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WindyPrairie

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WindyPrairie last won the day on February 6

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  1. Version 1.0.0

    3170 downloads

    A weekend project that got really out of hand turned into this. DISCLAIMER: THERE IS A LOT THAT CAN POTENTIALLY HAPPEN WITH THIS, AND THOUGH I DID DO RIGOROUS TESTING, THERE IS STILL NO GUARANTEE THAT THIS WON'T POTENTIALLY DO DAMAGE TO YOUR GBA SAVE FILES. I AM NOT LIABLE FOR POSSIBLE DATA CORRUPTION HERE. PLEASE HAVE SAVE BACKUPS BEFORE USING THIS UTILITY TO BE SAFE! Pokemon Box: Ruby & Sapphire is a cool storage utility, but it has some pretty big drawbacks... so I fixed 'em. (This is also 100% compatible with original Box Ruby/Sapphire save files!!) CHANGES: -compatible with all language Gen 3 Pokemon games on the same save file (official cartridges only) (R/S/E/FR/LG) -in the original game, you can ONLY withdraw Pokemon you didn't deposit if your save file has caught 100 Pokemon in the Pokedex. This limitation has been removed -in the original game, in FR/LG and Emerald, a certain flag was checked on the save file that only gets set if you handed the Sapphire to Celio (FR/LG) or beat the Elite Four (Emerald). This prevents you from withdrawing OR depositing Pokemon until the postgame on both of these games. This limitation has been removed CURRENT BUGS: (may or may not get fixed in the near future) -currently all Ruby/Sapphire games are detected as Ruby. This is purely cosmetic and should not affect usage of the storage utility. This WILL cause only Ruby to be booted in Adventure mode, but there is a Gamecube Action Replay code you can run to make it Sapphire instead: USA: Force Sapphire Version [Ralf, Absol] 0403009C 38000000 040300A0 28000000 040300AC 38000001 PAL: Force Sapphire Version [Ralf, Absol] 040310C0 38000000 040310C4 28000000 040310D0 38000001 JP: Force Sapphire Version [Ralf, Absol] 0402F788 38000000 0402F78C 28000000 0402F798 38000001 -in the PAL version, Adventure mode will only boot the English Ruby/Sapphire despite whatever version you are actually using - I may look into this feature to restore the multi-language adventure mode files eventually. -the boot screen on the GBA will always display the Japanese splash screen - that is because in order to make this all possible, modifications were made to the JP multiboot GBA file HOW TO APPLY PATCH: 1. download the appropriate .xdelta patch for the version of the game you wish to run (usa, jp, or pal). You will also need a Pokemon Box iso for the appropriate version of the game you are looking for (obviously, not provided here). If your file is a .nkit.iso, you will need to convert it from that to a .iso file before patching it. 2. use delta patcher (https://www.romhacking.net/utilities/704/) to apply the patch to your .iso 3. You will now have a new .iso file to run on your modded Wii/modded gamecube and will be able to use all the new features
  2. From your WAD manager, you need to select Rumble and uninstall. Then, try installing it again. It should work then! That's because you're in Normal mode! The full GX terminal is in Advanced mode.
  3. Version 1.5.0

    25218 downloads

    This is a mod of Pokemon Rumble (Wii) that was made for the shiny hunting community event Rumble Weekend! The original Pokemon Rumble contains only the 1st and 4th gen Pokemon, but this mod reintroduces the 2nd & 3rd gen Pokemon (and their shinies) to the game in a new terminal known as "GX"! The layer of fog on all stages has also been removed, and the collection screen has been updated to support all 493 available Pokemon! The original base game also remains fully intact in order to preserve the rarity of certain Pokemon. Included are 3 bps patches to be applied to a USA version of Pokemon Rumble to get you into GX! Due to slight differences in dumps of the games out there, there were 3 patches made to ensure it works. (details on how to obtain the original game obviously not provided) This is fully cross-compatible with save files from the original Pokemon Rumble (USA natively, PAL/JP with some additional steps detailed in the FAQ doc linked below), and it can be installed on actual hardware via homebrew. This patch currently ONLY works with the USA version of the game due to slight scripting/file structure differences that exist in the JP/PAL versions of the game, so if you want to play it on a Japanese or PAL Wii, you will need to do some region changing upon installation with homebrew. This mod is still very much a work-in-progress, and for full details on what's available/what is planned for the future, read the readme file inside the zip folder! -NEW- There is now a document with frequently asked questions and answers! I hope to continue updating this as I keep updating the game! https://docs.google.com/document/d/1iVykfxF5ekN4cg3Nes07Akt5ABdmFFDdMr8GbpYmp48/edit?usp=sharing -"WindyPrairie"
  4. Hello, I've been working pretty extensively with editing/exploring Pokemon Rumble (Wii) lately, and I have good reason to believe that there are working passwords that were unreleased to the public (at least in the USA and EU versions of the game). If you look up any page with the list of Rumble passwords, you'll notice that there are many more released Japanese passwords than US/EU passwords. The plan with these passwords was that they were to be released to the public through official means of communication like e-mails or being present on the Pokemon website, but in the West, the game did not garner nearly as much publicity or advertising as it did in Japan, leaving a bunch of these passwords totally unreleased. I want to uncover what these passwords are! Digging through the game's files, within script.arc.cx ( within the script.arc.cx in the USA folder in the US version of the game), there's a file called CItem_nakama.pkc, and this file contains the data storing passwords and the Pokemon those passwords will yield. Looking at the Pokemon data, I can say with confidence that all of the Pokemon data from these presumably Japan-exclusive passwords are actually present in the US version of the game! Unfortunately, there is a missing piece of the puzzle, which are the values of these passwords themselves. The passwords are not stored in plaintext and instead are stored in what appears to be a 20-byte hashed value. Here is an example of the structure for one Pokemon, in this case the Chimchar in the US version, whose password is 81098384: I am confident that this hashed value contains the password data because making a slight edit to it invalidates an otherwise valid password, and swapping this data out with another 20 byte value from another password will effectively swap which Pokemon you get from the password. I even successfully transplanted a password from the Japanese version of the game into the US version and got it to work, so the game clearly used the same hashing algorithm across the US/JP/EU releases of the game. For example, I took the 20 hashed password bytes from Chimchar (US password 81098384) and placed them in front of the data which appeared to be for Shiny Pikachu (US password currently not yet known) , and typing in the password 81098384 gave me this Shiny Pikachu instead of the Chimchar! I've been aimlessly trying to figure out this hashing algorithm to uncover the rest of these passwords and have had little success, so that's why I'm making this thread to see if anyone might have an idea of how these passwords were hashed. The 20-byte structure of these things SCREAMS SHA1 to me, but I have not yet been able to find something that translates 81098384 into 85a4c68fb2e2e4891f1c458d874159a2 2d0a3cc1. I noticed that back in 2015, SciresM and SlashMolder managed to figure out the way the passwords were hashed in Pokemon Rumble World (see https://gbatemp.net/threads/request-extract-the-valid-passwords-for-pokemon-rumble-world.386805/#post-5454223), and I've been using SlashMolder's BruteForcer as groundwork for my approach to finding the rest of these passwords and making slight tweaks to the input string to see if I can get the hashed value I'm looking for, but I have not had any success yet. The Rumble games have been using this same 8 digit password structure since 2009, so I can't imagine I'm too far off base here, but my results using 81098384 as an input using the algorithm Rumble World did (via SlashMolder's program) look like this, which look nothing like Rumble Wii's password hash that I'm looking for (85a4c68fb2e2e4891f1c458d874159a22d0a3cc1): This is my first attempt at anything like this, and I still don't know -too- much about hashing yet, so I could very easily be missing something obvious here, so any suggestions/things to steer me in the right direction towards figuring out how this data was hashed, let me know!
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