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Showing content with the highest reputation on 10/24/20 in all areas
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Version 24.11.11
9512912 downloads
Pokémon core series save editor, programmed in C#. Supports the following files: Save files ("main", *.sav, *.dsv, *.dat, *.gci) GameCube Memory Card files (.raw, .bin) containing GC Pokémon savegames. Individual Pokémon entity files (.pk*) Mystery Gift files (.pgt, .pcd, .pgf, .wc*) including conversion to .pk* Importing teams from Battle Videos Transferring from one generation to another, converting formats along the way. Data is displayed in a view which can be edited and saved. The interface can be translated with resource/external text files so that different languages can be supported. Pokémon Showdown sets and QR codes can be imported/exported to assist in sharing. We do not support or condone cheating at the expense of others. Do not use significantly hacked Pokémon in battle or in trades with those who are unaware hacked Pokémon are in use. FAQ Support Forum <-- Post here if you have questions or found bugs7 points -
With every post complaining about PKHeX's lack of support of CT (or a post along a similar vein), the public release of the updated PKHeX would probably get delayed. Good luck everyone.7 points
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PKHeX needs contributions to refine the Legality checks in the Wild Area. Pokemon that spawn outside of the grass are considered Static Encounters (see Kaph's long list here), and we need data for the Nests too. If you have legitimately caught Pokemon from the Wild Area that is being flagged as "Invalid: Unable to match an encounter from origin game", please contribute your .pk8 files either by attaching them to this thread or by sending a Private Message. Alternatively, if you are a developer, you can contribute the `Species` and `Met_Location` of the Pokemon. Or just directly contribute to the project on GitHub. You can track the progress on GitHub here: https://github.com/kwsch/PKHeX/blob/master/PKHeX.Core/Legality/Encounters/Data/Encounters8.cs1 point
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Lol. You just won the dumbest award of 2020. How the heck PKHeX can update without getting the data of new Pokémons? Use some common sense before you ask something.1 point
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Be patient. You can't control the idiots and there isn't anything you can do to make things go faster unless you decide to learn coding, educate yourself on everything game save related, manage to reverse engineer everything, gain the trust of the current dev team, and offer to send your proposed code changes and finish their work.1 point
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yes next week it takes time with the program a couple of days of waiting won't hurt1 point
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a/0/1/3 has been identified as area data. It defines which files are used to display the environment. Offset Size Description 0x0 2 Used building pack 0x2 2 Map textures 0x4 1 Translate animations 0x5 1 Sequential animations 0x6 1 Building type (inside/outside) 0x7 1 Ambient light (if no weather) 0x8 1 Outline profile 0x9 1 Unknown (usually 0x01) Most of the numbers are linking to members of this narc files: a/2/2/5 - Building models, outside a/2/2/6 - Building models, inside a/1/7/4 - Building textures, outside a/1/7/5 - Building textures, inside a/0/1/4 - Map textures a/0/6/8 - Animations (translate) a/0/6/9 - Animations (sequential) a/0/6/0 - Light profile, effects overworld and battles1 point
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Every time someone asks, the developer will delay it's release.1 point
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The Crown Tundra collection started: https://github.com/ReignOfComputer/RoCs-PC/commit/7ba1d66e17b5f11c0bef9254ba585d51f89aaa221 point
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Standard movement permissions: In mapping tools like SDSME the permission data of gen. 5 games is organized in 8 matrices. A problem that everyone runs into when adding their own maps is that the height values for player and NPCs are not known. The height is calculated from the values in the first 4 layers. The permission data is part of the map-model files in a/0/0/8. There are 4 different types of permissions. All identified by an unique ID which is the first DWORD in the file-header: 0x34257: One permission block. Most common case 0x44347: Two permission blocks. Used for bridges or other things where the player can be on OR under 0x34452: One permission block. More than 8 layers. Not investigated yet... 0x2474E: No permission block. The collision data is extern and works in a different way. "3D collisions" (little endian inside the files: "0x34257" = "57 42 03 00") The permission block starts with info about its size: "20 00 20 00" -> 32x32 Tiles (cols x rows) followed by the data [1, 2, 3, 4, 5, 6, 7, 8], [1, 2, 3...],... In spacial cases a 3rd data section is appended (more later). Following data must be read like this (16x16 Arrays): // 0x00__ 0x__00, 0x__01, 0x__02,... 0x__10, 0x__11, 0x__12,... ... // 0x01__ 0x__00, 0x__01, 0x__02,... 0x__10, 0x__11, 0x__12,... ... ... // 0xXX__: Layer 2 or 4 // 0x__XX: Layer 1 or 3 (B2W2) All Terrain Values: (Slope X, Slope Y) (323 Values) (B2W2) All Height Values: (1285 Values) Terrain: The given slopes are the resulting height difference by walking one tile to east or south. Take in mind that inclinations greater than 1 can not be climbed by the player so they are kind of useless. At 0x0002 there is something I called pointer. This value is used everywhere where the slope has corners, for example that hillock at Route 12. This fields are enumberated in the height-layer, startet by 0, and point right behind the permission block. Every corner produces 8 bytes: Offset Size Description 0x00 2 Terrain 1 0x02 2 Terrain 2 0x04 2 Height 1 0x06 2 Height 2 The Terrain (1 and 2) values must be calculated to get something in the table above. Terrain table -> permission file: Terrain 1: Offset + 1 Terrain 2: Offset / 4 The 3D characteristics of these tiles are formed by Terrain/Height 1 for the top-left and top-right corner and by Terrain/Height 2 for the bottom-left and bottom-right corner. All other tiles are using the values from the two tables above. If the inclination is 0 to all directions, the final height is the same as specified. Else the height is perpendicular to the surface and must be calculated to get the expected result. Important: The terrain- and height-values from B2W2 are not compatible with BW(1).1 point
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Worldmap: (file index started by 0, german black 2 ROM) a/0/0/2 - Location names (file 109) and important buildings (file 377) a/0/8/4 - Texture related a/0/8/5 - Location data a/0/8/5 is an narc archive with only one entry. The file inside the narc holds all relevant data to make the world map interactable. Every location-section is 54 Bytes long. The data is organized like this (Size in bytes): Offset Size Description 0x00 2 Target Map ID 0x02 2 Pull cursor radius 0x04 4 (2+2) Pixel coordinates (x,y): Point and Pin 0x08 4 (2+2) Pixel coordinates (x,y): Radar circle 0x0C 4 (2+2) Pixel coordinates (x,y): Range (Top-Left) 0x10 4 (2+2) Pixel coordinates (x,y): Range (Bottom-Right) 0x14 2 Selection Range x 0x16 2 Target Point 0x18 2 Can Fly flag 0x1A 4 Padding 0x1E 2 Game progress: Save flag ID 0x20 2 Game progress: Disable flag ID 0x22 2 Info-text (top screen): Location name index 0x24 12 (6*2) Info-text (top screen): Building names index, 0xFFFF if empty 0x30 2 Pokedex select form 0x32 4 (2+2) Pixel coordinates (x,y): Pokedex selection1 point
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Hi there, Maybe this is an all known problem, but I'm trying to edit my save file with the latest crown tundra update and I'll get the same error all the time. It says that my save file is too big. Don't meant to be rude, but any ideas when Pkhex is going to update? Thanks regards0 points
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No offence, but the dlc launch was known to be releases this day for a month, so why wait till the drop and not having it prepared?0 points