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Showing content with the highest reputation on 10/20/20 in all areas

  1. Adding on to this ^ @Urt1 In Gen 4 specific terms, the only difference depends on the void trick you used. (Is the capture location Hall of Origin or Jubilife.) That reflects in the Gen 4 location data. However upon transfer the location data isn't retained.. [the location data could still be there as trash (before gen 6), but transporter nor the game checks for that] Note: The Arceus would still be illegal tho. The only legal Arceus from Gen 4 are the event ones.
    1 point
  2. There are no differences between the one obtained through the Void and the one obtained through the Azure Flute. You can make it pass through Poké Transporter if you bring it to Level 100 and remove all the moves but Judgement. Note that this works only if the Arceus is caught on Diamond, it does not work on Pearl and Platinum.
    1 point
  3. You imported a Virtual Console event to a non-Virtual Console save file. The original RBY-GSC era cannot communicate with the 3DS virtual console. This GF Mew event never existed 20 years ago.
    1 point
  4. Here is the info for the Japanese version of Pokemon Stadium (called Pocket Monsters Stadium 2 over there). Save structure is pretty much the same as: Stadium 1 (JPN) [Pocket Monsters Stadium 2] Registered Teams ---------------- Team structure: 0x000: Unknown, seems to always be 0x0001 for all teams (2 bytes) 0x002: OT name from the save that registered the team (6 bytes). 0x50 terminator and padding (0x00) until 0x007. 0x008: OT ID# from the save that registered the team (2 bytes) (0x00 padding after?) 0x00B: Number of pokémon in the team (1-6) (1 byte) 0x00C: Pokémon slot #1* 0x039: Pokémon slot #2* 0x066: Pokémon slot #3* 0x093: Pokémon slot #4* 0x0C0: Pokémon slot #5* 0x0ED: Pokémon slot #6* 0x11A: Register team 1 "POKE" footer (4 bytes) 0x11E: Register team 1 checksum (2 bytes) * Pokémon structure is 45 bytes, (00 to 0x20 is the same structure as GameBoy, then comes Nickname and OT at 6 bytes each: 0x00 Index number of the Species 1 byte 0x01 Current HP 2 bytes 0x03 Level 1 byte 0x04 Status condition 1 byte 0x05 Type 1 1 byte 0x06 Type 2 1 byte 0x07 Catch rate/Held item 1 byte 0x08 Index number of move 1 1 byte 0x09 Index number of move 2 1 byte 0x0A Index number of move 3 1 byte 0x0B Index number of move 4 1 byte 0x0C Original Trainer ID number 2 bytes 0x0E Experience points 3 bytes 0x11 HP EV data 2 bytes 0x13 Attack EV data 2 bytes 0x15 Defense EV data 2 bytes 0x17 Speed EV data 2 bytes 0x19 Special EV data 2 bytes 0x1B IV data 2 bytes 0x1D Move 1's PP values 1 byte 0x1E Move 2's PP values 1 byte 0x1F Move 3's PP values 1 byte 0x20 Move 4's PP values 1 byte 0x21 Nickname 6 bytes, 0x50 terminator used to indicate end of name, 0x00 padding used if name is short. 0x2C OT 6 bytes, 0x50 terminator used to indicate end of name, 0x00 padding used if name is short. Registered Team Pointers: Anything Goes Nintendo Cup '97 Nintendo Cup '98 Nintendo Cup '99 Petit Cup Pika Cup 01 0x0 0xD80 0x1B00 0x2880 0x4000 0x4D80 02 0x120 0xEA0 0x1C20 0x29A0 0x4120 0x4EA0 03 0x240 0xFC0 0x1D40 0x2AC0 0x4240 0x4FC0 04 0x360 0x10E0 0x1E60 0x2BE0 0x4360 0x50E0 05 0x480 0x1200 0x1F80 0x2D00 0x4480 0x5200 06 0x5A0 0x1320 0x20A0 0x2E20 0x45A0 0x5320 07 0x6C0 0x1440 0x21C0 0x2F40 0x46C0 0x5440 08 0x7E0 0x1560 0x22E0 0x3060 0x47E0 0x5560 09 0x900 0x1680 0x2400 0x3180 0x4900 0x5680 10 0xA20 0x17A0 0x2520 0x32A0 0x4A20 0x57A0 11 0xB40 0x18C0 0x2640 0x33C0 0x4B40 0x58C0 12 0xC60 0x19E0 0x2760 0x34E0 0x4C60 0x59E0 Prime Cup Gym Leader Castle Vs. Mewtwo 01 0x5B00 0x6880 0x8000 02 0x5C20 0x69A0 0x8120 03 0x5D40 0x6AC0 0x8240 04 0x5E60 0x6BE0 0x8360 05 0x5F80 0x6D00 0x8480 06 0x60A0 0x6E20 0x85A0 07 0x61C0 0x6F40 0x86C0 08 0x62E0 0x7060 0x87E0 09 0x6400 0x7180 0x8900 10 0x6520 0x72A0 0x8A20 11 0x6640 0x73C0 0x8B40 12 0x6760 0x74E0 0x8C60 Just like Stadium, it seems the backups are stored in 0x1---, so if you can't find a team in the mentioned pointers, try finding them there. For example, Vs. Mewtwo teams might be in 0x18000 instead of 0x8000. Use this chart to figure out the OT: https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_I#Japanese
    1 point
  5. Hope this will help anyone who is trying to figure out info for Pokemon that are registered in their cartridges. I couldn't find any extractor/save editor for this game, so I looked through the save data itself and used @suloku's post on Pokemon Stadium Zero registered teams as a base. My game is English version 1.1, but I assume it is the same for 1.0 and 1.2. Also, registered teams for the different modes are all over the place. Will post their pointers at the end. Stadium 1 V1.1 (ENG) Registered Teams ---------------- Team structure: 0x000: Unknown, seems to always be 0x0001 for all teams 0x001: OT name from the save that registered the team (7 bytes). 0x50 terminator and padding (0x00) until 0x00C. This probably starts at 0x002 (6 bytes) for Japanese games. 0x00C: OT ID# from the save that registered the team (2 bytes) (0x00 padding after?) 0x00F: Number of pokémon in the team (1-6) (1 byte) 0x010: Pokémon slot #1* 0x047: Pokémon slot #2* 0x07E: Pokémon slot #3* 0x0B5: Pokémon slot #4* 0x0EC: Pokémon slot #5* 0x123: Pokémon slot #6* 0x15A: Register team 1 "POKE" footer (4 bytes) 0x15E: Register team 1 checksum (2 bytes) * Pokémon structure is 55 bytes, (00 to 0x20 is the same structure as GameBoy, then comes Nickname and OT at 7 bytes and 4 terminator/padding each): 0x00 Index number of the Species 1 byte 0x01 Current HP 2 bytes 0x03 Level 1 byte 0x04 Status condition 1 byte 0x05 Type 1 1 byte 0x06 Type 2 1 byte 0x07 Catch rate/Held item 1 byte 0x08 Index number of move 1 1 byte 0x09 Index number of move 2 1 byte 0x0A Index number of move 3 1 byte 0x0B Index number of move 4 1 byte 0x0C Original Trainer ID number 2 bytes 0x0E Experience points 3 bytes 0x11 HP EV data 2 bytes 0x13 Attack EV data 2 bytes 0x15 Defense EV data 2 bytes 0x17 Speed EV data 2 bytes 0x19 Special EV data 2 bytes 0x1B IV data 2 bytes 0x1D Move 1's PP values 1 byte 0x1E Move 2's PP values 1 byte 0x1F Move 3's PP values 1 byte 0x20 Move 4's PP values 1 byte 0x21 Nickname 10 bytes + 0x50 terminator to make total of 11. If name is shorter, 0x00 padding is used. 0x2C OT 7 bytes + 0x50 terminator + 3 byte padding of 0x00 for total of 11. If name is shorter, 0x00 padding is used. Registered Team Pointers: Anything Goes Poke Cup Petit Cup Pika Cup Prime Cup Gym Leader Castle Vs. Mewtwo 01 0x000 0x2940 0x4000 0x4DC0 0x5B80 0x6940 0x8000 02 0x160 0x2AA0 0x4160 0x4F20 0x5CE0 0x6AA0 0x8160 03 0x2C0 0x2C00 0x42C0 0x5080 0x5E40 0x6C00 0x82C0 04 0x420 0x2D60 0x4420 0x51E0 0x5FA0 0x6D60 0x8420 05 0x580 0x2EC0 0x4580 0x5340 0x6100 0x6EC0 0x8580 06 0x6E0 0x3020 0x46E0 0x54A0 0x6260 0x7020 0x86E0 07 0x840 0x3180 0x4840 0x5600 0x63C0 0x7180 0x8840 08 0x9A0 0x32E0 0x49A0 0x5760 0x6520 0x72E0 0x89A0 09 0xB00 0x3440 0x4B00 0x58C0 0x6680 0x7440 0x8B00 10 0xC60 0x35A0 0x4C60 0x5A20 0x67E0 0x75A0 0x8C60 If you are unable to find a registered team in the mentioned locations, try adding a 1 after the x, which might be where backups are located. For example, all of my registered Vs. Mewtwo teams were in 0x18000 on my main file instead of 0x8000 on my test file. Also of note: 0xDC0 to 0x2930 are blank. These Registered Teams are after Free Battle, and before Poke Cup, so these are likely used for the extra two cups that the Japanese version of this game has: Nintendo Cup '98 and Nintendo Cup '99 (the latter has four divisions like the Poke Cup, but Poke Cup's rules match Nintendo Cup '97). Because of this change, these spaces will likely always be blank in international versions of the game. Most of the info is already shown to you when you view a Registered Pokemon's info, so the main things you'll want are: ID Number, EVs, IVs, each move's PP values, and OT. You might also want Catch rate/held item (if you plan on bringing them to Gen 2). For PP, you'll need to convert it to binary (if it isn't at 0 PP Ups used), then see the value of the upper bits to see how many were used. Use this chart to figure out the OT: https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_I#English
    1 point
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