgbox 0x827741B MSG_KEEPOPEN '"Gracias por usar el sistema\nde lo..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x8277489 MSG_KEEPOPEN '"Parece que puedes usarlo en el\nPU..."
release
end

'---------------
#org 0x27A9AB
executeram
msgbox 0x8277002 MSG_FACE '"Gracias por acceder al sistema\nde..."
end


'---------
' Strings
'---------
#org 0x27741B
= Gracias por usar el sistema\nde los EVENTOS MISTERIOSOS.\pDebes de ser [player], ?no?\pPues tenemos un ticket para ti.

#org 0x277489
= Parece que puedes usarlo en el\nPUERTO de CIUDAD CALAGUA.\p?Por que no curioseas un poco\npara ver de que se trata?

#org 0x277002
= Gracias por acceder al sistema\ndel REGALO MISTERIOSO.

'---------------
#org 0x2767EF
special2 LASTRESULT 0x1F8
compare LASTRESULT 0x1
if 0x1 goto 0x827680F
goto 0x8276805

'---------------
#org 0x27680F
checkitem 0x113 0x1
compare LASTRESULT 0x1
if 0x1 goto 0x8276805
checkflag 0x8B3
if 0x1 goto 0x8276805
msgbox 0x82731D8 MSG_KEEPOPEN '"Grazie per usare il Sistema\nEVENT..."
giveitem 0x113 0x1 MSG_OBTAIN
setflag 0x8B3
setvar 0x403F 0x0
msgbox 0x8273231 MSG_KEEPOPEN '"Dovrebbe servirti allo scalo di\nP..."
release
end

'---------------
#org 0x276805
executeram
msgbox 0x8272DD8 MSG_FACE '"Grazie per usufruire del Sistema\n..."
end


'---------
' Strings
'---------
#org 0x2731D8
= Grazie per usare il Sistema\nEVENTO SEGRETO.\pTu sei [player], vero? Ho qui\nun biglietto per te.

#org 0x273231
= Dovrebbe servirti allo scalo di\nPORTO ALGHEPOLI.\pTi conviene andare a vedere\ndi persona.

#org 0x272DD8
= Grazie per usufruire del Sistema\nDONO SEGRETO!

This is btw. what I found instead in Firered:

'---------------
#org 0x1BB1D2
special 0x187
compare LASTRESULT 0x2
if 0x1 goto 0x81A7AE0
special 0x188
executeram
msgbox 0x81A6393 MSG_FACE '"Thank you for accessing the\nMYSTE..."
end

'---------------
#org 0x1A7AE0
release
end


'---------
' Strings
'---------
#org 0x1A6393
= Thank you for accessing the\nMYSTERY GIFT System.

Edited by ajxpkm
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Some more info (most of them are speculations):

WCData.png

EVENT TYPE:

E8 03 FF FF --> AURORA TICKET

E9 03 FF FF --> MYSTIC TICKET

EA 03 FF FF --> OLD SEA MAP

This seems to be the identification of the wonder card event. (Not confirmed yet)

CARD COLOR:

08 --> RED

9C --> GREY

94 --> YELLOW

This seems to be the wonder card color. (Not confirmed yet)

POKEMON ICON:

01 00 --> Bulbasaur Icon

F9 00 --> Deoxys Icon

FF FF --> Questionmark Icon

This is the icon located on the upper right of the wonder card. Values are start from 01 to F9. (confirmed)

CHECKSUM:

This seems to be the checksum of the wonder card data. In order to be able to edit the text of the card we need to figure out how to compute this... Event type, Card color and Card text are part of the data that checksum is compute on... For some reason the Wonder Card Icon is not...

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I still struggle to find out how the checksum is calculated.

I will use 32 bytes from the Wonder Card for this example.

According to Taka's Website it's calculated like this...


00000570   E8 03 FF FF 00 00 00 00 08 00 00 00 00 00 00 00   è.ÿÿ............
00000580   00 00 00 00 BB CF CC C9 CC BB CE C3 BD C5 BF CE   ....»ÏÌÉÌ»ÎýſÎ


We have to separate these 32 bytes into 4 bytes groups from left to right.
Then we have to add them together, but before we do this we have to swap the bytes from these groups. (From ABCD to DCBA)
As an example... E8 03 FF FF will become FF FF 03 E8.


0xFFFF03E8 + 0x00000000 + 0x00000008 + 0x00000000 + 
0x00000000 + 0xC9CCCFBB + 0xC3CEBBCC + 0xCEBFC5BD 
= 0x5C5A5534 AND 0xFFFFFFFF
= 5C5A5534 

Then we cut this sum in high and low bytes and sum them together as well.

0x5C5A + 0x5534 = 0xB18E

And this is the result, the checksum for these 32 bytes would be B18E.
On the save file it would be 0x8E 0xB1.

Edited by ajxpkm
Errors fixed*
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I still struggle to find out how the checksum is calculated.

I will use 32 bytes from the Wonder Card for this example.

According to Taka's Website it's calculated like this...


00000570   E8 03 FF FF 00 00 00 00 08 00 00 00 00 00 00 00   è.ÿÿ............
00000580   00 00 00 00 BB CF CC C9 CC BB CE C3 BD C5 BF CE   ....»ÏÌÉÌ»ÎýſÎ


We have to separate these 32 bytes into 4 bytes groups from left to right.
Then we have to add them together, but before we do this we have to swap the bytes from these groups. (From ABCD to DCBA)
As an example... E8 03 FF FF will become FF FF 03 E3.


0xFFFF03E3 + 0x00000000 + 0x00000008 + 0x00000000 + 
0x00000000 + 0xC9CCCFBB + 0xC3CEBBCC + 0xCEBFC5BD 
= 0x5C5A552F


Then we cut this sum in high and low bytes and sum them together as well.

0x5C5A + 0x552F = 0xB189

And this is the result, the checksum for these 32 bytes would be B189.
On the save file it would be 0x89 0xB1.

Missed a step, but the result is correct:

0xFFFF03E3 + 0x00000000 + 0x00000008 + 0x00000000 +

0x00000000 + 0xC9CCCFBB + 0xC3CEBBCC + 0xCEBFC5BD

= 0x5C5A552F AND 0xFFFFFFFF

= 0x5C5A552F

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