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  1. 6 points

    Version

    87 downloads

    This page contains the first ever publicly available savefile that was dumped from an original Pokemon Red cart, which was used to distribute YOSHIRA Mew by direct trade. The distribution took place at Toys R Us stores in the United States from the 8th to 12th of December 1999. The players who were allowed to obtain a Mew were determined among the first 1500 customers at each Toys R Us store on 26 November 1999, where they were able to receive a special "Peel & Win" sticker card (pictured above). 200 of these cards at each store contained the text "Caught Me!" underneath the sticker of Mew. These Mew distribution carts are known to have been either a Red or a Blue cartridge, which were sealed into a GameBoy Pocket with official Nintendo non-tamper security tape. So far only two devices have publicly surfaced on the internet. The first one was a Blue cartridge still sealed into a silver GBP, of which pictures have been on the internet for several years (pictured above). This device is said to have been lost in shipping during ownership change in 2013. The second one is a Red cartridge that has since been cut loose from its GBP, but the Nintendo security tape is still intact on the cartridge (pictured above). This Red cartridge was first seen on Reddit several months back, which is owned by a former Toys R Us employee who personally distributed Mews from the cartridge back in 1999. I recently contacted this Redditor, and offered to ship her my cart dumper in order to get the savefile dumped and safely preserved. As save data in the first two generations rely on a low-power battery, after approximately 18 years it was clear that the savefile would not have survived much longer. Due to this and the extreme rarity of these devices, this may have very well been a one time opportunity to ever preserve save data from one of these carts. Every Mew has identical IV stats: 5 HP, 10 Attack, 1 Defense, 12 Speed, and 5 Special. Every Mew in this savefile has the Original Trainer name of YOSHIRA (none YOSHIRB). I can only speculate that perhaps those on the Blue cartridges contained YOSHIRB Mews. The Trainer IDs are all unique however, and imply the Mews were generated in groups of 5 (eg. 16385, 16386, 16387, 16388, 16389, then 16443, 16444, 16445, 16446, 16447, and so on). My theory is that the Mews were generated with a "Mew machine", which was a quicker method used at other event locations to distribute YOSHIRA/YOSHIRB Mews. We know these machines distributed Mews with TIDs that incremented by 1, so due to the Trainer IDs we see here, we could assume that each savefile had different Mews(or at least that several different savefiles may exist). So other than TID, the Mews on this savefile are all identical. The way I figure it, a cart was inserted in a Mew machine, a party full of 5 were generated, the cart was removed, and while someone manually placed those 5 Mews in a PC Box, another cart was in the machine having it's party filled. I don't figure it could have been practical to give every cart unique Mews, but multiple carts were filled to have a wider variation of existing TIDs. After a handful of carts were full of Mews, their savefiles were likely copied among the hundreds of carts send to Toys R Us stores. Keep in mind though, this is purely my speculation based of the information we have. All the traded pokemon from this savefile had been previously released, so only the Mews remain. Box 11 and 12 are totally empty. Box 5 and 10 are each missing one or two Mews. Boxes 1 to 4, and 6 to 9 remain fully untouched. I did return a few Mews from the party to their proper box slot, so the TIDs line up as they were originally. Any oddball TIDs that couldn't be matched up were placed in the Party. I also want to note that I did request the rom to be dumped as well, and it was 100% identical to any other retail Red cart. While we were 99% positive this was obviously the case, it's still nice to have that confirmation. In the past some people have speculated whether or not the rom was special and would have the PC filled with Mews if a New Game was started. Once again, I want to give special thanks to Jenn from Reddit, because without her generosity, we may have never been able to obtain one of these savefiles. She did promise to supply her personal experience/memory of the event and any details, so when she does, that will be shared here as well.
  2. 6 points
  3. 5 points
    It's too late, I have to go to bed,,
  4. 5 points
  5. 5 points
    I secretly worked on it along some other projects whenever I had the time. And just recently I was looking into it again... actually about Multiboot Roms in general. I had an idea and I basically just pasted the mb right into the memory which is something I did before, but this time it worked. So yeah, the full mb goes into the WRAM (0x02000000), but then I also had to make the system realize that it's there and this at the right time. I admit that it took some tweaks though and a little bit understanding about what exactly happens in BIOS Mode... And so I was finally able to boot the mb. In the last hours I already did some tests to see if everything works fine as it should... Yes it does! This Error returns when you have a wrong cartridge inserted: This is the Error when something is wrong with the save data: And this is when you're too early in the game to receive an Event Pokemon: And this returns when the Team is full: Regarding the generation process... Unlike it was stated in this thread there is no master rom required. The RTC data in fact comes straight from Ruby/Sapphire and works perfectly. To confirm it I was setting my computer back to 01/01/2000 12:00 AM and I got exactly what I wanted. And while I was at it I waited 1 minute and downloaded another one and repeated it until my Team was full. So I downloaded 5 Jirachis, the 5 Jirachis of the first 5 minutes so to speak. Enjoy! 385 - ジラーチ - A89615B6163B.pk3 385 - ジラーチ - BE2696340442.pk3 385 - ジラーチ - 13B616B2F248.pk3 385 - ジラーチ - E946972FE04F.pk3 385 - ジラーチ - FED417ADCE55.pk3
  6. 4 points
    Maybe it are the legendaries opposite of your game. That would seem logical at the very least. It also reminds me of 2012's Reshiram & Zekrom distribution.
  7. 4 points
    Project Pokémon OP GBATemp OP PokéCommunity OP Reddit /r/3dshacks OP ROM hack of: Pokémon Ultra Sun and Pokémon Ultra Moon (3DS) Pokémon Supernova Sun and Penumbra Moon are mods for Pokémon Ultra Sun and Ultra Moon. Like my Rutile Ruby & Star Sapphire hacks and my Nova Sun & Umbra Moon hacks, their main purpose is to provide a more challenging game experience while not artificially limiting the player. The premier feature of Supernova Sun and Penumbra Moon is the ground-up redesign of Pokémon Trainers in the world to increase the game's challenge. Every trainer in the game has been edited, and the level curve expects use of the Experience Share, which means that the player levels up very quickly. Every Pokémon in Trainers' teams has a a proper moveset and many are holding items. The Elite Four and Champion are Level 100, and the player doesn't need to grind to equal that! Supernova Sun and Penumbra Moon's secondary focus is inspired by Super Smash Bros. Melee's "20XX Hack Pack" which is designed to improve competitive players' ability to practice and grind. In Supernova Sun and Penumbra Moon's Legit Build, everything obtainable is 100% legal and legitimate for real online battles or trades. In all Builds, some features are designed to make preparing competitive teams much less of a hassle. Competitive hold items are much more available, a 6IV Ditto is available through an in-game trade (holding a Destiny Knot), Eggs hatch in one cycle, and Level 100 Memento Blissey battles are available in the Battle Buffet once the main story has been beaten. These mods are very expansive. In addition to Trainers, Supernova Sun and Penumbra Moon also feature edited: Wild Pokémon availability (in three different ways!) Wild Pokémon hold items Item availability in Poké Marts and from special vendors Evolution methods for Trade Evolutions and "Level up in a specific area/version" Evolutions Level-Up movesets to handle the increased level curve and add access to TM and Tutor moves (details) And much more! Trainer Changes Harsher Level Curve: The game is balanced around use of the EXP Share, which allows for explosive growth. Disabling the EXP share is not recommended. All-new Trainer teams, designed from the ground up, many featuring six Pokémon! All Captains, Kahunas, and other bosses have six Pokémon! Every fully-evolved non-Legendary Pokémon (and Mega Evolution) will be encountered in a Trainer's team during the main story! Totems are powered up and pack new strategies! Post-game Memento Blisseys added to Battle Buffet in Hau'oli City! Trainers are capable of EV Training their Pokémon! While grinding is always possible, the curve is such that the player will be approximately even with all enemy levels if you complete the optional content such as side routes. The player might become overleveled if they use the Lucky Egg, Pokémon Refresh, and/or the Trade Bonus. Pokémon Changes There are four builds available of SnS/PuM! They differ in Wild Pokémon availability. The Expanded Build is the most popular, since it increases the variety of Pokémon found in Alola. Expanded Build Wild Pokémon are altered so that every non-Legendary (Tapu/UB/Mythical Pokémon count as Legendary) species is available, at the same level as the Leveled Build. Legendary encounters are not changed in this or any Build. Click here to see where you can catch every Pokémon! This Build is the recommended way to play the ROM hack. The player will have access to 58% of non-Legendary evolution lines on Melemele Island alone. This access expands to 83% after Akala Island, and 98% after Ula'ula Island. Every non-Legendary evolution line is available before the Elite Four! By editing anything caught in the Expanded Build to have come from an Egg (and making sure to obey Poké Ball legality), even Pokémon from this Build can be made legal, though not technically legitimate. All encounter levels are increased to match Supernova Sun & Penumbra Moon's harsh level curve. This Build also features all of the rarity changes of the Legit Build. Legit Build All Wild Pokémon are 100% legit for trade and will not appear as "hacked" by any legitimacy testers. Most nocturnal Pokémon are available in the day. The converse is true for diurnal Pokémon. Rare and interesting Pokémon have been moved into more common slots. Fearow, Yungoos, and friends now occupy the rarer encounter chances. The more unique, fun Pokémon like Mimikyu and Stufful are now as common as a Yungoos or Alolan Rattata would have been. This Build is recommended if you're using the mod to facilitate competitive breeding, Shiny hunting, Pokédex filling, or other such post-game concerns. Leveled Build Wild Pokémon are the same as in the Legit Build, but are leveled up to keep pace with SnS/PuM's harsh level curve. It is recommended to use this over the Legit Build for gameplay if you don't want to use the Expanded Build, since the Legit Build's Wild Pokémon will be far behind the level curve. Anything caught in the Leveled Build just needs a quick adjustment in PKHeX (edit its Met Level) to become 100% trade-ready. Lite Build No changes to the Wild Encounter tables of Ultra Sun and Ultra Moon were made. Better Level-Up Learnsets! Learnsets have been adjusted to provide better access to moves, particularly in Expanded and Leveled Builds. Species no longer "miss out" on moves because they were encountered at a high level, and most "Level 1" moves have been added to the standard level-up learnset. TM and Tutor moves have also been added to the Level-Up learnsets. No illegal moves have been added to any species in any Build. If you're breeding Pokémon and both parents know a move that's normally a Tutor/TM exclusive for the offspring, the offspring will get that move as an illegal Relearner move. To avoid this issue, delete the file /romfs/a/0/1/3 (this will remove all moveset changes!) if you intend to breed without a Ditto or simply check the Pokémon's Relearn Moves in PKHeX. Wild Hold Items are improved in all builds! Every species is now capable of holding at least one item in the wild. Every species that has a Mega Evolution in its line is capable of holding its Mega Stone in the wild. Wimpod, Alolan Meowth, and certain other species have been known to hold Bottle Caps and Gold Bottle Caps! Pokémon that evolve through use of a hold item have a chance to hold that item in the wild. Pokémon that need a special Incense to produce certain offspring have a chance to hold that Incense in the wild. The 10 Fossils available in Gen VII are now held by certain wild Pokémon 50% of the time. Some other Pokémon also have a chance to hold Fossils. The remaining Fossil (Old Amber) is now held by the Oddish line, which only appears in the Expanded Build. Check here for a list of all species and which Hold Items they can have in the wild. Also: All non-Legendary Pokémon are able to SOS call in the wild. Baby Pokémon and Pokémon with predatory SOS calls (Corsola, Carbink, Durant, etc.) have a higher SOS call rate than most species. The "normal" SOS call rate has been increased thanks to an anti-annoyance feature in Ultra Sun and Ultra Moon: Only one SOS call per fight will succeed unless the player uses an Adrenaline Orb. Item Changes A new Item, Restoration Wing, has been added to Poké Marts. It fully restores a Pokémon's HP and status, but cannot be used during battles. This item replaces the Health Wing item, so it won't show up as an illegal item and can freely be traded to other Gen VII games. Sacred Ash has been renamed to "Revival Powder" and is available in Poké Marts! Revival Powder functions as a Max Revive for your whole party, but is unusable during battles. Max Repel's duration is increased by 50%. Drink items and the Super Potion have had their Generation I-VI potency restored. Revives have been nerfed to only heal 1 HP, to add strategic risk to their use in battle (Sacred Ash is unusable during battles). Beware of passive damage! Roto Boost has been nerfed, and now only boosts Attack, Special Attack, and Speed. Poké Mart Changes Less useless junk in Poké Marts! Items like Antidote and Paralyze Heal have been replaced with disposable competitive items like Focus Sash and Weakness Policy. Item prices have been altered. Some items are more expensive than standard Ultra Sun and Ultra Moon, and many are much cheaper. All Poké Balls and Repels are on sale! Thrifty Megamart is now the go-to place to purchase competitive items like Leftovers and Life Orb. Don't forget to grab a Discount Coupon at the door! The third counter sells useful breeding and training items, like Lucky Egg and Ability Capsule. Route 8's Pokémon Center sells second-tier competitive items like Flame Orb, Scope Lens, and Safety Goggles. Route 2's Pokémon Center sells the complete list of standard Poké Balls. Hau'oli City's Pokémon Center sells the complete list of Apricorn Balls, as well as Beast Balls. Route 5's Pokémon Center sells the six EV Reduction Berries, in addition to the Sitrus and Lum berries. Removing unused EVs (SpA on Machamp, etc.) is a great way to passively optimize your team! Konikoni City's Pokémon Center sells Bottle Caps, Gold Bottle Caps, and the six Power Items! Mount Lanakila's Pokémon Center sells everything you need to get your team ready to finish the game: Rare Candy, PP Max, and Heart Scale! Full list of Poké Mart Changes. Evolution Changes view spoiler for evolution methods Trade Evolutions now have alternate methods. You can still evolve them through their normal trade methods. Pikachu, Exeggcute, and Cubone have alternate methods to evolve into their Kanto forms. You can still obtain Kantonian Raichu, Exeggutor, and Marowak by evolving them in the Ultra Wormhole. Pokémon that evolve in specific areas now have alternate methods. You can still evolve them through their normal level-up locations. Eevee can no longer evolve with its normal methods for Gen II+ Eeveelutions. It now uses a Stone to evolve into all of its options. Please note that Sylveon will be detected as illegitimate if it has less than two Affection and has never been traded. Version-based Evolutions can now Evolve using the Sun or Moon Stone. Other Features Custom Title Screens! Eggs now hatch incredibly quickly. Every species now has a 1-cycle hatch rate. Note this doesn't apply to Event eggs or Traded eggs. Switch Mode no longer reveals the incoming Pokémon. An in-game trade for a 6IV Ditto (holding a Destiny Knot) now exists! New, improved Pickup tables! Custom Banners for .cia/.3ds installs! Notes If you haven't done so already, please purchase Pokémon Ultra Sun or Ultra Moon! If you enjoy them (or this mod), Game Freak deserves your money. The GARC file that contains Ultra Sun and Ultra Moon's Encounter Data is 460MB. Unfortunately, that means that distribution packs for this mod (aside from Lite Builds) are quite large (140MB thanks to .7z compression) and will take quite a while to download. If you're using the Drag & Drop install method or running this with HANS, it will use your regular Sun/Moon save file. To back up your original save file on a CFW setup, use Checkpoint. To back up your original save file on a Homebrew setup, use JKSM. You cannot install a CIA of Supernova Sun alongside a CIA/eShop copy of Ultra Sun. The same restriction applies for Penumbra Moon and Ultra Moon. This mod is capable of multiplayer. With the Drag & Drop install method, it's capable of online multiplayer. It's best to avoid using Game Sync while using any Ultra Sun / Ultra Moon mods. Since this mod makes no changes to save file structure, it works perfectly fine with Pokémon Bank. Only important text like the name and description of the Sacred Ash and Health Wing have been edited in non-English languages. Any Ultra Sun / Ultra Moon code.bin patches for the latest version of Ultra Sun / Ultra Moon will work with the Drag & Drop versions of the mod. If you want to use extra code.bin patches on the .3DS or .CIA versions of the mod, make sure you're using patches designed for Ultra Sun / Ultra Moon v1.0. Do not apply a SaltySD patch to the Drag & Drop package of this mod, it will cause the mod's files to not be loaded. To add additional mods to Supernova Sun & Penumbra Moon, place them in the appropriate folder within SD:\luma\titles. This is NOT designed for Nuzlocke play. I don't believe a Nuzlocke of this game will be possible, let alone an enjoyable game experience. Limitations I still cannot add Triple, Rotation, and Horde Battles to the world. I also cannot turn Single Battle trainers into Double Battle ones. Enemy Trainers cannot use unique Z-Moves like Extreme Evoboost or Malicious Moonsault. Certain battles won't force you to black out if you lose, instead progressing the story the same as if you won. I can't change this function. Ultra Sun and Ultra Moon's event scripts cannot currently be modified. This means that I cannot make cutscenes shorter or skippable. The ability to use Mega Evolution is independent of the "Key Stone" item and is only set by triggering a flag in the save file after the battle with Dexio on Poni Island. This means that Mega Evolution is not accessible throughout gameplay unless save editing tools are used. Installation Instructions Drag & Drop Installation (CFW) (Recommended Method) Requirements: N3DS/3DS/2DS with Luma3DS CFW (7.0+), Pokémon Ultra Sun or Ultra Moon (Cartridge or eShop) You need to be on Luma3DS v7.0 or later. All 3DS models on firmware versions 11.3 or lower can install CFW using this guide with no additional purchases/hardware/games necessary. Make sure that you have the latest update of Ultra Sun or Ultra Moon installed on your 3DS. Download and unzip the game pack for the Version and Build you want to play. If your language isn't English, run the NonEnglish.bat file. Copy and paste the luma folder included in the game pack directly to the root of your 3DS's SD card. Merge and overwrite if prompted. Hold SELECT when booting Luma3DS (this is when you turn on the 3DS if you're using B9S/A9LH). Enable the option "Enable Game Patching" and press START to save. This is a persistent option, you don't have to do it every time you want to play SnS/PuM. Boot up your cartridge or eShop copy of Pokémon Ultra Sun or Ultra Moon and the romhack's modifications should be present! Back up your game save with Checkpoint, start a fresh save file, and enjoy the mod! .CIA/.3DS Installation (CFW) Requirements: N3DS/3DS/2DS with Luma3DS CFW (8.0+), Godmode9 and FBI installed, Pokémon Ultra Sun or Ultra Moon (Cartridge or eShop/CIA) You need a 3DS running Luma3DS CFW. All 3DS models on firmware versions 11.3 or lower can install CFW using this guide with no additional purchases/hardware/games necessary. All 3DS models can install CFW with the aid of a $20 flash cart. Installed Pokémon Ultra Sun / Ultra Moon updates will cause conflicts with the Supernova Sun or Penumbra Moon mod when installed as a CIA or 3DS file. Uninstall any Ultra Sun / Ultra Moon updates before using a CIA or .3DS build of Supernova Sun or Penumbra Moon. HANS Installation (Homebrew Launcher, no CFW) (Not Recommended) Requirements: NEW 3DS with a way to launch Homebrew Launcher, Pokémon Ultra Sun or Ultra Moon (Cartridge or eShop) Because of HANS's limitations, it is recommended you instead install CFW on your 3DS instead of using this method. All 3DS models on firmware versions 11.3 or lower can install CFW using this guide with no additional purchases/hardware/games necessary. All 3DS models can install CFW with the aid of a $20 flash cart. NOTE: Pokémon Sun and Moon run in Extended Memory Mode on Old 3DS systems. HANS uses memory that is overwritten by Extended Memory Mode. Therefore, players need to have a New 3DS to run this hack through HANS. NOTE: Poké Mart data is stored in a .cro file. Without custom firmware, the 3DS will crash when attempting to use edited .cro files. Therefore, players that only have the Homebrew Launcher will not get the Poké Mart changes in Supernova Sun or Penumbra Moon. Special Thanks Kaphotics: for creating the stellar PK3DS. SciresM: For making everything possible and coding the tools that form the base of PK3DS. evandixon: For 3DSDotNetToolkit. smealum: For HANS, making piracy and specialized hardware unnecessary to run ROMhacks. Aurora Wright: For Luma3DS, especially Luma3DS 7.0+ LayeredFS. This is the ultimate form of "simple installation with no piracy required"! neobrain: For Braindump. dnasdw: For 3dstool. JK: For JKSM. Bernardo Giordano: For Checkpoint. My dedicated beta testers: WolfLord, Skeletonluvr, and Jaredave. Without their help, this mod would be much more broken and much less fun. Nintendo/GAME FREAK: For making a game series I've been devoted to for my entire life. Change Log Current Version: v1.0.3 (1-5-2018) Fixed Lana's battles (Konikoni City rematch was swapped with Mina's Trial rematch) Minor text fixes Version 1.0.2 (12-27-2017) Version 1.0.1 (12-27-2017) Version 1.0.0 (12-26-2017) Downloads Download Here! .7z files can be extracted with 7-Zip. Donate with Bitcoin: 32XHNfWu3KXqKWvcHVhitYLC8Gec8Em85S This 100% free project took over 300 hours of work to complete, and while it was a labor of love, I won't turn you down if you want to buy me a beer. Or a pizza. Pokémon, Pokémon Ultra Sun, Pokémon Ultra Moon, the Pokémon logo, and all other related content are intellectual property of GAME FREAK, Creatures Inc, The Pokémon Company, and Nintendo. This project is a free modification that requires an existing copy of Pokémon Ultra Sun or Pokémon Ultra Moon to function. It does not require, endorse, or encourage piracy of Nintendo or GAME FREAK content. If you want to play this mod, please purchase Pokémon Ultra Sun or Ultra Moon.
  8. 4 points
    I've been messing about with the demo disc a bit more. The menu system for the disc is a webpage, looking at the index.html we can see it has code for another button at the bottom for the Pokemon distribution, this is disabled by removing the hyperlink and pointing the image to a blank png file called spc.png index.html <tr> <td><img name="pokemonrs2" src="images/spc.png" width="238" height="61" border="0"></td> <td><img src="images/spc.png" width="1" height="61" border="0"></td> </tr> So as the images for what would be the Pokemon distribution menu item exist on disc, we can just edit them back in, along with the hyperlink to the page which launches the distribution which still also exists on the disc: <tr> <td><a href="pokemonrs/pokemonrs_p.html" onMouseOut="MM_swapImgRestore();" onMouseOver="MM_swapImage('pokemonrs2','','images/pokemonrs2_f2.png',1);" ><img name="pokemonrs2" src="images/pokemonrs2.png" width="238" height="61" border="0"></a></td> <td><img src="images/spc.png" width="1" height="61" border="0"></td> </tr> End result, the main menu with the hidden distribution unlocked. A menu with the distribution option unlocked also exists on the disc as index2.html This looks exactly the same as my edited menu above, however it does also have some additional meta tags. For example it shows we can define keys on the GameCube controller to open a specific html file: <!-- button settings --> <meta name="keyY" content="index2.html"> If this had been present on the main index.html I would have speculated it could be a hidden way of unlocking the distribution, however its not. So i'm unsure why it's present in the unused index2.html, as all it does is re-load the menu you are already on. It would be pretty easy to translate the disc menu system too if we wanted to, although pointless given all the video content and demos are Japanese. Below is a simple image edit: However if we could one day build custom TGC's that distribute other Pokemon, it would be easy to create a nice menu system to launch each distribution from one GameCube disc. The main problem with that is when editing GameCube ISO's you can only replace files with other files which are the same size or smaller. That could be worked around by totally extracting the ISO then rebuilding it with GameCube Rebuilder. However i've not been able to re-build a working ISO. This is also the reason i've not been able to modify the TGC which distributes the Zigzagoon, as the TGC has to be converted to an ISO before we can extract the contents or modify it. (Unless anyone knows of any tools that can work with TGC's directly?) The problem then is something like the Jirachi distribution ajxpk got working on an emulator is too large to inject in to our ISO, so again we need to re build the ISO which breaks it. You can now see how easy it is to modify the demo disc, all you need is GC-Tool and your favorite text and image editor. If nothing else you can now patch the demo disc to enable the distribution, using all assets from Nintendo so the patched disc is a legit as possible.
  9. 4 points
  10. 4 points
  11. 4 points
  12. 4 points
    It's confirmed now! Along with other events.
  13. 4 points
  14. 4 points
  15. 4 points
    @khodor_salame I've seen the deleted post of yours, and I'll like to respond to it. Before anything, I'm going to preface this message, and tell you I'm not trying to be mean or crass. I'm just trying to deliver the facts as it is, and hope you understand the rationale behind what you think to be a "small task". And now, here's my response: Regarding adding features Regarding you giving people the impression that you're being rude and entitled. I'm not sure that you deleted your own post, or a mod deleted it, regardless, I'll like to enlighten you on this, since you originally had such thoughts. What you can do to solve your "no flying" situation Of course, I'm not just gonna 'lecture' you and not give you any solutions. I do believe that constructive criticism needs to include what can be done or changed. Since your original problem is Flying Locations, and it appears no one has the time to dedicate to this feature for now, here's maybe something you can do.
  16. 4 points
    @ajxpk This totally took me by surprise. You and I were just talking about these Jirachi multiboots in private last week I think, about my dream to make a GBA version Wishmaker. I had no idea we were so close. I'm even more overjoyed that we can now generate Negaiboshis too! I am curious though about the difference in appearance between this and the original Negaiboshi rom, as in, does it use this same generic master as BGF Zig, or rather something different. Considering this being one of the earliest events, I don't expect it to look like the 10ANNIV, etc. This is probably the most enjoyment I've had since I dumped the 10ANNIV and Aurora rom. I think the stress of obtaining Aura Mew made it a less enjoyable experience, regardless of how happy I am to have it. Of course, us obtaining the remainder of the boxed 420 Mystery Mews was quite a unique and interesting experience. I suppose we can't rebuild anything else for the time being without actual multiboot files. But that's basically impossible without possessing the actual roms (unless we can get our collector friends who could thoughtfully consider sharing the mbs, since they don't want to share the original roms). While hacking 10ANNIV/Aura MBs looks like it will be nearly impossible, it would be nice to theoretically recreate all it's variants that use the same algorithm/seeding, eg the 10ANNIV language variants, Doel Deoxys, etc.
  17. 3 points
    As of Thursday, January 18th 2018, The Pokémon Company International declared 2018 to be the “Year of the Legendary Pokémon”. This means that there will be various distributions of legendary Pokémon throughout the year. The Pokémon that get distributed aren't mythical Pokémon, but luckily 2017 was the 20th anniversary. In celebrating the occasion, they distributed mythical Pokémon throughout the year. This year they chose for a similar scheme, but the legendary Pokémon you receive depends on your game. (e.g. Ultra Sun or Ultra Moon) Additionally, this marks the first time that Shiny Zygarde is being officially recognized by TPCi, and to be slated for release in June. Pokémon distribution schedule: February Sun/Ultra Sun: Palkia Moon/Ultra Moon: Dialga March Heatran Regigigas April Raikou Entei May Xerneas Yveltal June Shiny Zygarde July Tornadus Thundurus August Groudon Kyogre September Latios Latias October Reshiram Zekrom November Ho-oh Lugia Some of them come with a gold bottle cap. They are at least level 60, and know "awesome moves", according to TPCi. Source: https://www.pokemonlegendary.com/en-us/distributions/ View full article
  18. 3 points
  19. 3 points
    If you flip one line of code in BFG, it will generate normal BACD events like wshmkr, but with antishiny. It looks like the generation function remained virtually the same between NegaiBoshi & Pre-Standard (GCEA) minus the copy/paste fuck up with Wshmkr. The standard generation is pretty similar too actually. They just refined it for later distribution types and made it more robust so it didn't require stuff to be done before calling it. The way they used the generation function (doing weird seeding, lookup table then calling generation function, etc) was different.
  20. 3 points
    To me, this distribution feels similar to the 20th Anniversary. Might be their way of saying goodbye to the Generation.
  21. 3 points
    So i've managed to replace the battery in my JPN Ruby cartridge and can now confirm if you patch the JPN Interactive Multi-Game Demo Disc from January 2004 to access the JPN Berry Glitch Shiny Zigzagoon distribution it does work on real hardware: (This is a very quick video, so excuse the quality and my pronouncing of Zigzagoon) After replacing the battery in the cartridge I did have to start a new game for the distribution to work, the older save game is one which was on the cartridge when I purchased it. I'm not sure why the distribution didn't work with that, however i've distributed myself four Zigzagoon on a new save without issue.
  22. 3 points
  23. 3 points
  24. 3 points
    Yeah, that's true. But it's not an easy task to do as you might think. There are checksum protections ect. As soon as you mess with something in 10ANNIV/Aura Error Code 5 pops up.
  25. 3 points
    If I had to guess, all generation 3 Pokemon Center before GCEA were probably GCN distro, especially considering the number of Pikachus obtained. It also correlates with the low/clumped seeds.
  26. 3 points
    GOT IT! Actually, visual examination proved easy to spot where the MB ended, as everything past it was clearly some unrelated trash. Then I used @ajxpk's method to recreating Negaiboshi, etc, and done!
  27. 3 points
    I found the JPN Berry Glitch Shiny Zigzagoon GameCube Distribution hidden away on the Japanese Interactive Multi-Game Demo Disc from January 2004! If its listed on the discs menu system its far from obvious to someone to someone who can't read Japanese, however it's easily found in the discs file system. You will find it under local > tgc > Ruby_And_Sapphire_Rev.tgc and can convert it to an ISO to use on real hardware with tgc to gcm (untested at present). If you look at the banner info you will find the name of the disc is "ジラーチ配布ディスク2003年6月" which translates to "Jilachi Distribution Disk June 2003." The banner description is "新ポケモン ジラーチが君の手に!" which roughly translates to "New Pokemon Jirachi is in your hands! We can speculate the JPN Pokemon Berry Glitch Shiny Zigzagoon Distribution is based on the the Wishing Star Jirachi distribution, which was distributed from June 1 to August 24, 2003 in Japan.
  28. 3 points
    @Invader TAK: It's a generic master rom called AGBJ-01. I like this one because it's pretty standard and has the BIOS logo colors. And also it's cool because it's easier to observe the communication between the GBAs. It was used for BGF Zigzagoon and propably others too. I completely forgot that @Deoxyz deserves some credit too. Without him I wouldn't have this rom in the first place. So... thank you for that... @Purin Sure, but I would also really like to know what's the difference between what you have and what I have rebuilt now. If you like we can talk via pm if you don't want to share it here. @St. GIGA: Yeah, I was already talking with him today. I think it's just a matter of time until everyone can enjoy it. It really isn't that difficult btw. and also just between you and me, you were more close to it than anyone here with your rom including the menu. Today I also tried to boot the mb with your menu and the funny thing is there is actually a way to do it without loading a Pokemon rom, because the only thing the mb checks is the rom header, apart from that it only cares about the save file.
  29. 3 points
    Done and built already! I actually made a lot of progress today and it was much easier than I thought. I borrowed a familiar interface for it: Out of respect, I would be kinda interested to know what @Purin has to say? I mean I don't want to take anything away from him if he wants to contribute... Otherwise all the credit goes to me this time.
  30. 3 points
    I know this is late, but I went over the gen 5 distribution roms, and I have figured out almost everything, except for what appears to be a single byte. If anyone knows, I would love the help. I'll make a table (or update our wiki later). Thanks to @Bond697 we found out the distribution roms are compiled in such a way where the pointers are static to the data.bin file directly. This is interesting and explains why most of the distro roms have the same file length but different content, sometimes with leftovers or debug data left. Here is the format: u32 - card count WCData - PGF Data - u16 - game flags - 506bytes - distro text, terminating with FFFF - u8 - special download animation - u8 - language flag, 1 - japanese, 2 - english, 3 - french, 4 - german, 5 - italian, 7 - spanish, 8 - korean - u16 - unused? - u16 - CCITT-16 DateRanges - Whether date ranges are needed for each card regardless of card count depends on how the distro rom is compiled. - u16 - start year - u8 - start month - u8 - start day - u16 - end year - u8 - end month - u8 - end day Footer? - Unknown, all zeroes with a 0x14 in the middle - No reference in the distro rom - Theory is this is used by the templating program for something, possibly maximum card count. A few things to note. Card count does not have to match the number of cards in the file. If a card fails CRC, let's say it is all zeroes, then it is simply ignored. Not sure if language pertains to the operating system language, or the game language yet. Japanese-only distributions have a IsJapaneseDevice check which checks the OSOwnerInfo (not game language).
  31. 3 points
    Oh, so you didn't have'em yet? I dumped most trial Mons during my personal playthrough a long time ago but didn't offer to upload them since I thought someone else might've done so already. Though several Mons are missing, I've got all totems but Gumshoos (since I dumped'em from UM). This file includes: 1st Trial: Totem Raticate Ally Rattata Missing wild Rattatas and wild Raticate Missing all US version's Yungoos and Gumshoos. I'm probably gonna start playing US within a few days from now, so I can dump'em if no one has by then. 2nd Trial: Totem Araquanid Ally Dewpider Ally Masquerain Missing wild Dewpiders and wild Wishiwashis 3rd Trial: Wild Marowak Hiker David's Magmar Totem Marowak Ally Salazzle 4th Trial: Wild Fomantis Wild Comfey Wild Sudowoodo Totem Lurantis Ally Kecleon Ally Comfey 5th Trial: Wild Elekid Wild Electabuzz Totem Togedemaru Ally Skarmory Missing ally Dedenne, couldn't get Togedemaru to call it and didn't wanna reset 6th Trial: Wild Gastly Wild Haunter Wild Gengar Totem Mimikyu Ally Banette Ally Jellicent 7th Trial: Wild Jangmo-o Wild Hakamo-o Totem Kommo-o Ally Noivern Ally Scizor (had a hard time getting it to call this one, almost gave up) 8th Trial: Mina's Mons (Granbull, Mawile, Ribombee) Ilima's Mons (Gumshoos, Smeargle, Komala) Lana's Mons (Cloyster, Lanturn, Araquanid) Kiawe's Mons (Talonflame, Arcanine, Alolan Marowak) plus Hiker David's Magmar Nanu's Mons (Sableye, Absol, Alolan Persian) Totem Ribombee Ally Pelipper Ally Blissey Missing Mallow and Sophocles's Mons (exclusive to US) Raticate's Rematch: Totem Raticate Ally Rattata (can be seemingly indefinitely called; data is the same -even PID, from what I got- every time it appears)
  32. 3 points
    @RoyitoDePiña pokemon_esmeralda_esp.sav
  33. 3 points
    Nice done! Thank you very much @Deoxyz and everyone who helped! Merry Christmas!
  34. 3 points
    I would like to announce that there's a little christmas gift from @Deoxyz to be found on the Internet and also want to take this opportunity to thank him once again, what he is doing for us is amazing and can't be thanked well enough. Merry Christmas! Edit: Also thanks to everyone else involved. Together we have really come far this year when it comes to Gen 3 Events.
  35. 2 points
    From what I see, when the hell freezes over : /
  36. 2 points
    Was expecting the same thing, and from what theSLAYER posted above, seems to be the case, just as they did it with the recent shiny Groudon and Kyogre event.
  37. 2 points
    Hint: flying location flags for ORAS are starting at 0x14E48.
  38. 2 points
  39. 2 points
  40. 2 points
  41. 2 points
  42. 2 points
  43. 2 points
    I'll format an old memory card as JPN memory card and try that tonight. A few pages back ajxpk mentioned some demo discs looks very similar, however the big difference was one contained the distribution and the other didn't. As the demo discs menu is essentially a webpage it would be very easy to simply remove a link to the distribution,then just leave the distribution files on the disc inaccessible. It might also have just been left there from a previous month as GameCube games are padded with garbage data anyway if not all the space is used on the disc. Nintendo do like to leave random bits on discs it appears, so in this instance we might have got lucky. Presuming the distribution does actually work with a cart that doesn't have a dead battery, I could create a PPF patch for the Japanese Interactive Multi-Game Demo Disc from January 2004, so people who wish to use it on real hardware can easily patch a clean dump of the demo disc and make use of the distribution. That might well be the best we get for now until a demo disc with the distribution accessible from the menu turns up. My understanding of the discs menu system is: 1st Menu (Snowman) = Two Vidoes 2nd Menu (GC 2004) = Two Vidoes 3rd Menu (GBA 2004) = One Video 4th Menu (Zelda Four Swords) = Sub Menu's about the game and a video 5th Menu (Mario Kart Doble Dash) = Sub Menu's about game and a playable demo They would easily have been space for a 6th menu which loaded the Pokemon distribution.
  44. 2 points
    Godspeed on fixing the issue. If it doesn't run on actual hardware, that would be kind of sad.
  45. 2 points
    Probably figured out how to do it. Clearly by the Lv0 Zigzagoons, he's been previously looking into hacking this rom, so it's not really a surprise. It's not really that hard to hack BGFZ (unlike the other roms). So due to that, I'll say the problem we're facing, why we aren't releasing them yet. I don't think ajxpk would mind me saying. Clearly these all work fine on VBA, but on real hardware it seems to still have issues with the handshake, exactly as seen in King Impoleon's post on Page 2. I still shouldn't explain how this is all done, but we should be able to figure out the hardware situation in given time.
  46. 2 points
    @St. GIGA If you're talking about the recreation roms, ajxpk said he would share them, I think he just wanted to verify some things first. It will happen soon, give him the time.
  47. 2 points
    Curious enough, I uploaded all the English odd eggs I obtained 4 hours ago! (I basically did cloning glitch, with my last save point being before I receive any Odd egg) As for Japanese ones, I'm gonna wait for the actual VC release.
  48. 2 points
    Hey guys, Happy New Year! With the VC release of Crystal forthcoming, I apparently forgot to include the flag for receiving the Odd Egg for the non-Japanese Crystal, which is now in the respective spoiler tag in my OP. I also gathered all of the Egg data for the English version with the help of the re-receiving GS code. As for the Japanese ones, they were based and adjusted off my hypothesis that the OT name of "ODD' and Nickname of "EGG" in Egg form are likely to just be translated only (credit to this Glitch City thread for the names). I dunno if they'll patch the Japanese VC Crystal to get these through normal play akin to Celebi as well seeing as you needed this Mobile Adapter thing- which its services are long discontinued. But as I like to help out, I'm posting them here for those who'd still want them. Odd Egg (C).rar
  49. 2 points
    @borjitasstoi little update for you. I believe these are extracted from SM Demo, that I happened to have lying around on my com. The titles of the .rar should be self-explanatory. 1. SM Dex non-shiny images.rar 2. SM Dex shiny images.rar 3. SM PC healing Sprites.rar What I find fun for the PC Healing images: they've got the alternate sets specifically used for Totem-sized mons XD (I don't have any of USUM ripped images relating to these categories)
  50. 2 points
    At the company at which I work, we have this legacy application written in C#. (It's different from the one written in Classic ASP.) Let's call this the dragon. It's old, it's previously defeated many brave knights, and its name is an acronym that shares a letter or two with the word "dragon". The dragon is responsible for breathing fire to defend the village from intruders. (It uses coding and algorithms to do Things to Products because of business logic. While the details aren't important, I doubt I could say what it does beyond giving a brief overview of what it looks like to an outside observer.) However, the dragon also has this habit of attacking the knights who control it, so we need a new village gaurdian (the dragon is composed mostly of spaghetti code, and if we are ever to replace it, we need to understand how the spaghetti works). And so, a week or two ago I undertook a challenging task: to shrink the dragon so it'll fear the knights again (to refactor things to make it more readable). Armed with a mouse, keyboard, and the support of a fellow knight (a coworker who's dealt with this application before), I got to work so I could deal a mighty blow to the dragon. (Disclaimer: this post contains a lot of technical C# stuff that can't all be hidden behind dragon metaphores. Hopefully anyone who's not a programmer can still follow.) On my journey of code cleanup, the dragon presented many obstacles. A lot of it was superfluous spacing, redundant comments, and generally painful code, like so: //// //// Configure processing /// this.ConfigureProcessing(); //// //// Do the thing //// try { this.DoTheThing(); } catch { // eat it } if (this.SomeProperty == SomeValue) { // throw new SomeKindOfException(); // this was commented out // to-do: figure out why this was commented out } To make it even better, this.ConfigureProcessing does nothing and is referenced nowhere else, meaning we can easily remove most of the above. Also you should never ever ever ever ever catch an exception without handling it somehow. It will cause pain further down the line (but not in this blog post). If nothing else, log it somehow. Taking all of that into consideration, I reduced that code to this: try { this.DoTheThing(); } catch (Exception ex) { Trace.WriteLine($"Got an exception in TheType.TheFunction: {ex.ToString()}"); } There were also some things outside of general cleanup that I did. Imagine a class like this: public abstract class Magic : IAlgorithm { private string spellName = "Alakazam"; public string SpellName { get { return spellName; } set { if (value == null) { throw new ArgumentException("SpellName can't be null"); } spellName = value; } } private IWizard wizard = null; public IWizard Wizard { get { return wizard; } private set { if (value == null) { throw new ArgumentException("Wizard can't be null"); } wizard = value; } } #region IAlgorithm Methods public void SetWizard(string wizard) { this.Wizard = wizard; } public void Cast() { if (this.Wizard == null) { throw new Exception("Cannot call Execute before SetWizard"); } this.PerformMagic(); } #endregion protected abstract void PerformMagic(); } Not shown: 20 or more classes that inherit from this My fellow adventurer made the observation that the only times SetWizard was called was right after constructors of child classes, kinda like this: public Magic GetMagicInstance(string magicType, string spell, IWizard wizard) { Magic magic = null; switch (magicType) { case "white": magic = new WhiteMagic() { Spell = spell }; magic.SetWizard(wizard); case "black": magic = new BlackMagic() { Spell = spell }; magic.SetWizard(wizard); case "lost": LostMagic magic = new LostMagic() { Spell = spell }; magic.SetWizard(wizard); } return magic; } // Somewhere else calls magic.Cast after all instances of Magic have been created So using this knowledge and the knowledge of new C# features, we made the appropriate changes everywhere to make the class (and related classes) look like this: public abstract class Magic : IAlgorithm { public Magic(string spellName, string wizard) { SpellName = SpellName ?? "Alakazam"; Wizard = wizard ?? throw new ArgumentNullException(nameof(wizard)); } public string SpellName { get; } public IWizard Wizard { get; } #region IAlgorithm Methods public abstract void Cast(); #endregion } They say that if it bleeds, you can kill it. The dragon was certainly bleeding, if the code review tool was anything to go by: there were red lines (removals) all over the place in the pull request (Git terminology basically meaning we're publishing our changes). Two other knights in our party came to inspect our triumph (they reviewed the code to make sure it was done right). When it was all over, a total of 4 people (2 of us were involved in the refactoring) thoroughly reviewed everything and approved. Then we released the changes to be applied to the dragon down in the village (along with some other minor quality-of-life changes). About a week later*, one of the villagers called for help because the dragon that's supposed to defend the village was unable to breathe as much fire (a user opened a support ticket because the Things being done to Products weren't being done correctly). I was skeptical that any of my changes would have that effect. After all, when I shrunk the dragon, I made sure to quintuple-check my changes before releasing it to make sure its fire breath was as unchanged. So I investigated for a few hours to find out why. I ruled out places that could have been affected and was thoroughly stumped. That's when my fellow party member used his influence with the king to learn the secrets known only to the villagers (he used his higher permissions to debug the application, reading data from the production database). That's when I spotted the issue. Remember that constructor in the Magic class that was created? Take another look at the SpellName assignment: SpellName = SpellName ?? "Alakazam"; That should be: SpellName = spellName ?? "Alakazam"; In C#, variables are case-sensitive, so the property was being assigned to itself, and all Magic classes (WhiteMagic, BlackMagic, LostMagic, etc.) all only used the Alakazam spell. No wonder the flames were weak! We fixed the issue, and gave the villagers a dragon capable of properly defending them, and spent the rest of the day identifying how many intruders snuck into the village while the dragon was powerless to stop them (we had to find out which Products didn't have the Thing done properly). Conclusion Case sensitivity can potentially lead to a lot of pain and suffering. In this case with the constructor, that's standard practice in C#, and it's perfectly understandable that no one caught that one mistake, especially since it's just one letter in commit full of thousands of other changes. The tooling didn't catch it, because it checks for useless assignments. This wasn't useless, it says "make SpellName be Alakazam if it's null". Always be careful of casing when variable names are similar. * I massively simplified a lot of things. While a week is probably a bit long to go without noticing anything wrong, there's reasons. Also it didn't affect everything, because it just broke some hacks that are there because business logic.