Some time ago I had a few misadventures looking into how some stuff worked in the old Gen 4 games. Fast forward to now, where I have a little more experience looking at how games work thanks to studying some other games (specifically Mega Man Battle Network), I came back to take another look at this problem and actually found some interesting data
The highlighted bytes are the Great Marsh Pokemon, and it's rather interesting how these bytes behave based on the testing I did with them. The first byte controls the daily Pokemon for both Areas 1 and 2, the second Area 3, the third Areas 4 & 5, the fourth Area 6. In the configuration shown in this save file, Areas 1 and 6 had Croagunk, Area 2 had Yanma, Area 3 had Staravia, Area 4 had Drapion, Area 5 had Carnivine. Using an old Gen 4 save editor that had the capability, I changed each area's daily Pokemon to Kangaskhan and watched what happened. Editing Areas 1 and 2 changed the first byte (to 97 and E0 respectively), editing Area 3 changed the second byte from AE to DE, editing Areas 4 and 5 changed the third byte (to 3B and 76 respectively), editing Area 6 changed the fourth byte from B7 to AF.
I don't know exactly how the Pokemon are calculated from this (especially with the first and third bytes), but based on the old editor's data the Great Marsh Pokemon are arranged as follows:
The next four bytes after the Great Marsh are the Swarms, which seems overly complicated for handling one daily Pokemon at a time (Makuhita, in the case of the save shown above), but I think PKHeX is actually able to manipulate this through Block Data (though you need to know what you're doing). Once boiled down, the Swarm values are as follows:
72DC and 72DE are the Trophy Garden Pokemon, with C being the current day's Pokemon and E being the previous one. These are far more straighforward than the Marsh and Swarms, with basic hex values:
Now one last interesting tidbit, I did find this data in the game's ram, but there's a bit of a catch
Unfortunately, this data floats around the 02274700-4800 range, so it is impossible to edit by Action Replay without a way to make the locations of these bytes static (even then, the complex nature of the Marsh and Swarm makes them difficult to even live edit in an emulator's memory viewer without knowing how they work). Still, it allows the ability to study this data with the game in motion (and for the record, that day's seed translates to Skorupi in Marsh Areas 1, 2, and 6; Paras in Area 3, Roselia in Area 4, Kangaskhan in Area 5, and a Dunsparce Swarm).
Unfortunately I don't know how all of this translates to Platinum, but it really seemed like this was an area of Gen 4 that hadn't gotten a lot of research, so hopefully it helps (and hopefully someone with a lot more time and patience than I do can finish the research on the Marsh).