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MichiS97

Mirage Islands in ORAS

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Ok, used my crescent island savegame, changed TID to 0000000, loaded it tomorrow and generated island was 463.

0x1600 holds this data: 27 99 15 7C

0x1600 before changing TID (which is 61931, F1EB) was: 76 CC C9 91

But I can't figure out anything out of it. Map location and probably other values are on when calculating the value at 0x1600. Then that value at 0x1600 it is used against TID to determine the current spot. I think the best approach now would be to find a value in 0x1600 that generates crescent isle with TID 0000, then try to figure out how TID works in the ecuation so we can calculate a value that generates desired island for a given TID and value found at 0x1600.

Using ctrxexplorer for hex editing and phbank for checksum fixing should speed up the testing process.

About PSS data, maybe pkhex has more about it in the code, but the most logical way would be that each pss data holds both date and TID information, and that spots are calculated on the fly with those.

Is the "tomorrow" value of 0x1600 shifted down from 0x1200?

Or perhaps it's calculated against that?

If you 0x1600 to the 0x1200 area, and let is become "tomorrow", does 0x1600 change?

Well for TID 44271 and 0x1600 with 00 00 00 06 (0x06000000), it will change current to Cres Isle.

(I'll eventually list out all islands at TID 00000)

For both saves, Passerby data on Pkhex exports the exact same info, with no hint of TID or date:

PSS List

----

PSS Data - Friends

----

----

PSS Data - Acquaintances

----

----

PSS Data - Passerby

----

OT: モニカ

Message: はじめまして こんにちは!

Game: AS

Country: Japan

Region: Hokkaido

Favorite: Skitty

OT: れお

Message: グラードンください

Game: AS

Country: Japan

Region: —

Favorite: ---

we may have to restart the block pasting, to see how Passed Mirage spots are triggered..

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Are you listing islands with TID 0000? I'm doing that, so maybe we should plan it out to not repeat ourselves.

What pkhex exports and what is stored in pss might be different. Best way would be to delete all info in PSS blocks, then do a single streetpass and compare the saves.

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Are you listing islands with TID 0000? I'm doing that, so maybe we should plan it out to not repeat ourselves.

I could do 0x00 to 0x11 (00 00 00 00 to 11 00 00 00), and you could do up to 21.

(I'm expecting it to loop past there..)

What pkhex exports and what is stored in pss might be different. Best way would be to delete all info in PSS blocks, then do a single streetpass and compare the saves.

Yeah that sounds like a good idea.

I was trying to sieve through the differences on my file, before jumping into 1AXXX range.

Side note, have you tried the newest teleportation I mentioned few pages back?

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No, I haven't tried the teleportation, as I'd rather change the island than teleport, but will try later if you want.

Seems I'm stuck with value changing:

00 00 00 00 - 463

01 00 00 00 - 465

02 00 00 00 - 465

03 00 00 00 - 465

04 00 00 00 - 465

00 00 00 01 - 465

Don't know how this is calculated, but it seems this will be even trickier than expected.

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suloku said:
No, I haven't tried the teleportation, as I'd rather change the island than teleport, but will try later if you want.

Seems I'm stuck with value changing:

00 00 00 00 - 463

01 00 00 00 - 465

02 00 00 00 - 465

03 00 00 00 - 465

04 00 00 00 - 465

00 00 00 01 - 465

Don't know how this is calculated, but it seems this will be even trickier than expected.

that can't be right, did you not import the edited save?

Mine has been changing as such:

 
0x1600 MapID XYZ Location Mirage Type        
  184 15.5/2/32.5 East of Mossdeep Mirage Forest Tangela Sunkern Glameow Minccino
02 185 16.5/2/32.5 North of Route 124 Mirage Forest Tangela Sunkern Purugly Vulpix
  186 19.5/2/19.5 West of Route 114 Mirage Forest Tangela Sunkern Purugly Petilil
  187 19.5/2/32.5 North of Lilycove Mirage Forest Tangela Sunkern Purugly Cherrim
  188 19.5/2/9.5 South of Route 132 Mirage Forest Sunkern Petilil Audino  
  189 19.5/-88/28.5 West of Route 105 Mirage Forest Forretress Happiny    
04 190 19.5/2/8.5 South of Route 109 Mirage Forest Audino Sunkern    
  191 19.5/2/19.5 North of Route 111 Mirage Forest Kricketune Larvesta    
03 192 19.5/2/27.5 West of Rustboro Mirage Cave Tynamo Klink Boldore Graveler
  193 18.5/2/33.5 North of Fortree Mirage Cave Klink Tynamo Excadrill Onix
  194 19.5/74/15.5 South of Pacifidlog Mirage Cave Tynamo Cofagrigus Slowpoke  
  195 18.5/20/17.5 South of Route 107 Mirage Cave Unown      
  196 19.5/74/15.5 North of Route 124 Mirage Cave Klink Cofagrigus Graveler Boldore
01 197 17.5/20/24.5 North of Route 132 Mirage Cave Ditto Excadrill Tynamo  
  198 20.5/2/31.5 Southeast of Route 129 Mirage Cave Tynamo Onix Graveler Boldore
  199 20.5/92/32.5 North of Fallarbor Mirage Cave Slowpoke Tynamo    
  200 19.5/29/27.5 West of Route 104 Mirage Island Venomoth Xatu Zebstrika Darmanitan
  201 14.5/47/12.5 South of Route 134 Mirage Island Venomoth Xatu Zebstrika Maractus
  202 23.5/-16/28.5 North of Route 124 Mirage Island Venomoth Xatu Zebstrika Persian
  203 10.5/29/16.5 West of Dewford Town Mirage Island Venomoth Xatu Zebstrika Tangela
05 204 18.5/29/34.5 South of Pacifidlog Mirage Island Audino Xatu    
  205 19.5/29/26.5 South of Route 132 Mirage Island Munna Ditto    
  206 30.5/29/22.5 North of Route 113 Mirage Island Darmanitan Larvesta    
  207 9.5/29/19.5 East of Shoal Cave Mirage Island Purugly Porygon    
  208 8.5/38/31.5 West of Route 104 Mirage Mountain Forretress Donphan Kricketune Stantler
  460 9.5/92/28.5 North of Lilycove Mirage Mountain Forretress Donphan Kricketune Rufflet
  461 10.5/2/22.5 Northeast of Route 125 Mirage Mountain Forretress Donphan Kricketune Vullaby
  462 18.5/38/8.5 West of Route 131 Mirage Mountain Forretress Donphan Kricketune Girafarig
06 463 30.5/2/26.5 North of Mossdeep Mirage Mountain Magby Darmanitan    
  464 31.5/2/9.5 South of Route 129 Mirage Mountain Zebstrika Elekid    
00 465 19.5/20/29.5 Southeast of Route 129 Mirage Mountain Porygon Xatu Munna  
  466 18.5/30/12.5 East of Mossdeep Mirage Mountain Audino Happiny Tangela  
  467 24.5/56/34.5 Crescent Isle   Cresselia      

edit: extras may occur

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Ok, I've been using a 3ds hex editor to do it on console, seems I was editing 0x16000 instead of 0x1600...

Gonna start at 21 and keep going down, will keep editing this post.

FD 00 00 00 - 462

21 00 00 00 - 465 (loop?)

20 00 00 00 - 197 -> you got this one with 01 00 00 00

1F 00 00 00 - 201

1E 00 00 00 - 463 -> you got this one with 06

1D 00 00 00 - 465

1C 00 00 00 - 465

1B 00 00 00 -

1A 00 00 00 -

19 00 00 00 -

18 00 00 00 -

00, 21, 1D and 1C produce 465...not sure if secuential incrementing is the best way to approach, gonna try something

EDIT 2:

I've just realized there are 32 possible islands, and 4 bytes have 32 bits. They are bitflags.

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Ok, I've been using a 3ds hex editor to do it on console, seems I was editing 0x16000 instead of 0x1600...

Gonna start at 21 and keep going down, will keep editing this post.

21 00 00 00 - 465 (loop?)

20 00 00 00 - 197 -> you got this one with 01 00 00 00

1F 00 00 00 - 201

1E 00 00 00 - 463 -> you got this one with 06

1D 00 00 00 - 465

1C 00 00 00 - 465

1B 00 00 00 -

1A 00 00 00 -

19 00 00 00 -

18 00 00 00 -

00, 21, 1D and 1C produce 465...not sure if secuential incrementing is the best way to approach, gonna try something

yeah, repeats do occur..

It may be a shift function against a xor then division..

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I thought they were bitflags, xored in some way, so I tested 0xFD (11111101) expecting it to generate 465 spot, but I guess there's more to it as it generated spot 462

I think I'll start with FFFFFFFF and go a single bit at a time, see if I get any repeat, there are 32 spots and 4 bytes have 32 bits after all.

FF FF FF FF - 204

7F FF FF FF - 187

BF FF FF FF - 207

DF FF FF FF - 463

EF FF FF FF - 195

F7 FF FF FF - 188

FB FF FF FF - 207 --> same as BF FF FF FF

FD FF FF FF - 461

FE FF FF FF -

It seems I already got a repeat... I wonder how the island is calculated.

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I thought they were bitflags, xored in some way, so I tested 0xFD (11111101) expecting it to generate 465 spot, but I guess there's more to it as it generated spot 462

I think I'll start with FFFFFFFF and go a single bit at a time, see if I get any repeat, there are 32 spots and 4 bytes have 32 bits after all.

FF FF FF FF - 204

7F FF FF FF - 187

BF FF FF FF - 207

DF FF FF FF - 463

EF FF FF FF - 195

F7 FF FF FF - 188

FB FF FF FF - 207 --> same as BF FF FF FF

FD FF FF FF - 461

FE FF FF FF -

It seems I already got a repeat... I wonder how the island is calculated.

Bitflags would be unlikely, because FF FF FF FF would mean all islands should be activated,

but only one is activated.

Meaning likely there's a division effect, then multiply the remainder and the answer will fall within 0-32 (33 Values, because 8+8+8+8+1 cres island).

Presently, we have three methods to get to Cres island.

Method 1:

1. Change your TID to 00000, and change 0x1600 to desired value

2. Soar there. save

3. Change TID back and go ahead to catch your stuff

4. Change Mirage Daily back, if necessary. (also need to test if this value affects lottery).

Method2:

Teleportation Method

Method3:

Your next day method (if the value isn't affected by TID, else need to change to 00000 as well)

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I think method 1 is the easiest and cleanest one for now.

As I said, not a fan of teleportation (might alter too many things in the save).

Next day method would be valid, but that would require knowing how the isle is exactly calculated and fullfilling other requirements such as saving at a given map and coordinates so the value is correctly calculated, so again method 1 is better as there's still save editing involved. I think it's overly complicated.

The best method would be the unresearched pss data injection. I also wonder how the streetpass eon ticket works. I have it on my save, but I don't have a second 3ds to test (but I guess I could borrow one from a friend), but this eon ticket streetpass thing isn't as interesting given a wondercard was made for it (still curious if that could be tweaked to pass other items, i.e. Master Balls or maybe they coded it to only work with the eon ticket event).

Testing would be much easier if I could test on citra.

EDIT: @theSLAYER I finished trying the 33 set, unfortunately some repeated too, so I was wrong about them being some kind of bitflags (I was referring to the output, maybe after doing some operations a 4 byte number with all but one bits was set, that gives 32 possibilites

and all being set/unset for crescent isle).

In any case, I found a crescent isle value for TID 0x0000: FF FF FE FF

Here's again my TID/0x1600 combination that outputs crescent isle: TID (61931, 0xF1EB), 0x1600: 76 CC C9 91

Let's see if we can find any correlation...

FF FF FF FF - 204

7F FF FF FF - 187

BF FF FF FF - 207*

DF FF FF FF - 463

EF FF FF FF - 195*

F7 FF FF FF - 188*

FB FF FF FF - 207* --> same as BF FF FF FF

FD FF FF FF - 461

FE FF FF FF - 466

-------------

FF 7F FF FF - 184*

FF BF FF FF - 192*

FF DF FF FF - 462*

FF EF FF FF - 184* --> same as FF 7F FF FF

FF F7 FF FF - 195* --> same as EF FF FF FF

FF FD FF FF - 461*

FF FB FF FF - 201

FF FE FF FF - 189

-------------

FF FF 7F FF - 205

FF FF DF FF - 464

FF FF BF FF - 184* --> same as FF 7F FF FF and FF EF FF FF

FF FF EF FF - 188* --> same as F7 FF FF FF

FF FF F7 FF - 208

FF FF FD FF - 195* --> same as EF FF FF FF and FF F7 FF FF

FF FF FB FF - 464

FF FF FE FF - 467 --> CRESCENT ISLE

-------------

FF FF FF 7F - 192* --> same as FF BF FF FF

FF FF FF DF - 203

FF FF FF BF - 462 --> same as FF DF FF FF

FF FF FF EF - 461 --> same as FF FD FF FF

FF FF FF F7 - 188* --> same as F7 FF FF FF and FF FF EF FF

FF FF FF FD - 189

FF FF FF FB - 202

FF FF FF FE - 465

EDIT 2: So, I was playing with my TID+0x1600 numbers and...

TID : 0xF1EB -binary-> 1111000111101011

If we thin of the value ate 1600 as an u32, then the number should be 0x91C9CC76, now look at 0x91C9 in binary -> 1001000111001001

1111000111101011 (TID, 0xF1EB)

1001000111001001 (0x1602-3, 0x91C9)

An AND operation outputs 0x91c9 (and an OR operation 0xF1EB). Coincidence?

Edited by suloku

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I think method 1 is the easiest and cleanest one for now.

As I said, not a fan of teleportation (might alter too many things in the save).

Next day method would be valid, but that would require knowing how the isle is exactly calculated and fullfilling other requirements such as saving at a given map and coordinates so the value is correctly calculated, so again method 1 is better as there's still save editing involved. I think it's overly complicated.

The best method would be the unresearched pss data injection. I also wonder how the streetpass eon ticket works. I have it on my save, but I don't have a second 3ds to test (but I guess I could borrow one from a friend), but this eon ticket streetpass thing isn't as interesting given a wondercard was made for it (still curious if that could be tweaked to pass other items, i.e. Master Balls or maybe they coded it to only work with the eon ticket event).

Testing would be much easier if I could test on citra.

EDIT: @theSLAYER I finished trying the 33 set, unfortunately some repeated too, so I was wrong about them being some kind of bitflags (I was referring to the output, maybe after doing some operations a 4 byte number with all but one bits was set, that gives 32 possibilites

and all being set/unset for crescent isle).

In any case, I found a crescent isle value for TID 0x0000: FF FF FE FF

Here's again my TID/0x1600 combination that outputs crescent isle: TID (61931, 0xF1EB), 0x1600: 76 CC C9 91

Let's see if we can find any correlation...

FF FF FF FF - 204

7F FF FF FF - 187

BF FF FF FF - 207*

DF FF FF FF - 463

EF FF FF FF - 195*

F7 FF FF FF - 188*

FB FF FF FF - 207* --> same as BF FF FF FF

FD FF FF FF - 461

FE FF FF FF - 466

-------------

FF 7F FF FF - 184*

FF BF FF FF - 192*

FF DF FF FF - 462*

FF EF FF FF - 184* --> same as FF 7F FF FF

FF F7 FF FF - 195* --> same as EF FF FF FF

FF FD FF FF - 461*

FF FB FF FF - 201

FF FE FF FF - 189

-------------

FF FF 7F FF - 205

FF FF DF FF - 464

FF FF BF FF - 184* --> same as FF 7F FF FF and FF EF FF FF

FF FF EF FF - 188* --> same as F7 FF FF FF

FF FF F7 FF - 208

FF FF FD FF - 195* --> same as EF FF FF FF and FF F7 FF FF

FF FF FB FF - 464

FF FF FE FF - 467 --> CRESCENT ISLE

-------------

FF FF FF 7F - 192* --> same as FF BF FF FF

FF FF FF DF - 203

FF FF FF BF - 462 --> same as FF DF FF FF

FF FF FF EF - 461 --> same as FF FD FF FF

FF FF FF F7 - 188* --> same as F7 FF FF FF and FF FF EF FF

FF FF FF FD - 189

FF FF FF FB - 202

FF FF FF FE - 465

 

Kudos to your hard work!

right now, I'm trying to think of an implementation that would combine TID and the Mirage Daily value,

and how it would relate to 33 results.

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I was editing my previous post, so I'll just quote myself on this. Gonna see if this applies to other saves as well.

EDIT 2: So, I was playing with my TID+0x1600 numbers and...

TID : 0xF1EB -binary-> 1111000111101011

If we thin of the value ate 1600 as an u32, then the number should be 0x91C9CC76, now look at 0x91C9 in binary -> 1001000111001001

1111000111101011 (TID, 0xF1EB)

1001000111001001 (0x1602-3, 0x91C9)

An AND operation outputs 0x91c9 (and an OR operation 0xF1EB). Coincidence?

Edit: also, we are missing TID/0x1600 combinations for these maps:

186

191

193

194

196

198

199

200

206

460

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I'm so sorry that I can't contribute anything to this, even though it was me who started this thread but university is giving me only so much free time. Is there anything I can do specifically?

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Well, if we never get to more than we got (setting TID to 0x0000 and modifying the value at 0x1600) we'll be missing values that produce these maps:

186

191

193

194

196

198

199

200

206

460

Other than that the focus should go finding a way to calculate the value at 0x1600 for a given TID that produces desired island, so this can be added to pkhex for easy editing, or even do a 3DS homebrew to change the island (since we can only get 1 save at a time). If sort this out I may ask gocario to implement it in phbank as a menu option for XY saves (not sure if he'll add but it's worth asking).

PSS research is still to be done, if you have a savefile that can access mirage spots and has never streetpassed or connected to internet it would be great, as this kind of save is probably nowere to be found unless playing the game for that purpose.

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Turns out PSS for streetpass was already documented in the structure:

0037	30A00	000078B0	75FD2	Secret Base (Passerby) & Passerby Event Values

note: all offsets nted in the wiki are shifted by 0x5400 (I guess that's powersaves related), so the actual offset in the main file is 0x2B600

I pasted the block from the SLAYER's savefile onto my savefile and Crescent isle appeared.

theSLAYER, if you get some spare time, could you delete the whole block in a savefile, fix the checksums, load it on a 3DS and get a single streetpass on that save? Locating a single entry would be much better to try and find the structure, hopefully it has an island value and a date value we can mess around with. From the game I infer there might be 30 streetpass entries allowed.

Also, maybe the streetpassed eon ticket is also at block 0x37 since I have it on my save I'll try getting a save without any kind of eon ticket and test it out.

I'll go and try with the online PSS for now, they are more interesting since, according to bulbapedia, streetpassed islands don't have hidden items.

EDIT: serebii on hidden items

"However, there is a drawback. While you can get the Pokémon and main items that are on these islands, if you receive the islands through Passing By other trainers, you will not have access to any items found by the Dowsing Machine. They only appear on the Mirage Spots indigenous to your game each day."

EDIT2: turns out eon ticket was already added to pkhex, since the official eon ticket wondercard "only" enables the streetpass ticket event:

https://github.com/kwsch/PKHeX/blob/12dbbf974560fa9abac71c765709bf30cb6d58a9/PKHeX/Subforms/Save%20Editors/SAV_Wondercard.cs#L307

If you delete the eon ticket WC in-game (or pkhex after saving and re-loading the file) it's the same as a streetpassed eon ticket.

Edited by suloku

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Turns out PSS for streetpass was already documented in the structure:
0037	30A00	000078B0	75FD2	Secret Base (Passerby) & Passerby Event Values

note: all offsets nted in the wiki are shifted by 0x5400 (I guess that's powersaves related), so the actual offset in the main file is 0x2B600

I pasted the block from the SLAYER's savefile onto my savefile and Crescent isle appeared.

theSLAYER, if you get some spare time, could you delete the whole block in a savefile, fix the checksums, load it on a 3DS and get a single streetpass on that save? Locating a single entry would be much better to try and find the structure, hopefully it has an island value and a date value we can mess around with. From the game I infer there might be 30 streetpass entries allowed.

Also, maybe the streetpassed eon ticket is also at block 0x37 since I have it on my save I'll try getting a save without any kind of eon ticket and test it out.

I'll go and try with the online PSS for now, they are more interesting since, according to bulbapedia, streetpassed islands don't have hidden items.

EDIT: serebii on hidden items

"However, there is a drawback. While you can get the Pokémon and main items that are on these islands, if you receive the islands through Passing By other trainers, you will not have access to any items found by the Dowsing Machine. They only appear on the Mirage Spots indigenous to your game each day."

EDIT2: turns out eon ticket was already added to pkhex, since the official eon ticket wondercard "only" enables the streetpass ticket event:

https://github.com/kwsch/PKHeX/blob/12dbbf974560fa9abac71c765709bf30cb6d58a9/PKHeX/Subforms/Save%20Editors/SAV_Wondercard.cs#L307

If you delete the eon ticket WC in-game (or pkhex after saving and re-loading the file) it's the same as a streetpassed eon ticket.

I could do a single streetpass with myself, and send you what pops up.

Though previous Streetpass stuff may or maynot still be there.

Also, everything is shifted by 0x5400 likely because it documents the full save, if it were to be hardware dumped,

not just the main that our program conveniently dumps for us.

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I could do a single streetpass with myself, and send you what pops up.

Though previous Streetpass stuff may or maynot still be there.

 

That's why I suggested to previously hex edit the savefile to delete the full 0x37 block, so the only data in there is related to that single streetpass.

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That's why I suggested to previously hex edit the savefile to delete the full 0x37 block, so the only data in there is related to that single streetpass.

brain fart, I already read that part.

Sent to you alreadt :)

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Good news! I've found where the PSS mirage spots are stored in the savegame (well, at least 1 of them).

And even better news: it seems it is totally independent of other passerby data stored there. Currently the block 0x37 I've tested is all zeroes but a single byte.

0x307D4 is the magic byte I've located, set it to 01 for Crescent isle (and cresselia can be battled). 0x20 for spot 204.

Almost all of 0x307D0 to 0x30800 is 0x00, so either testing or getting a savefile with many mirage spots (that would be better) will be the best to find the other isles.

Still, since no hidden items are available with this method, discovering how to generate values at 0x1600 for any TID would be nice.

edit: My guess is that the values are stored when the passerby data is got, then they are wiped when the day changes. I had pss streetpass data, used it and lots of mirage islands appeared. I forgot to save and I basically lost all those islands, so this kind of supports my theory.

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Good news! I've found where the PSS mirage spots are stored in the savegame (well, at least 1 of them).

And even better news: it seems it is totally independent of other passerby data stored there. Currently the block 0x37 I've tested is all zeroes but a single byte.

0x307D4 is the magic byte I've located, set it to 01 for Crescent isle (and cresselia can be battled). 0x20 for spot 204.

Almost all of 0x307D0 to 0x30800 is 0x00, so either testing or getting a savefile with many mirage spots (that would be better) will be the best to find the other isles.

Still, since no hidden items are available with this method, discovering how to generate values at 0x1600 for any TID would be nice.

edit: My guess is that the values are stored when the passerby data is got, then they are wiped when the day changes. I had pss streetpass data, used it and lots of mirage islands appeared. I forgot to save and I basically lost all those islands, so this kind of supports my theory.

what happens if you set that to FF?

confirming if that is bitflag, or individual value that represents mirage spots.

If it is an individual value, and we can determine mirage spot,

then those values likely represent the list, and the AND function you described previously concludes with the value being calculated! (for 0x1600)

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Actually, I'm a little tired of testing for today, it's been a long afternoon until I've located that single byte (went trough a whole family guy season...).

In any case I went and tried 0x21 (since I knew what 0x01 and 0x20 produce). This didn't produce the two previous spots, but spot 466. This is consecutive with the other map I got previously (465 and 204), so maybe I messed up and 0x20 produces spot 465 and 204 is the dayly spot for the game. 0x21 is 33, there are 33 spots and crescent isle takes 0x01, so if we go by map order 02 should be spot 184 and makes sense 0x21 is the last map.

You can have up to 30 street passes, so up to 30 spots, gonna test the next 29 bytes that go after 0x307D4, see if I get 30 spots + daily one.

EDIT: I remembered that I found 33 120 byte slots, so maybe it is possible to have all mirage spots unlocked at once, even if they capped the streetpass limit to 30. You can get spots every 8 hours after all.

EDIT 2: I tried 32 consecutive bytes and what I got was no mirage spot at all (only the dayly one was still there). Seems we'll need a save with several passed spots for more clues, blindly testing makes no sense when we can get such a save.

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Actually, I'm a little tired of testing for today, it's been a long afternoon until I've located that single byte (went trough a whole family guy season...).

In any case I went and tried 0x21 (since I knew what 0x01 and 0x20 produce). This didn't produce the two previous spots, but spot 466. This is consecutive with the other map I got previously (465 and 204), so maybe I messed up and 0x20 produces spot 465 and 204 is the dayly spot for the game. 0x21 is 33, there are 33 spots and crescent isle takes 0x01, so if we go by map order 02 should be spot 184 and makes sense 0x21 is the last map.

You can have up to 30 street passes, so up to 30 spots, gonna test the next 29 bytes that go after 0x307D4, see if I get 30 spots + daily one.

I could test around the value using Gateway editor or something!

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Well, I could also use the NTR memory editor plugin, but dunno what the address might be.

Filling 32 bytes didn't produce any outcome, so how did that "get spots trough online pss" thing go? For some reason I don't seem to be getting any buzznav news and I've waited 8 hours since I last connected for sure :S

EDIT: nevermind, I was too impatient, I'll just leave it connected to the server until I get several spots.

EDIT2: I had my console connected to pss for like an hour and didn't get any spot...

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Well, I could also use the NTR memory editor plugin, but dunno what the address might be.

Filling 32 bytes didn't produce any outcome, so how did that "get spots trough online pss" thing go? For some reason I don't seem to be getting any buzznav news and I've waited 8 hours since I last connected for sure :S

EDIT: nevermind, I was too impatient, I'll just leave it connected to the server until I get several spots.

EDIT2: I had my console connected to pss for like an hour and didn't get any spot...

I had the same save receive streetpass again, and on 0x307D0:

00 00 16 00 21 00 00 00 20 00 00 00 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

And I've got 4 Mirage spots activated in total. (perhaps everything is spaced with 3 zeroes behind, but no idea what 16 represents)

edit:

got 6 mirage spots now:

00 00 16 00 21 00 00 00 20 00 00 00 05 00 00 00 01 00 00 00 02 00 00 03 00 00 00 04 00 00 00 06 00 00 00 07 00 00 00 08 00 00 00 09 00 00 00 00

I may an error with the code above, maybe thats why there's only 6 islands.

edit2:

11 islands now!:

00 00 16 00 21 00 00 00 20 00 00 00 05 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 06 00 00 00 07 00 00 00 08 00 00 00 09 00 00 00

I wonder if I missed out one, or is that it.

final test:

Still total 11 islands, maybe one of these streetpassed islands is a duplicate of my main.

00 00 16 00 21 00 1F 00 20 00 1D 00 05 00 1E 00 01 00 1A 00 02 00 1C 00 03 00 1B 00 04 00 22 00 06 00 23 00 07 00 24 00 08 00 25 00 09 00 26 00

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Great! I'm gonna quote IGN:

"Only one random Mirage Spot can be discovered within your own game each day, but up to ten more can be sent over via StreetPass or Passerbys on the Player Search System."

I had previously read you coul unlock all spots, seems I was fooled. Don't know why they added two padding bytes, but seems we won't get anything else from streetpass.

But seems we almost cracked the spots, only piece remaining would be 0x1600 and TID, since that spot is the only one with hidden items, but maybe hacking in the mirage spot just for the hidden item is quite pointless, as since you are hacking the spot just for the hidden it, you might hack the item

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