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  1. theSLAYER

    theSLAYER

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    katsuya

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    suloku

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    Sabresite

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Popular Content

Showing content with the highest reputation on 07/06/17 in all areas

  1. Make the reactions Pokémon with emotions close to that Pokémons personality. (A sad Psyduck, a happy Mudkip, ect.)
    2 points
  2. I will go, and receive Eevee friends.
    2 points
  3. Lillie's Vulpix Anime Tie-In ENG WC7 redeemed by me via code. @theSLAYER if you need a code to get the WC7Full, lemme know as I have 2 spares atm. 0236_Lillie's-Vulpix_ENG.wc7.zip
    2 points
  4. UPDATE 4: About Japanesse My Pokemon Ranch: - Region code seems to be 0x00 for normal japanesse my pokemon ranch. Seems totally compatible with the other versions (NTSC and PAL using regionchanger). About the Platinum update savegame: - savedata.bin is bigger, seems that space was added for 500 player pokemon and 500 hayley's pokemon (a total of 3000 pokemon in the ranch). Some more Ranch data is added as well (for the new features I guess, like song changing, that setting may be saved as well). - The start offset of mii data has changed, since some more data for the ranch save was added, the start offset of mii data has changed. Since I wrote these tools with a hardcoded offset instead of reading the offset from the header (because I discovered that later) the only tools that will work with the platinum update savegame are hashupdater and regionchanger. I may rewrite my tools to clean the code and add compatibility with the platinum update savegame. - For platinum update the region code seems to be 0x40. I think that these region codes are actually only bitmasks, since my pal savegame was updated to 0x60 (bit 6 was enabled) and not 0x40. - A platinum update savegame will NOT work on any non platinum update game. The game will say the save is corrupted (but it is not, it must make some kind of filesize check). UPDATE 3: I tested a little with dolphin and found the header value that defines de region/language of the savegame. I've updated the post with the new information, and I've also attached a new file with the updated information and a new app: PR-regionchanger.exe, which has a region selector (jap, NTSC-U, PAL: english, dutch, french, german, spanish, italian) and also updates the file's hash. UPDATE 2: I made a quick test with a pal savedata I found. The PAL ranch save seems to be language locked and the "connect to wii" option will only appear in the DS games of the same language (english, deutch, french, italian and spanish). I couldn't find any obvious value in the savefile storing the language setting. The lack of a language setting in the NTSC-U savefile might be what prevents the save from loading on the PAL game. I could create several new savefiles in different languages and compare them, but as I said I'm not working on this anymore. UPDATE: Released extractor, id changer and hash updater! Only tested with PAL and NTSC-U savefiles. FAQ: - What are these for? With these tools you can extract the .pkm files from My Pokemon Ranch savedata and take ownership of all the pokemon in the ranch, so you can withdraw them with any NDS cart. - How do I get the savefile from my wii? You will need a homebrew enabled wii (aka Homebrew Channel) and you'll need to use Savegame Manager Gx. - Can I use the savegame copied from the system menu? No, you can't. Either way, if you can copy it it means your wii is homebrew enabled, since you aren't supposed to be able to copy that savegame. - Can I know my secret trainer ID with these tools? Yes you can. Each .pkm file extracted with PR-extractor contains in its filename the TID and SID of the trainer that deposited the pokemon in decimal (normal numbers, not hex like the .tnr files). Alternative method for pokemon extracting: If you use PR-extractor, you can check data of the trainer that deposited the pokemon (TID and SID). You can check the name at My pokemon Ranch screen or using pokegen and opening the .pkm file (only if the pokemon belonged to this same trainer). If you edit your NDS savegame so it matches the TID, SID and name of the trainer that deposited the pokemon, you can withdraw them. Quick Instructions: Savedata structure information: This is the thread that originated it all: http://projectpokemon.org/forums/showthread.php?28382-Reading-My-Pokemon-Ranch-save) Original post: PR-tools_v2.zip
    1 point
  5. Tile map (Thanks to BlackShark): Tile 440 fishing spot (FeebasSpotValue's default): The package includes both images. extra note: tile 447 is actually tile 0, but since the game recognizes it as 447, the program does the same. This causes the lua script found here (https://projectpokemon.org/forums/showthread.php?16681-Gen-3-Lua-Scripts&p=189762&viewfull=1#post189762) to not correctly work (some seeds output a false tile), here's an updated version (note: tile 447 will appear as tile 0): -- Gen3 Hoenn Feebas Seed/Tile Finder -- 0 - Pokemon Emerald (U) -- 1 - Pokemon Ruby/Sapphire (U) -- Change this depending on your game local game = 0 local pointer local addend if game == 0 then pointer = 0x3005D8C addend = 0x2E6A elseif game == 1 then pointer = 0x02025734 addend = 0x2DD6 end -- Adapted from Kaphotics' RNG for LUA function rng(seed) return (0x4E6D * (seed % 65536) +((0x41C6 * (seed % 65536 )+ 0x4E6D * math.floor(seed / 65536)) % 65536) * 65536 +0x3039) % (4294967296) end -- Tux - https://www.smogon.com/forums/threads/past-gen-rng-research.61090/page-34#post-3986326 function is_feebas_tile(feebas_seed, current_tile) rng_seed = feebas_seed i = 0 tile = 0 while i <= 5 do rng_seed = rng(rng_seed) tile = (bit.rshift(rng_seed, 16)) % 0x1BF if tile >= 4 then i = i + 1 end if tile == 0 then i = i + 1 end if tile == current_tile then return true end end return false end function print_feebas_info() local feebas_pointer_address local feebas_seed if game == 0 then feebas_pointer_address = memory.readdwordunsigned(pointer) + addend elseif game == 1 then feebas_pointer_address = pointer + addend end feebas_seed = memory.readwordunsigned(feebas_pointer_address) x = 4 y = 3 gui.box(2, 2, 76, 32, "white") gui.text(x, y , "Feebas Seed: "..feebas_seed, "green") current_tile = 0 ctr = 0 y = y + 10 while current_tile <= 600 do if is_feebas_tile(feebas_seed, current_tile)then if ctr == 3 then ctr = 0 y = y + 10 x = 4 end x = x + 15 ctr = ctr + 1 gui.text(x, y, current_tile, "yellow") end current_tile = current_tile + 1 end end gui.register(print_feebas_info) DOWNLOAD:
    1 point
  6. Froakie's 0.O face for sure
    1 point
  7. I think that the Mystery Dungeon portraits would be perfect for this. The attached images should prove my point (after being cropped). Source, since starting up a special build of Sky Editor requires effort. Now to chose which ones...
    1 point
  8. It'll also be much appreciated if you could get the wc7 files and images
    1 point
  9. Greetings all! There's a new Infrared event that is about to begin in Korea (of the South), and we are looking for members that are able to attend, and also able to use NTR to make RAM dumps, in order to obtain the WC7Full of this event! If you're able to commit, and also able to make dumps, do drop a message in the thread linked below, to let us know! View full article
    1 point
  10. I would get all kinds of Eevee wc files. But my 3DS did not install CFW. I can not get a RAM dump, but I will collect all wc files.
    1 point
  11. I have old 3ds installed Al9h, so I will try this.
    1 point
  12. No one loves Eevee, but Korea loves Infrared
    1 point
  13. @Mike007899 - Thanks. We are fortunate enough to be able to download the WCFull for serial code events directly from the servers. What would be really helpful is if someone is in Japan and their birthday is coming up so they can go and NTR Ram Dump the birthday pokemon. We believe the same method used for local wireless, can be used for infrared. Please help us find someone! Also it is useful to see before/after sav files from local wireless and infrared events. This is important because there are things changed the save file that we were not aware of before like the push-back list.
    1 point
  14. Here’s mine: His name is Killian Arthur. He’s about seven months old now. The top right pic is similar to what he looks like these days. He. Is. A. Handful. O_o
    1 point
  15. If you are checking event pokemon from gen 3, you will get erroneous mismatches because the templating code is not done, e.g. Japanese berry glitch. Also I assume the other gen 3 pid relationship algorithms probably need tightening up. I recommend sending your troublesome pokes to kaphotics.
    1 point
  16. 1. Event Archive Updated 2. Mega Stone Gift from Tiny Tourney (2017 International Challenge June) 3. Lillie's Alolan Vulpix "Shiron"
    1 point
  17. Thank you, I've looked at it, but I don't know visual basic (in fact, I know very little programming). I've taken advantage of MPKR making a backup of the savefile to compare what happens when I withdraw a pokemon and deposit a different one. The result was that the only changes to the file are the ones shown in the following image (and obviously the 136 bytes correponding to the pokemon I deposited, which now take the place of the one I withdrawed): EDIT: I also tried to just enter the ranch and save 2 times in a row, then extract the savedata. The only difference between the two savedata were the bytes marked in red in the image (0x00-0x19 and 0x63). I also tried withdrawing the first pokemon deposited at the ranch, then depositing a different one, which shifts the whole pokemon data 164 bytes. But same result. Removing a pokemon has the same changes to the header (well, the pokemon start offset is updated, as stated below). The checksum is definitely one of those, maybe 0x60-0x63 is the header checksum and 0x00-0x19 is the savedata header. Also, I noticed some values in the header are offsets in the file: - Underlined in the image, they seem to be just some index values - In a black square I've marked the values of the offsets of different sections in the savegame: 0x00-0x19: SHA-1 hash of all the following data in the file 0x24-0x27: start offset of mii data entries in the ranch 0x2C-0x2F: start offset of "mii-trainer" data entries in the ranch 0x34-0x37: start offset of pokemon data 0x3C-0x3F: ending offset of pokemon data (after this the savegame is all 0x00) [ATTACH=CONFIG]11917[/ATTACH] UPDATE: found it! 0x00-0x19 is a SHA-1 checksum of the rest of the savedata. 0x60-0x63 might be a time value, since in subsecuent savefiles it only increases. Thankully this is a very common checksum, so I will be able to update the id changer app myself! UPDATE_2: I successfully edited my pokemon ranch savefile and could download all pokemon to a different diamond/pearl savegame, without modifying the nds savegame. It required some extra tweaking, like adding TID, SID, Name to one of the mii-trainer entries (this one was expected). I need more testing, because in my successful attemp i just changed all the trainer data existing in the savefile (which only had had one trainer ever) to the new one and I don't know if changing them all is required, as my save had 3 consecutive TID, SID, Name for no apparent reason. Maybe it is a log of the last trainers that connected to the ranch for the ranch and wiiconnect features? I'll do more testing tomorrow, but the big part is done. UPDATE_3: The process is now automatic. I updated the id-changer and coded a program that updates the hash. I coded it as a separate application because that way one can manually modify the savefile, for example, to change a pokemon for other, and add event pokemon to the ranch for example. With the information in this thread one could write a full save editor, that changes the trainers in the ranch and the pokemon they have stored. It would be nice for people who don't have access to AR or nds flashcarts to mingle with pearl/diamond savegames, but I'm not going to code it, and since my pokemon ranch is only for diamond/pearl I doubt anyone will take that much interest as to code it. I'll update first post with new binaries and the info I've gathered later. UPDATE_4: First post updated. I doubt I will work on this anymore, source and all the information I gathered is available in the rar attached to the first post. UPDATE_5: updated first post with new information and a tool to change the savegame region/language setting
    1 point
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