Jump to content

Recommended Posts

Posted
1 hour ago, ajxpk said:

And most importantly we need to determine and document the lowest possible Offset/Base Offsets of the pointer inside the Trash Bytes of migrate Pokémon #2.

I would like to help, but what exactly do you mean here?

Transfering Pokemon with short nicknames to see as much trash as possible?

  • Like 1
Posted (edited)

Yes. Short Nicknames, actually an illegal Nickname with only a terminator would be best. In the first post you can find some dummy save files, those can be used. Regarding the question, sorry for the confusion. The structure can be seen in earlier posts in this thread.

There are actually 2 different patterns of Trash Bytes, one is Japanese Diamond and Pearl and the other one is for anything else...

Pattern 1 example:

Spoiler

 

Pocket Monsters Diamond/Pearl JPN:

1st migrated Pokémon:
 


FF FF 00 00 00 00 00 00 B4 C5 0C 02 E0 FF 7F 02 42 00 00 00 00 00

2nd - 6th migrated Pokémon:


FF FF 06 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00


Completely static.

 


Pattern 2 example:

Spoiler

 

Pokémon Platinum ENG:

1st migrated Pokémon:


2B 01 FF FF 00 00 00 00 42 00 00 00 00 00 00 00 C8 19 0C 02 E0 FF

2nd - 6th migrated Pokemon:


2B 01 FF FF XX 00 00 00 YY YY YY YY ZZ ZZ ZZ ZZ 4D 75 07 02 00 00

XX: Level
YY: Offset Pointer 1
ZZ: Offset Pointer 2

 

 

Basically the stuff that appears to be random in these Trash Bytes (marked with colors) are the level and some pointers and our problem is that the pointers change apparently because of the memory allocation, so we need to kill the memory allocation in order to determine the base offsets for these pointers. This is important to determine which Trash Bytes are legal. We will also have to determine the maximum possible offsets, but we can determine those mathematically so that's nothing we have to worry about right now... we just need the full 22 byte arrays with the base offsets...

So in short... what needs to be done is we have to migrate Pokémon with short nicknames (0xFF in Gen 3), with the dynamic memory allocation being killed (aka Anti-DMA Code) during migration. And this with all games DP/Pl/HGSS in all different languages J/E/F/G/I/S/K

Edited by ajxpk

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...