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Showing content with the highest reputation since 07/10/26 in all areas
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Behind the scenes we are starting to prepare for a major upgrade of the forum software. More details will be shared when they're available, but one change of note relates to how you sign into your account. Currently, everyone signs in with their username and password. However, the next version requires everyone to sign in with their email and password. To limit the number of changes happening at once, we will switch to email + password sign in on September 1st. If you do not remember your email address, please make note of it in your Account Settings page. If you have any questions, please feel free to reply to this post, send me a DM, or use the Contact Us form at the bottom of the page. I would like to thank those who help us out with server costs on Patreon. However, for several months this income has not met our server costs, so unfortunately we have to bring back ads to help pay for hosting. The specifics will be fine tuned over the next few days/weeks, but anyone who's an active patron will be exempt no matter what. If you are a patron and see ads while signed in, please send me a DM either on this site, on Patreon, or with the Contact Us form at the bottom of the page. View full article2 points
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I found the cause of the issue. It was not Explorers of Fortune after all. It was the single Action Replay code that I use, which allows guaranteed recruitment. Even though the code only activates after a button combination and can be turned off with another, simply having it enabled in the emulator was enough to interfere with ALL dungeon restrictions (recruitment, EXP, and Level 1 behavior), most likely because it just hooks into the code of the game. I can't believe it didn't occur to me, especially when I was recruiting Pokémon in Temporal Tower (even though it was "off"). Disabling the cheat completely restored the intended behavior. I'm sincerely sorry for the confusion in those last two pages, given this was the ridiculous reason of my issues with the hack. And thank you and other people who might have been testing as well. The somewhat good news I suppose is that if someone happens to use the same code someday and runs into the same issues, they might run into my messages and get it resolved.2 points
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Version 2.3.20
60178 downloads
This is a ROM Hack of Pokémon Mystery Dungeon: Explorers of Sky that adds an entirely new starter roster, new mechanics, as well as tweaking the expressions and dialogue of the entire main story! Hey, my name is Gala and I wanted to share a hack I created! This hack has been in the works since October of 2023, and is a very big feat of mine. The game’s plot itself is largely unchanged, but bits of everything else have been altered in minor or major ways. I’ll go into some of the more important changes below, but there is an in-depth spreadsheet here. If you don’t feel like reading a wall of text, that’s okay! Download it for yourself and enjoy! Join the Discord to keep up to date on the latest news regarding PMD: Explorers Remixed! You can also check out my YouTube! This hack alters aspects of the game’s story. Some characters look different and have new names. The entire game's script has edited dialogue to remedy poor translations and poorly conveyed emotions. The portraits of characters are more expressive where possible. However, that is the extent of my meddling. This isn’t EoS rebuilt from the ground up, it’s more-so a modified experience that allows me to learn the ropes of making an EoS ROM Hack! We are planning to rework the post-game in a later update, but for now, the majority of our changes land in the main storyline before you graduate the guild. All of the pre-graduation dungeons have had their spawn tables revised with our new Pokémon. You are able to evolve your starter and partner as soon as you discover the Luminous Spring! Thanks to an amazing skypatch, ‘StarterMenuTool’ (credits to Chesyon, Adex, HeckaBad, Irdkwia), we have been able to expand the starter list drastically. Our community has voted on 85 Pokémon to be included as starters! There are even some unique picks such as Golett, Wimpod, and even Cosmog! We have also included every single traditional starter from the mainline games! We’ve worked hard to modernize all our starter learnsets. This hack includes the Fairy type, along with 39 added moves and 22 added abilities! We've included many Mega Pokemon! You evolve into them at Luminous Springs. It is not a temporary form like in the mainline games, however, you can devolve back into your previous form. The following Pokemon unfortunately didn't receive animations in time, so we are using the Shiny versions as a placeholder: Mega Venusaur, Mega Blastoise, Mega Meganium, Mega Dragonite, Mega Blaziken, Mega Swampert, Mega Froslass, Mega Metagross, Mega Golurk, Mega Chesnaught, Mega Delphox, Mega Greninja, Iron Treads, Mega Sceptile, Mega Scizor, Mega Pinsir, Mega Heracross, Raging Bolt, Mega Absol Z, Gouging Fire, Mega Golisopod, Mega Emboar, Mega Chandelure, Mega Raichu X, Mega Raichu Y, Mega Gyarados, Mega Meowstic, Mega Lucario Z, Mr. Rime, and Toedscruel. We have added most SkyTemple community patches, which includes things such as Manual Team Control, the Move Growth system from modern PMD titles, Non-interruptive Weather, and many more! It all comes together to make the experience fresh and exciting! We’ve also included the necessary applications to apply this patch to an untampered, US ROM of Pokémon Mystery Dungeon: Explorers of Sky. Assets were provided by many people through places such as the PMD Sprite Repository, so check it out to give the artists some love! Due credit is on the spreadsheet. (Hack Created by Gala1D, with Darkpawra & TinchoX)2 points -
Hi everyone, I'm working on a big 2.0 update with a complete app redesign, this is why there is currently no updates. It should come quite soon. @AnHeroGold @zavage00 @axeil thanks for your suggestions/bug report, I'll check that after 2.0 release. @Enan I'm still working on core features, I prefer to finish them before thinking of a plugin system. That said I agree that plugins should be allowed, also because I won't work on this app forever.2 points
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Version 26.07.07
13397178 downloads
Pokémon core series save editor, programmed in C#. Supports the following files: Save files ("main", *.sav, *.dsv, *.dat, *.gci) GameCube Memory Card files (.raw, .bin) containing GC Pokémon savegames. Individual Pokémon entity files (.pk*) Mystery Gift files (.pgt, .pcd, .pgf, .wc*) including conversion to .pk* Importing teams from Battle Videos Transferring from one generation to another, converting formats along the way. Data is displayed in a view which can be edited and saved. The interface can be translated with resource/external text files so that different languages can be supported. Pokémon Showdown sets and QR codes can be imported/exported to assist in sharing. We do not support or condone cheating at the expense of others. Do not use significantly hacked Pokémon in battle or in trades with those who are unaware hacked Pokémon are in use. FAQ Support Forum <-- Post here if you have questions or found bugs2 points -
@Felxnord Contributions are very welcomed ! I suggest you to check CONTRIBUTING.md and Technical README which includes how to add new language. If you have any question it's best to use GitHub discussion since it's technical. @PedroKeitawa You can. One of main PKVault feature is to passing a pkm from any Gen to any other Gen (if species is compatible with target save). PKVault uses a logic of "variants". When you move a Pikachu from Gen2 to Gen3, a new "variant" of Pikachu is created for this generation (and attached to your pikachu, keeping them synchronized). This logic of variants is required to avoid any data loss, like when you're doing Gen3 -> Gen2 (losing nature, ability, etc). You can see more in the app: Help -> Storage -> Attached pokémons. Or here.1 point
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You need to put the folders inside of the mod folders on your 3ds. It tells you how in the ROM hacks section of this website. https://wiki.hacks.guide/wiki/3DS:Game_modification You will need to go into the title ID of the game your hacking. I don't know what they are for xy, but basically just search x/y title ID.1 point
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Hi, I was present when you were banned, and then subsequently started to argue with the staff on other platforms, taking your complaints to Twitter and completely missing the point, even going as far to pester completely unrelated content creators like Austin John Plays who bothered to legally dump their ROM. (There were more messages that seem to be missing, presumably you deleted them after the fact, and some on your reddit account if memory serves, although I believe you deleted that entire after being banned from another pokemon subreddit.) Rule 3 states: "R3. Piracy will not be tolerated. Do not share warez (pirated media) or discuss your devious plans for piracy. If you are requesting help with pirated software, you will be escorted out of the server." You explicitly started asking for a way "to get legal ROM of SV without a hacked switch", and you continued to argue that it wasn't piracy to download a pirated copy if you owned the game. The FAQ, various guides, pinned messages in the homebrew help channel, etc. and our server staff regularly explained that you are legally allowed to make backups of your own copies of the game, which requires a hacked switch. Someone was banned literally 5 messages earlier for admitting they obtained a 3DS rom without owning a 3DS, let alone a hacked one, and you still posted "how do I get a legal rom but I don't have a hacked switch". Even after your ban, you stated on your Twitter thread that you attempted to ban evade with an alt account, which is a bannable offence itself. Project Pokemon and PKHeX Dev are sister servers, even if you wanted to appeal on the basis that you were ignorant of the rules in asking that question, owned the game, had successfully hacked your Switch and obtained the ROM, your multi-platform tantrum going after our staff/complaining to reddit that followed was unacceptable. Your ban appeal is denied and will be staying that way. Kindly go elsewhere. See the attached images for some evidence of said tantrum, you can delete messages and accounts, but screenshots are forever1 point
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1 point
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New major update: PKVault 2.0 is available ! Full redesign, better UI/UX, made for SteamDeck as for Desktop, Full support of gamepad & keyboard navigation. Add dark mode, & sprite resizing. A maximum of 2 storages can be opened side-by-side now. This constraint comes with a better ability to switch saves & boxes, and a global better usage. --- --- I put a lot of work in this update, I hope you'll like it. Please give your feedback, bug report or any issue ! Now that this major part is complete, here are most of next small steps for the short-term: Update PKHeX to 26.07.07 Fix small issues reported here & on GitHub Fix most of duplicate/ID-conflicts cases (common cases in gen5) Allow edit some settings even with actions to save Fill Pokédex details content (moves, evolves, locations, etc) Add some flags (N, Mega) Misc: Deploy PKVault in other stores (like Flathub) if possible Check if can be runnable on a modded Switch (small expectation) Check if can be runnable on Android Next relevant feature will probably be storage filters/sort & presets. @hexanomalous I don't have a discord, but there is the one of ProjectPokemon: https://discord.gg/66PzPgD1 point
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Reports with cheats active may be unreliable since cheats may modify things you do not know about. You should only be reporting errors from an unmodified game. There is no record of an alpha Wurmple being obtainable at the level you provided.1 point
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Level 6 is way too low for an alpha Wurmple. That's in the non-alpha range. Do you have some sort of cheat active? For reference: https://www.serebii.net/pokearth/hisui/horseshoeplains.shtml https://bulbapedia.bulbagarden.net/wiki/Horseshoe_Plains1 point
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Good evening, I've been spending some time romhacking soul silver for fun. I used some unused item slots to add new items to the game, but needed a way to make them accessible to the player so I've been reverse-engineering the game's shops and I created a list of their offsets. Also in this post will include a short tutorial on editing the shops in arm9.bin Find the offset list here (google sheet) Before I begin, I want to credit TheShadyRelapse. I used their method to find the offsets in arm9.bin, and my discoveries are built on their knowledge. Generally, you should read their tutorial before reading mine, as my tutorial won't be very in-depth and the methodology is essentially the same. The reason I created a new thread instead of responding to their old post is: I was concerned it might be considered necroposting, I'm offering a little bit more than just PokéMart edits, and TheShadyRelapse's tutorial explicitly states you can't use their method to edit dynamic shop inventories. Because I am explicitly offering dynamic shops, I don't want people to read that and leave before reaching my post. * * * * * Requirements: A method to extract/import and decompress/compress arm9.bin. I recommend NitroPacker. Other people seem to report success using CrystalTile2 and blz.exe, but I personally experience rom breakage with these.* A Hex Editor of any sort. I prefer HxD. A HGSS ROM, of course. DS Pokémon ROM Editor Reloaded (DSPRE). Not a hard requirement, but very helpful and strongly recommended. Required for some tasks. PtHGSS's index of items. Not a downloadable app nor hard requirement, just a list you might need for item IDs. * * * * * *UPDATE: Apparently DSPRE automatically unpacks and decompresses some files like the arm9 binary (arm9.bin) that we're editing. I had no idea when I made this tutorial, and I haven't tried using it, but I encourage people to try it. You can find the folder of unpacked files in the same location as your ROM after opening it with DSPRE. This means you should be able to skip step 1 and 3 as DSPRE seems to automatically recompress arm9.bin as well. 1. Unpack your ROM (instructions for NitroPacker on Windows) If you know how to unpack your ROM, or extract/import arm9.bin and uncompress/compress it using other means, feel free to skip this step if you prefer that method. Nitropacker's instructions are also on their github page; I'm basically just ripping from them. 2. Open arm9.bin with a hex editor of your choice, and start editing! I have provided a table of offsets for each of the shops that are hard-coded in the arm9 binary. Simply find on the table what shop you want to edit, choose to search by offset or by the shop's inventory code (dubbed 'full associated code' on the table) by copying it from the table and pasting it into the search function of your hex editor. In HxD: CTRL+G to search by offset, CTRL+F to search code (don't forget to select the "Hex-values" tab). Most shops or clerks that have a static inventory: Items are listed simply and in order by their 16-bit (little endian) item IDs. The hex value FFFF terminates the shop list. Once you've arrived at the shop code, use either the bulbapedia index or the hex values provided in the table (already in little endian form) to locate the shop item you want to replace. When you replace items, make sure it's in little endian form! I won't go into much detail over editing static inventory shops, you can read ShadyRelapse's post. Because the list won't terminate until it reaches FFFF, you can use this to do things like combine and expand shop inventories. I included the location of mart script files and the variable that the common script uses to call which inventory to load, and I'll explain more on that later. Dynamic PokéMart shop: Items have an added 16-bit hex value in their code that corresponds to the amount of badges you've earned. They are are arranged as: [Item hex ID][Story Variable]. Where [Item hex ID] is its 16-bit hex ID in a little endian form, which can be found in the same bulbapedia index from earlier. [Story Variable] is a 16-bit variable that changes based on the amount of badges you have: 0001 = 0 badges 0002 = 1 badge 0003 = 3 badges 0004 = 5 badges 0005 = 7 badges 0006 = 8 badges So a poke ball's code would be (always in little endian of course) 04000100, potion = 11000100, full restore = 17000600, etc.. The offset and full associated code with the pokemart is already provided in the google sheet. Change the first 4 hexes to change the item in the inventory, and the last 4 hexes to change when in the story it becomes available. Example: If you wanted to do something goofy and replace Great Balls with Master Balls and make them available ASAP, you would go to the correct offset and replace the code 03000300 ([Great Ball][3 Badges]) with 01000100 ([Master Ball][0 Badges]). The dynamic shop uniquely terminates at 0000, and not FFFF. This means the inventory count is defined somewhere else. Unfortunately this means I don't know how to expand it. Pokéathlon shop: Items are also arranged as two 16-bit values: [Item hex ID][Cost in Pokéathlon Points (AP)]. [Cost in AP] is a little endian hex value corresponding to the item's AP cost in that shop (obviously). So the code for a red apricorn would be E501C800 (01e5 = red apricorn, 00c8 = 200), moomoo milk is 21006400 (0021 = moomoo milk, 0064 = 100), and something like a fire stone would be 5200C409 (0052 = fire stone, 09c4 = 2500). Replacing this code is just like any other, except you also have control of the AP price. The Pokéathlon shop also has 14 different inventories, two for each day of the week. While most shop inventory calls are controlled by a common script, the call for the pokeathlon shop inventory seems to be an engine-level command, so I'm not sure how to change which inventory it loads based on the day of the week. Still, I have the offsets for each day listed on the google sheet. 3. Repack your ROM (instructions for NitroPacker on Windows) Again, if you have your own preferred method for compressing and importing arm9.bin, feel free to use that. * * * * * Script-based Shops (DSPRE required): A number of shops are actually script-based instead of stored on the arm9 binary. This makes modifying them much easier and less constrained. You can open the "Script-based Shops" tab in the google sheets table to find the list of script-based shops and their associated script files. Open your rom with DSPRE and select the "Script Editor" tab to access and edit the script files safely. People already familiar with IDEs and code editors probably won't need help editing scripts. For an example I'm going to add the Return TM to the Game Corner shop. To edit the Game Corner shops, load script file 910. The Pokemon Shop starts at script 5 and the Item/TM Shop starts at script 4. To add an item to the TM shop, navigate to script 4. You can mouse-over message lines of code to see what they say and their text archive location. Sometimes menu items are drawn from different text archives then their map headers would suggest. I've listed locations for known text strings in the google sheets table. In this case both messages and menu items are drawn from archive 603. This is the code for the Held Item/TM shop: ShowSpecialCurrency [par1] [par2] [par3] shows either BP or Coins. I haven't done any testing to figure out what exactly the first 2 parameters specify, but I know for par3, 1 displays BP and 2 displays current Coins. MultiTouchLocalText [par1] [par2] [par3] [par4] [par5] seems to enable an interactable text list that assigns its input into a variable set in [par5] (Var 0x4000 in this case). I haven't tested what the first 4 parameters do, probably something to do with either box alignment or colour. CreateMultiTouchBox [par1] [par2] [par3] creates the actual text box that can be selected. [par1] = box text. [par2] = selection description (set to 255 in this case which is out of bounds for the text archive, which I believe the game interprets to exclude a description). [par3] = value between 0-7 assigned to that text box which is stored in variable [par5] from MultiTouchLocalText. So "CreateMultiTouchBox 12 255 0", which is the first option in the game shop, has par1 set to message 12 which is "TECHNICAL MACHINE", par2 set to 255 which is nothing, and par3 set to 0, so when TECHNICAL MACHINE is selected, Var 0x4000 is set to 0. SetVarFromVariable [par1] [par2] copies a variable from another variable. Comparing variable values is pretty much never done directly from the MultiTouchLocalText par5 variable for some reason. I don't know why the developers decided to code like this. Maybe the variable from MultiTouchLocalText isn't stored for long, or it prevents the variable from being unintentionally overwritten by similar script functions. I haven't done the testing to confirm this. In this case it just assigns Var 0x8008 the same value as was assigned to Var 0x4000 (0). CompareVarValue [par1] [par2] loads a variable and a value for the context of the next command JumpIf [operator] [function] jumps to a specified function if par1 from CompareVarValue is equal to, lesser to, or greater than (depending on the operator) par2. In this case it jumps to function 8 if Var 0x8008 = 0 (which is assigned after a player selects a text box from CreateMultiTouchBox), so having selected the first option (TECHNICAL MACHINE), the script jumps to function 8 which handles the TMs menu. Jump [function] as you can probably tell jumps to a function without a condition. Function #8, aka the TM shop's code looks like this: To add a TM to this shop, simply add an extra line "CreateMultiTouchBox XX YYY Z" between the last two CreateMultiTouchBox's, and change the value of CreateMultiTouchBox 11 255 6 to CreateMultiTouchBox 11 255 7. For "CreateMultiTouchBox XX YYY Z", XX and YYY correspond to string indices in text archive 603. Your TM won't automatically be in text archive 603, so you'll have to navigate to the Text Editor tab and open Text Archive 603. Messages 29 and 30 are free to use, so this example will use 29 (The DSPRE text editor allows you to safely add new strings of text to archives, so if you have no free spaces, add strings with the "Append Line" button). I'm going to make it cost 1000 coins, so I'll type "RETURN\n1,000 Coins" into index 29 and save the text archive. Our extra line from earlier will actually look like "CreateMultiTouchBox 29 255 6". Now we need to create a command that jumps to an all-new function if Return is selected. Add "CompareVarValue 0x8008 6" and "JumpIf EQUAL Function#72". Function #8 should now look like: Now, we've added a jump to a function that doesn't exist yet, so we still have to create Function #72. We can just copy any of the other TM functions 20-25 and paste it at the very end of the function editor. I'm going to copy Function #25 (which handles checking your inventory space and choosing to buy the Thunderbolt TM): Edit "Function 25:" to read "Function 72:". The item ID for TM27 (Return) is 354. We don't need to translate it into a hex value, just replace "SetVar 0x8004 351" with "SetVar 0x8004 354" (hex values are prefixed with 0x). "JumpIf EQUAL Function#44" must be changed to "JumpIf EQUAL Function#73", as this is the function that actually handles checking your coins and adding the item to our inventory. Even though I think this part of the code is redundant (because both yes/no inputs jump to another function so this code never runs), it's probably wise to ensure the cost here for Return is correct; "CompareVarValue 0x8006 0x2710" and "TakeCoins 0x2710" should be changed to "CompareVarValue 0x8006 0x03E8" and "TakeCoins 0x03E8". If you know how to code you can absolutely fix this function to be less redundant if you want! I didn't bother, so for me Function 72 looks like: Next we must copy Function 44: As mentioned before, this function checks if you have enough coins to buy the item and then adds it to your inventory. Change "CompareVarValue 0x8006 0x2710" (0x2710 = 10000) to "CompareVarValue 0x8006 0x03E8" (0x03E8 = 1000). Function 73 should look like: We're not actually done yet! There's one more subtle step we need to consider that most script shops do when they have multiple pages; we need to account for Functions #37 & #39, which handle when the player doesn't have enough coins or not enough space for the item (i.e. they already have 999 or 99 of that item), respectively. They contain a message ("not enough coins/space") and then check Variable 0x8004 (the index # of the item) and are used commonly by other functions to correctly navigate back to the item page you were browsing before. They look like: As you can see these functions check if Var 0x8004 is 417 (TM90 (Substitute)), so if you selected substitute in the browsing window, the script knows to send you back to that same TM browsing window (Function #8). F#39 jumps to F#52 before checking but that's an unimportant detail. Both functions funnel into F#51, which chain into more functions that just check Var 0x8004 before sending you to an appropriate window: If it's not already apparent, the script stops bothering to check variables after the last TM on the list and just sends you to the item page (Function#9). This means if you attempted to buy the new Return TM but didn't have the coins or space, the script would mistakenly send you back to the items page instead of the TMs page. This is a simple fix. You can create a new function and redirect F#66 to it, or you can edit F#70 to check Var 0x8004. I find the former easier. So what I would do is copy F#66, append it to the end of the script and relabel it as "Function 74:" then have it check if Var 0x8004 = 354 (TM (Return)) and jump to an appropriate function: Don't forget to redirect F#66 to F#74!! Now don't forget to "Save Current File" in the editor! DSPRE will automatically re-arrange and re-name any functions as it deems fit to, so the functions we added won't be labelled the same anymore when we reload the script file or ROM. This is why we didn't save mid-progress, having the script re-arranged mid-editing is a hassle. Next you can save your ROM and voila! You should see changes reflected in the Game Corner TM shop! Keep in mind that not every script-based shop handles its window navigation the exact same way. Some shops, instead of checking every possibility Var 0x8004 could be, they might set a variable before the item/tm menu loads (usually Var 0x8007) and check that variable instead to redirect you back to the correct menu. Battle Frontier shops do this. If you want to edit another script shop, you're just going to have to read the script yourself and figure it out! I can't make examples for everything! Important notes to consider when script editing shops: You can only create a maximum of 8 selection boxes with CreateMultiTouchBox at a time. If you have more than 8 lines of CreateMultiTouchBox at once, the game doesn't know how to display it and will hardlock. If you want to add more than just 1 TM to the Game Corner shop like in my example, you'll have to get a little creative and add a second page of options. I accomplish this by copying Function 8 and pasting it as a new function, then adding a "Next Page" button in Function 8 that jumps to the newly pasted function. The new function will need appropriate edits. Once you figure out how to do this, your script shop editing options are essentially limitless. Creating a MultiTouchLocalText with only 4 or less options will automatically create wide selection boxes, so you must format your text appropriately. The new line text function "\n" doesn't work on these wide boxes, so you have to use another command to create a space between an item/pokemon name and its cost. Just copy what they do with the Pokemon Shop text and append "{CURSOR_X, 0, ###}" to your text followed by its cost. Some examples from the game: * * * * * Tips, Tricks, Suggestions, Etc.: In case you haven't noticed, Goldenrod and Celadon City Dept. Stores possess their own space in the arm9 code, but most of their stores have the exact same inventory. The engine command for the static inventory shop overlay is called by a Common Script 2052, and I don't know where common scripts are stored right now so I can't edit them. However, Common Script 2052 retrieves a variable (Var 0x8004) which decides what inventory to load, and it is set just before the common script is called. This means we can change what shops load what inventories by changing SetVar 0x8004 in the script. You can use this to set Celadon to load Goldenrod inventories, freeing space on arm9.bin for custom marts! Each shop's associated script as well as what variable it's associated with is recorded on the google sheet. For example, Celadon Dept. Store's medicine shop script is located in script file 790, it is the first script in the file: Change "SetVar 0x8004 18" to "SetVar 0x8004 3" to end up with: Save your changes and you'll observe no tangible changes in-game, but you've freed offset 000FBC02 in the arm9 binary, which can now be used for a custom shop with up to 11 items! You'll notice the 2F Item shop, the vitamin shops, and the battle item shops also take up unnecessary space and can also be repurposed the same way. Because we know which offset each variable points Common Script 2052 to in arm9.bin, we can effectively remap the entire game's mart system. Shop inventories can also by expanded if you remap them wisely. Shop inventories in arm9.bin terminate at FFFF. If you overwrite the termination code FFFF, the shop inventory will 'bleed' into the next mart inventory code, effectively 'combining' the inventories (the second shop being bled into should be unaffected, but the first shop would have its own inventory plus the second shop's inventory now). Or rather, with careful remapping, you could use the space freed from the redundant Celadon Dept. Store medicine shop code to expand the inventory in the shop preceding its code (which by default is the Goldenrod medicine shop, so you would be expanding both medicine shop inventories). * * * * * I think that is everything I wanted to share. Thank you for reading, I hope this helps other people with their romhacking. Please inform me of any errors or typos I've made.1 point
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There's a new version with fixes to these problems. As well as improved ability slot selection. You can download it here.1 point
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Hmm that sounds like a bug to fix. And as for the gender, you're totally right, and the first to notice that it's totally missing. I'll upload a better version once a more substantial amount of these things or issues have been noticed/gathered.1 point
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Hi all! I wanted to share a working follow-up to this thread: a Flipper Zero app that sends Mystery Gift to real Gen II cartridges over IR using a custom GPIO board. It acts as the master/sender: link up from the Mystery Gift screen (A-press or idle detection both work) Pick any of the 37 giftable items on the Flipper (Berry → Rare Candy → Mails), set trainer name, set or randomize the trainer ID per send (sidesteps the one-gift-per-partner-per-day check while testing) Region is auto-detected: since the master receives the cart's region code before ever sending one, the app just echoes it back. Only tested on french cartridge atm Auto-retries failed exchanges (they happen, as the OP noted), and writes a microsecond-resolution trace of every exchange to the SD card so that it's easier to debug. The Flipper's built-in IR is useless here (its receiver is a 38 kHz demodulator, blind to the GBC's unmodulated light), so this uses the receiver schematic posted in this thread (BPW34 → MCP6002 TIA 51k‖120pF → comparator → BC337) plus an IR LED, on two GPIO pins with 5 V from the Flipper's OTG rail. Built mine on protoboard. Big thanks to OP for the protocol RE, the schematic, and the reference implementation — this thread did the hard part. Happy to share the source / put it on GitHub if there's interest, and curious whether anyone can test against Gold/Silver or other regions but that means having to build the GPIO board yourslef!1 point
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Sword and Shield act as the gateway and thus don't really require a HOME tracker for entering. It's already known, I can't be bothered to dig up a thread post on the forums where it is mentioned, so I'll just rewrite whatever advice it probably contains: Even though you may be able to bypass the initial checks that home does and get assigned a tracker by the server, it does not prevent them from banning the method in the future or banning your account/mons. It's a traceable behavior, as you didn't upload them from Bank, you uploaded them from SWSH, as they'd lack their PK7 data logs on the server. Is it currently un-actioned? Yes. Is it detectable? Yes. Is it safe? No. Note: this bypass only "works" for SWSH, not any other games. To answer your question as to why nobody talks about it: because it's not safe. If HOME can detect it (so too can power users within the Pokemon hacking community), then it should be obvious why it's inadvisable. Champions has not performed any ban waves. Can they? Yep. All data in champions is stored server side, and all foreign data not from recruits or gifts must have passed through HOME, so they have the paper trail too. Yours would lack the full paper trail. An extremely simple ban rule to program if they choose to1 point
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PKHeX is open source. You can download the repository at any arbitrary commit and rebuild it yourself. If it's an issue of getting an old plug-in to work, it's better to just get the plug-in updated.1 point
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I believe I found a legality checking bug related to Furfrou trims in Ultra Sun/Ultra Moon. A legitimately bred Furfrou obtained from an Egg using the Masuda Method is considered legal while in its Natural Form. However, changing the form to any trimmed form (Pharaoh, Star, Diamond, Kabuki, etc.) causes the Legality Checker to incorrectly invalidate the Relearn Moves. The haircut should only affect the cosmetic appearance and should not change Egg origin or Relearn Moves. Steps to reproduce Open the attached legitimate Gen 7 Furfrou (.pk7). Verify legality while the Pokémon is in Natural Form. Result: Legal. Change the form to Pharaoh Trim (or any other trim). Run the Legality Checker. Expected behavior The Pokémon should remain Legal regardless of its trim. Changing Furfrou's haircut is purely cosmetic in Gen 7 and should not affect Relearn Moves or Egg legality. Actual behavior The Legality Checker reports: Invalid Relearn Move 1: Invalid Move. Expected: Tackle Invalid Relearn Move 2: Invalid Move. Expected: Growl Invalid Relearn Move 3: Invalid Move. Expected: (None) Invalid Relearn Move 4: Invalid Move. Expected: (None) The Pokémon only becomes legal again after changing the form back to Natural. Additional information Game: Pokémon Ultra Sun Origin: Legitimately bred Egg (Masuda Method) No save editing before hatching The Pokémon hatched naturally in-game. The issue occurs with every trim, not only Pharaoh. Natural Form is always legal. Latest PKHeX build (updated July 7, 2026). Attached file Legitimate .pk7 reproducing the issue. 0676 ★ - Furfrou - 93BE78B1F0C5.pk71 point
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I did check Sky Temple to see if it was possible without editing after when my friend explained it to me. I do know I COULD edit it to do this but I wanted it to be an authentic run. Thank you nonetheless for taking the time to tell me I think I will play it without.1 point
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Mainly the sprite from the intro cutscene, trainer portraits, and the champion sprites (I think????)1 point
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ZIC unlocks early but you cannot enter it if you haven't beaten Darkrai. World Abyss completion ensures you unlock it if you didn't for some reason. Not sure what you are talking about when it comes to field effects working on Difficult though. They never ever worked in this difficulty and the code designed to prevent them from working on Vanilla is located right before the one preventing them to work on Difficult. What are you calling "field effects"? Just making sure because Mysteriosity is its own thing. As for new mons, it will sure take time. I've got so many other projects that are less frustration inducing that I cannot get back to this project unless I decide to focus on it. Context around it makes it extra hard to happen but it will. I already have Gens 5 to 9 abilities coded except for 2 after all. Press ABXY at the same time and the cutscene shall procede properly afterwards iirc.1 point
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Version 1.0.0
744 downloads
Contents: 1) Intro 2) Installation Guide 2.1) Disclaimers 2.2) Downloading & Applying the Patch to My Pokémon Ranch 3) Connecting to the Nintendo DS 3.1) Cartridge Methods 3.2) ROM File Methods 4) Call for Translators 5) Contact 6) History 7) Credits 1) Intro: My Pokémon Ranch is a game released for the Nintendo Wii in 2008 as a downloadable WiiWare title. It was developed by Ambrella and published by Nintendo. The game acts as a playground/sandbox for interacting and watching various different Pokémon on a Ranch, as well as storing them. Players can move Pokémon around, have Pokémon play with toys, take photos of them, or have them interact with one another. Each day, Hayley brings a new Pokémon to add to the Ranch. The original version of My Pokémon Ranch has the capability of connecting to the Nintendo DS mainline Pokémon games of that era, Pokémon Diamond & Pokémon Pearl. This connectivity allows them to transfer Pokémon to and from My Pokémon Ranch, allowing it be used for additional box storage, not dissimilar to Pokémon Box: Ruby & Sapphire on the Nintendo GameCube. After certain capacity milestones have been reached, the player can be rewarded with special event Pokémon, such as Phione or Mew. On November 5, 2008, an update to My Pokémon Ranch was released in Japan that allowed it to connect to Pokémon Platinum. Not only did this update boast additional connectivity, but it also included an increased storage capacity, support for (at this time) Platinum-specific Pokémon forms, new toys and ranches to visit, new music, new Pokémon interactions, updated Platinum-related encounter information and more. Unfortunately, this update was never officially released outside of Japan, so international players were unable to enjoy the full My Pokémon Ranch experience... ...Until now. Introducing the My Pokémon Ranch: Platinum Version English fan localization patch! 2) Installation Guide: 2.1) Disclaimers: This patch is a non-profit fan project that is not associated with Nintendo, Game Freak, The Pokémon Company, or Ambrella Co. Ltd. Please make sure you read these instructions carefully! This guide does not take any responsibility for user error or damaged consoles. This guide requires the USA version of My Pokémon Ranch as a base to apply a patch. The patched version, like the original USA version, only supports connecting to English copies of Pokémon Diamond, Pearl, and Platinum (other languages may be supported in a future update). Included in the patch is the ability to receive guest visitors to the ranch via WiiLink, which may come at a later date. A modded Wii console is required to be able to install this patch. For information on how to Homebrew your Wii, see the guides on wii.hacks.guide. Installing this patch will upgrade any existing USA My Pokémon Ranch saves to work with the Platinum version of the game. This format change is irreversible, so it is recommended to back up your save file. To do this, you can use SaveGame Manager GX. This patch can connect to Pokémon Diamond, Pearl, and Platinum (English) versions. However, due to signature changes in the data sent to the cartridges, special methods are required to connect to the cartridges going forward for all versions. They can be found in the Connecting to the Nintendo DS section. 2.2) Downloading & Applying the Patch to My Pokémon Ranch: Two different base WAD files are options to apply the patch to: the original USA release, and the updated USA release, which fixed a typo. These must have the correct SHA-1 hashes, listed below. You can verify you have the correct hash using a tool such as this one. 0f318003a97a99858c2ab4ef5da70f588bc90969 (Original USA) 7a7e059bcb5f91bbdcaf68e98540b86e7df62542 (Updated USA v256) To patch your WAD: Download the applicable patch file for your base WAD (Included in the above zip) and save it to a convenient location on your computer. We recommend using Rom Patcher JS to patch your game. Upload the .wad file as the ROM file, and the file from the first step as the Patch file. Click Apply patch, and save the patched .wad file your browser downloaded to your SD card or USB Drive. Use YAWM ModMii Edition to install the patched My Pokémon Ranch WAD file. Follow this guide from wii.hacks.guide for more details. Open My Pokémon Ranch on the Wii Menu and launch the game. If everything was done correctly, the game should boot up without any issues. If updating from an existing Ranch, Hayley will have a new introduction sequence acknowledging the update. 3) Connecting to the Nintendo DS: Now that we have installed the My Pokémon Ranch WAD, the next step is to patch or trick Pokémon Diamond, Pearl, and Platinum to connect to it. This is required because the DS does a digital signature check on the secondary ROM file the Wii sends, ensuring it’s signed by Nintendo. Because the patch has made changes to the secondary ROM, it is no longer properly signed by Nintendo, and so the signature check has to be removed. There are various methods available in order to patch your game. 3.1) Cartridge Methods: If you would like to use a physical copy of Pokémon Diamond, Pearl, or Platinum, you can use the MPR Connect app. This is not guaranteed to work with counterfeit copies of the game. TWiLight Menu++ (3DS HOME Menu): If you have not done so, follow these instructions to install TWiLight Menu++ onto your modded 3DS system. Download mpr-connect.nds from this GitHub link and save it to the roms/nds folder on your 3DS SD card. Launch the patched My Pokémon Ranch game on your Wii, and initiate a connection to the DS from the main menu. From the HOME Menu, launch TWiLight Menu++. Navigate to the MPR Connect application, then press A to boot it up. Insert a cartridge of Pokémon Diamond, Pearl, or Platinum into the cartridge slot. Press Start, and this should prompt the system to start a connection search to the Wii. If everything was done correctly, you should be now able to deposit and withdraw Pokémon on My Pokémon Ranch! TWiLight Menu++ (DSi Menu / Unlaunch): If you have not done so, follow these instructions to install TWiLight Menu++ onto your modded DSi system. Download mpr-connect.nds from this GitHub link and save it to the roms/nds folder on your DSi SD card. Launch the patched My Pokémon Ranch game on your Wii, and initiate a connection to the DS from the main menu. From the DSi Menu, launch TWiLight Menu++. Navigate to the MPR Connect application, then press A to boot it up. Insert a cartridge of Pokémon Diamond, Pearl, or Platinum into the cartridge slot. Press Start, and this should prompt the system to start a connection search to the Wii. If everything was done correctly, you should be now able to deposit and withdraw Pokémon on My Pokémon Ranch! Flashcard and Cartridge Swap: If you have a Slot-1 DS flashcard (R4, etc.), this can also be used to run MPR Connect on a DS Lite or DS Phat console. This method will not work on DSi or 3DS/2DS consoles, unless your flashcard is a DSpico. Download mpr-connect.nds from this GitHub link and save it onto your flashcard’s microSD card. Launch the patched My Pokémon Ranch game on your Wii, and initiate a connection to the DS from the main menu. Boot your flashcard on your DS, navigate to MPR Connect, and launch it. While MPR Connect is running, eject your flashcard from your DS and replace it with your Pokémon cartridge. Press Start, and this should prompt the system to start a connection search to the Wii. If everything was done correctly, you should be now able to deposit and withdraw Pokémon on My Pokémon Ranch! Wii DS ROM Sender: If you don’t have a flashcard or DSi/3DS system, or simply do not want to mod your system, Wii DS ROM Sender can be used to send MPR Connect to your DS over DS Download Play. To set up Wii DS ROM Sender: Download Wii DS ROM Sender from this GitHub link and extract the contents of the zip file onto the root of your Wii’s SD Card. Save a copy of DS Download Station - Volume 1 (USA) onto your SD Card’s root as haxxstation.nds. The SHA-1 of this ROM must be: f18b55f3e1259c03e10d0ecb549693b42905ceb5. Download mpr-connect.nds from this GitHub link. If it does not exist already, create the folder srl on the root of your SD card, and copy mpr-connect.nds into it. Insert the SD Card back into your Wii. Then, to use it to run MPR Connect: Boot up your Wii and use the Homebrew Channel to launch Wii DS ROM Sender. Select mpr-connect.nds as the ROM to send, and begin sending it. Insert a cartridge of Pokémon Diamond, Pearl, or Platinum into the DS cartridge slot and boot up your DS (it is important to do this before downloading the ROM from the Wii). Launch the DS Download Play app. If you are using a 3DS/2DS, it will ask you if you want to download Nintendo DS or Nintendo 3DS titles. Select Nintendo DS. The option to download from the Wii should appear. The DS should download the HaxxStation ROM and start running it. Select the title in the list and download MPR Connect from the Wii (a dummy name will be shown in its place). The MPR Connect splash screen should appear on the DS. At this point, return to the Wii Menu, launch the patched My Pokémon Ranch game, and initiate a connection to the DS from the main menu. Press Start on the DS, and this should prompt the system to start a connection search to the Wii. If everything was done correctly, you should be now able to deposit and withdraw Pokémon on My Pokémon Ranch! 3.2) ROM File Methods: Backups of ROM files of Pokémon Diamond, Pearl or Platinum that are launched via a flashcard or TWiLight Menu++ can also be used if you'd prefer to play from those. We recommend using nds-bootstrap or pico-loader to load the game in order to guarantee connectivity with the Wii. Patching: The ROM file can be patched to remove the signature check. We recommend you use a ROM with one of the SHA-1 hashes below. You can verify this using a tool such as this one. Pokémon Diamond: a46233d8b79a69ea87aa295a0efad5237d02841e (USA Rev 5) 66d2fbfb0dbc1f86a3d726971196989b950092bc (EUR English Rev 5) Pokémon Pearl: 99083bf15ec7c6b81b4ba241ee10abd9e80999ac (USA Rev 5) b5652db288c75417de159d93d297689c885dbbd1 (EUR English Rev 5) Pokémon Platinum: ce81046eda7d232513069519cb2085349896dec7 (USA Rev 0) 0862ec35b24de5c7e2dcb88c9eea0873110d755c (USA Rev 1) 8d15cd443d4e83e20493c79d3f9dc408c4f51ae0 (EUR English Rev 10) To patch your ROM: Download the applicable patch for your ROM (included in the above zip) and save it to a convenient location on your computer. We recommend using Rom Patcher JS to patch your game. Upload the .nds file as the ROM file, and the file from the first step as the Patch file. Click Apply patch, and save the patched .nds file to your SD card you use with your flashcard or DSi/3DS system. If everything was done correctly, you should be now able to deposit and withdraw Pokémon on My Pokémon Ranch using the ROM file you have patched! AR Codes: AR cheat codes may be used to remove the signature check. This method working is dependent upon the ROM loading software, and is not guaranteed. Patching the ROM file is recommended over this, if available. Pokémon Diamond/Pearl: 5230F824 E24DDE12 0230F820 E3A00001 0230F824 E12FFF1E D2000000 00000000 Pokémon Platinum: 5230ED00 E24DDE12 0230ECFC E3A00001 0230ED00 E12FFF1E D2000000 00000000 4) Call for Translators: This release only includes a patch for the USA version of the game, and not the European version. The USA version only has English text in-game. The European version also has French, German, Italian and Spanish. To release a European patch, we are asking for translators to help us. If you are fluent in French, German, Italian or Spanish, are interested in volunteering, are able to actively test your work, and understand what a “variable” is, please reach out to us via Discord. 5) Contact: If you would like to contact us, visit our website at pokewii.net to join our Discord or contact us by email. 6) History: Development on this patch began in early 2023, but was envisioned even earlier in 2020 when working on a translation patch for the Pokémon Mystery Dungeon WiiWare games. The first big hurdle of this patch was reverse engineering a custom variant of the proprietary compression format (called ASH) which is used in this game. When that was figured out, the project began development shortly after. Localizing this patch was the easy part. The hard part, by far, was getting non-Japanese copies of the game working with this patch. Not only does the game perform a series of checks to make sure it’s connected to the right version, English Platinum and Japanese Platinum are very different, and lots of small things had to be fixed. This project was struggling to devise a solution to the signature issue, and often months went by without it being worked on. Many of the people who tried to reverse engineer this were scratching their heads. Several times during the development process, we had considered just releasing the game as-is, essentially giving up on Platinum connectivity. But, we persevered, and thanks to the help of several people, we were able to get a nice solution. Thank you for all the support. After 3 and a half years of development, we are excited to finally have it finished. - The Platinum Patch Team 7) Credits: - Abel5498 Beta Testing - Absol Special Thanks - Antonio231102 Development Support, Beta Testing - Bloombuds Special Thanks - Bob A Linx Beta Testing - Bubblblobb Special Thanks - Conanac ASH Compression Tools - Darkshade Project Management, Title Screen, English Translation - Droomish English Trailer Voiceover - Fillo Development Support, Spanish Translation - Finn Special Thanks - Friendsxix Special Thanks - Funaoe24 Special Thanks - Garhoogin Technical Tools & Scripts - Gensarde Reverse Engineering - idkwhereisthisname Italian Translation - JaneRandom Special Thanks - Jonko Reverse Engineering - Joshiki Special Thanks - Larsenv Development Support, Mod Compilation Script - Le gamer 66 French Translation - Le JARB French Translation - Lyn Special Thanks - Maple Special Thanks - Matthack Special Thanks - Mow Platinum Support Coordination - Mutty Italian Translation - Netcutae Special Thanks - NWPlayer123 Technical Tools & Scripts - Pistonfish German Translation - Prayag Special Thanks - Psi-Hate Reverse Engineering - RETIRE Reverse Engineering - Rush2802 Beta Testing - Ryuzac English Translation - scj643 Special Thanks - SirToastyToes Beta Testing, English Trailer, Ranch Evangelist - Soulo Beta Testing - Specialagentape Special Thanks - Speedy77 Beta Testing - St4tch Special Thanks - Starlightfish Beta Testing - The12thGripper Special Thanks - Valentino Beta Testing - Vanny Beta Testing - Venusupreme Special Thanks - Voidkrieger Beta Testing - wertercatt Development Support - wowjinxy Reverse Engineering - Zazsona Reverse Engineering, PKHeX Support1 point -
Version 1.0.0
50 downloads
This is a full set of English localized Battle e: Series 2 e-Reader cards for Pokémon Ruby and Sapphire, including promotional cards. an English localization of the Decoration Present card is also included. To scan cards, Ruby or Sapphire must be inserted into one Game Boy Advance, and it must be linked via Link Cable to another Game Boy Advance containing an English e-Reader. Players must select 'MYSTERY EVENTS' from the CONTINUE menu (Unlocked by entering 'MYSTERY EVENT IS EXCITING' in the survey at the counter of Petalburg City Pokémon Center) in Pokémon Ruby or Sapphire and follow the on screen prompts to scan cards. If using emulation, mGBA is recommended. - Darkshade - Text Translation/Localization - hatschky - Reverse engineering - Paccy - Reverse engineering - Ryuzac - Text Translation Special thanks: Deokishisu1 point -
Version 1.0.1
116 downloads
This is a feature-complete patch for Pokémon FireRed & LeafGreen that restores all e-Reader content cut from non-Japanese releases of the game. Using these cards, players are able to battle new trainers within the Trainer Tower on Island Seven of the Sevii Islands. Up to 8 cards can be scanned at a time, and the order in which they are scanned determines which Trainer Tower floors the trainers occupy, as well as their teams. Scanning these cards also provides new items rewarded upon clearing the Trainer Tower in the target time. To scan cards, FireRed or LeafGreen must be inserted into one Game Boy Advance, and it must be linked via Link Cable to another Game Boy Advance containing an English e-Reader. Players must select 'MYSTERY GIFT' from the CONTINUE menu (Unlocked by entering 'LINK TOGETHER WITH ALL' in the survey at the counter of any Poké Mart) in Pokémon FireRed or LeafGreen and follow the on screen prompts to scan cards. If using emulation, mGBA is recommended. This patch was designed to be as faithful as possible to a hypothetical official release that included e-Reader compatibility, so we've made sure that the game connects to the English version of the e-Reader, and both the cards and the ROM loaded into the e-Reader have also received full localization. A full set of localized card files are included within the download in the 'Card Files' folder. How to patch: The .GBA files for FireRed and LeafGreen can be patched using FLIPS: https://www.romhacking.net/utilities/1040/ Currently the patch is only available for US versions of the game. Extract the contents of this download. Run FLIPS Select 'Apply Patch' Select the Patch for your chosen game (located in the 'Patch Files' folder) Select the Source File Either an unpatched .gba file of English FireRed: MD5: e26ee0d44e809351c8ce2d73c7400cdd English FireRed (Rev 1) MD5: 51901a6e40661b3914aa333c802e24e8 English LeafGreen: MD5: 612ca9473451fa42b51d1711031ed5f6 or English LeafGreen (Rev 1) MD5: 9d33a02159e018d09073e700e1fd10fd Select a location for the Output File and press 'Save'. Credits: - Darkshade - Localization/Reverse engineering - Youpileouf - Various tweaks - Paccy - Reverse engineering/Patch Oversight - Ryuzac - Text Translation An e-Reader restoration patch for Pokémon Colosseum can be found here: https://projectpokemon.org/home/files/file/5773-pokémon-colosseum-usa-e-reader-restoration-patch/ An e-Reader restoration patch for Pokémon Emerald is in the works, and patches for localizations of other languages may come at a later date but are reliant on decompilations of those languages. Enjoy!1 point -
Version 3.1.3-0
51360 downloads
Pre-HOME HOME Non Shiny Living Dex | Shiny Living Dex Switch Core Living Dex (Regular and Shiny) Pokémon GO Transfers Key Description: This page hosts several pcdata.bin files, that have stored all available Pokemon in the Boxes. Simply drag the pcdata.bin onto a save of that file's version-pair. (For example: drag SWSH pcdata.bin into a SW save or SH save.) The Pokémon in these files are compatible with Pokémon HOME, as long as you don't change any of the stats. DO NOT CHANGE any of immutable values (EC, PID, IVs, shininess, etc), it can be transferred across games via HOME, and would have the correct stats, regardless of whichever HOME compatible Switch title you inserted it into first. DO NOT blank out nor manually change the HOME tracker (doing so defeats the purpose of this collection); when deposited into HOME, if the HOME tracker already exists on the servers (even if it were to be in another player's HOME account), a fresh tracker will be assigned, while maintaining existing connectivity. If you want to have a brief understanding of why you should not change immutable values, check here. (you'll also find an example there) Folders you will find: Note: if you're looking to complete HOME's Game-Origin living dex for a particular version, use the Regular pcdata.bin for that version. Folder Description Potential Uses 1. Lets Go's Pikachu and Let's Go Eevee Full living dex of every shiny & non-shiny Pokémon originating from Let's Go Pikachu & Let's Go Eevee 1. Inside LGPE (no HOME tracker) Self explanatory 2. Outside LGPE (with HOME tracker) LGPE Pokémon format (pb7) do not store HOME trackers. Thus, the Pokémon are sent into other games where it'll continue to show LGPE origin and also retain the tracker. At present, there are no Switch core series that can hold Alolan Rattata/Alolan Raticate with a tracker. (Reminder that when LGPE mons enter another game, it can no longer be transferred back into LGPE) The Regular pcdata.bin could be used to complete the player's Pokémon HOME's Pokédex for the Let's Go Pikachu & Let's Go Eevee games, in order to receive the gift Shiny Meltan. 2. Sword and Shield SWSH Regular pcdata.bin: Full living dex of every non-shiny Pokémon originating from Sword or Shield SWSH Shiny pcdata.bin: Also contains every avaialble shiny Pokémon, with some being transferred in from other games. The Regular pcdata.bin could be used to complete the player's Pokémon HOME's Pokédex for the Sword & Shield games, in order to receive the gift Shiny Keldeo. 3. Brilliant Diamond & Shining Pearl BDSP Regular pcdata.bin: Full living dex of every non-shiny Pokémon originating from Brilliant Diamond & Shining Pearl BDSP Shiny pcdata.bin: Also contains every avaialble shiny Pokémon, with some being transferred in from other games. The Regular pcdata.bin could be used to complete the player's Pokémon HOME's Pokédex for the Brilliant Diamond & Shining Pearl games, in order to receive the gift Shiny Manaphy. 4. Legends Arceus PLA Regular pcdata.bin: Full living dex of every non-shiny Pokémon originating from Legends: Arceus PLA Shiny pcdata.bin: Also contains every avaialble shiny Pokémon, with some being transferred in from other games. The Regular pcdata.bin could be used to complete the player's Pokémon HOME's Pokédex for the Legends: Arceus game, in order to receive the gift Shiny Enamorus. 5. Scarlet & Violet SV Regular pcdata.bin: Full living dex of every non-shiny Pokémon originating from Scarlet & Violet SV Shiny pcdata.bin: Also contains every avaialble shiny Pokémon, with some being transferred in from other games. The Regular pcdata.bin could be used to complete the player's Pokémon HOME's Pokédex for the Scarlet & Violet games, in order to receive the gift Shiny Meloetta. 6. Legends: Z-A ZA Regular pcdata.bin: Full living dex of every non-shiny Pokémon originating from Legends: Z-A. ZA Shiny pcdata.bin: Also contains every avaialble shiny Pokémon, with some being transferred in from other games. The Regular pcdata.bin could be used to receive the gift Shiny Volcanion, from completing Pokémon HOME's Lumiose Pokédex and Hyperspace Lumiose Pokédex, done using Pokémon with origins from Legends: Z-A. Kindly keep in mind that completing HOME's Mega Evolution Pokédex is also required; To achieve this, complete the Mega Evolution Pokédex (for Lumioise and Hyperspace Lumiose) in the Z-A save (one does not need event flags nor the Mega Stones in their bag); This is something that cannot be accomplished by these files, and will require player intervention (using PKHeX, for example) 7. Virtual Console FireRed & LeafGreen (not included at this moment, but being planned) Planned to include the Full living dex for every non-shiny Pokémon originating from Virtual Console FireRed & LeafGreen, if HOME identifies these entries as separate from retail FireRed & LeafGreen. Completion reward currently not announced Extra note: together with having all the regular pcdata.bin sets above in your HOME account, if you can also get the Spinda (via other methods such as from GTS or Bank transfer), you'll be able to get the HOME Magearna gift. Exceptions: - Spinda is missing; while Spinda exists in BDSP, its implementation was bugged thus it cannot be deposited from BDSP into HOME (and vice versa) - Gift and Recruit Pokémon could not be transferred out of Pokémon Champions, thus those will not be in these files. Last Word: Despite these Pokemon being legal, and HOME has not taken any actions on cloned tracker deposits for the past 5 years (cloned trackers get overwritten with fresh trackers), I still need to say this: ProjectPokemon.org is not liable, if you somehow managed to get yourself banned with these Pokemon. Also, don't be stupid or don't do stupid things. I can't possibly give every directive or comment on every possibility. Be reasonable, alright :3 And don't use them on Pokémon Champions! (Cheating against unsuspecting Pokémon are against our rules, and injections count as cheating; them's the rules)1 point -
Version .
18818 downloads
The Old Sea Map was only available as an event Key Item exclusively for players with a Japanese GameBoy Advance retail copy of Pokémon Emerald, which allowed players to reach the Faraway Island, and ultimately battle the Mythical Mew. For GBA players who rather not use the Mystery Gift to activate the event, simply use PKHeX's Event Flags > Research, and For Pokémon Emerald: Check Flag 0316 and 2262, then proceed to add a Old Sea Map into the Key Items of the Bag. This is the only Mew that can be encountered shiny legitimately. (excluding hacks or glitches) ウルトラ Mew was a regular encounter, non-shiny. ポケパ-ク Mew was RNG obtained by @suloku and @St. GIGA (and the OT was meant to mimic the PokePark event, and also Flawless IVs) アイコ Mew was RNG obtained by @InsaneNutter Species Mew Nickname (default, in ) OT (recipient) TID (recipient) Distribution In-Game Encounter Location Faraway Island Dates (Various) PID Chance of Shiny Games Emerald Lv. 30 Nature Random Ability Synchronize Item None Moves Pound Transform Mega Punch Metronome Format Ver.1.0.6-2, Post Updated Date:20180512_08571 point -
Just wanted to give a huge thank you for creating this. I used the fire red and leaf green shiny starter saves for the new switch versions, transferred saves with checkpoint save manager on my hacked switch. Worked amazing and I was at 20+ hrs already of shiny hunting. Saved me so much time and now I can start the game. So excited! Thanks again!! YES PEOPLE THESE WORK FOR THE SWITCH VERSIONS IF U ARE JAILBROKEN AND HAVE CHECKPOINT IN HOMEBREW1 point
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Version 1.2
19829 downloads
This page contains all publicly available savefiles that were dumped from original FireRed carts, which were used to distribute MYSTRY Mew by direct trade. The distribution took place at Toys R Us stores in the United States on 30 November 2006, for only three hours from 12 - 3 pm. Each savefile is credited to who supplied it online. The recently acquired savefile that provided the missing remainder of the boxed 420 Mews is credited to PP.org, for appreciation to the group effort of those that helped obtain and pay for it. The 426 individual .pk3 files can be found here.1 point -
Version 1.1
432567 downloads
Summary Pokémon Blaze Black 2 & Pokémon Volt White 2 are essentially the sequels to my Black & White hacks known as Blaze Black and Volt White. The usual rules with my hacks apply; the main feature is that all 649 Pokémon are available for capture somewhere in the game, and the trainers have all had their rosters changed in order to maintain a much harder challenge than the original game, as well as having an increased variety of opponents to fight. There's also a large amount of alternative features these hacks offer, which range from differences to the Pokémon themselves to the presence of a couple new TMs. If I'm not mistaken, these are also the first Black 2 and White 2 hacks on offer. Additionally, the two versions only differ in terms of their aesthetic differences, such as the appearance of Opelucid City, the title screen, etcetera. So basically, just pick whichever colour takes your fancy! Thread1 point -
Main feature Awwww… too bad that Deoxys' stats are not recalculated after each fight like in Gen III, otherwise I would have used that. First and foremost, you have to know that the game double-checks for the 100 EV limit: the first check is triggered by the corresponding vitamin, the second check is run no matter the used vitamin. Now we choose a value to replace 64 (100) with, might as well use FC (252) for convenience's sake. Here's how you proceed to lift the limit: Decompress arm9.bin Case-by-case checks Go to offset 0×90034* and change the value 64 into FC, this is the check for the HP Up Go to offset 0×900A0* and change the value 64 into FC, this is the check for the Protein Go to offset 0×9010C* and change the value 64 into FC, this is the check for the Iron Go to offset 0×9017A* and change the value 64 into FC, this is the check for the Carbos Go to offset 0×901E8* and change the value 64 into FC, this is the check for the Calcium Go to offset 0×90254* and change the value 64 into FC, this is the check for the Zinc * Regions' differences Language Offset 1 Offset 2 Offset 3 Offset 4 Offset 5 Offset 6 Japanese 0×8F910 0×8F97C 0×8F9E8 0×8FA56 0×8FAC4 0×8FB30 Spanish HG 0×9002C 0×90098 0×90104 0×90172 0×901E0 0×9024C Korean HG 0×90728 0×90794 0×90800 0×9086E 0×908DC 0×90948 Korean SS 0×90720 0×9078C 0×907F8 0×90866 0×908D4 0×90940 Others 0×90034 0×900A0 0×9010C 0×9017A 0×901E8 0×90254 [*]Global check Go to offset 0×90A96* and change the value 64 into FC Do the same at offset 0×90ABC* and offset 0×90AC0* * Regions' differences Language Offset 1 Offset 2 Offset 3 Japanese 0×90372 0×90398 0×9039C Spanish HG 0×90A8E 0×90AB4 0×90AB8 Korean HG 0×9118A 0×911B0 0×911B4 Korean SS 0×91182 0×911A8 0×911AC Others 0×90A96 0×90ABC 0×90AC0 Bonus feature 1: Change how many EV are given by each vitamin Open the folder a/0/1/7. The amount of EV added for one given stat W by its respective vitamin X is located at byte Y on file Z. Stat Vitamin Byte File (W) (X) (Y) (Z) HP HP Up 21 45 Attack Protein 22 46 Defense Iron 23 47 Speed Carbos 24 48 Sp.Atk. Calcium 25 49 Sp.Def. Zinc 26 52 Note: First byte is assumed to be byte 0, not byte 1. That byte always has a value of 10 (0A), it's a signed value who can subtract as much as 128 EV (80) or add as much as 127 EV (7F). We're going to change that value to one who can divide 252 (FC) while staying very close to 10 (0A). Why not 12 (0C)? But what if you want to put EV not divisible by 12 in one particular stat? Well, that's what EV-reducing Berries are for Since the Vitamins are set up to give 12 EV now, it means the modulo applied here is a modulo 12. But at Lv.100 1 point in a stat equals 4 EV, thus we have to apply a modulo 3 instead (12/4). Modulo 3 is 0 => remainder of Wanted_EV/12 is 0 => no correction needed. Modulo 3 is 1 => remainder of Wanted_EV/12 is 4 => give 2 Vitamins (+24) and then 2 EV-reducing Berries (-20). Modulo 3 is 2 => remainder of Wanted_EV/12 is 8 => give 4 Vitamins (+48) and then 4 EV-reducing Berries (-40). Don't forget this is meant as an emergency feature to give the player a mean to EV-train a Lv.100 Pokémon, hence why you are allowed to complicate the feature. Bonus feature 2: Lower the EV limit from 255 to 252 Yep, we're borrowing that feature from Gen VI. Decompress overlay9_0012.bin. Go to offset 0×EC9C* and change the value FF into FC. Do the same at offset 0×ECA0*. * Regions' differences Language Offset 1 Offset 2 Japanese 0×ECA4 0×ECA8 Korean 0×ECA0 0×ECA4 Others 0×EC9C 0×ECA0 Decompress arm9.bin. Go to offset 0×4B948* and change the value FF into FC. Do the same at offset 0×4B94C*. * Regions' differences Language Offset 1 Offset 2 Japanese 0×4B3DC 0×4B3E0 Spanish HG 0×4B940 0×4B944 Korean HG 0×4BA44 0×4BA48 Korean SS 0×4BA3C 0×4BA40 Others 0×4B948 0×4B94C1 point
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So what you're saying is, effectively you want to use PKHeX on your "stock nand"? This should go without saying, but PKHeX is a save editor, not a nand editor. So it's up to you whether you want to have an edited save on your "stock nand". No one works for GF here, so no one knows for sure. I'll recommend you to have a "healthy amount of items", not x999 of some mons. No reason to have 31 IVs on all stats, when you can just hyper train. No reason for them to ban for EV split, since that is what people normally do in-game, for online competitions. Thus far, it appears they only do Switch bans for not save editing, but rather for having CFW. However, it is important to note that save editing (if you have anything on it that is ridiculous, for example) is one way to prove you have CFW. It is also against our rules to use significantly hacked mons online, so don't ask about it okay :31 point
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The contents of your attached file are of something completely unrelated to what is expected in a save file for Pokemon Platinum. In other words, it's not a valid dump.0 points
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