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    Kaphotics

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Showing content with the highest reputation since 04/22/22 in Posts

  1. Kurt/Kaphotics figured this issue out in the PKHeX Dev server. You need to progress the game further/open your boxes at least once before trying to edit the game in PKHeX. This isn't a bug with PKHeX, it's a feature of Pokemon Yellow.
    2 points
  2. Hello everyone, I've been working on a project that I started last year, and decided to share my progress with you all. My goal with this project is to extract as much wonder card information as I can from whatever distribution methods that exists to maintain 100% accuracy with said wonder card information. Generations IV and V are my current priorities given all the newer generations seem to be accounted for well enough for the time being. The difference between these extractions versus the traditional save extraction variants, they lack date received information, and in some cases, my extractions have encrypted data where some of the save extracted variants are decrypted (not that it's a bad thing of course, but distributions for these generations are always encrypted so, take that as you will). This is of course all work in progress and I will keep updating this for the future. Download: https://mega.nz/file/cJZkCZiA#Vz1HWL5i_-k_cyWCKqGt-P5pMC2raxk67UVnfc_NmUA As a small side project, I decided to invent wonder cards of my own for events that never got distributed (currently only for generation IV), I made sure to keep them in line with official wonder cards to make them as authentic as possible down to the data, making these technically 100% accurate. While some of these events are available in one form or another, this is my attempt at a "clean" distribution as if it was official. I provided PGT and WC4 variants of these wonder cards, that way you can use what you feel for your game(s). Just keep in mind there is a PCD box limit of three, PGTs carry the event data needed in-game. Mystery Gift Wonder Card List: Download: https://mega.nz/file/RV4AELaI#Potm-P8W8WWcaErmjO_aSSLba78mApmsuxABc6bZNDc
    2 points
  3. If you have access to a hacked switch, you can easily add this Swampert to your savefile. (Back the save up with JKSV or Checkpoint, open in PKHeX, drop the Swampert in) If you do not have a hacked switch/have an unhackable switch, you can use one of the various Sysbot.NET discord bots to have them trade you your Swampert.
    2 points
  4. You need at least one Pokémon on each box, then the next time you use the PC you'll have more boxes.
    2 points
  5. It looks like you had multiple glitch pokemon in your boxes. After withdrawing the glitched starter Pikachu into party slot 6 (cannot be released, since it behaves as a starter Pikachu) and deleting several others until the boxes appeared no longer glitched/didn't contain any remaining glitch pokemon, the save loads: YellowSave.sav Chances are PKHeX just had trouble reading your boxes with all the garbage data that was there.
    2 points
  6. I'll showcase here my first PMD Hack: Pokemon Mystery Dungeon: Explorers of Alpha! This hack is named after the Alpha Pokemon Arceus, and you got it: the crux of this hack is the implementation of Arceus in the game as the final battle. Already present in the game, but unused and lacking both sprites and portraits, I first wanted to add Arceus to the game. But that's not the main goal of this hack. I've spent a lot of time in my childhood playing Explorers of Sky, grinding mons up to stats cap by hand, figuring out the game mechanics etc... But I felt like the game could be optimized and made harder, with more QoL features and Pokemon reworks like you could see in Drayano hacks. 2.0 Patch Notes (STILL UNDER HEAVY DEVELOPMENT): FYI: Explorers of Alpha has a Twitter where I post updates from time to time ! Follow @EoA_off on Twitter if you wish to see more updates on Alpha ! SkyTemple's Discord is the PMD Discord I'm active on, so don't hesitate to hang out here for informations about my work too ! I know it's been a while I haven't shown anything here about the new Explorers of Alpha version. Supposedly 1.3 before, the amount of implemented stuff convinced me in changing the naming for 2.0 (a kind of Explorers of Alpha: Platinum Version if you want). No ETA, I'm having issues with my life but still slowly working on my new update ! However, because I know there are people thinking this project is dead, I will post patch notes about Explorers of Alpha 2.0 down below. Without further ado, let's get started. I'm not mentioning bug fixes for now, it's not needed and the patch notes are already full of things to read lol I may have forgotten some stuff because the next update is full of things I've implemented in Alpha... But I hope you are hyped for the next update. Just remember there's no ETA, but it should be out by June (I think) 1.2 Patch Notes: 1.1 Patch Notes: 1.0.1 and 1.0.2 Patch Notes: Here are the features this game has so far Global dungeon related features: - you can now change leader after graduation in a large majority of dungeons - an increased spawn rate: in base games, an enemy spawns every 36 turns and a Kecleon spawns every 3 turns. Now an enemy spawns every 5 turns and a Kecleon spawns every turn. - as a result you will have to face more enemies and use more moves: moves PP and move Accuracy have been increased for a large majority of them, some other deserved nerfs like Imprison or Teleport being great all around moves. - along with Accuracy and PP fixes come what I'd call "AI Fixes" of Blizzard, Powder Snow and Ice Shard, not being handled correctly by the AI - moves are updated so they behave like in Rescue Team DX or Super Mystery Dungeon in terms of range (Light Screen benefits to the whole team, Air Slash is a line of sight move) - Gen 6+ Steel-Type - recruitment rate is higher in dungeons - post-credits Kecleon shops now feature all evolutionary items, including Sun Ribbon and Sun Stone - Shiny System: now some gender-exclusive pokemon have a shiny form, working in a similar way as Strong Foes in RTDX during early main dungeons. Way stronger than normal, they have a low spawn rate and a very low recruitment rate, which as a result gives you 1/4000 chance to recruit a shiny without any recruitment boost applied Pokemon related features: - Pokemon having an hidden ability already present in Gen 4 now have this ability in some way. This include Drought Ninetales for instance, but doesn't include Unburden Sceptile for Balancing reasons - gender dependant abilities - Pokemon having a mega now have their mega typing (Normal/Fighting Lopunny or Grass/Dragon Sceptile). Other pokemons deserving a better typing are changed aswell, following some of Drayano hacks changes (Electric/Dark Luxray for instance) - a large majority of Pokemons now have a moveset according to their Gen 8 movesets. It includes (but isn't limited to) Close Combat Lopunny, Brave Bird Ho-oh or Earth Power Venusaur. Other Pokemon having their types changed now learn stab moves more frequently (like Dragon Pulse Charizard as Level-up) or even learn new moves (like Bug Buzz Flygon) - new TMs: Icy Wind, Fire Punch, ThunderPunch, Ice Punch, AncientPower, Aqua Tail, Earth Power, Gunk Shot, Heat Wave, Iron Head (1.2.1), Outrage, Seed Bomb (1.2.1), Signal Beam (1.2.1), Superpower (1.2.1), Zen Headbutt (1.2.1), Super Fang, Helping Hand, Hyper Voice, Low Kick, Megahorn, Close Combat, Aura Sphere, and Power Whip. Note that only a few are available in 1.2.0, but all will be available in 1.2.1 with a new NPC - egg moves are now part of level up moves - pokemon have a better stats curve/better base stats, so they are easier to grind for endgame dungeons (still need to implement stats curve for a large majority of final evolutions tho). That means as the game goes, pokemon are better all-around. - experience buffs to some final evolved mons, to stick with the global level curve of the hack - legendary Pokemon now have a shiny form with other abilities and better stats QoL features: - you start the game with a 48-Sized bag and 1000 slots in Storage - your starting bag has a plethora of useful items - GtI experience share, giving Standby Pokemon 50% the exp gain you get in dungeon (credits go to Irdkwia) - Move Shortcuts, Disable Tips and Same Type Partner patches are included in this hack - Beach Cave now allows the player to farm useful supplies quickly and easily, in order to prepare yourself for Scenario dungeons - IQ gains are increased: Wonder Gummi gives +50 IQ, same type Gummies give +25, favored type Gummies give +16, neutral type Gummies give +9, unfavored type gummies give +4, Nectar gives +25 - Dojo Dungeons have a high replay ability, permiting an easier gummi farm for Type-Exclusive Mazes, and an easier vitamins farm for Final Maze - though Mazes are restricted to one visit per day before you beat the game. The purpose of this change is mainly because of Gummies being present in here, virtually allowing a quick and infinite Stat boosts farm - Juice Bar animation has been cut - an Experience farming dungeon is unlocked after beating the full game (not Dialga mind you). You can grind your team here, as well as farming gummies and Reviver Seeds in the second floor - you have an higher chance to have a Big Win in Spinda Café - Sentry Duty rewards are more generous - Kangaskhan Rocks are replaced by Porygon2 in dungeons, having more options for the player - IQ Groups have been reworked: Lava Evader and Course Checker are replaced by Multitalent and Gap Prober for every IQ group. IQ Groups already having these skills now have other skills, PP Saver or Erratic Player for example - a new IQ Group: Group S. This group has an unique combination of IQ Skills and is exclusive to shiny legendaries and some other specific species - Mission ranking now follows the real difficulty of the game. Mission rewards are now more relevant for harder missions. - Kecleon Supply shop now offers better items at the end of the game - Surrounded Sea have 2 Blue Gummies in first visit (yes, it's a QoL feature lol) - you can now recruit Shiny Celebi and Purple Kecleon Gameplay related features: In order to offer a better experience to the player, this game proposes hard-but-fair challenges: - Complete Team Control Patch from Cipnit, you can now control the whole team, permiting new strategies and combinations. You can toggle on and off full team control by pressing Start at the beginning of a turn - allies can now trigger traps - dungeon have new gimmicks (weather oriented dungeons, debuffing enemies, PP consuming dungeons, etc...) - in these dungeons, some floors have Reviver Seeds guaranteed to spawn (Quicksand Pit B10F for instance) - dungeon partners are more reliable (Cresselia is no longer a burden lol) - some dungeons now have a completely revamped spawn table according to a specific "property" of the species in it (typing, IQ Group, abilities, starter exclusive dungeon, sudo exclusive dungeon, etc...) - dungeons now have increased IQ enemies (expect 330 IQ enemies after Chasm Cave) - Burn damage now occurs every 10 turns - Intimidator IQ Skill now activates 24% of the time instead of 32% of the time - you can no longer stall bosses: you have a low number of turns required to beat a boss (50 Turns for Spiritomb, 30 for Dialga) - bosses are made harder and also have new gimmicks - Aegis Cave puzzle has been removed - new quests and endgame challenges - speed related effects last earlier, it does include Slow Start - level curve adapted to the fact you gain more exp. Expect yourself to be level 100 by the end of the story! - an anti-cheat was added: you can no longer use Type-Exclusive gems in story dungeons. If you try to bring them to a dungeon, they'll be removed from your inventory before post-Dialga, and removed from your bag during story missions - along with that, you can no longer enter Wonder Mail S from the main menu. If you try to generate basic missions for first floors in order to have free Exploration Points, it'll not work anymore. You can't generate missions targeting the first floor of a dungeon too. - some dungeons have more floors, it includes Seven Treasures dungeons, Surrounded/Miracle Sea, and Spacial Rift Depths - Zero Isle has been made harder (North doesn't allow rescues and items when entering it, South scales up to level 45, Center expects you to beat it in one blow with IQ Skills disabled) - Destiny Tower is now SPMD one, allows recruiting and has unique species in it Screenshots: Title screens were changed so they use HGSS' Mystri Stage cutscene images UI has been revamped: it's now constant dark mode This hack features Item Icons like in SPMD (patch made by me) Here's a screen showing other QoL features More diverse recruitment tables, along with recruitment enabled in a large majority of dungeons, and even new species recruitable! New dungeons, and even more boss battles/gimmicks Speaking of bosses, here are screenshots of harder boss fights In order to make the game harder, some bosses were changed New events showcase, including new boss fights Bosses are now indefinitely repeatable, and now give better rewards New exclusive items for new Pokemon, along with Arceus exclusive items New TMs, with flavor text. Here are 4 examples Shiny System and more! As of 1.2.0, here are the main "issues" you can expect: - Arceus still has the dummy sprite - Rotom-Forms have Rotom sprite, though portraits, stats, movesets and typings are implemented - You can't enter Spacial Rift from Crossroads with more than 24 items - Some TMs may have incorrect compatibilities/some compatibilities missing, don't hesitate to DM me on Discord so I can correct these moveset errors on further releases - 1.0 and 1.1 Saves may have some pokemon reverted to Shiny in 1.2 - I haven't uploaded any documentation yet Here's the to do list: - adding Arceus and Rotom forms sprites (since I'm not a spriter, it doesn't depend of me) - for 1.3: finish new TMs compatibility, add the reward intended for Special Episode 5 completion, improve the Dojo anti-abuse check, custom move effects, custom moves such as Shell Smash, and move fixes like Gen 5+ Tail Glow - documentation Special thanks: The most important part of this post for me! Because this project wouldn't have made this far without them! - Parakoopa: he's SkyTemple developer and always here to help when it's necessary for me. The community around SkyTemple is so kind and so cheerful that I couldn't thank him enough for that. Here's the link of SkyTemple Discord. - PsyCommando: one of the very first to research and investigate PMD Sky in this post. His tool gfxcrunch helped me with sprite editing in the early days. - UsernameFodder: the author of this Google Doc where you can find a useful list of IDs by index for quite everything, from Item IDs to Dungeon IDs. A great help when scripting! - Audino: he programmed SpriteBot featuring a more than never easy way to import sprites in a PMD Sky Rom - gromcrunch for Tilesets - Fable_Amare for Arceus portrait and Rotom Forms portrait. Make sure to check their work! - Lumi for Grovyle's asset Lasts but no least: - Cipnit/Jirt: The one who made this Complete Team Control Hack - techticks: worked on an ASM Editor which works similar to softs like algobox. It still lacks a lot of structures, but for now the UI itself is huge to build at least 80% of Gen V+ move effects along with eos-move-effects project examples - Irdkwia: he helped the community a real lot recently with his research. Fixed Room, Mission Ranking, Treasure Town Shops and a plethora of sprite assets are editable thanks to him. GtI experience system and future custom move effects ASM hack are by him. - End45: this man is cracked. Without him, half of this hack features wouldn't be possible. I'll list all the help he provided to me: IQ Gain table editing, Type Table editing, IQ Groups editing, Doom Desire move effect, exclusive items editing, control patches, and even more! Always knowledgeable, and always reseaching a ton of stuff, helping others to succeed in their own research, I think we can't thank him enough for all the stuff he's doing for the community The xdelta patch is found here (last update: 2/22/2021): PMD Explorers of Alpha 12.xdelta. You need to patch an US Explorers of Sky Rom in order to make it work. This hack is expected to be played on an emulator so I'm clueless about playing it on real hardware (it seems to work on real hardware from what I've heard). Don't hesitate to join SkyTemple Discord if you want to ask me for help or report any bug (Discord Tag: Solace?#7229 or Mond#3823), however even with my Discord tag, I highly recommand you to join SkyTemple Discord since I'm mostly active here
    1 point
  7. It is how HOME works currently. They're not good with edge cases. The same thing happens when you take a PLA Origin Mime Jr, bring it to SWSH, evolve to Galarian Rime, and place it back into HOME, then try to trade.
    1 point
  8. Your save is empty. Do not use save states, you have to save ingame normally to produce proper save files.
    1 point
  9. If you know the PID of the Spinda of BDSP, we can just reverse it to become the Spinda you want.
    1 point
  10. Yep, that is the cloning method I use for BDSP and it works perfectly. The only requirement for banning clones is that it needs to be the only one in your game at the time. If you trade, you don't have it anymore, but you can reload a backup save where you still have it and the backup save hasn't realized it's been traded yet and it's still tradeable. It does count as cloning, but since it's tradeable many people wouldn't know it's cloned.
    1 point
  11. Hey i definitely do not have the skills currently but i will learn how to do it
    1 point
  12. I mostly wanted the option to transfer for a much later use because I'd like to shiny hunt on SS and just if later If I feel like I want to pass them onto another game but again I appreciate the offer to help. Annoying to have to go through tedious ways since pokemon ds games are so expensive now lol
    1 point
  13. Thank you so much for the kind words ! The whole purpose of 2.0 is to step up the game to a point where everyone can play it without worrying about the game being too hard or lacking features I hope it will fit your tastes too !
    1 point
  14. Only the language has to be different. OT/IDs don't matter, as far as I'm aware it literally only checks the language tag.
    1 point
  15. That is, in this case, incorrect, Kaphotics. Retroarch mupen64 uses the .srm file extension, but it is not a save state - it's the cartridge save file bundled together with four controller pak saves. https://github.com/drehren/ra_mp64_srm_convert has a tool that can extract them, and when I do that it loads in pkhex fine (All your boxes are empty and there's teams registered for Anything Goes and Poké Cup, correct?)
    1 point
  16. If I’m not mistaken VBA should have a memory viewer/memory dump options. Just look through options/debugger options, if any. well, you need to be battling the trainer, if you want to dump their mons. basically, for any device, even phones, whatever is shown on screen is a result of the data being in Random Access Memory (RAM). So if you want something to be in RAM, gotta make sure you’re in that scenario on screen. also, as an added note, don’t upload the RAM. The ROM data is in the RAM. (The ROM needs to be loaded into the devices’ temporary memory, in order for the device to do whatever)
    1 point
  17. pcdata.bin comes from PKHeX, and PKHeX has a report window that shows everything and can export to csv. Is that not sufficient?
    1 point
  18. Thank you so much! I really appreciate the assistance. Worked perfectly.
    1 point
  19. Yeah then your conclusion doesn’t really help >< If the issue is their cart, and the save is being saved on some other physical chip, hence why the device can’t recognize it, playing on an emulator doesn’t really help to get to the bottom of that problem. It does confirm that the ROM isn’t the problem, but it usually isn’t the problem anyway, and we’ve been operating with the reasonable assumption that the ROM isn’t the problem. We’re back to square one, being the cart being the problem. Anyhow, you mentioned something I missed. Another device can play the game more consistently? In the case dump using that device. As per my previous post, if the device can play it, try to dump from there.
    1 point
  20. There's a bunch of them in the SS ROM data. Better search for your trainer name then: 380133012D012D01FFFF
    1 point
  21. thank you bro, this works perfect for me
    1 point
  22. Version 1.01 is available now as the new download in the OP. In the weeks following 1.0, it became very obvious to us that our early testing group had a higher difficulty tolerance than the general public, so we made a lot of changes to make things easier across the board. The patch notes below will contain spoilers for the entire hack, so reader beware! Features: Bug Fixes: Balance Changes - Starters Balance Changes - Dungeons/Enemies Just a reminder that we're always open to feedback and having active conversations about the hack on the EotS Discord. We don't know if there's an issue unless you tell us. Thanks for the support!
    1 point
  23. Bank or HOME will not have any issue with that since there is no way to tell they didn't come from 3 separate saves that just happen to have the same OT, ID, and SID. Neither of those applications are able to draw correlations between separate Pokémon and determine that something odd is going on.
    1 point
  24. You should screenshot the error message (click on the red flag next to the mon's icon), or upload us the .PKx if you want assistance with the modifications you're doing. Use the encounter database (Tools -> Data -> Encounter Database) to generate a proper Rayquaza from an origin game of your choice. When you're doing modifications to some Pokémons, please keep in mind that there are PID-IV RNG correlations. Here's the tutorial for Gen 3 stuff:
    1 point
  25. PKHeX does not support save states, which are full captures of the system RAM. srm is the saved/system RAM, not a battery file. PKHeX supports save files, which are data dumps saved so that the session can be resumed from a powered off state (not save states). (why not? Save States can vary wildly in composition between emulators and even paired versions like Black/White. They are sometimes compressed with different algorithms, or are just raw dumps. PKHeX cannot support this, when sav files are the standard). see -
    1 point
  26. As a note to anyone who wants to contribute wrb8 files, do know that there are trash data that seems to occur inconsistently in those files, and their purpose, nor where they come from, are not understood at this time. So if you do wanna share them, do so at your own risk. Alternatively OP can wait for a WB8 -> WRB8 update to be finalized in the plugin. Also, as a final word: wrb8 doesn't affect ones gameplay in any way. They are purely cosmetic. Just thought I should point this out. Cheers all.
    1 point
  27. I think all that is left is for you to update the residence. In Gen 6, the Residence info is updated on trades. Other than that what you described seems right :3
    1 point
  28. Okay I restarted the game and everything looks normal now. I went to Goldenrod as well and did not get the GS Ball like before in terms of the other topic. Kind of strange to me using a lua script like that to soft reset would cause such changes. I guess I got lucky with the GS Ball but every Pokemon I catch is messed up with the location and what not so that's unlucky. I really wonder what would be changed to just mess up every Pokemon I catch, I can understand the GS Ball being flags. And thank you for your time and help!
    1 point
  29. Yeah in the future if you got issues with your save, maybe upload the block that seems to be the issue, rather than the save. Last thing you want is someone using your save and getting you banned (if that is at all possible)
    1 point
  30. Cheat codes are often sloppy when editing values. Chances are it just sets everything to 999, doesn't bother to check if that's a possible value. If you have certain impossible values when going to interact with some of the legendaries or mythical pokedex entries, the game just soft-locks, or will even prevent you from catching that legendary/mythical because it refuses to spawn. This is also why you should keep savefile backups, with JKSV or Checkpoint. If you had an older savefile from BEFORE using that cheat, you would be able to just undo the damage yourself by restoring an old clean backup. Now if you want to fix it you unfortunately have to do Slayer's suggestion of fixing your pokedex progress by hand.
    1 point
  31. They're not actual event pokemon, these are fan-made and wouldn't be legal in any game, and I'm not sure the "files" for them ever existed in the first place. Whether the creators want to post any illegal fan-made event pkm files is up to them, but chances are they would have done it by now. Also this thread has been dead for 3 years, and clearly isn't going to be completed or see any new activity, so I'm going to lock it. In the future, please don't resurrect long-dead posts like this just to request files for event Pokémon that never existed in the first place.
    1 point
  32. Oops, silly mistake. Should be fixed for real now: https://github.com/kwsch/PKHeX/commit/1f49574be1d0f75ee37df932336707ce05e2510d I noticed the max name length was 1 character too short too, so that behaves correctly too now (nobody reporting that in 6 years)
    1 point
  33. If they had already reported the ones you noticed, and they don't already exist in the dev build of PKHeX, then they either weren't legal, or they weren't feasible/possible to implement. Check if they appear in this version of PKHeX, this is the latest dev build and will contain the newest updates, (before they're released in the stable builds):
    1 point
  34. I meant 'show inheritance' for your previous beedrill example, since that's what we're looking at. Tho from this example, it looks like Pokefinder is more accurate than RNGReporter, since you're getting the exact values. So you can continue to progress with Pokefinder, it looks like RNGreporter is just getting the numbers wrong. Probably another reason (or maybe a consequence of) why it is a dropped project.. Regarding the method: https://github.com/zaksabeast/PokemonRNGGuides/blob/main/guides/FireRed and LeafGreen/Egg RNG.md It doesn't mention anything about the method, but it's using a normal one in the screenshot.
    1 point
  35. Thanks for double checking, I missed one final thing... It was one of the oldest implemented code sections, so I figured it would be better to rewrite it -- should be fixed for good now. Thanks for reporting back!~ https://github.com/kwsch/PKHeX/commit/f5358e0e374f9cf903fe8dee8fd274dd72a23a83
    1 point
  36. Yeah, that's the thing that baffles me the most. I would assume that you would have saved multiple times leading up from the start of the game to Sky Pillar, so if the 26 second came from a very early point of your playthrough, that should have been overwritten at this point. Anyway sorry I couldn't help.
    1 point
  37. Quick update. After opening the GBA cartridge I did some searching for ways to extract saves from corrupt fake copies with the all the text and numbers that are on the internal parts but sadly couldn't find anything useful. However after cleaning the circuit board with an alcohol wipe and reassembling it and then testing it in my Nintendo DS Lite, the cartridge worked again, or at least it gave the message that the save would be loaded. But of course, the save it loaded was the 26 second save. So with that I think it's fairly save to assume my old save is just completely gone. RIP Rayquaza. Once again, thanks for your help theSLAYER and sorry for wasting your time.
    1 point
  38. Glad to be here! I was told to come here from the GBATemp forums, I'm a pretty newbie hacker but I've got some decade old experience hacking old GBA games lol!
    1 point
  39. Explorers of Memories Official Demo v.1.2 Explorers of Memories is a romhack where the protagonist never lost their memories, and this effects the story in many ways causing events to never happen or making events happen earlier than they should. However, this is not a retelling of the original story, instead it is a brand-new story with elements of the original. This should be played after you finished the original sky as it spoils many things. Chapters 1-9 are currently completed as of this demo. This patch is for US versions of the game and works with Xenophobia and Clean roms. Fixes (more listed in README): Lowered berry (Rawst, Cheri, and Sitrus) and Heal Seed prices Raised the Prices of Vile and Violent Seeds to 500 Lowered points needed for Ranks above Master ★★ Changed Rank Item Rewards: Silver: Friend Bow, Diamond: Ginseng, Super/Ultra: Gold Ribbon) Changed Menu Music to Living Spirit (may be changed in the future) Lowered text speed slightly (still fast, but not instant) Changed Dusknoir and Chansey's moveset to make grinding side dungeons less annoying Miscellaneous text/cutscene/dungeon fixes with many cutscenes having new dialogue added to them! Changed Dusknoir's level to match when a Dusclops would evolve Explorers of Memories is currently off of hiatus and has resumed development! QoL Changes: Beginner Tips are disabled! Experience Share has been added! Once your Team gains experience in Dungeons any backup Pokemon will also gain 80% of the experience as well You can now choose the starter you want. You and your partner can now be the same type/species! Move shortcuts have been added so you can now use shortcuts like in GTI, Super, and DX. Evolution Glitch has been fixed, so now characters with 10 letters can evolve. Text Speed is faster. You can now control your teammates in Dungeons after pressing Start. To disable this once its activated press Start when it is the Leader's turn. Starter Changes: Phanphy has been removed as a starter/partner choice Ralts, Misdreavus, and Buneary are new starters/partners Abra and Misdreavus are new starters; however, Abra is Male only while Misdreavus is Female only Eevee and Riolu can now be chosen regardless of gender Ralts line base stats have been reduced since it is a starter/partner now (HP 25, Atk 4, Sp. Atk 4, Def. 4, Sp. Def 4) Buneary line base stats have been reduced since it is a starter/partner now (HP 24, Atk 4, Sp. Atk 3, Def. 5, Sp. Def 5) Abra line base stats have been reduced since it is a starter now (HP 23, Atk 4, Sp. Atk 4, Def. 4, Sp. Def 4). Misdreavus line base stats have been reduced since it is a starter now (HP 24, Atk 4, Sp. Atk 4, Def. 3, Sp. Def 3) Chikorita base stats (evolutions included) and stats have been increased Torchic and Eevee along with their evolutions stats have been increased All new starters and partners have their stats changed to match the growth of the other starters/partners Starter/Partner Moveset changes are in a separate document Ability Changes: All Enemies have their hidden abilities if they have them and they do not have two abilities already (and it doesn't break early game). If the evolution has a hidden ability, but the pre-evolution does not then the pre-evolution will also get the hidden ability. Hidden Abilities are only given to Pokemon if they are released and can be legitimately found on that Pokemon. All Starters and their evolutions have two abilities if they did not have two abilities before Most of the abilities added to the starters are based on their hidden ability (if available/not broken) or community feedback Some hidden Abilities that damage the Pokemon, such as Solar Power, are not added to starters, but instead to their evolutions Starter abilities are listed in README Enemy and Dungeon Changes: The Exp. Yield for certain enemies are lower if they appear within the first 3 dungeons All dungeon enemies through chapters 1-3 have been edited, so enemies do not spam moves like Mudshot constantly Most dungeon enemies have egg moves\tm moves if they need them. Not all enemies will have egg moves\tm moves, since some do not have any at all or other Pokemon in the dungeon covers starter weaknesses if there are multiple of the same type All Dungeons have atleast one enemy that is strong against the starters/partners The side path dungeons in chapter 7-8 (Side Path, Rock Path, and Forest Path) have Chanseys to help the player level up if they need it The side path dungeons have six floors now Enemies in dungeons get progressively harder as the floors go on Bosses have been buffed Enemy Moveset changes are featured in a separate document while Dungeon level/pokemon changes are listed in the README Other Changes Moved Igglybuff episode to unlock after beating Groudon (this is temporary for demo) Teammates can now trigger hidden traps (to help balance being able to control them in dungeons) All added starters have sleep animations/portraits (Ralts and Misdreavus have full starter animations) Special Thanks Thank you to everyone listed below along with those who played and beta tested Explorers of Memories. You are amazing! Portrait Credits: Grovyle portraits: Davilos Buneary Portraits: frostibirb, smbmaster99 Ralts Portraits: JFain Ralts Sprite: JFain Misdreavus portraits: RoyalRust Misdreavus Sprite: Emboarger Abra Portraits: JFain Dusknoir Portraits: drawsstuff Sableye Portraits: drawsstuff, Phillips196 Duskull Portraits: baronessfaron Patch Credits: ChooseStarter - Anonymous DisableTips - End45 SameTypePartner - End45 AddExperienceShare - Anonymous MoveShortcuts - irdkwia, End45 FixEvolutionGlitch - Anonymous UnusedDungeonChance - End45 ExtractDungeonData - Anonymous ActorandLevelLoader - psy_commando CompleteTeamControl - Cipnit PartnersTriggerHiddenTraps - Cipnit FarOffPalOverdrive - Cipnit ReduceJumpcutPauseTime - Cipnit EditExtraPokemon - End45 ExtraSpace: End45 Here are some picture that shown some of the changes I've made: Explorer of Memories Official Demo V.1.2.rar
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  40. I did tests regarding Wisps a few months ago, just never cared enough to share in more detail. Relevant vanish flags for Wisps: Toggling those flags will toggle the visibility of each Wisp in the overworld, but that doesn't actually have any effect on what can be reported to Vessa. KWispsFoundArea0* all take values ranging from 0-20 (7 for Area00 -- Jubilife Village), while KWispsFoundTotal is how many you've found across all of Hisui, and KWispsReported is how many Wisps have been reported to Vessa (both range from 0-107). A cheat to make it to the end of the Spiritomb request would be: • Set the first 107 vanish flags (MKRG_ID_001, MKRG_ID_002, ... ... MKRG_ID_107) to Bool2 (true) • Set KWispsFoundArea00 to 7 • Set KWispsFoundArea01-05 to 20 • Set KWispsFoundTotal to 107 Talking to Vessa in-game would then allow you to advance the request to its final section, where you can find the 108th Wisp in the Crimson Mirelands to encounter Spiritomb and finish the request.
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  41. Hi everyone! This is my first romhack that I developed specifically for me and some close friends to run through in a nuzlocke format; however they encouraged me to release it for the general public because they found it really fun. -About the rom: Do you love the generation 3 games? Specifically do you think Emerald Kaizo looks fun but just a little too difficult? Then this romhack is for you! Some of the biggest features are: -Completely rebalanced and buffed almost all pokemon to be viable in a normal or nuzlocked playthrough of the game. -Higher difficulty bosses and trainers in an attempt to make the game challenging yet not completely overbearingly difficult. Also a big attempt at keeping the theme of the original trainers (AKA Maxie mostly has fire and dark types, Archie has water and darks and so on) -Reworked some pokemon such as Smeargle or Wobbuffet to make them more viable while still keeping their normal gimmicks in a toned down manner. -Barring legendaries, all pokemon from generations 1 through 3 are available in some form. -Made all trade evos be level-up evolutions or friendship evolutions depending on the evolutionary line. -Made evolutionary stones easily found through wild pokemon. -Planned Features: This is my first hack so it could be improved in a lot of ways, if it gets enough attention I will consider updating the post-game as well to include new areas with added difficulty! Documentation will be coming soon! Thank you for reading I hope you give my romhack a chance and enjoy it if you do! Attached is the patch! Rose Emerald.zip
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  42. Can I somehow change which Pokemon appear in the ending credits? If I change there memories or something through pkhex? I want my starter to show as a shiny torchic. Can someone make me a save file or something?
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  43. Hello folks! (smiles) So, here I am with a romhack (and it is coming from a noob so don't expect a beautiful gameplay!) It is a Romhack on Pokemon Soul Silver! Just started with the romhack, so just a demo version available, but it will receive frequent updates like an update ever 4 months! Pokemon Energy ============== Introduction ------------ The story is about a young trainer Tabby who sets out his journey along with his friend Lucas to become the champion of Primelea region. But as they go on, rouge organization, Team Rocket, start to emerge and declare their return after they were disbanded in Kanto. Tabby needs to stop Team Rocket as well as solve the mystery of the presence of dark forces in the horizon of Primelea. Events take place in -------------------- Primelea, a region where people live in cooperation with nature. Years ago, the arrival of a mysterious huge shadow in Primelea led to the destruction of its various towns. With time, Primelea has changed rapidly from a rural, small region to a bustling metropolitan centre, with major credit to the Pokeranger organisation. However, the various myths of the region have lived on through its people who still fear the happenings of the past! At the present day the Team Rocket organisation try to uncover this mystery to take over the control of Primelea and declare their eventual return. Features -------- * Brand New Region - Primelea (don't ask me for the region map, I am trying to make one, but, I am no expert at map making) * Better, Bigger, Bulkier story than core series (sorry for the forced repeatation) * No HMs (well they will be there but as a side quest in the post-game) * Gyms replaced with Gym trails (they are the same, but you need to defeat 3 powerful pokemon to access them) * Tons more to come... Tools used ---------- * PPRE 0.14b and PPRE 0.12b - Changing, creating and removing events, editing wild encounters, etc * PDSMS 1.18 - for creating maps, editing tilesets and things related to mapping * SDSME - for editing matrices, trainers, map headers and things related to mapping * BTX Editor - for inserting Custom Sprites * Blender - Ripping tiles * HGSS lua scripts * Desmume emulator - for testing * Pokemon SoulSilver Thanks to --------- * Alpha and creators of PPRE * Spiky, Creator of SDSME * Trifindo, Creator of PDSMS * Kaphotics, Creator of HGSS lua scripts * Creator of BTX Editor * Creators of Blender * Creators of Desmume emulator * Game Freak and Nintendo, Creator of the best Pokemon games, HGSS * Whole Deviant Art community, Pokecommunity and everybody who have helped me (you can't name 'em all) Changelog --------- Demo version(15.06.2020?) - Ancorage Town added - Iparus Mines added(I didn't forget Deeper Caves, no worries folks) - Ice Chamber added (demo ends in rival battle vs Lucas) Bugs ---- ------------------------{Don't worry, you will have a ton of them later...}---------------------------- How to Patch ------------ A patch file has been provided as a link with the video. You can use xDeltaGUI to apply patch on a clean USA version of Pokemon SoulSilver rom. Enjoy! ----------------------------------------------------------------------------------------------------------------------------------------------- You can watch its video here, Here are screenshots for next update (still not added to the game!
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  44. Hi there people! I was doing some research on how exactly e-reader cards work. I could figure out a bunch myself but now i'm stuck on the way the .vpk files inside a e-card are compressed. When I decompress a .vpk file with CaitSith2's nevpk tool, everything goes well, but when I compress it back the "recompressed" .vpk looks totally different from the original compressed .vpk (when looking at hexadecimals). When decompressing with the tool, no option can be chosen, but when compressing, you can pick options like LZwindow, LZsize, Method 0 or 1 and Level 0, 1, 2 or 3. Can someone explain to me if it is actually possible to decompress a .vpk file and then compress it back so that the newly compressed file is exactly the same as the original compressed file? I want to know this, because then we know what exact compression Nintendo used for their e-reader cards, which is really interesting to me. Thank you very much for reading and possibly responding! Sunicune
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  45. Starting a topic related to reverse engineering the romfs, specific for the switch pkm titles. Reverse engineering ROM filesystem data for the Let's Go! Pikachu/Eevee games is easier than the previous games for the 3DS, as the games lack usage of NARC/GARC packed files in favor of having mostly unpacked contents. The romfs is obtained by decrypting the ROM and unpacking with tools such as hactool. The Nintendo Switch patching system uses delta patching and full-file replacement with a virtual romfs. The 3DS patching method only had a virtual romfs file used full file replacement. Smaller patches are now possible, with best results if most files aren't packed together/compressed. The Nintendo Switch uses LZ4 as its primary (de)compression method as it is insanely fast relative to other methods. A fair amount of content is kept between games; certain data structures are reused without change, as there's no need to reinvent the wheel. This is advantageous for reverse engineering, as we can compare known past game data to the current games. By comparing old and new, the updated data structures can be documented quickly and noted for changes. One of the common problems in game development is translating human readable data into concise blobs of data for the game to use. Programs like pk3DS, pkNX, and various parsers are created to visualize the binaries the game uses, but during the game design phase, serialization from words -> data is much more difficult. To alleviate this issue, it appears that GameFreak has employed FlatBuffers as a way to handle irregular data structures like Wild Encounter data, Pokémart data, and others. They likely serialize (with a custom parser) from an excel spreadsheet into json, then compile the json with a flatbuffer schema to get the compiled binary and source code to read the compiled data. Reversing FlatBuffers is much more difficult than concatenated structures due to vtables and other annoyances, but it is possible with enough dedication The NDS and 3DS games used .narc and .garc as their main way to package files; this is no longer the case for LGPE. All files are unpacked, although they still use .sarc, mini, and other various sdk containers to bundle together some files (e.g. GUI assets). To replace the blz/lz11 compressed files, they now use lz4 in addition to 'zipping' into a .gfpak archive. LGPE fortunately include filenames in the 12,000+ files that you'll get with unpacking the romfs. The game retrieves files starting with the root folder ("bin"), followed by the subfolder path (with "/" directory separators). A fair amount of indirect / non-hardcoding is present for loading game assets, which is accomplished by some data structures storing a 64bit hash [hashing a file's path starting with "bin" or only the filename]. This hash is computed via a 64-bit FNV hash one character at a time. The game keeps various hashtables (file magic "AHTB"), which stores the hash and the string that was hashed. This allows for easy retrieval of the value's index within an array (e.g. to set an event flag based off the name of the flag, rather than the absolute index). Feel free to discuss your findings about the game romfs here!
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  46. I thought i'd share a story of some really old Pokemon I found this weekend. These we're on a 17 year old floppy disk, dating back to 07/05/2000 by the looks of it. Back then Pokemon Gold / Silver had only been released in Japan and would not be released in Europe until almost a year later, however i didn't know any of that back then. I remember one weekend my friend who's Granddad lived a few houses down the street came around to visit. He said someone at his school said he had a new Pokemon game called Gold and Silver which was only out in Japan and could play it on his PC with something called an Emulator. To us this seemed amazing as we had no idea more Pokemon games than Red and Blue even existed, keep in mind at this point Pokemon Yellow hadn't even been released in Europe yet. Emulators and roms didn't really mean anything to either of us, however I did have limited access to the internet. For some context back then the internet was just becoming affordable, 1p a minute dial-up internet was something Freeserve started to offer here in the UK, which finally persuaded my parents to let us get the internet. I was however limited to 1 hour a week on the internet so we didn't get a really expensive phone bill. As it happened I'd not used my internet allowance for the weekend yet, so I remember we connected to the internet and searched on Yahoo. We found a Geocities site which had the NO$GMB emulator and a vary basic translation of Pokemon Gold, i seem to remember this had the menu's, items and Pokemon names along with the story to around the 3rd gym translated to English. Needless to say we were amazed and slowly downloaded it. What was even more cool at the time was the NO$GMB emulator could emulate the game twice, meaning we could both play using different keys on the keyboard and trade Pokemon with each other. I remember my friend took a copy on a floppy disk home with him so he could play on his PC too. We would then go to eachothers house with our save games on a floppy disk to play Pokemon together and trade. With Windows 98 been as stable as it was back then the younger me was smart enough to backup my save games on floppy disks, as i'd already lost everything more than once due to multiple PC crashes. This floppy with all my save games is something i recently came across, despite not been touched for 17+ years going by the dates of the files on it I was able to copy everything off it. On this disk was a zip with various saves from the NO$GMB emulator, including the save from the somewhat translated Pokemon Gold we used to play. So I now have my very first: Typhlosion at level 58 Feraligatr at level 56 Meganium at 54 I also appear to have in my party: Togepi at level 5, i believe I had the egg in my party for almost the entire game for it to eventually hatch Marill at level 15 Pidgey at level 5 The zip file with my emulator saves: Save game data in PKHex: It appears i'd played for 20 and a half hours back then and managed to get the first 10 gym badges. With the recent announcement of Pokemon Gold and Silver for the 3DS VC I will certainly have to transfer my first GEN 2 Pokemon up to GEN 7! I'd totally forgotten about this until I found the old floppy.
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  47. As annonced I'm trying to get the developpers leftovers Pokemon in the first version, I successed to obtain the 5 ones from Pokemon Red but I'll need some little help to get those from Pokemon Yellow and the Japanese versions so please anybody interested? Sources: the Video and the forum 051 - DUGTRIO - 74FE.pk1 103 - EXEGGUTOR - 1096.pk1 135 - JOLTEON - 7DA5.pk1 144 - ARTICUNO - A6F9.pk1 151 - MEW - 3380.pk1
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  48. Done. It was really easy. 049 - AEROMITE - 515C.pk2
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