Jump to content

Recommended Posts

Posted

Well, I'm that guy who made a project to approximately convert the hidden values from the old games into the newer games. You know, the Trade Project.

A while back, I said I might have a way to implement automation in C++. Well, for 2 reasons, there's been absolutely no work:

1. I still don't have a DexDrive for N64, a Neo Myth Flash Cart for N64, & a GameShark 3.2 for N64

2. I'm not that much interested in Pogeymanz anymore, most of my days are spent on developing New Beginning Linux now

Anyways, for all you C++'ers out there, just tell me if this development design has any chance of functioning:

Well, start out with simple file update code. You know, the kind where it opens up a specific file & makes an updated version via another file. The input will be set to an n64 file, (DexDrive N64 Save File,) the file being used on the input to create the output will be a ptp file, (which will really be a text file that's just saved as a ptp,) & the ouput will be a pkm file.

Now, here's where it might get interesting. I need to find out exactly how the hexes in those files work. With the pkm, we can easily look at the Project Pokemon Data Structures & look through a hex editor if I need to for some reason. With the n64, first I'm gonaa convert my Stadium 2 save file to a Mempak save file with GS. Then, I'm gonaa dump it with DD. I'm gonaa dump my Stadium 2 ROM with the Myth Cart for legality reasons. I'm gonaa see if I can use the n64 as a save in that while using in PJ64. If not, Plan B is going to be attempting to open the n64 file & just stop at the part where Windows says it can't be opened. Then, I'm gonaa use Cheat Engine to figure out exactly which hexes identify Registered Pogeymanz.

Then, in the C++ code, I'll set the pkm & n64 files to ios::binary, (but obviously not the ptp file,) & basically make it use the Trade Project formulas for the appropriate hexes. Then, I'll just make a tutorial for the user to edit the pkm file & replace all the garbage with good stuff, since it'll essentially be a messed up n64 file with a pkm extension.

Note that I thought of this as soon as I started looking at C++ altogether. And considering how it is, I highly doubt it's gonaa work. I just wanaa know for sure.

Thanks,

PM260

  • 2 weeks later...

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...