Leaderboard
-
in Posts
- All areas
- Blog Entries
- Blog Comments
- Images
- Image Comments
- Image Reviews
- Albums
- Album Comments
- Album Reviews
- Files
- File Comments
- File Reviews
- Events
- Event Comments
- Event Reviews
- Topics
- Posts
- Pokédex Entries
- Articles
- Article Comments
- Technical Documents
- Technical Document Comments
- Pages
- Tutorials
- Tutorial Comments
- Status Updates
- Status Replies
-
Month
-
All time
November 30 2016 - December 26 2024
-
Year
December 26 2023 - December 26 2024
-
Month
November 26 2024 - December 26 2024
-
Week
December 19 2024 - December 26 2024
-
Today
December 26 2024
- Custom Date
-
All time
Popular Content
Showing content with the highest reputation since 11/26/24 in Posts
-
1. Depends on the encounter, and the game the encounter is from. If it is sufficiently random, it doesn't have a type. 2. Tera raids have a detectable correlation. 3. No, because there is no algorithm to enable realtime checks. If people switch boxes in the UI, the program shouldn't freeze for 3 minutes for each Pokemon needing the check. 4. To write checking algorithms, you have to understand how they're generated and then just test the result against the starting conditions. A seed generates values in sequence. PKHeX has numerous of these, and the source code is hosted on GitHub for anyone to read.2 points
-
Hey everyone! I've lurked on this site for a while while working on this project, and I wanted to introduce myself and gauge any interest. I'm a software developer and huge Pokémon fan, and for probably 6 years now I've been obsessed with learning how Pokémon are stored, how data persists from game to game, and the magic of moving a Pokémon from a GBA game all the way to the modern era. As for the project, I call it OpenHome, and it's a cross-platform app that lets you move Pokémon between save files across generations (forwards and backwards). The app stores data locally so you never lose Pokémon data even when moving to an earlier generation and back. I made a site with more information and download links here, and you can find the GitHub repository here. Here are some screenshots: This is a hobby project so I can't guarantee a response time for bug fixes/new features, but I'd welcome any feedback or collaborators! The app is built with Electron + React/TypeScript. I know Electron isn't great, but this way it's availabile on Windows, Mac and Linux, and can be contributed to by most people with JavaScript experience. Also, major shout out to Kurt, Matt, and all the other PKHeX developers whose code I used to learn the layout of Pokémon file structures, item index numbers, and pretty much everything else related to research on save data formats. If you guys happen to see this and would like more credit anywhere please let me know.2 points
-
2 points
-
Hello, this is my first contribution and post here in this community, I hope it is the beginning of something wonderful for everyone. I guess this can't be the right section, I've been looking at the sections for a while, and where contributions like this ``create --> file download --> in-game series --> generation 9´´ are, where there is a post of SWSH Fashion Block under generation 8. I hope the administrators of the site change the category of my post or contact me before deleting my post, and please tell me where to do it correctly to add my contribution, or how i post in download section (I think maybe i need more rank first in the forum). This data block contains the 151 unlocked sandwich recipes for pokemon violet or scarlet. You just have to import the .bin file inside the data block. File name: ---->29B4AED2.bin<---- Block data name: ---->Object KSandwiches<---- A fast screenshot where you import the block data: Also you have detailed guide on this web. You can follow any block importing guide but always remember your block data name and file name dont do with the guide block data and file names! ---->https://projectpokemon.org/home/tutorials/save-editing/gen-9/<---- And if this is useful for you and worked like you expect, please post your feedback, thanks, if you have any trouble with it, post your feedback too to see how i can help. 29B4AED2.bin2 points
-
Don't adjust the TID/SID -- the game generates the starter immediately after generating the save file's TID/SID, thus they're correlated, like the message says. If you are not using the trainer database feature, it likely is pulling your currently-loaded save file as the trainer data source, so just temporarily change your save file's TID/SID prior to generating from the encounter.2 points
-
Already reported and fixed: https://github.com/kwsch/PKHeX/commit/c198ab08e0c08bc47bafaa01d0372b731dcf2ce7 Either use the latest development build, or wait until the next stable program release.1 point
-
Currently there is a rules-repo on GitHub but it is missing most of the Sword and Shield data. Could people please download this plugin PluginPile.SwShRulesExporter.dll and add it to their plugins folder? Then open PKHeX and click Tools>SwSh Download Rules Exporter>Export From bak Folder. This will give you a swsh_rules.zip file in the the PKHeX folder which you can upload to here. Note that if PKHeX hangs and becomes unresponsive during this process that is just because it is going through the whole bak folder and it should complete with a popup message. Thanks for your assistance in this endeavour and hopefully we can preserve all the rules. Edit: Updated plugin to flag if no rules were found1 point
-
here 0158 - Totodile - 50E367C63C59.pk9 0386 - Deoxys - 702C6FC95981.pk9 0386 - Deoxys - F7D91A3045AE.pk9 0386 - 테오키스 - D8CF562C2C00.pk9 0387 - TORTUGIN - B1B1C7EC7EC3.pk9 0492 - シェイミ - 87A91480C7BA.pk9 0648 - Meloetta - 5257C9AAC940.pk9 0720 - Hoopa - 0D97D05D40C8.pk9 0720 - Hoopa - 222DC7269CEF.pk9 0720 - Hoopa - C2A1189D05AA.pk9 0720 - フーパ - D1AE6C4D7D78.pk9 0720 - 후파 - 928BE671CF4A.pk9 0720 - 胡帕 - 4839C827C6F4.pk9 0720 - 胡帕 - D97334789691.pk91 point
-
Cheat codes tend to generate the incorrect correlation for shinys, so PKHeX’s detection working as intended. Consider this (under category search via PID):1 point
-
Ok, I think there is a misunderstanding of that feature. It's not meant to give the item to you. The item you can choose here is given to other players that you mix records with ingame. You have two options to get the Eon Ticket into your Emerald: open any other RSE save, to use it as a distributor use my plugin to set the Eon Ticket for Record Mixing go ingame and mix records between that edited RSE save and your Emerald save or: directly put the Eon Ticket into your key pocket set flag 22271 point
-
1. Anything that can be transferred from GO can exist as a dumped file. But it doesn't make anything notable enough to need to upload to the site. 2. You answered your own question.1 point
-
The Eon Ticket was never distributed to Emerald. So which file did you try to import? You can not use the ME3 that was made for RS in Emerald. In Emerald the Eon Ticket is only obtainable by mixing records. This would just put the Eon Ticket in your pocket and set flag 2227 "Can Travel to Southern Island". That's all you need.1 point
-
At the moment no. Got other priorities.1 point
-
See the post above yours. Not an user friendly tool, but still, the block is documented and it can help you in manually editing it.1 point
-
No. For that you need to manually edit the Mystery Record block (with an Hex Editor), which I don't think is documented.1 point
-
Because you have not saved in-game prior to taking that save file off your device. Try it on literally any other editor and you'll get the exact same result, indicating it's not an issue with the editor.1 point
-
You need to save in-game and not rely on save states to retain your progress.1 point
-
In your case it worked cause all associated “console unique keys” were transferred to the new console. So your save was “locked” via the old key, then the old key was handed over and being used by your new device. Still I’m glad you got it working1 point
-
Oops, I forgot to fix the checksums. Just take the file I uploaded and open & export within PKHeX to have it fixed. (also attached a "fixed" one since I did it anyway) Pokemon - FireRed Version (USA, Europe) (Rev 1).sav1 point
-
Use PKHeX's encounter database to create one from template. Changing the PID/IV afterwards to something you prefer would require you to have a valid PID/IV in mind, which would require using an external tool to search for one.1 point
-
Actually yes; block 4 is the tail end of the game progress block. You can try zeroing that block out and re-exporting with PKHeX.1 point
-
It works on the latest Switch version of the application, which is 3.2.1: https://www.nintendo.com/en-gb/Support/Nintendo-Switch/Game-Updates/How-to-Update-Pokemon-HOME-1743722.html The plugin does not work with the mobile app.1 point
-
Block 4 is the first box & half of box 2. Every other block is present, so everything about game progress is there. I uploaded a fixed save for you1 point
-
You have to progress through the story. Wasn't a hard google search...1 point
-
1 point
-
Encounter slot checks were implemented. You can't just select any PID/IV, as it must show up via Method K for the encounter slot it has, along with special restrictions for IVs unique to the bug catching contest.1 point
-
Not sure why you're looking at code from a version of PKHeX from 7 years ago. The latest PKHeX release will generate an Eevee matching the trainer's TID/SID.1 point
-
Not a PKHeX issue. If the plugin hasn't been updated by the original author or forked by someone else, then it won't be guaranteed to work on future program releases. Raise an issue with the plugin or find an alternative if it exists.1 point
-
Experimenting with trading again, here's my guess (until proven otherwise) I reckon there's 3 rules: Light blue - SM Origin <-trade-> SM receiver = OT reflects origin, based on origin language Light green - USUM Origin <-trade-> USUM receiver = OT reflects origin, based on origin language Pink - SM <-trade-> USUM [or vice versa] = OT Sun variant, based on origin language The way rule 3 (or what I'll like to call crossing the Ultra/Non-ultra OTxReceiver barrier) acts is though both sets of games are different generations... Also, it appears the 'Korean' interaction is real, however I personally reckon that the report from the Redditor came from them observing rule 2 jumping to rule 3 (if you take a look at my table, the last 3 trades were the same Mew, and the OT changed when it crossed the Ultra -> Non-ultra OTxReceiver barrier. ) That means there's likely yet another invalid character or combination in Korean OTs (lol) I think there's enough trades here for you to test and prove/disprove. (And before anyone jumps in, yes, some origins are not possible for the events. I'm testing what happens to a mon with said origin with invalid OTs.)1 point
-
These are the relevant function: https://github.com/pret/pokeemerald/blob/master/src/field_specials.c#L1555 u16 GetDaysUntilPacifidlogTMAvailable(void) { u16 tmReceivedDay = VarGet(VAR_PACIFIDLOG_TM_RECEIVED_DAY); if (gLocalTime.days - tmReceivedDay >= 7) return 0; else if (gLocalTime.days < 0) return 8; return 7 - (gLocalTime.days - tmReceivedDay); } u16 SetPacifidlogTMReceivedDay(void) { VarSet(VAR_PACIFIDLOG_TM_RECEIVED_DAY, gLocalTime.days); return gLocalTime.days; } gLocalTime.days returns the current days from the RTC. In the Get function the last line "gLocalTime.days - tmReceivedDay" can result in a negative value if tmReceivedDay is greater gLocalTime.days, which can then result in high numbers. But it shouldn't be as high as 65,227.1 point
-
Awesome. Do you have any documentation to read so I know how can I put those lines in the batch editor? I'm not good at coding, so this is a little strange to me, but I could read and try it out. Also, there is not block data editor when I load a Ranch save file. OR at least I haven't found in the sav tab as always1 point
-
It won't fix the "broken" save file; you can fix it manually by using a hex editor and copying the last 0x10 bytes at the bottom of the save file over to the "broken" from the original.1 point
-
I shall do this if I remember + have free time >< thanks for the plugin1 point
-
Thanks for the effort on the plugin It appears I have few regulations on my saves. swsh_rules.zip1 point
-
if you are still trying to do this a few weeks ago I made a txt document guide of all the hex codes with the items in game name above it. I hope this helps and if there is a place for me to post it to help others out easily, I would gladly post it there. Fasion Guide ScVi.txt1 point
-
This tutorial will show how to replace textures in a .BMD0 file (Vs. Scenes, Fly sprites, etc.) First off, download the following programs: NitroExplorer2 Tinke (latest version) Mario Kart DS Editor Some kind of image editing software For this tutorial, I will be replacing Vs. Scenes. Step 1. Open NitroExplorer2 and navigate to a/1/6/6, extract the NARC. Step 2. Open the NARC with Tinke. Step 3. Find the file that you want to edit, the Vs. Scenes are usually start around the 80th file. Step 4. View the file and extract it (be sure when extracting the file you put .nsbmd at the end of what ever you named it). Step 5. Open Mario Kart DS Editor. Step 6. Goto Tools>Nitro Explorer>NSBMD ==> NSBMD + NSBTX Step 7. Select the file you extracted, and save the new .nsbmd, and the .nsbtx Step 8. You should now have a .nsbtx file, Open it in Mario Kart DS Editor. Step 9. Textures should appear, the top part contains the images, and the bottom part contains the palettes for the images. Step 10. Select the palette, then the image, and extract it as .png Step 11. Edit it however you like, color limit doesn't matter. Step 12. Save the image, then go back to Mario Kart DS Editor and replace the image. Step 13. Save the .nsbtx, and goto Tools>Nitro Explorer> NSBMD + NSBTX ==> NSBMD. Step 14. Rename the new NSBMD file to (name).BMD0 Step 15. Replace a Vs. Scene with the one you just edited. Step 16. Pack the NARC and re-insert it. Your .BMD0 should be working properly. If you have any questions, or comments, let me know .1 point
-
1 point
-
Sadly no, that didn't seem to help. I've tried both dumps created by hactool on PC and by nxdumptool.nro directly from the switch, and both come up with the error. Same file structure/size/file counts each time. Guess I'm just waiting until either the program gets more progress made on future builds to work more accurately and easily, or trying to find someone else's working romfs to borrow.1 point