cicciochiave Posted September 26, 2018 Share Posted September 26, 2018 Table with found Flags and Constant (it's not empty, just scroll down): Spoiler I appreciate any help or report of errors. Original post: Spoiler Hello, seeing that PKHeX has no 3rd gen event flags in the editor, i tried to find some flags by myself using the FlagDiff Researcher included in the program. I started with Leaf Green. At the first try, i used a save file in which the player is in front of Zapdos and the save file right after the catch of the bird (see the image under the spoiler). Spoiler My goal was to find the flag that handle the appearance of Zapdos, but the flag difference that i found wasn't the right one. What was wrong? How can we find the right flag? Thanks! Link to comment Share on other sites More sharing options...
cicciochiave Posted September 26, 2018 Author Share Posted September 26, 2018 (edited) Last update: December 10, 2018 Complete (or almost complete): Trainer battles Static encounters In-game trades Move tutors Items Hidden items Missing (or almost missing): Trainer re-battles In-game events Others Original post: Spoiler Yes, the 1569 flag does nothing. Those are the constants: Spoiler 170: 45919->2253 171: 61473->64965 172: 45835->2200 173: 61473->64965 174: 45835->2200 175: 61473->64965 176: 45835->2200 177: 61473->64965 178: 45835->2200 179: 61473->64965 180: 52024->28843 181: 61473->64965 182: 45835->2200 183: 61473->64965 184: 45316->2696 185: 61473->64965 186: 46016->2132 187: 61473->64965 188: 45647->2524 189: 61473->64965 190: 45835->2200 191: 61473->64965 192: 45831->2197 193: 61473->64965 194: 45866->2233 195: 61473->64965 196: 45835->2200 197: 61473->64965 198: 45826->2193 199: 61473->64965 200: 45872->2211 201: 61473->64965 202: 45835->2200 203: 61473->64965 204: 45834->2201 205: 61473->64965 206: 45851->2184 207: 61473->64965 208: 45835->2200 209: 61473->64965 210: 45835->2200 211: 61473->64965 212: 45833->2202 213: 61473->64965 214: 45835->2200 215: 61473->64965 216: 45835->2200 217: 61473->64965 218: 45835->2200 219: 61473->64965 220: 45835->2200 221: 61473->64965 222: 45832->2203 223: 61473->64965 224: 45835->2200 225: 61473->64965 226: 45835->2200 227: 61473->64965 228: 45835->2200 229: 61473->64965 230: 45835->2200 231: 61473->64965 232: 45835->2200 233: 61473->64965 234: 45835->2200 235: 61473->64965 236: 45835->2200 237: 61473->64965 238: 45835->2200 239: 61473->64965 240: 45835->2200 241: 61473->64965 242: 45835->2200 243: 61473->64965 244: 45835->2200 245: 61473->64965 246: 45836->2207 247: 61473->64965 248: 45835->2200 249: 61473->64965 250: 45835->2200 251: 61473->64965 252: 45834->2201 253: 61473->64965 254: 45835->2200 255: 61473->64965 I can collect this info for every legendary if this is useful Spoiler Edited December 11, 2018 by cicciochiave Link to comment Share on other sites More sharing options...
theSLAYER Posted September 26, 2018 Share Posted September 26, 2018 42 minutes ago, cicciochiave said: Yes, the 1569 flag does nothing. Those are the constants: Hide contents 170: 45919->2253 171: 61473->64965 172: 45835->2200 173: 61473->64965 174: 45835->2200 175: 61473->64965 176: 45835->2200 177: 61473->64965 178: 45835->2200 179: 61473->64965 180: 52024->28843 181: 61473->64965 182: 45835->2200 183: 61473->64965 184: 45316->2696 185: 61473->64965 186: 46016->2132 187: 61473->64965 188: 45647->2524 189: 61473->64965 190: 45835->2200 191: 61473->64965 192: 45831->2197 193: 61473->64965 194: 45866->2233 195: 61473->64965 196: 45835->2200 197: 61473->64965 198: 45826->2193 199: 61473->64965 200: 45872->2211 201: 61473->64965 202: 45835->2200 203: 61473->64965 204: 45834->2201 205: 61473->64965 206: 45851->2184 207: 61473->64965 208: 45835->2200 209: 61473->64965 210: 45835->2200 211: 61473->64965 212: 45833->2202 213: 61473->64965 214: 45835->2200 215: 61473->64965 216: 45835->2200 217: 61473->64965 218: 45835->2200 219: 61473->64965 220: 45835->2200 221: 61473->64965 222: 45832->2203 223: 61473->64965 224: 45835->2200 225: 61473->64965 226: 45835->2200 227: 61473->64965 228: 45835->2200 229: 61473->64965 230: 45835->2200 231: 61473->64965 232: 45835->2200 233: 61473->64965 234: 45835->2200 235: 61473->64965 236: 45835->2200 237: 61473->64965 238: 45835->2200 239: 61473->64965 240: 45835->2200 241: 61473->64965 242: 45835->2200 243: 61473->64965 244: 45835->2200 245: 61473->64965 246: 45836->2207 247: 61473->64965 248: 45835->2200 249: 61473->64965 250: 45835->2200 251: 61473->64965 252: 45834->2201 253: 61473->64965 254: 45835->2200 255: 61473->64965 I can collect this info for every legendary if this is useful Hide contents that looks like way too many constants. Consider changing both flags and constants to before state, then check if the Zapdos can be re-battled Link to comment Share on other sites More sharing options...
cicciochiave Posted September 26, 2018 Author Share Posted September 26, 2018 I just tried to change only the constants, only the flag, both constants and flag... Guess what? No Zapdos re-battle I copied 85 constants individually in PKHeX for nothing! I think that there is something bigger to understand in 3rd gen flags than i know... I hope someone will find the answer. Thanks anyway for the reply @theSLAYER! Link to comment Share on other sites More sharing options...
theSLAYER Posted September 26, 2018 Share Posted September 26, 2018 4 minutes ago, cicciochiave said: I just tried to change only the constants, only the flag, both constants and flag... Guess what? No Zapdos re-battle I copied 85 constants individually in PKHeX for nothing! I think that there is something bigger to understand in 3rd gen flags than i know... I hope someone will find the answer. Thanks anyway for the reply @theSLAYER! hey, do you mind sending me the before save? :3 Link to comment Share on other sites More sharing options...
cicciochiave Posted September 26, 2018 Author Share Posted September 26, 2018 Sure! I'll PM you everything Link to comment Share on other sites More sharing options...
theSLAYER Posted September 26, 2018 Share Posted September 26, 2018 1 hour ago, cicciochiave said: Sure! I'll PM you everything Looks like the flag 1569 isn't required. I've identified that something in save section 00 to 01 or save section 09 to 0E (half the save's data) is responsible for toggling Zapdos on and off. (playing with the flag on a before save keeps Zapdos appearing, even after refreshing the map) I'm trying to narrow the save sections down, to make it easier to notice differences. (It doesn't help that the save sections change) 1 Link to comment Share on other sites More sharing options...
cicciochiave Posted September 26, 2018 Author Share Posted September 26, 2018 Keep the amazing work! Link to comment Share on other sites More sharing options...
theSLAYER Posted September 26, 2018 Share Posted September 26, 2018 7 minutes ago, cicciochiave said: Keep the amazing work! Okay, narrowed it down to save section 01. Link to comment Share on other sites More sharing options...
theSLAYER Posted September 26, 2018 Share Posted September 26, 2018 Okay, I got a way to make legendary reappear. 1. Save right in front of where legendary would be. 2. You need to find save section 01 of the latest save block in your save (there's 2 save blocks in your save, navigate to the latest one). (here's how the save sections work) 3. Change offsets as listed below (offsets are of save section 01, not the entire save) 4. Use PKHeX to fix the overall save's checksum 5. Take a step in-game. The map will refresh and the legendary will appear. @Kaphotics These are the only offsets we need to be bothered with, in save section 01: tested:Mewtwo: 0xEF0, bit 1 [set] (went from 0x99 to 0x9B)Articuno: 0xEF0, bit 2 [set] (went from 0x99 to 0x9D)Zapdos: 0xEEB, bit 5 [set] (went from 0xCD to 0xED)Moltres: 0xEEA, bit 2 [set] (went from 0x9A to 0x9E) untested presently (data obtained by comparing bitflags from saves)Lapras: 0xF28, bit 6 [set] (went from 0x00 to 0x40)Eevee: 0xEEA, bit 7 [unset] (went from 0x9E to 0x1E)Togepi: 0xF3B, bit 2 [set] (went from 0x20 to 0x24)Hitmonlee: 0xF2F, bit 0 [set] (went from 0x30 to 0x31), 0xEEC bit 0 [set] (went from 0x04 to 0x05)Hitmonchan: 0xF2F, bit 0 [set] (went from 0x30 to 0x31), 0xEEC bit 1 [set] (went from 0x04 to 0x06)Aerodactyl (Fossil Restoration): 0xF3D, bit 6 [set] (went from 0x80 to 0xC0)Omanyte (Fossil Restoration): 0xF3D, bit 5 [set] (went from 0x00 to 0x20)Kabuto (Fossil Restoration): 0xF3D, bit 4 [set] (went from 0x00 to 0x10) In the mean time, if rebattling legendaries is desperately needed, and don't know how to hex edit, then use the code below on VBA. It will need FRLG's (M) code to work. (I got this code from here; appears to work once I reload the map using ladders/cave entrances): Spoiler 9584746B 390CF182 2 1 Link to comment Share on other sites More sharing options...
cicciochiave Posted September 26, 2018 Author Share Posted September 26, 2018 (edited) 2 hours ago, theSLAYER said: Kaphotics this can probably be implemented for PKHeX I think this part is fine ahaha You're doing a really amazing job! I'm almost ashamed of my research... I found the flags for trainer card stickers Spoiler Hall of Fame sticker: set 2192 (1 HoF victory) unset 2192, set 2193 (40 HoF victories) set 2192, set 2193 (100 HoF victories) unset 2192, unset 2193, set 2194 (200 HoF victories) Egg sticker: set 2208 (1 egg hatched) unset 2208, set 2209 (100 eggs hatched) set 2208, set 2209 (200 eggs hatched) unset 2208, unset 2209, set 2210 (300 eggs hatched) Link Battle sticker: set 2224 (1 link win) unset 2224, set 2225 (20 link wins) set 2224, set 2225 (50 link wins) unset 2224, unset 2225, set 2226 (100 link wins) If you set them but you have not reached the sticker goal, when you talk to the sticker man at fourth island you will receive the appropriate sticker Exemple: you hatched 1 egg and receive from the sticker man the 1-egg-sticker in PKHeX you set the 300-eggs-sticker in your trainer card you will see the 300-eggs one but if you talk to the sticker man, he will give you again the 1-egg one Edited September 26, 2018 by cicciochiave 1 Link to comment Share on other sites More sharing options...
Kaphotics Posted September 27, 2018 Share Posted September 27, 2018 @theSLAYER : it could be that PKHeX is reading from the wrong offset. https://github.com/kwsch/PKHeX/commit/ee57bc49f066bb6c477df39f2db7aea5f209198c Was added over a year ago; the real 'offset' isn't Block2+0; it's likely Block1+0xE??. Need to get the alignment right. The disassembly of firered's large block doesn't have nearly as much documentation as RS/E (flags, vars). 1 Link to comment Share on other sites More sharing options...
theSLAYER Posted September 27, 2018 Share Posted September 27, 2018 5 minutes ago, Kaphotics said: @theSLAYER : it could be that PKHeX is reading from the wrong offset. https://github.com/kwsch/PKHeX/commit/ee57bc49f066bb6c477df39f2db7aea5f209198c Was added over a year ago; the real 'offset' isn't Block2+0; it's likely Block1+0xE??. Need to get the alignment right. The disassembly of firered's large block doesn't have nearly as much documentation as RS/E (flags, vars). That makes sense. If you do get some makeshift implementation up, I could test it to see if it works. (the bitflags I'm finding, are in the teams/items block) Link to comment Share on other sites More sharing options...
Kaphotics Posted September 27, 2018 Share Posted September 27, 2018 1 minute ago, theSLAYER said: That makes sense. If you do get some makeshift implementation up, I could test it to see if it works. (the bitflags I'm finding, are in the teams/items block) The savefile chunks aren't separate, they're just chopped up when saving to the cartridge, and verified in pieces (checksums). block0 = trainer data block1|block2|block3|block4 = savedata stuff block5+ = storage Link to comment Share on other sites More sharing options...
theSLAYER Posted September 27, 2018 Share Posted September 27, 2018 2 minutes ago, Kaphotics said: The savefile chunks aren't separate, they're just chopped up when saving to the cartridge, and verified in pieces (checksums). block0 = trainer data block1|block2|block3|block4 = savedata stuff block5+ = storage yeah, I had to figure that out the hard way when I first looked at the saves. I basically checked block by block (copied from pre save into post save), and discovered that all those bitflags are in block 1. Link to comment Share on other sites More sharing options...
Kaphotics Posted September 27, 2018 Share Posted September 27, 2018 1 hour ago, theSLAYER said: yeah, I had to figure that out the hard way when I first looked at the saves. I basically checked block by block (copied from pre save into post save), and discovered that all those bitflags are in block 1. Offset for FRLG should be Block1+0xEE0, not Block2+0x000 PKHeX's current setup for gen3 saves doesn't work for split-chunk operations, so don't expect it to work for flags >1280 (read the recent commit message). I need to figure out how to rework some logic... Edit: fixed with some workaround, should be all good now 1 1 Link to comment Share on other sites More sharing options...
cicciochiave Posted September 27, 2018 Author Share Posted September 27, 2018 There is nothing you guys can't do! Really impressed! I just compiled the latest build of PKHeX and used the FlagDiff Researcher to test Zapdos re-battle. Unsetting flag 93 and 703 makes Zapdos appear again Spoiler The strange thing is that even if you unset only one of the flags above, it will reappear anyway Link to comment Share on other sites More sharing options...
theSLAYER Posted September 27, 2018 Share Posted September 27, 2018 As usual, @Kaphotics you're our hero :3 35 minutes ago, cicciochiave said: There is nothing you guys can't do! Really impressed! I just compiled the latest build of PKHeX and used the FlagDiff Researcher to test Zapdos re-battle. Unsetting flag 93 and 703 makes Zapdos appear again Hide contents The strange thing is that even if you unset only one of the flags above, it will reappear anyway If I'm not mistaken, only one is required. I think one controls NPC appearance (for present map) and another controls whether it's active. based on what Kaph has said so far, for Zapdos [0xEEB, bit 5] counting (0xEEB - 0xEE0) x 8 + 5 bits, the value does add up to 0093, which is the same value displayed above. I'll need to play around and check with other in-game events to be sure.. Link to comment Share on other sites More sharing options...
cicciochiave Posted September 27, 2018 Author Share Posted September 27, 2018 I'm an idiot! Only 93 is required... I loaded the wrong save when testing Link to comment Share on other sites More sharing options...
theSLAYER Posted September 27, 2018 Share Posted September 27, 2018 2 minutes ago, cicciochiave said: I'm an idiot! Only 93 is required... I loaded the wrong save when testing No worries! I also edited my reply above to explain why 0093 is correct. (it matches the values I reported earlier) Link to comment Share on other sites More sharing options...
cicciochiave Posted September 27, 2018 Author Share Posted September 27, 2018 I tested the other legendaries and everything worked: Mewtwo: unset 0129 Articuno: unset 0130 Zapdos: unset 0093 Moltres: unset 0082 1 Link to comment Share on other sites More sharing options...
theSLAYER Posted September 27, 2018 Share Posted September 27, 2018 10 minutes ago, cicciochiave said: I tested the other legendaries and everything worked: Mewtwo: unset 0129 Articuno: unset 0130 Zapdos: unset 0093 Moltres: unset 0082 thanks for the confirmation. now I just gotta play around with the rest I also made some saves for Magikarp sellers, the 2 Snorlaxes, Berry Forest Hypno etc. its now easier to check the bitflags; while not difficult, jumping it's the saves to find the correct section for comparison was a bit tedious Link to comment Share on other sites More sharing options...
cicciochiave Posted September 27, 2018 Author Share Posted September 27, 2018 Cool! I hope you'll find every event flags and implement them in PKHeX One last discover (but you sure know it already ahah): Old Amber (Aerodactyl): unset 0086 (for the OW to re-appear) unset 0606 (to trigger the gift) 1 Link to comment Share on other sites More sharing options...
theSLAYER Posted October 19, 2018 Share Posted October 19, 2018 Just adding it to the list: Lapras Gift (unset the flag): 582 1 Link to comment Share on other sites More sharing options...
TravisT51 Posted October 20, 2018 Share Posted October 20, 2018 (edited) Wow, you guys are doing awsome work. I don't suppose y'all know which flags activate which hidden items in FR/LG? Still, to this day I can't seem to spawn those Heart Scales in Tanoby Ruins or that Big Pearl in Trainer Tower. Edited October 20, 2018 by DestroyMagnet Misspelled a word Link to comment Share on other sites More sharing options...
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