Jump to content

Leaderboard

  1. theSLAYER

    theSLAYER

    Manager


    • Points

      318

    • Posts

      20131


  2. Kaphotics

    Kaphotics

    Helpful Member


    • Points

      162

    • Posts

      5792


  3. BlackShark

    BlackShark

    Contributor


    • Points

      79

    • Posts

      1229


  4. SkyLink98

    SkyLink98

    Event Staff


    • Points

      72

    • Posts

      349


Popular Content

Showing content with the highest reputation since 09/24/20 in Posts

  1. Toggling the states of event flags works quite a bit different for Sword & Shield when using PKHeX. The usual event flag editor isn't available for SWSH save data, so what we can instead do is toggle save data blocks! Access the Save Block Editor by navigating to: SAV > Block Data You should be greeted to a window that looks like this: You're almost done! Included below is a table full of notable flags that I've collected that may be useful for a lot of users. 1. Copy the value under "Block Key in PKHeX" for whichever flag you wish to toggle. 2. Paste this value into the dropdown, and you'll find your desired Block Key. Click it to bring it up. 3. You'll see a dropdown that reads either Bool1 or Bool2. Change this value to whichever is opposite to enable/disable the flag. NOTE: Do not set this value to Bool3. 4. You're done! Exit the editor and export your save data. Any and all contributions in terms of flags that should be added to the table below are always welcome. NOTES: • If you wish to capture the opposite Legendary Titan from what you initially chose at the Split-Decision Ruins, search for *UInt32 KRegielekiOrRegidragoPattern and set the value to 0, in addition to toggling the below flag(s) for Regieleki/Regidrago. This will make it so the game thinks you never chose either the electric pattern or the dragon pattern, and will be able to choose it again. • If you wish to re-capture Galarian Articuno or Galarian Moltres, all of the flags below pertaining to them must be toggled. Galarian Zapdos requires only one flag to be toggled. Block Key in PKHeX Flag Name What The Flag Dictates DE0EEF6F FSYS_LIVE_COMM_OPEN Unlocked Y-Comm D0E267EB FSYS_JUDGE_OPEN Unlocked IV Judge 7526A53C FSYS_FLAG_NAMINORI_OPEN Unlocked Rotom Bike (Water Mode) 32A339E9 FSYS_SECRET_BOX Unlocked 32nd PC Box B99A1E28 FSYS_CHIKA_UB_OPEN Unlocked Ultra Beasts in Dynamax Adventures 10572415 FE_COMP_RIGEL1_ZUKAN_COMPLETED Completed Pokédex (Isle of Armor) E28C29F0 FE_COMP_RIGEL2_ZUKAN_COMPLETED Completed Pokédex (Crown Tundra) 7943F690 FSYS_RAIDNPC_OPEN_KURARA Unlocked Max Raid Battle Ally (Klara) 29D9A4B5 FSYS_RAIDNPC_OPEN_SEIBORI Unlocked Max Raid Battle Ally (Avery) 931C9879 FSYS_RAIDNPC_OPEN_SYAKUYA Unlocked Max Raid Battle Ally (Peonia) 6C143D25 FSYS_RAIDNPC_OPEN_PIONI Unlocked Max Raid Battle Ally (Peony) 1C74460E FSYS_PLAY_LETSGO_PIKACHU Has Play Records for Pokémon: Let's Go, Pikachu! C804E4AF FSYS_PLAY_LETSGO_EEVEE Has Play Records for Pokémon: Let's Go, Eevee! BF24DDAE FSYS_PLAY_POKEMON_QUEST Has Play Records for Pokémon Quest 4CAB7DA6 EF_R2_FURIIZAA_GET Captured Galarian Articuno DA5A3BB6 z_wr03onload_SymbolEncountPokemonGimmickSpawner_WR03_Freezer_left_d Galarian Articuno (Left) is Visible 253CFF8B z_wr03onload_SymbolEncountPokemonGimmickSpawner_WR03_Freezer Galarian Articuno (Middle) is Visible 3990C82D z_wr03onload_SymbolEncountPokemonGimmickSpawner_WR03_Freezer_right_d Galarian Articuno (Right) is Visible 284CBECF EF_R2_SANDAA_GET Captured Galarian Zapdos F1E493AA EF_R2_FAIYAA_GET Captured Galarian Moltres 33F23EF4 z_wr02onload_SymbolEncountPokemonGimmickSpawner_WR02_FIRE Galarian Moltres is Visible EE3F84E6 FE_CAPTURE_REGIROCK Captured Regirock DAB3DD3A FE_CAPTURE_REGIICE Captured Regice EE1FD86E FE_CAPTURE_REGISTEEL Captured Registeel 4F4AEC32 FE_CAPTURE_REDEN Captured Regieleki 4F30F174 FE_CAPTURE_REDRA Captured Regidrago C4308A93 FE_CAPTURE_REGIGIGASU Captured Regigigas BB305227 z_wr0312_SymbolEncountPokemonGimmickSpawner_WR03_Sanjyuusi Captured Cobalion 750C83A4 z_wr0322_SymbolEncountPokemonGimmickSpawner_WR03_Sanjyuusi Captured Terrakion 1A27DF2C z_wr0304_SymbolEncountPokemonGimmickSpawner_WR03_Sanjyuusi Captured Virizion A097DE31 z_wr0321_SymbolEncountPokemonGimmickSpawner_WR03_Sanjyuusi Captured Keldeo F75E52CF FSYS_CHIKA_LEGEND_03 Captured Articuno F75E5635 FSYS_CHIKA_LEGEND_01 Captured Zapdos F75E511C FSYS_CHIKA_LEGEND_02 Captured Moltres F75E4DB6 FSYS_CHIKA_LEGEND_04 Captured Mewtwo F75E4C03 FSYS_CHIKA_LEGEND_07 Captured Raikou F75E4A50 FSYS_CHIKA_LEGEND_06 Captured Entei F75E4F69 FSYS_CHIKA_LEGEND_05 Captured Suicune F75E621A FSYS_CHIKA_LEGEND_08 Captured Lugia F75E63CD FSYS_CHIKA_LEGEND_09 Captured Ho-Oh F760948B FSYS_CHIKA_LEGEND_10 Captured Latias F76092D8 FSYS_CHIKA_LEGEND_11 Captured Latios F760963E FSYS_CHIKA_LEGEND_12 Captured Kyogre F76097F1 FSYS_CHIKA_LEGEND_13 Captured Groudon F7609B57 FSYS_CHIKA_LEGEND_14 Captured Rayquaza F76099A4 FSYS_CHIKA_LEGEND_15 Captured Uxie F7609D0A FSYS_CHIKA_LEGEND_17 Captured Mesprit F7609EBD FSYS_CHIKA_LEGEND_16 Captured Azelf F76086F3 FSYS_CHIKA_LEGEND_18 Captured Dialga F7608540 FSYS_CHIKA_LEGEND_19 Captured Palkia F7582323 FSYS_CHIKA_LEGEND_21 Captured Heatran F7582170 FSYS_CHIKA_LEGEND_20 Captured Giratina F75824D6 FSYS_CHIKA_LEGEND_22 Captured Cresselia F7582689 FSYS_CHIKA_LEGEND_23 Captured Tornadus F758283C FSYS_CHIKA_LEGEND_24 Captured Thundurus F7582BA2 FSYS_CHIKA_LEGEND_26 Captured Reshiram F7582D55 FSYS_CHIKA_LEGEND_27 Captured Zekrom F75829EF FSYS_CHIKA_LEGEND_25 Captured Landorus F7582F08 FSYS_CHIKA_LEGEND_28 Captured Kyurem F75830BB FSYS_CHIKA_LEGEND_29 Captured Xerneas F75B3AF9 FSYS_CHIKA_LEGEND_30 Captured Yveltal F75B3946 FSYS_CHIKA_LEGEND_31 Captured Zygarde F75B3793 FSYS_CHIKA_LEGEND_32 Captured Tapu Koko F75B35E0 FSYS_CHIKA_LEGEND_33 Captured Tapu Lele F75B41C5 FSYS_CHIKA_LEGEND_34 Captured Tapu Bulu F75B4012 FSYS_CHIKA_LEGEND_35 Captured Tapu Fini F75B3E5F FSYS_CHIKA_LEGEND_36 Captured Solgaleo F75B3CAC FSYS_CHIKA_LEGEND_37 Captured Lunala F75B46DE FSYS_CHIKA_LEGEND_39 Captured Nihilego F769AAC6 FSYS_CHIKA_LEGEND_40 Captured Buzzwole F769AC79 FSYS_CHIKA_LEGEND_41 Captured Pheromosa F769A760 FSYS_CHIKA_LEGEND_42 Captured Xurkitree F769B192 FSYS_CHIKA_LEGEND_44 Captured Celesteela F769A913 FSYS_CHIKA_LEGEND_43 Captured Kartana F769B345 FSYS_CHIKA_LEGEND_45 Captured Guzzlord F75B4891 FSYS_CHIKA_LEGEND_38 Captured Necrozma F769B85E FSYS_CHIKA_LEGEND_48 Captured Stakataka F769AFDF FSYS_CHIKA_LEGEND_47 Captured Blacephalon 11C12005 FE_CAPTURE_MIKARUGE Captured Spiritomb 0F529035 z_wr02onload_SymbolEncountPokemonGimmickSpawner_WR02_Hoeruo_0 Wailord Visible on Isle of Armor 4F240749 FE_R1_HUSHIGIDANE_GET Received Gift Gigantamax Bulbasaur 178159E5 z_t0101_i0202_MONSBALL Received Gift Gigantamax Charmander 08F829F8 FE_R1_ZENIGAME_GET Received Gift Gigantamax Squirtle 9D95E9CA FE_SUB_037_PIKACHU_CLEAR Received Gift Gigantamax Pikachu 855235FF FE_SUB_037_EEVEE_CLEAR Received Gift Gigantamax Eevee 2AB6CECC z_bt0101_POKE_NUL Received Gift Type: Null 52F6F77F z_wr0301_i0401_COSMOG Received Gift Cosmog 4B3C9063 z_d0901_BEBENOM Received Gift Poipole C41B40F7 FE_SUB_005_CLEAR Received Gift Toxel 99F05F57 FSYS_GST_HOP Unlocked Hop in the Galarian Star Tournament 9967549C FSYS_GST_BEAT Unlocked Bede in the Galarian Star Tournament F421E6F1 FSYS_GST_MALI Unlocked Marnie in the Galarian Star Tournament FEDA9809 FSYS_GST_YARO Unlocked Milo in the Galarian Star Tournament 787337A7 FSYS_GST_RULINA Unlocked Nessa in the Galarian Star Tournament 46552331 FSYS_GST_KABU Unlocked Kabu in the Galarian Star Tournament 64E5B186 FSYS_GST_SAITO Unlocked Bea in the Galarian Star Tournament ED8E9B71 FSYS_GST_ONION Unlocked Allister in the Galarian Star Tournament F5D09992 FSYS_GST_POPRA Unlocked Opal in the Galarian Star Tournament 7A0A2B4A FSYS_GST_MAKUWA Unlocked Gordie in the Galarian Star Tournament 5F9D5BFD FSYS_GST_MERON Unlocked Melony in the Galarian Star Tournament F3C24CB8 FSYS_GST_NEZU Unlocked Piers in the Galarian Star Tournament F33517E0 FSYS_GST_KIBANA Unlocked Raihan in the Galarian Star Tournament BE14CF20 FSYS_GST_DANDE Unlocked Leon in the Galarian Star Tournament 7890C9BF FSYS_GST_SODDO Unlocked Sordward in the Galarian Star Tournament 8C42D0E4 FSYS_GST_SIRUDHI Unlocked Shielbert in the Galarian Star Tournament 7D695530 FSYS_GST_KURARA Unlocked Klara in the Galarian Star Tournament 3B03E415 FSYS_GST_SEIBORI Unlocked Avery in the Galarian Star Tournament F70DF773 FSYS_GST_MASTERDO Unlocked Mustard in the Galarian Star Tournament 40ADAE85 FSYS_GST_PIONI Unlocked Peony in the Galarian Star Tournament
    8 points
  2. 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
  3. Edited ROMs can only be played on exploited consoles. Please do not ask (nor private message me) how to obtain/dump/decrypt/unpack/repack ROMs as that is unrelated to the functionality of this program. Download Link At Bottom of Post pk3DS is a ROM editor for 3DS games with tools from various contributors. All editors displayed are fully functional. Simply feed it a folder (drag/drop or by File->Open) which contains the game romfs & exefs extracted content folders. http://i.imgur.com/iEsoudA.png Randomizers available: Trainer Battles (Pokemon / Items / Moves / Abilities / Difficulty / Classes) Wild Encounters (Species, Level, Gen/Legend Specific, ORAS DexNav won't crash!) Personal Data (Pokemon Types / Stats / Abilities / TM Learnset) Move Randomizer (Type / Damage Category) Move Learnset (Level Up / Egg Move) Evolutions TM Moves Special Mart Inventory etc Download the latest version here (click on latest run at the top, then click Artifacts (Published), and download the 'drop' folder) Example: Click on the most recent one (typically the link on top) [you can check the dates on the right, to determine which is the most recent one] You'll then be brought to this page. Click on where I circled portion, for that page. Then go ahead and download it (the circled portion on that page) Source code is available on my GitHub.
    6 points
  4. Every time someone asks, the developer will delay it's release.
    6 points
  5. can you wait patiently?
    6 points
  6. It was announced by PokemonGoLive.com, that for the upcoming 25th Anniversary of Pokémon, an event to celebrate Kanto will be held. (As explained, the focus is on Kanto, because Kanto is the region that started it all) By purchasing a paid ticket, players will eventually be able to capture a Shiny Mew. It is not known whether Niantic will hold an unpaid version of a Shiny Mew event in the future. At this moment in time, while it is expected to be able to be transferred to HOME, there is no confirmation on the site regarding whether this Shiny Mew can be transferred to Pokémon HOME. Source: https://pokemongolive.com/post/pokemongotour-kanto/?hl=en
    5 points
  7. Here's a Yoshira Mew provided by @gwizofthestars (Website, Twitter, Instagram) from a registered team in Pokemon Stadium. gwiz was a winner of the Mew for the Millennium Nintendo Power contest. It seems this Mew was traded to Gen 2 at some point since it has a TwistedSpoon as its held item, and it is also at level 100. 151 - MEW - 4DBE.pk1
    5 points
  8. It looks like we receive these questions every year. And I could not find a place that has all the info neatly documented. Thus, I shall do that here. This page governs event redemptions. Before we begin, an important thing to note: Region (in terms of data on carts) were not a thing until Gen 6. As such, for any game prior to Gen 6, any kind of 'locks' were in terms of language locks, not region locks. Gen 1 via Trade JPN games can only communicate with JPN games. Non-JPN games (ENG, FRE, ITA, GER, SPA) can only communicate with non-JPN games. via Mew Machine (retail cart only) Assumed to be language locked, as it is the hardware predecessor to PCNY machines. Gen 2 via Trade JPN games can only communicate with JPN games. Non-JPN games (ENG, FRE, ITA, GER, SPA) can only communicate with non-JPN games. via Celebi Machine (retail cart only) Assumed to be language locked, as it is the hardware predecessor to PCNY machines. via PCNY Machine (retail cart only) According to someone who has looked at the code, there's a check in the code that looks for any Game ID that isn't English and then replies with 'it's incompatible'. It is assumed that such code for particular Game ID searching is from its predecessors. Intermission With the advent of Gen 3, wonder cards were introduced. For this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title and text (red arrows). Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 3 via Mystery Event As far as we know, the scanning of the e-Reader and communication with RS game is language locked. Also, given only JPN Emerald has Mystery Event, that is also language locked. Additionally, JPN Emerald can't used e-Reader cards meant for JPN RS, meaning the usage of those cards are game locked too. via Mystery Gift Limited language locked (JPN vs Non-JPN) and Game pair locked (FRLG vs E). JPN and non-JPN (ENG, FRE, GER, ITA, SPA) Mystery Gift sizes and offset are different between the 2 sets. Mystery Gift sizes also differ between FRLG and Emerald. via Colosseum Bonus Disc Known to be language locked. via GBA multiboot + link cable (typically the distribution cartridges) The ones in public domain are known for being language locked. Good reason to believe the rest are the same. via NDS Download Play Status not known. Until any evidence suggests otherwise, it's presumed to be language locked. Similar to the multiboot method, all it does is inject the mon into the party (which is at the same location dynamic offset wise), yet that is language locked. Since this method is similar to that, there is reason to believe that this is locked too. Additionally, Poke Transfer Lab uses Download Play for Gen 4 -> Gen 5 transfers, and that is language locked too. Yet another reason to think this is locked. Intermission With the advent of Gen 4, wonder cards are now two pages. Besides certain trade events, wonder cards are the way to go for event distributions. For this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title (red arrow) and receiving text (blue arrow). NOT the delivery status (green arrow) THIS: NOT: Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 4 via Local Wireless Based on data from people who used the distribution carts for themselves, as well as collaborations with people who received events IRL, language locked. via Nintendo Network Wireless According to collaboration with people who received the events, language locked. Folder formats for reconstructed server use also suggests that it's split by game ID, which also means it's split by game language. via Slot-2 event injection According to what has been datamined, the Slot-2 that contains Japanese events, only worked for JPN cartridges. Non-JPN (ENG, FRE, ITA, GER, SPA) games required an additional level of checks that the JPN Slot-2 cart could not provide. Anyhow, Slot-2 event injection almost never happened outside of Japan, besides WORLD events. So while possibly not language locked (beyond the JPN vs Non-JPN extent), for that event, the card language was English anyway). Intermission With the advent of Gen 5, receiving text is no longer part of the card that is viewable in the card album. For this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title (red arrow) and receiving text (blue arrow). NOT the delivery status (green arrow) THIS: NOT: Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 5 via Local Wireless Based on data from people who used the distribution carts for themselves, as well as collaborations with people who received events IRL, language locked. Apparently, according to the data table, it is possible to distribute events with incorrect languages (in terms of card text and Pokémon set data), however there were very little entries that fit this criteria. (A.K.A very little entries abused this) 1. Any of the WORLDs entries of that period (JPN and KOR received ENG card. Regardless of whatever language'd game you used to receive the Pokémon, the receiving language on it was forced to ENG) 2. Pokémon Hills Mewtwo (The wonder card text distributed to ENG and JPN copies reflected the correct language. However the language of the OT was JPN on either copy. The ENG copy had receiving language forced to JPN, and the JPN copy had the receiving language null [tho important to note, in a legitimate situation the receiving game would have been JPN, hence the receiving language would be JPN anyway]) via Nintendo Network Wireless According to server data, as well as collaboration with people who received the events, language locked. Folder formats for reconstructed server use also suggests that it's split by game ID, which also means it's split by game language. Intermission With the advent of Gen 6, players can choose to play whichever available language, regardless of the region of the cart. People commonly confuse language with region, don't do that! As elaborated in the link provided, only certain regions + game language combo would have access to the appropriate card language. For the record, for this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title (red arrow) and receiving text (blue arrow). NOT the delivery status (green arrow) This: Not: Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 6 via Local Wireless or Infrared Based on data from people who used the local distributors for themselves, as well as collaborations with people who received events IRL, not region locked. via Serial Code According to server data, as well as collaboration with people who received the events, mostly region locked. There are certain exceptions, spoken in more detail here. via Nintendo Network Based on server data, region locked. Gen 7 (3DS) via Local Wireless or Infrared Based on data from people who used the local distributors for themselves, as well as collaborations with people who received events IRL, not region locked. [There were certain mistakes that made people receive the wrong language'd wonder card for their game, but in any case they're still locked to that "incorrect" version card] via Serial Code According to server data, as well as collaboration with people who received the events, mostly region locked. There are certain exceptions, spoken in more detail here. via Nintendo Network Based on server data, region locked. via QR code The QR codes are region locked. Intermission With the advent of main series games being on the Switch, regions are no longer a thing. Additionally, wonder cards are no longer split between languages: a single wonder card can now hold all the various OTs for different languages. In addition, there is no hard set card title (the 'card titles' they used can change with game language) and no hard set card description (the 'card description' they use can change with game language). Gen 7 (Switch) - Gen 8 Neither Region locked nor language locked. So that's all for now. Do post if there's any missing method or something. Do note this isn't a FAQ thread, so questions falling under that definition would be deleted and unanswered.
    4 points
  9. I think most fans who've played Stadium know that nicknamed Pokemon can have different colors. But why? How? After a lot of time and effort, I've worked it out - well, mostly! Since PKHeX was critical to my success, this seems like an appropriate place to share my results. My research was thorough and I made sure to explain things in a lot of detail, so the full write-up is in a Google Doc here. But if that's TL;DR (I get it, life is short and the internet is full of content) here's a summary: The ASCII values of a Pokemon's OT name and nickname are added together, along with the values for the two bytes of its TID. The last byte of the result in hex is what I call it's name value (NV). This is converted into a hue adjustment based on a Pokemon's specifically programmed hue range - an NV of 0 is its minimum hue, and FF is its maximum. It'd take a hacker (I'm not - can't program my way out of a paper bag) to get the exact formula, but I've worked out an approximation that gives results that are at least super-close. Like, closer than the human eye can probably distinguish. I put my formulas into this spreadsheet which can be downloaded or copied to your own Google Drive to find the hue of your own nicknamed Pokemon, but to make use of it you'll need to read at least some of the document. I've also worked out how Smeargle's DVs effects its colors and why shiny Pokemon can look so different in Stadium 2. It turns out almost all shiny textures are modified using the HSL (hue, saturation and lightness) colorspace, just like the nickname palettes (which only use hue). I wrote down each Pokemon's hue range for nicknames and the HSL values for its shiny in Stadium 2 here. I got these using jrra's patch to re-enable the debug menu in Stadium 2, which has all this info and more. Finally, I've taken screencaps of every Pokemon's minimum and maximum colors, plus some in-between if there's a big range. For fun, I also took a handful of art, sprites and models and altered them using GIMP's HSL editor to create Stadium-style nickname colors and shinies. My gallery of screencaps and modified art can be found here. I'm open to comments, questions, and any other feedback. Hopefully some of you will find this interesting, and if you like what I've done, I welcome you to pass it on to anybody else who might like it! I'm also totally cool with my research and pics being freely distributed and used to edit stuff like Wikis so long as credit is given when possible.
    4 points
  10. The plugin needs to be compiled from source for now, I'll publish a new release tomorrow (Mirage Island and WC3 Plugin will be updated tomorrow as well).
    4 points
  11. This guide is for those who are interested in editing an actual trainer/berry e-Card to use with the real e-Reader. If you are capable of save editing or you are playing on an emulator it's probably easier to inject the trainer/berry into your save file directly. Requirements your custom Trainer (ECT) or Berry (ECB) of course (can be created with this tool) e-Reader dev tools (https://caitsith2.net/ereader/devtools.htm) e-Card headerfix tool headerfix.zip (source) a hex editor (like HxD) a raw e-Card which we will use as a base (English, Japanese) Editing the raw e-Card Decode your raw e-Card with nedcenc like this: nedcenc.exe -i card.raw -d -o card.bin Open the decoded card in your hex editor. Copy the header (the first 83 (0x53) bytes as seen above) and save them for later. Copy and save the VPK (starting at offset 0x53 with "vpk0") into a new file. The full VPK size can be found at offset 0x51. Keep in mind that this is written as little endian, which means if these two byte are "81 07" the actual size is 0x781 (from 0x53-0x7D3). The rest of the decoded card is just padding, you can ignore/delete it for now. You have saved the VPK into a new file, now decompress it with nevpk: nevpk.exe -i trainer.vpk -d -o trainer_decompressed.vpk Open the decompressed VPK in your hex editor. For trainers: navigate to offset 0xD50, that's where the actual trainer data (ECT) is located, it's 188 (0xBC) bytes. For berries: the data (ECB) is at offset 0x4EA, it's 530 (0x212) bytes. For trainers: replace the data from 0xD50-0xE0B with your custom trainer and save the file. For berries: replace the data from 0x4EA-0xA19 with your custom berry. Compress your edited VPK with nevpk: nevpk.exe -i mytrainer.vpk -c -o mytrainer_compressed.vpk Note the size of your new compressed VPK! Create a new file in your hex editor and paste the header you have saved earlier in step 3. Paste your compressed VPK right after the header at offset 0x53. Now fix the VPK size at 0x51 to match the new size. Remember to write it as little endian! Fix the size info at 0x26: in the image above the value is 0x020F0622 bit 9-23 is the same as your VPK size + 2 bits are counted from left to right starting with 0 the original VPK size is 0x781 + 2 = 0x783 or in bits 0000 0111 1000 0011 0x020F0622 in bits: 0000 0010 0000 1111 0000 0110 0010 0010 convert your new VPK size into bits replace the bits marked in red in the size info convert the size info value back into hexadecimal write it back to offset 0x26 Pad the card to a proper size of 2112 (0x840) bytes. You can fill the area after the VPK until 0x83F with FF. Fix the cards checksums by droping it on headerfix.exe and you are done! You are done! You can now encode your edited card back into a raw e-Card: nedcenc.exe -i custom.bin -e -o custom.raw You can use the dotcode printer from the devtools for printing, it can print dotcodes in raw or bmp format. Keep the DPI at 300, choose your card and your printer and print it! You could as well just convert your raw card into bmp (raw2bmp.exe -i card.raw -o card.bmp) and print that. So, I hope everything was clear enough, if there are still questions feel free to ask!
    4 points
  12. Looks like invalid pkrs values. https://github.com/pret/pokeemerald/blob/5d7c438efcd341c777c866a7eb3f8401f8548dc5/src/pokemon.c#L6036-L6058 The byte at 0x44 has "01", which decomposes to "strain 0, days 1". Can't get strain 0, and when it's cured (days elapsed), it will never remember it had pkrs. I simulated the numbers to generate a list of possible PKRS values: https://github.com/pret/pokeemerald/blob/5d7c438efcd341c777c866a7eb3f8401f8548dc5/src/pokemon.c#L5940-L5978 var list = new List<int>(); for (int i = 0; i <= 255; i++) { var val = i; if ((val & 0x7) == 0) continue; if ((val & 0xF0) != 0) val &= 7; val |= (val << 4); val &= 0xF3; val++; $"{i:000}: {val:X2}".Dump(); list.Add(val); } list.OrderBy(z => z).Select(z => $"{z:X2}").Distinct().Dump(); And here is the list of initial values: 12 23 34 41 52 63 74 92 A3 B4 C1 D2 E3 F4 Note how strain 0 and strain 8 are not generatable. === Did you hack in PKRS with a cheat?
    4 points
  13. Meanwhile I did some reverse engineering and I found the encryption/decryption algorithm, it's this function... unsigned int __fastcall PokemonRangerCrypt(int a1, unsigned int s_rand, int size, _DWORD *dest) { unsigned int i; // r5 unsigned int result; // r0 unsigned int rand; // ST04_4 unsigned int h_rand; // r0 for(i = 0; i < size/4;) { rand = 1566083941 * s_rand; // the initial seed is located before the decrypted/encrypted data h_rand = rand; s_rand = 1566083941 * rand; *dest ^= h_rand & 0xFFFF0000 | (s_rand >> 16); ++dest; // this increments by 4 (u32 data) ++i; } return result; } The initial seed for this comes right before the encrypted data itself... for example, the first two chunks include a header with the string "PKR-059 a00 ". Right after that (loc 0xC) there is the initial seed which becomes the first "s_rand" value, the encrypted data follows (at loc 0x10). The encrypted chunk size for the first chunk is 496 bytes, the 2nd chunk starts at location 0x200, size of this chunk is still unknown. We can't just loop through this thing from start to end and have to figure out where each chunk starts and hopefully their seeds are stored there as well, but I think this should be easy from here now and tests should reveal that... It's still unknown how the initial seed was originally calculated... (could be a checksum?). At least the two first chunks are sharing the same seed. It looks like there could be different initial seeds for other chunks, so if something doesn't decrypt properly watch out.
    4 points
  14. I know that this is an old thread and it's been over two years but I still wanted to inform you that I'm doing some research now. I just figured out that the flags are at location 0x0212E44A, setting each Special Mission's bit sets them back to "NEW!". in my case for example since I have all 4 missions in the game there are 4 bits (0-3), starting with bit 0 for the Manaphy Egg Mission and ending with bit 3 for the Mew Mission. I also learned that they originally planned 7 Special Missions. Edit: I just remembered that someone already figured this out. But it's a different location which is kinda weird...
    4 points
  15. Unusual bump. Here are some free codes. Please mention which code you used.
    4 points
  16. To preface this: I think the video below is a great video, and it is pretty informative. However, people who do not know how to achieve ACE on Emerald may lose out. Anyhow, people would likely wonder/worry about how the event has not been known, or ask other questions about it. The point of this thread is to cover what is known regarding this Pichu event. (it's not about ACE) Video in question: Before I explain what this Pichu is, I need to do a brief explanation of WC3. Brief explanation of WC3 (for FRLG and E): Split WC3 sections: Wonder card data (wonder card text and checksum and other settings) and the wonder card script. [more detailed technical breakdown here] The wonder card script literally controls what the delivery person says, what flags get set, and what the delivery person gives. When the debugging versions of the games leaked, it was discovered that certain debugging wonder cards (such as Old Sea Map, Aurora Ticket, Altering Cave, a Pichu egg etc) were stored in the debugging game. It was also discovered that in the games, the wonder card script is stored separately from the wonder card header. (It was later discovered that the debugging games have a local distribution mode. The wonder cards can be found here) So what is this Pichu? 1) First angle of attack at the problem. Using the dialogue that the hipster-delivery person hybrid spoke, I was able to find the egg Pichu script. (just in case you wanna try it for yourself, be aware that Gen 3 text uses the character encoding) I compared the Pichu Egg script found in the final game, against the Pichu Egg script for debug wonder card (for Emerald). The image below is the comparison. Left data is script from the debugging wonder card, right data is the Pichu egg script taken from ENG Emerald game. Note: offset is 0x674D3D of Final game (ENG), 0x3E4 in size. Besides the offset pointers being different, the rest of the script are almost mostly the same. (If you're curious on how to identify offset pointers, it's B8 XX XX XX 08. For example, in the data of the right, it's B8 3D 4D 64 08. When you account for endianness, it points to 0x674D3D, as mentioned above) 2) Second angle of attack at the problem. The video linked to a pastebin with the relevant codes (useful if you wanna try it out). Comparing to the pastebin (https://pastebin.com/dFLaf2TB), if we ignore the 8 in that highlighted value below (could just be RAM address or something; I imagine ROM data is stored in RAM starting from 0x8000000) You can see that the highlighted value is the same value as the offset I found in (1) [this means the data I found is indeed the correct data] Conclusion/TL;DR: The Pichu Egg is merely a leftover script of a wonder card that was in the debugging versions of the game. There are other scripts that were leftover, such as changing the species in Altering Cave, getting Old Sea Map, getting Aurora Ticket, getting Mystic Ticket etc.
    4 points
  17. I suggest to use Visual Studio. Install it with the Xamarin extension. Clone the repo and open the .sln. Take your smartphone and activate the debug settings in the developer settings, then plug it in the PC and allow the USB debug. Your phone will be displayed in the run option. Select PKHeX.Android, build and run the project.
    4 points
  18. this is my baby lmfao fr went from 0-11k in a year with this save on yt. complete isle of armor and crown tundra galar tourney, footprints, main story, and more. hope u enjoy!! main
    4 points
  19. 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. 8/15/2021: 1.3 is going well, though I'm currently working on some features for Alpha and it takes a lot of time to pull all of this out. What I'm trying to get working: Level-Scaling, an Egg-Move Tutor for Electivire and a casual mode for the game (that you can choose at the start, though I think it won't happen). But for now here's 1.3 Patch Notes update ! I hope you are excited for 1.3 Update ! 6/18/2021: It's been around 3 months I've been forced to take a pause of Alpha's development for several reasons, from lack of motivation to exhaustion about IRL problems, I had to take a pause. Now that I found a better pace in my life, I can slowly but gently get back into business with Alpha, and following that, here are the news! What's planned in 1.3 down below: Most of these features are finished, if you want to know what is still on the to do list to have an idea: 3/4/2021: Before explaining the situation, huge shotouts to Irdkwia, End45 and techticks for their awesome work and for being that knowledgeable. Without them, the project I'm working on for 1.3 wouldn't have made this far! I'm currently working on adding new moves to the game. I also updated some moves to reflect main series changes, and plan on modifying the way some moves work (like Roost, Morning Sun, Flare Blitz, etc...) Thus no 1.2.1 version will be released, instead there will be a 1.3 with bugfixes, new TMs compatibility, new Exclusive Items, a way to obtain Corrupted Shield, Corrupted Sword, and Harbinger's Robe, new items like HP Max or Atk Max, eventually even more TMs, new NPCs like a Gliscor selling drugs vitamins like HP Max or Atk Max against $99,999... I plan a lot for 1.3, and I hope you guys will enjoy it! Peace! 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
    3 points
  20. Hello! I'd like to showcase my first ever ROM hack - A slight difficulty and quality of life hack for Pokémon Mystery Dungeon Explorers of Sky. My main goal with this hack is to introduce quality of life changes, new dungeon variety, new Pokémon spawn lists all while making the original game harder! (But not Kaizo hard) I am also trying to steer away from unnecessary dialogue additions and anything that could take away from a player's experience or ruin immersion. While not directly influenced by Drayano or his hacks, this ROM hack shares similarities in the way Drayano approaches hacks, keeping the original game vanilla and building onto it's gameplay systems all while slightly increasing difficulty. Exact specifications of what has and will be changed will be included with every version I release with previous changes always archived in each and every changelog as there already is way to much for me to include as is without keeping this post short and simple. The hack is fully completed in terms of revamping every dungeon and improving the base game, but additional features are to be added in the future. Trailers: Special features include: - Arceus is now in the game! Recruit the Alpha Pokemon at the top of Destiny Tower! - Exp. Points are now distributed to the entire team -- including off-roster team members! (Like in Gates to Infinity and Super!) - You can now select whatever starter you want if you don't like your Personality Quiz result! (Like in Super!) - Complete Team Control, You can manually control your partner and team members turns in dungeon! - New postgame events! -- Revisit the Future after recruiting Dialga, Explore a new Ruin dungeon after defeating Regigigas, visit new unique Far Away dungeons after recruiting Palkia or explore the Magnagate after collecting all Seven Treasures! - New moves! Unused moves like Spin Slash and Excavate are back in the game! - Fairy Type moves with custom move animations: - Sweet Kiss, Charm, Moonlight, Dazzling Gleam, Disarming Voice, Fairy Wind, Play Rough, Draining Kiss, Moonblast, Crafty Shield, Baby-Doll Eyes and more! - Moves from future generations too: - Petal Blizzard, Bulldoze, High Horsepower and more! - Fairy Type, with Fairy Type gummis in game too! - Sylveon! - Custom Frames! - Revisitable Future -- with recruitable shiny Celebi! - The weather trio now have their exclusive moves, Precipice Blades, Dragon Ascent and Origin Pulse! - The Luxio Tribe is back from Time/Darkness, fully replacing the Manectric gang. (Complete with a Luxray Clear Mark icon.) - New dungeons! Explore the all new Metal Crag, Magic Alcove, Avian Terrene, Drake Fjord, Poison Bog and Battle Hill! - All starter evolutions now have overworld sleeping sprites for the postgame (Including gender differences!). - All new spawnlists, revamped difficulty, and a whole new way to play the game! - Some dungeons now have certain gimmicks, EX: Drenched Bluff has a dangerous 6th floor, Waterfall Cave is always rainy and max darkness, there's no food in the Northern Desert, etc. - Alolan Vulpix has replaced normal Vulpix as a starter/partner - A quick tunnel from Sharpedo Bluff to Crossroads - Espurr is now a partner Pokemon! - Chikorita isn't useless now! - Completely reworked Marowak Dojo system! - All Starters and Partners have reworked level up movepools, and will always have access to a powerful STAB move at level 50. Some starters/partners have had ability reworks like Eevee having Anticipation instead of Run Away, Skitty having Scrappy instead of Normalize, and Riolu having Own Tempo instead of Inner Focus! - Quality of Life improvements. Tired of all those tips trying to help you out? Say no more, they're all disabled thanks to DisableTips. Want to hold the L button and use one of your four moves without opening the move menu? Move Shortcuts has got you covered! Ever wanted to have a partner that matches your type? SameType Partner allows you to do just that! Tired of watching and suffering through Spinda's Café animation every time you want to make a drink? I removed it! Tired of Far-Off Pals taking too long to play out? It's quicker now! Kangaskhan Rocks in the Marowak Dojo Hub and Spinda Cafe! - Revamped Item values - Vitamins, Joy Seeds and Ginsengs now rarely appear in the Kecleon Shop - Revamped Rank-Up rewards! - All Evolution Items now have an equal chance to spawn in the Kecleon Wares Shop - Xatu now unboxes faster! -Optional dungeons are automatically unlocked after graduating! - Seven Treasure dungeons are unlocked after Dark Crater! - Aegis Cave is no longer full of unnecessary unowns! - Mt. Blaze and Mt. Thunder are back in the game! Along with Zapdos and Moltres boss fights! - Region Variants! (Note that these new varients DO NOT replace the original games Pokémon, normal Vulpix/Ninetales are still in the game, just no longer a starter/partner.) - Zero Isles now have rare evolution items at the end of the dungeon to reward players for exploring them! - Destiny Tower now allows recruiting, has had it's grudge traps removed, and has had wonder tiles added into upper floors. - All dungeons have been revamped! Special Thanks: *** Thank you to End45 for creating the Move Shortcuts, DisableTips, and SameType Partner patches. *** Thank you to Irdkwia for creating the ChangeMoveStatDisplay, ChangeEvoSystem, ExpandPokeList, Exp. Share, Fairy Type, and Choose Starter patches. Thank you for also working on Move Shortcuts. *** Thank you to Cipnit for creating the Complete Team Control patch. *** Thank you to NeroIntruder for creating Espurr, Meowstic (Male and Female), and Alolan Ninetails portraits/sprites. *** Thank you to DunkinDo for creating Arceus sprites, Galar Corsola sprites, Cursola sprites and my commissioned Regidrago/Regieleki sprites. *** Thank you to CamusZekeSirius for creating Regidrago and Regieleki sprites. *** Thank you to Davilos for creating Arceus portraits. *** Thank you to Emmuffin for creating Sylveon and galarian Corsola portraits. *** Thank you to EZERART for creating Cursola's portrait. *** Thank you to MonochromeKirby for creating Victini's sprites and portraits. *** Thank you to whoever created Sylveon's sprites, I'm unable to find whoever originally submitted it. *** Thank you tofor creating art and a menu background featuring Silveon, Espurr and Alolan Ninetales! Massive thank you to my Discord community for feeding me ideas, suggestions, advice and inspiration to keep working this hard! Thank you to the reader for reading all of this and mayhaps even playing my take on the game! Here's a hyperlink to my Discord where you can report any issues, suggestions, or problems with the game and talk directly to me. We also have a channel with instructions on how to patch and what you will need (We do NOT distribute ROMS): v v v v v v v >>>>>> My Discord <<<<<< ^^^^^^^^ PLEASE DO NOT USE SAVE STATES, IF YOU USE SAVE STATES THOSE SAVES WILL NOT BE COMPATIBLE WITH ANY FUTURE RELEASES/PATCHES. SAVE WITH THE IN-GAME SYSTEM IF YOUR EMULATOR SUPPORTS IT. Downloads: Version 1.16 Explorers of Skies Patch (V1.16).xdelta Changelogs contain ALL changes made, and documents the newest changes as well. Version 1.16 Changelog ChangelogV1.16.txt There are multiple versions of Explorers of Sky, this Hack uses a specific one, you can read more below. Instructions on how to patch Patching Skies for Dummies.txt (You can also get help through my Discord with the link above) Known Issues: Dungeons that reset the player to Level 1 don't restore when being defeated -- This can be fixed by using Chimecho's Assembly. Screenshots/Pictures: New Dungeons:
    3 points
  21. @ozderya I know it's a bit late, but based on recent findings across the community, it appears they found the source of the issue. All Ho-Oh from Colosseum, that is *still in Colosseum/Pokemon in Colosseum format* (like yours) will have the Fateful Encounter flag checked. This appears to be a mistake related to the Fateful Encounter flag being incorrect documented for Colosseum. Additionally, if you trade your Ho-Oh out from Colosseum to a GBA game normally, then proceed to use PKHeX to check the GBA Gen 3 save, it would not have the Fateful Encounter flagged. Just keeping you updated :3
    3 points
  22. For this particular use case, the latest stable release of PKHeX works fine with editing trainer customization values for Gen6, both male and female. I recently updated the structure to fix any past issues: https://github.com/kwsch/PKHeX/commit/3fdf1396aa8a042566410e7dd180011da8b4fc76
    3 points
  23. At time of writing, while ban reports have significantly trickled off since earlier this year, we are still receiving the occasional ban report on the PPORG and PKHeX Development Discord servers, seemingly related to the HOME banwave in January. We've been able to track some of the reports to earlier offenses, such hosting hacked raids prior to the hacked raid banwave during early Isle of Armor, or ranked/tournament cheating. It seems that they audited server logs and cleaned up a few stragglers they had neglected to ban earlier, and tacked them onto the HOME banwave. Given that they've demonstrated that HOME can track and accurately ban users who used the methods that resulted in the banwave, just because the banwave appears to be "pretty much over, and I wasn't banned despite doing X or Y bannable action" doesn't mean they aren't continuing to monitor network traffic and banning anyone foolish enough to attempt trafficking illegal pokemon via HOME going forward. The HOME banwave is thought to be the result of a permanent, ongoing security feature, not a one-off wave. As well, they've also shown the ability to view and edit Pokemon stored on the savefile, (including those in Poke Jobs AND in both Daycares, sending them there doesn't "hide them from HOME"), as HOME was used to automatically fix movesets for Alolan Form GO-origin Pokemon that had their opposite regional form moveset due to a bug with GO -> HOME transfers. This means that any illegal pokemon, glitch pokemon, etc. may be viewed by HOME any time you load your savefile into HOME, even if you don't place them into HOME storage itself. If you kept any illegal/glitch Pokemon on your savefile, proceed with caution with that infomation in mind. (Alternatively simply avoid using HOME altogether, or store any illegal/glitch pokemon on a profile/savefile, secondary switch, or emuNAND that is not going to be accessed by HOME.)
    3 points
  24. Welcome everyone to my attempt at a full fledged rewrite of the Explorers series of Mystery Dungeon games. It always bothered me that the protagonist just acted as a mute through most of the story, despite clearing speaking at certain points. This hack attempts to make the hero Pokemon a character in their own right, they'll have lots to say on the topics that come up in the story (for better of for worse). Now along with this, I'm also making some moderate to significant changes to how events play out as well. As I felt there were more than a few things that either could have been expanded on, or just better explained. See below my to do list. Introduce Darkrai much earlier in the story The hero's amnesia will not be permanent or as severe, they will remember more and more as time goes on A better explanation provided for why Chatot steals most of your money Reworking the lore of the time gears to explain why everybody acts like they were always meant to be in 5 different locations Providing an explanation for how tf Darkrai got into Temporal Tower Potentially creating a branching story where the hero has to chooses to go with Grovyle early before they get sucked into the future, putting them at odds with their partner. As of right now, the hack is still very much in Alpha, so while an effort has been made to ensure play-ability, do be aware that some text spacing may have slipped under my radar. If you enjoyed the game, or found anything you didn't like, please let me know! I'm always looking to improve my writing and make the most involved and memorable rendition of Explorers' story that I can. So as of writing this post, the current Alpha goes right up until the end of chapter 3. Patching instructions are below -> PATCHING: Please ensure you are using a USA ROM of Explorers of Sky Download XDelta - https://www.romhacking.net/utilities/598/ Download and extract the patch below Patch and enjoy PMD_EoS_Talking_Protagonist_Script_Rewrite_v0.2.zip
    3 points
  25. There's nothing to preserve, the data is in the game. The download was just a flag that unlocks them. All the downloadable missions can be unlocked by passwords as well. The Free Spirit's Path - EDw8w2HaRn A Date With Destiny - gauRnak2nR A Fate Born of Beauty - 2aL38Ek2Rx Motochika and Motonari - J2TRZXPUm3 Hideyoshi and Reshiram - 2rz3XFEKxR
    3 points
  26. fixed in latest commit, ty 4 report https://github.com/kwsch/PKHeX/commit/2bfcdaf1481804eac779d0ca1b3037d695fbf379
    3 points
  27. Sorry for the necropost, but I think I won't be the only one stumbling into this problem and searching got me to this thread, which doesn't have a clear (user friendly) answer to the issue. Problem is that project64 (and probably other n64 emulators) don't round up savefiles to full n64 savetype filesize. In the case of pokémon stadium 2, as Kaphotics stated, project64 creates a 0x1FF00 file (130816 bytes) while PkHex expects a 0x20000 file for (USA/INT) stadium 1 and 2 savefiles (131072 bytes). One can manually solve this manually with any hex editor or file padder. I went ahead and coded a simple app that will pad n64 savegames to the nearest savetype (depending on the input savefile). Originally I only intended to make it pad the stadium savegames, then I saw Japanese Stadium 1 (or stadium 0) uses a different savetype, so I went ahead and made a more general app that can work with any n64 savegames. Just drag and drop a savefile onto the .exe file and you will get a file with the "_pad" suffix added to it. n64savepad.zip
    3 points
  28. I've fixed this in the latest batch of commits; just need to see if there's anything else that can be fixed prior to uploading a hotfix.
    3 points
  29. It's very hard to tell, especially if it was made shiny in the VC save before going into Transporter in the first place. Most Gen 1 Wild Pokémon can't be shiny, but since the game doesn't record a lot of data and Transporter sets the origin game to whatever VC game it was in right before Transporting, most could technically pass off as Gen-2-bred shinies. There's pretty much always an edge case that makes them technically possible.
    3 points
  30. A wild update appeared! EDIT: I found where props are stored, so I went and added an unlock all button for memory link and props will be imported from BW savegame (if for some reason you wouldn't want every prop...) Some fixes I got pointed out, dream radar and memory link should properly work now. I may look into prop case editing since I've noticed pkhex is missing it (or maybe I just couldn't find it). No promises. Unfortunately, medal editing and join avenue are as buggy and incomplete as prior release. https://github.com/suloku/BW_tool/releases
    3 points
  31. This application is currently on it's third iteration build 20210312. The purpose of the application is to extract Pokémon that are in the RAM of main line Pokémon games. Currently, it supports gens 3 to 6 with support added for the Pokémon Gold Space World '97 demo. Please use this thread if any bugs or issues arise during use. Updates in current release: -UI update -Fixed oversight where gen 3 would only work for Fire Red and Leaf Green -Reworked logic -Added dumping for the Gold Space World '97 demo -All Pokémon in the RAM will now be dumped and not the 24 most relevant Pokémon Download link:
    3 points
  32. How are people getting on with the quest line for shiny Mew? I'm 9/30 for Catching a Pokemon 30 days in a row and just have some Ice, Dragon and Dark types to catch. I've a feeling Dragon types might hold me back a while as most of those we're Dratini from Incense during the Kanto event. 19/30 Ice 12/30 Dragon 9/30 Dark The PCNY Mew for Gen 2 could be shiny: https://bulbapedia.bulbagarden.net/wiki/List_of_Gotta_Catch_'Em_All_event_Pokémon#Shiny_Mew with a 0.5% chance. Although this only became more common knowledge once the distribution hardware was obtained, I do wonder if anyone was actually lucky enough to get one back in 2002. This Go event is really the first truly legit way most people outside of Japan have of obtaining their own shiny Mew that can be used in current games, so i'm quite excited for this one.
    3 points
  33. Hey guys sorry for being so slow... life has been busy. anyway just to close the loop... So I dexnaved in ORAS a whole big bunch of Koffing... I checked them all in pkhex and one of them had the HA slot... Levitate (H) I then transferred this dude through Bank and Home to my Shield game... And then viola... Koffing with Stench. so conclusion... VC Koffing will not get HA when transferred over to SS... but a dexnaved Gen 6 Koffing will provided that it had Levitate in the HA slot cheers everyone
    3 points
  34. Thanks for reporting; it's a regression. Egg moves for gen6+ have to be in the relearn moves list (unless it is a "shared" egg move via Gen8's mechanic, which this pk7 is not). I've been wanting to refactor the moveset validation for a while now... maybe soon It's now fixed in the development build; next release should be in the next day or so.
    3 points
  35. Get Zarude in Pokémon Sword and Pokémon Shield! Add the Rogue Monkey Pokémon to Pokémon Sword or Pokémon Shield. The Event distribution method varies by countries, some which have already began since November 13. Either involving signing up online or attending in person. Links are provided below. The code must be redeemed by March 31, 2021. As codes are not region locked you may be able to sign up for some of these even if you don't reside in the country. Lv.60 Poké Ball: Cherish Ball Held Item: Leftovers ID: 201113 Nature: Sassy Ability: Leaf Guard Moves: Close Combat, Power Whip, Swagger, Snarl SOURCES: US, Canada, Australia, New Zealand sign up to the Pokemon Trainer Club newsletter here by November 20 to receive a Serial Code for Zarude in December. Latin America sign up to the Pokemon Trainer Club newsletter here by November 20 to receive a Serial Code for Zarude in December. UK/Ireland In UK pick up a code at a participating retailer website (GAME) by 13 December. For UK sign up to the Pokemon Trainers Club newsletter by December 18 to receive a code in January. For Ireland sign up online in GameStop to receive a Serial Code between November 13 - December 13 (seems to be open to anyone). France Receive a Serial Code by signing up to the Micromania retailer between November 13 - December 13. Germany Receive a Serial Code through GameStop in person between November 13 - December 13. Receive a Serial Code online starting December 1. *Promotion also applies to Austria and Switzerland. Italy at some participating GameStop stores in person, or go online and use your GameStop account to sign up for a Serial Code which you will receive within 7 days. From November 13 to December 13. (seems to be open to anyone) Spain Request a Serial Code from GAME using your account info. From November 13 to December 13. Belgium/Netherlands Sign up for a code by filling a form on the GameMania BE / NL website. Codes will be sent out within a week every Friday until December 13. *The form only appears for residents of the Netherlands and Belgium. Portugal in person at FNAC stores Sweden fill email on bottom of the page to receive a code. Supplies are running out. Also available through Webhallen. From November 13 - December 13. Reminder to redeem your code by March 31, 2021. I think I sourced most places. If you have any more information comment below so others can see
    3 points
  36. 3 points
  37. PBR support just has minimal editing of stored data. If the community wants more editing functionality, they'll need to research and document where/how data is stored. PKHeX is open source; pull requests are accepted.
    3 points
  38. Probably forgot to set a random first half... edit: fixed! use the dev build if you care about the proper PIDs, else wait another week or so for the next release (with CT support)
    3 points
  39. Thanks for the great summary and testing. I have been making a lot of Milcery rank curry, but am not that organized in recording my numbers. I'll try to get better about that with my next round. I didn't realize that Pokemon's levels might have an effect ... that's an interesting initial result. I'll be using a team of level 100 max friendship Pokemon from now on. I pulled the numbers out of the initial YouTube video by だま / Dama that I found. Dama’s results below are [the number of Pokemon attracted] / [the total number of curries made at that rank]. Of course, we don’t have all the details (i.e., the level of his Pokemon, their friendship level), so take this with a grain of salt. But it looks like he did a lot of tests. Koffing: 2/170 Wobuffet: 8/170 Milcery: 1056/7063 (14%) Copperajah: 23/300 (8%) Charizard: didn’t test (the video notes it’s too difficult :)) ### If you are interested in Curry Mark Shiny hunt testing, here are some tips that might help: Obtainable Pokemon by route/area: Dama shared this list on on his Twitter, which is the only list like this that I've seen so far (https://twitter.com/monst_dama/status/1236942855538487296?s=21). I have not verified the accuracy of this list, however, from my tests on Route 1, Route 4, Route 10 (Near station), and Glimwood Tangle, it seems accurate so far. Pick a Pokemon you'd like to hunt for but keep in mind theSLAYER's theory about Curry Mark encounter rates being the reverse of that route's normal encounter rates. Easy Milcery curry: (note that theSLAYER's initial tests indicate higher ranks of curry bring better encounters) You don’t even need to touch the controller to get Milcery rank:2,200 ingredient (Smoke-Poke Tail, Large Leek, Fancy Apple, Boiled Egg, Fruit Bunch, Moomoo Cheese) + 10 berries from Wedgehust Berry Grocer. If you’re willing to button-mash (or use a Pro controller): 400 ingredient + 10 berries Stating the obvious: This is sort of stating the obvious, but it’s something I didn’t consider at first. For the Pokemon in your camp, pick small Pokemon that are easy to see around. For example, I had a Coalossal on my team during my initial testing and while Coalossal is a favorite of mine, he kept obscuring the screen and telling him to go play and move took extra time for checking if there was a Curry Mark Pokemon behind him. Pokemon with low profiles (Eevee, Yamper, Pikachu, etc.) or that are easy to see around are your best bet for quick check. If a Curry Mark Pokemon appears, you shouldn't have to adjust your game's camera to see it. You don't have to look alllll the way to the left of your camp and all the way to the right of your camp or up or down to see the Pokemon. Keep in mind if you have large Pokemon in your camp, they might be obscuring the Curry Mark Pokemon. If you attract a Pokemon to your camp, be very careful about avoiding the B button. When a Pokemon comes to your camp, the dialogue “Oh…? <This Pokemon> has come to your camp. <Pokemon> seems to want to be with you. Do you want to add it to your team?” If you hit B, that will select “No” and the Pokemon will go back into the wild. There’s no confirmation screen or “are you sure” sort of dialogue if you say no. Once the Curry Mark Pokemon is gone, it’s gone. ### For the point "It appears that encounter rates for curry encounters are reversed.": Including my Curry Mark encounters and the encounter rate from Bulbapedia below. From my Route 4 testing (shared this in Discord yesterday -- nothing new): 8 Ferroseed (1%) 3 Joltik (10%) 3 Milcery (20%) 2 Budew (4%) 1 Wooloo (25%) From my Route 10 (near station) testing: 12 Darumaka (5%) 10 Snom (10%) 8 Klang (30%) 5 Rhydon (25%) 5 Vanillish (30%) Crazy question: Could having Curry Mark Pokemon hanging out in your camp maybe increase the odds? I don't think so because I haven't heard anything about the other Marks having other effects outside of adding a title to the Pokemon's name, but if I have the time (haha) to max out the friendship on a team of Curry Mark mons, I might try this too. Other Shiny “proof” clips: I can’t vouch if these were hacked or using CFW, but they show what a shiny Pokemon looks like in Camp. Similar to the Dama video that's already linked to. https://mobile.twitter.com/suibotu6kai/status/1257637025936596993 https://mobile.twitter.com/ntIV0zU0ROsGkJ2/status/1257846914860515330 https://mobile.twitter.com/Ludicolo_comic/status/1307684485262049283
    3 points
  40. After looking through all 4 RAM dumps it turns out the Legendary Beasts will always occupy the same section of RAM. It seems you will always find the Beast at offset 0026E5A0 and it take up 136 bytes since it is encrypted. There is 102 bytes that proceeds the Pokémon which I don't know what it is for and at this point I don't care enough to find out. To determine this I encrypted all 4 PKM files and then searched for them in their RAM dump.
    2 points
  41. hacking is not allowed in competitions, full stop.
    2 points
  42. Just wait until tomorrow, or maybe in a few hours. Updated!
    2 points
  43. Download it from here: (Credits for the image to @theSLAYER)
    2 points
  44. I've added a transferred Shiny Celebi to here:
    2 points
  45. Just wanted to suggest something. I don't know if this would be possible at all, but it would be really cool if there was a way to edit the 3 legendary pokemon you can save down in the max lair in Crown Tundra so you can go find them. When you invite others connected to the internet, you can actually find the other version's exclusives.
    2 points
  46. When dragging from one game save to another PKHeX basically make a temporary .pk1 file and pk1 files don't store game version metadata. The only reason the Bank does this correctly is because Bank reads what game save it is importing Pokemon from and adds that metadata when it converts the Pokemon to the gen 7 format. Basically the Pokemon is converted to a gen 7 format when the gen 1 save data is still stored in the app. So when you use PKHeX with two windows open the two open windows don't communicate with one another; therefore, when importing a gen 1 Pokemon to gen 7 PKHeX it only reads the import file as a pk1 file and will apply its default game version which for gen 1 Pokemon is Pokemon Red.
    2 points
  47. .IsNicknamed=True on batch editor
    2 points
  48. Hi everyone. A while back I bought a lot of japanese pokemon carts from japan. I dumped all the saves that were still there and have just had the time to go through them. On a copy of Pokemon blue I found a mew with the trainer: ルイージ and TID: 39156. I believe this may be a Nintendo Space World '97 Mew?
    2 points
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...