platinumlord1998 Posted September 14, 2017 Share Posted September 14, 2017 Hey! So I thought of an idea for a tool that players can use for Pokemon Sun and Moon. You know how you can scout trainers at the Battle Tree? Well, I'd like to know if someone can make a tool that allows the player to modify the scouted trainer's Pokemon but only the ones they already added after the program reads the player's save data,. For example, if I opened the program and it reads my data, it'll only show the trainers that I scouted as you can see in the picture attached to this message but you can change their Pokemon to whatever Pokemon they use at the Battle Tree. If you don't know all of the trainers, you can find the trainers from the battle tree from Serebii.net and search through the Trainer Catalogue. https://www.serebii.net/sunmoon/battletree.shtml So if you're interested, please let me know. I'd like to make different Pokemon combinations. Thank you! Link to comment Share on other sites More sharing options...
Kaphotics Posted September 15, 2017 Share Posted September 15, 2017 From PKHeX's source code, the internal name of this Save Block is BattleInstSave: /* 32 */ BattleTree = 0x6B200; // [1FC] BattleInstSave 0x6B200 is the offset within the save file, 0x1FC is the total length of the save chunk. IsExistScoutTrainerData: signed int __fastcall Savedata::BattleInstSave::IsExistScoutTrainerData(int a1, int a2) { unsigned int v2; // r2@1 int v3; // r3@4 int v4; // r0@5 signed int result; // r0@9 v2 = a2 - 0xFFFF; if ( a2 != 0xFFFF ) v2 = 0; if ( a2 == 0xFFFF ) goto LABEL_12; while ( 1 ) { v3 = a1 + 2 * v2; if ( *(v3 + 40) == a2 ) { v4 = v2; goto LABEL_8; } if ( *(v3 + 42) == a2 ) break; v2 += 2; if ( v2 >= 0x32 ) goto LABEL_12; } v4 = (v2 + 1); LABEL_8: if ( v4 == 50 ) LABEL_12: result = 0; else result = 1; return result; } IsFullScoutTrainerData: _BOOL4 __fastcall Savedata::BattleInstSave::IsFullScoutTrainerData(int a1) { unsigned int v1; // r1@1 int v2; // r3@2 signed __int16 v3; // r0@3 v1 = 0; do { v2 = a1 + 2 * v1; if ( *(v2 + 0x28) == 0xFFFF ) { v3 = v1; return v3 == 0x32; } if ( *(v2 + 0x2A) == 0xFFFF ) { v3 = v1 + 1; return v3 == 0x32; } v1 += 2; } while ( v1 < 0x32 ); v3 = 0x32; return v3 == 0x32; } Looks like 50 entries (2 bytes per?). Hopefully this helps. Link to comment Share on other sites More sharing options...
platinumlord1998 Posted September 15, 2017 Author Share Posted September 15, 2017 (edited) 2 hours ago, Kaphotics said: From PKHeX's source code, the internal name of this Save Block is BattleInstSave: /* 32 */ BattleTree = 0x6B200; // [1FC] BattleInstSave 0x6B200 is the offset within the save file, 0x1FC is the total length of the save chunk. IsExistScoutTrainerData: signed int __fastcall Savedata::BattleInstSave::IsExistScoutTrainerData(int a1, int a2) { unsigned int v2; // r2@1 int v3; // r3@4 int v4; // r0@5 signed int result; // r0@9 v2 = a2 - 0xFFFF; if ( a2 != 0xFFFF ) v2 = 0; if ( a2 == 0xFFFF ) goto LABEL_12; while ( 1 ) { v3 = a1 + 2 * v2; if ( *(v3 + 40) == a2 ) { v4 = v2; goto LABEL_8; } if ( *(v3 + 42) == a2 ) break; v2 += 2; if ( v2 >= 0x32 ) goto LABEL_12; } v4 = (v2 + 1); LABEL_8: if ( v4 == 50 ) LABEL_12: result = 0; else result = 1; return result; } IsFullScoutTrainerData: _BOOL4 __fastcall Savedata::BattleInstSave::IsFullScoutTrainerData(int a1) { unsigned int v1; // r1@1 int v2; // r3@2 signed __int16 v3; // r0@3 v1 = 0; do { v2 = a1 + 2 * v1; if ( *(v2 + 0x28) == 0xFFFF ) { v3 = v1; return v3 == 0x32; } if ( *(v2 + 0x2A) == 0xFFFF ) { v3 = v1 + 1; return v3 == 0x32; } v1 += 2; } while ( v1 < 0x32 ); v3 = 0x32; return v3 == 0x32; } Looks like 50 entries (2 bytes per?). Hopefully this helps. Okay. But how do I get it to work in-detail? Like, do I have to use a seperate program or something? If I could get it step-by-step, I'd appreciate it. Edited September 15, 2017 by platinumlord1998 Link to comment Share on other sites More sharing options...
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