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Popular Content

Showing content with the highest reputation on 09/24/17 in all areas

  1. @Deoxyz and @theSLAYER, I am being told it might have been only X, or only Y. So even though the cards have both games flagged, the servers only served a specific card to a specific game, and half were broken. I wonder if there is a way to prove this.
    2 points
  2. No, PKHeX doesn't do any 3IV collision detection as there's only 2 instances of this happening: When the internal event binary is built, the 3IV is included first, and the No IV is included second; Directory.GetFiles doesn't return stuff in a defined order. I've updated PKHeX's behavior so that it plays favorites with the worse of the two cards. https://github.com/kwsch/PKHeX/commit/16341b4d910c676e05663dd4b050fe53fba4b161
    2 points
  3. Version .

    531 downloads

    This event was distributed by serial code, to commemorate the release of the Virtual Console versions of Pokemon Gold and Silver for the 3DS. The serial code was obtainable by those who purchased either game, and it was redeemed from their Nintendo e-Shop receipt. After September 21, 2018, the code will no longer be given out. Species Celebi Nickname (default, save lang) OT Ilex TID 101500 Distribution Serial Code Location the Johto region Dates Sep 21, 2017 to Oct 31, 2018 PID Cannot Be Shiny Games US 3DS: SM USUM Lv. 30 Nature Random Ability Natural Cure (1) Item None Bundled Item None Souvenir Moves (ITALIC means Relearnable) Heal Bell Safeguard Ancient Power Future Sight WC ID 630: 「Celebi, le Pokémon Temporel !」's receiving text 0x2C Thank you for playing Pokémon! Please pick up your gift from the deliveryman in any Pokémon Center. Celebi, le Pokémon Temporel ! Merci infiniment d'avoir téléchargé Pokémon Or / Pokémon Argent. Celebi a fait tout ce chemin depuis le Bois aux Chênes pour vous rejoindre ! Format Ver.1.0.5-3, Post Updated Date:20170922_1415
    1 point
  4. Personal Files - files located at /a/0/0/2 - file contains 4 sections #1 Section - General Data - section is 10 bytes Offset Length Name Description 0x0 0x1 Base HP 0x1 0x1 Base Attack 0x2 0x1 Base Defense 0x3 0x1 Base Speed 0x4 0x1 Base Special Attack 0x5 0x1 Base Special Defense 0x6 0x1 Type 1 0x7 0x1 Type 2 If monotype, this will be the same as Type 1. 0x8 0x1 Catch Rate 0x9 0x1 Base Experience The base amount of experience gained by defeating this Pokemon. #2 Section - Effort Values - section is 2 bytes Offset Length Name Description 0 2 Bits HP 2 2 Bits Speed 4 2 Bits Attack 6 2 Bits Defense 8 2 Bits Special Attack 10 2 bits Special Defense 12 4 Bits Padding #3 Section - General Data (Continued) - section is 14 bytes Offset Length Name Description 0x0 0x2 Held Item (50%) Uncommon held item for wild encounters. 0x2 0x2 Held Item (5%) Rare held item for wild encounters. 0x4 0x1 Gender Ratio Out of 255, this is the approximate number of females you'd encounter 0x5 0x1 Hatch Multiplier This number multiplied by 256 gives you the base number of steps required to hatch an egg. 0x6 0x1 Base Happiness 0x7 0x1 Experience Rate One of six values with preset growth rates. 0x8 0x1 Egg Group 1 0x9 0x1 Egg Group 2 If no second egg group, this will be the same as Egg Group 1. 0xA 0x1 Ability 1 0xB 0x1 Ability 2 Left blank if there's no second ability. 0xC 0x1 Run Chance Used strictly for Safari Zone encounters. 0xD 0x1 Color This is for Pokedex colors. #4 Section - TM's List - This section is 128 bits. - The first 92 bits refer to TMs, the next 8 to HMs, and the last 28 are padding. - If the bit is 1, that TM can be learned by this Pokemon. If it is 0, it cannot. Learnset Files - files located at /a/0/3/3 - file contains 2 sections #1 Section - Learnset - section is 2 bytes for every Move in the Pokemon's learnset - possible limit of 40 bytes, or 20 moves Offset Length Name Description 0 9 Bits Move ID 9 7 Bits Level Learned #2 Section - File End - section is 4 bytes Offset Length Name Description 0x0 0x2 Delimiter Tells the game where to stop reading. Always 0xFFFF. 0x2 0x2 Padding Evolution Files Back To Pokemon ▲ - files located at /a/0/3/4 - file contains 2 sections #1 Section - Evolutions - section is 6 bytes for every evolution method - possible limit of 7 evolutions, or 42 bytes - possible that all 42 bytes are required, and 0x0 if unused Offset Length Name Description 0x0 0x1 Evolution Method One of 26 evolutions methods. 0x1 0x1 Padding 0x2 0x2 Requirement Number This is the level required or the index of the Pokemon, item, etc. required for the evolution method. 0x0 if not needed. 0x1 0x1 Evolved ID This is the index mumber of the Pokemon to evolve into. #2 Section - File End Offset Length Name Description 0x0 0x2 Padding Growth Table Files Back To Pokemon ▲ - files located at /a/0/0/3 - file contains 1 section #1 Section - Growth Table - section is 4 bytes for each level, starting with Level 0 - total size is 404 bytes Offset Length Name Description 0x0 0x4 Experience Requirement Experience required to reach this level. Baby Form Table File - files located at /a/poketool/personal/pms.narc - file contains 1 section - special babies are defined in code in the overlays #1 Section - Baby Form Table - section is 2 bytes for each Pokemon, including alternate forms - total size is 1016 - starts with index 0, making Bulbasaur the second short Offset Length Name Description 0x0 0x2 Baby Index Number This is the index number of the default baby produced from breeding. Move Tutor Table File - files located at /fielddata/wazaoshie/waza_oshie.bin - file contains 1 section - does not include Dragon or starter tutors #1 Section - Move Tutor Table - section is 8 bytes for each Pokemon, including alternate forms - total size is 4040 - starts with index 1, making Bulbasaur the first entry Offset Length Name Description 0x0 0x1 Moves 1-8 (Bitfield) This bitfield is for moves 1-8, moving from least to most significant. 0x1 0x1 Moves 9-16 (Bitfield) This bitfield is for moves 9-16. 0x2 0x1 Moves 17-24 (Bitfield) This bitfield is for moves 17-24. 0x3 0x1 Moves 25-32 (Bitfield) This bitfield is for moves 25-32. 0x4 0x1 Moves 33-40 (Bitfield) This bitfield is for moves 33-40. 0x5 0x1 Moves 41-48 (Bitfield) This bitfield is for moves 41-48. 0x6 0x1 Moves 49-52 (Bitfield) This bitfield is for moves 49-52, with 4 bits of padding. Move Tutor Table - table is in Overlay 001 at 0x23AE0 - does not include Dragon or starter tutors - full table reference in the Appendix #1 Section - Move Tutor Table - section is 4 bytes for each entry, with 52 entries - total size is 208 - changing the values is possible, expanding the table is currently not known Offset Length Name Description 0x0 0x2 Move ID This is the ID number for the entry. 0x2 0x1 BP Cost This is the BP Cost for the entry, 0 if unapplicable. 0x3 0x1 Tutor ID This is the ID of the tutor for the entry.
    1 point
  5. Map Files - located at /a/0/6/5 - contains 5 sections #1 Section - Header - section is 20 bytes Offset Length Name Description 0x0 0x4 Movement Permission Size The size of the Movement Permissions in Section #3. Always 0x800. 0x4 0x4 3D Object Size The size of the 3D Objects defined in Section #4. 0x8 0x4 NSBMD Model Size The size of the embedded Model (NSBMD) file in Section #5. 0xC 0x4 BDHC Size The size of the embedded Terrain (BDHC) file in Section #6. 0x10 0x4 Unknown Section Size The size of the section of unknown data in Section #2. #2 Section - Unknown Data - data in this section serves a currently unknown function - data is unique to HG/SS and theorized to be Pokemon size permissions Offset Length Name Description 0x0 . #3 Section - Movement Permissions - data is always 2048 bytes, two bytes for each tile, and all maps are 32x32 tiles - tile data is ordered from left to right, bottom to top Offset Length Name Description 0x0 0x1 Special Permission Allows for special permissions. A rather incomplete list can be found in the Appendix. 0x1 0x1 Movement Permission Three valid values: 0x0 No Restriction, 0x4 No Special Permissions (Ignore First Byte), 0x8 Solid/No Movement #4 Section - 3D Objects - section is 48 bytes per object defined - 3D Objects Size in Section #1 will be the total size of this section in bytes Offset Length Name Description 0x0 0x4 Object ID Number A complete list of Object ID numbers can be found in the Appendix. 0x4 0x2 Y Fractional Variable allowing fractional Y-axis positioning. (Defaults to 00 00.) 0x6 0x2 Y Coordinate Position of the object on the Y-axis. 0x8 0x2 Z Fractional Variable allowing fractional Z-axis positioning. (Defaults to 00 00.) 0xA 0x2 Z Coordinate Position of the object on the Z-axis. 0xC 0x2 X Fractional Variable allowing fractional X-axis positioning. (Defaults to 00 00.) 0xE 0x2 X Coordinate Position of the object on the X-axis. 0x10 0xC ???? This section serves a currently unknown function. 0x1D 0x4 Width The size of the object on the Y-axis. 0x21 0x4 Height The size of the object on the Z-axis. 0x25 0x4 Length The size of the object on X-axis. 0x29 0x7 ???? This section serves a currently unknown function. #5 Section - NSBMD Model - NSBMD Model Size in Section #1 will be the total size of this section in bytes - this is the 3D model of the map itself - NSBMD model specifications aren't listed here. #6 Section - Terrain (BDHC) - BDHC Size in Section #1 will be the total size of this section in bytes - BDHC file specifications are detailed here. Terrain Files (BDHC) Credit and thanks goes to Mikelan98 for finally cracking these files. This section will have a ton of notes, as the format is very complex. Refer to Mikelan98's guide for help. - located at the end of map files, found at /a/0/6/ - contains 7 sections #1 Section - Header Data Offset Length Name Description 0x0 0x4 Magic ID #BDHC (0x42444843) 0x4 0x2 Points Size The number of points defined in Section #2. 0x6 0x2 Inclines Size The number of inclines defined in Section #3. 0x8 0x2 Heights Size The number of heigths defined in Section #4. 0xA 0x2 Plates Size The number of plates defined in Section #5. 0xC 0x2 Strips Size The number of strips defined in Section #6. 0xE 0x2 Access Lists Size The number of access lists defined in Section #7. #2 Section - Points - section length will be 8 bytes multiplied by Points Size from Section #1 - each 8 bytes follows the format below Offset Length Name Description 0x0 0x4 Padding Color 0x4 0x4 X Coordinate X Coordinate for first point. (Little Endian) 0x8 0x4 Padding 0xC 0x4 Y Coordinate Y Coordinate for first point. (Little Endian) Notes: - These coordinates define points on the map. - Maps are always 32x32 tiles. - Coordinates are defined from the center of the map. - The coordinates for the center four tiles are: - Northwest: 00 00 FF FF, 00 00 FF FF - Northeast: 00 00 00 00, 00 00 FF FF - Southwest: 00 00 FF FF, 00 00 00 00 - Southeast: 00 00 00 00, 00 00 00 00 - Coordinates south and east will increase. Coordinates north and west will decrease. - The coordinates of the outside corners are: - Northwest: 00 00 F0 FF, 00 00 F0 FF - Northeast: 00 00 10 00, 00 00 F0 FF - Southwest: 00 00 F0 FF, 00 00 10 00 - Southeast: 00 00 10 00, 00 00 10 00 #3 Section - Inclines - section length will be 12 bytes multiplied by Inclines Size from Section #1 - each 12 bytes specifies a type of incline Offset Length Name Description 0x0 0x12 Incline Type Specifies a type of incline. Notes: - It is assumed that the 12 bytes define coordinates in some way. - Because it is not fully understood, here is a list of known inclines: - Flat Plate: 00 00 00 00 00 10 00 00 00 00 00 00 - North Stairs: 00 00 00 00 50 0B 00 00 50 0B 00 00 - East Stairs: B0 F4 FF FF 50 0B 00 00 00 00 00 00 - West Stairs: 50 0B 00 00 50 0B 00 00 00 00 00 00 #4 Section - Heights - section length will be 4 bytes multiplied by Inclines Size from Section #1 - each 4 bytes specifies a height Offset Length Name Description 0x0 0x2 Fractional Z Coordinate Variable allowing fractional Z-axis positioning. Defaults to 00 00 (Little Endian) 0x2 0x2 Z Coordinate Vertical positioning coordinate. Defaults to 00 00. (Little Endian) Notes: - Up on the Z-axis subtracts, while down on the Z-axis adds. - Fractional coordinates are divided by -65536, e.g., 00 80 = 32768/-65536, or -0.5. - Add both variables for final height, e.g., 00 80 FF FF = -0.5 + 1 = +0.5 Formulas: In the Spanish version of the tutorial Mikelan98 wrote, he posted some formulas for determining the heights you need to define in this section when dealing with specific types of slopes. They also allow one to figure out how to make formulas for other types of slopes. Here, I'll translate them. - Northward Stairs: Height = 0xB505 * (-(y)-(h)) - Westward Stairs: Height = 0xB505 * (x-h) - Eastward Stairs: Height = 0xB505 * (x-h+1) - Where: - x = the position of the stairs on the X-axis, unless the tile is more than one tile long, in which case you would use the tile that is lower on the Z-axis - y = the position of the stairs on the Y-axis - h = the height of the bottom of the stairs + 1 #5 Section - Plates - section length will be 8 bytes multiplied by Plates Size from Section #1 - each 8 bytes section builds a plate using definitions from the previous three sections Offset Length Name Description 0x0 0x1 First Point Index The index of the Point used for the northwesternmost corner of the plate. 0x1 0x1 Padding Color 0x2 0x1 Second Point Index The index of the Point used for the southeasternmost corner of the plate. 0x3 0x1 Padding 0x4 0x1 Incline Index The index of the Incline used for this plate.. 0x5 0x1 Padding 0x6 0x1 Height Index The index of the Height used for this plate. 0x7 0x1 Padding Notes: - The indexes for these are simply the order in which each previous section was defined. - For Points, if you're using the first two Points to construct a plate, you would use 00 & 01. - This creates a rectangular plate between the coordinates defined, with the defined inclination and height. #6 Section - Strips - section length will be 8 bytes multiplied by Strips Size from Section #1 - each 8 bytes section builds a plate using definitions from the previous three sections Offset Length Name Description 0x0 0x2 Padding Color 0x2 0x2 Lower Bound The southernmost tile of the strip. (Little Endian) 0x4 0x2 List Elements The number of list elements from Section #7 to use. (Little Endian) 0x6 0x2 List Start The index of the first list element from Section #7 to use. (Little Endian) Notes: - The first Strip begins at the northenrmost horizontal "strip" and ends at the first defined Lower bound. - The second Strip begins at the next tile south of the first Lower Bound and ends at the second defined Lower Bound. - The List Start index works the same as the indexes in Section #5. - List Elements counts elements including List Start. - More information is noted after Section #7 - Access List. #7 Section - Access List - section length will be 2 bytes multiplied by Strips Size from Section #1 - each 2 bytes is a list entry Offset Length Name Description 0x0 0x2 Plate Index The index number of a plate from Section #4. Notes: - The Plate index number references Plates in the order they're defined, the same as in previous sections. - The Plates in this list are referenced in the section above, and they're accessed, once again, by index number. - The Plates are ordered in groups, and individual plates generally appear multiple times. - The Plates in this section that are referenced in the previous section, are plates that can be accessed from that strip. - More information and visuals can be found in Mikelan98's guide.
    1 point
  6. Crystal is currently GBCartEra only; as in, there's no way to get it on virtual console. Since it's not virtual console, the Celebi Event is thus obtainable (japanese only, but whatever). Transferring to gen7 requires it to originate from a virtual console save, which has not released the event.
    1 point
  7. Buying the Pokemon Ultra Sun and Ultra Moon will give you a serial code for 7x Big Malasada and 11x Fresh Water. It is Buying to "Ito-Yokado (イトーヨカドー)" and "7-Eleven Online(セブンネットショッピング)" only. Source: http://www.pokemon.co.jp/ex/usum/lineup/170922_03.html
    1 point
  8. Thanks, fixed in latest commit https://github.com/kwsch/PKHeX/commit/e5d7a063af3a7ddb848e6409f3cde2255ca82492
    1 point
  9. What I meant was that if it is legal for me to back-up my cartridge and install it as a digital titel. Sure I use it as a back-up but and that point it looks more like having a second copy. Currently I do not have a Pokémon Bank subscription, so just exporting and importing .pk7 should be fine. Although at that point I could easily just grab your files instead. Also, I don't recall PKHeX having an option to change how many times you have traded. You know those small text boxes that show up when you battle online, like how many PP ups you have used, etc. Do you know if this gets added in the future? Ok, but how does Nintendo/Pokémon then check if my digital installed back-up is legal one? I guess the ticket signature on launch or something, but maybe I shouldn't ask this on this forum. I just don't want to get in trouble.
    1 point
  10. Corroboration. I think the next step is me writing a program which looks through every file for every instance of each of the legendary's numbers, spit back a list of the ones that have occurrences of all of them, then narrow down from there.
    1 point
  11. Because only the PIDIV algorithm is known; the species-PIDIV relationship isn't. It's best to positively recognize them as PCNYx, but not give fake hacks a sense of validity.
    1 point
  12. Sorry I didn't log into the forums for a while, but you pretty much got it translated correctly. *seriously can they stop with these IR events*? Mimikyu is holding Rare Candy, in Precious Ball, and has Astonish, Play Rough, Copycat and Substitute.
    1 point
  13. For the event, I do not have much hopes that it will be released. While I can see them doing it as a motivation to purchase the game, I really am doubting they will given how much they seem to want to do shiny locks at the moment along with... other complications. It was distributed through the Pokémon Mobile System GB. From what I know of the patches, it looks like they are removing it (or at the very least, scrubbing images related to it) in the Japanese patch. I'm honestly not sure if they can even distribute the GS ball through the Mystery Gift option. If they can, it'll most likely be another real life event like the VC Mew. So, if they do have the event, it'll be "legal" if the event is in your language your Celebi is on. If not, it'll continue to be illegal, just like English shiny Mew from Emerald is illegal as the event was never released outside of Japan. As theSLAYER stated, that's pretty much why I used "Legal" rather than "Legitimate" when referring to re-obtaining my old TID. There's no known ways to RNG abuse in Gen 2 right now, so you have to either hack or soft reset. I chose to brute force it with a LUA script to soft reset for me. Your TID can range from 0 to 65535, and getting exact DVs would be about the same chance (1 in 65,536). Much, much rarer than an actual shiny pokemon. So, yeah. the game is generating it instead of me altering it, but I'm taking a huge shortcut by making a program do it for me.
    1 point
  14. I'm sorry to burst your bubble love, but If you used codes to get the item to unlock the event, its not legit, its not legal. It's illegal. (besides, something isn't even legal, it cannot be legit) Also, with the lack of Crystal and the GS Ball event in VC right now, it is not possible to get any Celebi during normal gameplay, (even glitches to obtain the GS ball is questionable, but right now Crystal isn't even out) Important point: I'm am not denouncing your effort. I think it is amazing that people have the patience to SR something until it is shiny. But, just because you put in effort doesn't mean it isn't hacked/cheated. The entire process has to be legit, for the Pokemon to be legit. People put in a lot of effort to remove the shiny lock, to SR for a shiny Zygarde, and it is impressive, but not legal nor legit. [I put in a lot of effort to glitzer pop a Shiny Celebi, and it's illegal lol] Now, to go back to your question (on how to be legal and shiny concurrently), which I'll address from a VC point of view: 1. Even if Crystal is released, they could choose to not give away GS ball 2. Even if they decide to give it away, it may be Japan only. If your Celebi is caught in a non-Japanese game, there is almost no chance it'll be legal, since only Japan got the GS ball event previously. 3. Wait for PokeTransporter update. If Poketransporter allows a Shiny Celebi to be transferred, despite it not being obtainable, just proclaim it to be "glitched", not "legal", not "legit", and you get your wish. I mean, isn't the most important thing, having your prized possession in Gen 7 through legitimate means?
    1 point
  15. Even if they do release Crystal (and it is looking likely at this point based on what dataminers have found), unless they release the GS ball event, Shiny Celebi will still be illegal. There is nothing you can do to get around this. It was not the intention of the VC release to be able to put our "original saves" back on there (and many of them are long gone. My USA crystal died over 7 years ago.). Even if you somehow managed to get lucky enough to get a GS Ball back in the day (which, was probably rather rare...I can't seem to find any numbers on it), and managed to save the original save data using an external tool, it's not something that is going to be recognized by Gamefreak as legal by any stretch of the imagination. It requires methods that are unsupported by Gamefreak/Nintendo. It's not going to stop me from using my "recreation" of original save with my original TID and DVs on my favorite pokemon, but it's still not the intention of the developers. In my case though, they can be generated in the VC, so they will be "legal" when I move my save over. (Providing I don't send anything over that would be unobtainable outside the VC, like say a surfing pikachu from Pokemon Stadium) GS Celebi right now, cannot be generated by normal means. If they -do- release GS ball event, it will need to be released on the language your celebi is on in order for it to be legal. If they only release it for Japan, and your Celebi is English, it will still be illegal. (See: Shiny Mew from Emerald, even if Gamefreak's hack checks are terrible and will pass up English Mews lol) Just keep your fingers crossed that they do the event if they release crystal. Otherwise... Celebi is doomed to be forever illegal.
    1 point
  16. 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.
    1 point
  17. I'm at school overseas And if I'm at Korea I'm generally not in Seoul area. Usually Daegu and those parts.
    0 points
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