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    Sabresite

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    theSLAYER

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Popular Content

Showing content with the highest reputation on 09/12/17 in all areas

  1. I cracked the PCNYabcd algorithm! It uses a variation of BACD algorithm with unrestricted seeds. PIDH is xor'd against PIDL, TID, and SID. This algorithm makes antishiny detection easier (PIDH is less than 8 before alterations) and presumably if the pokemon becomes shiny, it could be easily modified. I don't have any specimens that require antishiny though. A few factors prevented this from being detected earlier. Mainly it was a bug in my check code from 2013. The check code didn't matter prior though cause it turns out almost all of the PCNY I received from people were hacks. The pokemon from Pokemon Secure are mostly hacks too. And of course the pokemon from GameFAQs on the box save are all completely legit. This is despite Pokemon Secure and others saying they werent.
    5 points
  2. Any chance I can get the credit for the Contribution of these Pokemon
    2 points
  3. I've recently tried checking my Pokemon White save in PKHeX, and strangely, one of the Pokemon I got normally has been flagged as an illegal mon. The mon in question is Lass Aya's Cottonee, Monmon, from the Japanese version.
    1 point
  4. Okay, I can't believe I'm saying this, but the FTP transfer was to blame. I'm not sure if it was the client or the server, but the problem was that the file was not transmitted 100% correctly. I ended up with 2 files of different sizes. Thanks for mentioning the way I transfer the files. Problem solved for me. Gonna eject the SD card and plug it directly in the PC from now on.
    1 point
  5. They sat untouched for 11 years before I found them. I met one other person who knew they existed. He claimed they were fakes. He was also from Pokemon Secure. Which is even more hilarious since theirs were more fake than anything. He claimed he got in contact with the original uploader: who apparently couldn't remember if they were fakes or not.
    1 point
  6. It was previously announced that purchasing the Steelbook Ultra Sun & Ultra Moon Dual Edition will give you 2x codes for 50x Potions. While it presently appears to be available for SM, it may be because it is a test card, and the codes may only work for USUM during the release. WC: A Helping Hand! Potion x 50 0x2C Thank you for playing Pokémon! Please pick up your gift from the deliveryman in any Pokémon Center. Serial Code | ? | US & EU 3DS: SM USUM A Helping Hand! Here are 50x Potions to help you on your journey in the Alola Region. Format Ver.1.0.5-3, Post Updated Date:20170913_0110
    1 point
  7. @ajxpk, migrate multiple sets for every language. See if the red number changed but still has the same distance. Thanks for your work! Kind of makes me want to go back to D/P and retest those lol.
    1 point
  8. when gs support is added it could be data mined to find out if it checks celebi for ot and id or it does not allow any celebi or it allows any celebis i have these ready for when the update comes
    1 point
  9. 1 point
  10. I've looked into the Stadium 2 savefile to locate registered teams and also coded a dumper that exports the registered pokémon as pk2 files ready to use with pkhex. This may help some people get their original pokémon back, if they ever registered them on Stadium 2. As a bonus, this can be used to dump the rental pokémon if you register them. Note about the dumps: registered pokémon lose the extra 0x50 terminators in the nickname (when a pokémon is never nicknamed, all extra bytes are set as 0x50, when nicknamed they are set to 0x00). This has no real impact, but it's a pitty they aren't 1:1 copies. (The status condition is also lost, but that isn't important either so...). UPDATE 11/04/2021: Pkhex supports all pokémon stadium savegames as of now, but since it seems I missed many registered teams in the initial release, I've updated the dumper so it dumps all teams in pk2 and sk2 format, optionally it will put RENT as OT name for rental pokémon in case someone wants to use them in a gen 2 game withouth manually inserting an OT. I've also included ED64-Saveswap in the file for convenience. UPDATE 14/03/2020: It seems Stadium 2 never actually stores the "full" name of the pokémon. The name is stored only until a 0x50 terminator is found. This makes depositing the pokémon in stadium 2 become "nicknamed". This doesn't make any actual different, but on the GBC games this wouldn't happen as the game seems to keep copying the bytes 0x50 bytes. Because pokémon data in boxes in the GB games isn't actually erased but rather the box slot is marked as "empty" when you withdraw/release/move pokémon, there is a chance that when you return the pokémon to GB the pokémon will become unnicknamed again, depending on the pokémon that was stored in that slot before. If one would like to return the pokémon to the "unnicknamed status", the easiest would be to have an unnicknamed evolved or wild muk stored in the box (because it's the shortest pokémon name and all chars besides the first 3 will be 0x50). Then put a pokémon from stadium 2 into that box in the same slot muk was. This is easiest done in a box with 19 pokemon, deposit muk in GB, withdraw, then deposit pokémon from stadium 2 into that box. This doesn't happen with OT name, it is fully copied. I suspect this is done so only full OT name + ID can nicnkame a pokémon (the pokémon being marked as nicknamed or not is irrelevant). Thus, this finding makes any registered pokémon recovered with the dumper be actually the same one you had back in your day. Registered teams start at 0x4000 in the savefile, here's the structure: Registered parties are 0x180 each: 0x10 header + six 0x3C pokemon structures + 2 bytes padding, 4 byte footer and 2 byte checksum 0x00 Header: 0x0 1 True if team is present (0x00 if no team) 0x1 1 Padding 0x00 0x2 2 trainer ID (default 0x0000) 0x4 12 Trainer name (GB encoding, 0x50 terminated + 1 byte padding 0x00) (default 0x5000) 0x10 Start of party pkmn, 0x3C each; uses a similar GB storage format: 0x00 1 species 0x01 1 held item 0x02 1 move 1 0x03 1 move 2 0x04 1 move 3 0x05 1 move 4 0x06 2 OT ID *0x08 4 EXP (1 byte extra padding) 0x0C 2 HP exp 0x0E 2 Atk exp 0x10 2 Def exp 0x12 2 Spd exp 0x14 2 Spc exp 0x16 2 DVs 0x18 1 PP 1 0x19 1 PP 2 0x1A 1 PP 3 0x1B 1 PP 4 0x1C 1 friendship 0x1D 1 level 0x1E 1 status condition? (status is set to 0 when the pokémon is registered) (might be padding) 0x20 2 Caught data 0x22 1 Padding? (might be status condition) *0x24 12 nickname (GB encoding, 0x50 terminated) (1 extra padding byte) *0x30 12 OT name? (GB encoding, 0x50 terminated; 0 if rental) (1 extra padding byte) 0x178 2 Padding? always 0x0000 0x17A 4 Footer 'P3v0' (0x50337630) 0x17E 2 Checksum (UByte 8 bit) Computes Header + party data + footer Download (source code included): stadium2dumper.zip Stadium2Dumper_0.2.zip
    0 points
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