Everything posted by Cass
Quick update to this: Gen 4: Updated both Plat and HG using the HoF extractor from this site, and then uploaded/downloaded each file with PKHeX before starting the files in emulator. Platinum updated properly, correcting both the main and backup portions of the .sav and displaying HoF correctly in-game. For the HG file, not only did the edits not display correctly in-game, but the save data corrupted if I attempted to correct the backup portion of the .sav before uploading/downloading with PKHeX. Gen 5: HoF data still corrupted after correcting the backup in the .sav, then uploading/
Hmm, I tried uploading to and exporting from PKHeX, and the same result occurred in B2 and in Plat (HoF is corrupted). When I tried with Emerald, however, it worked just fine! My only theory is that altering both the main and backup in HxD is to blame, as Gen 3 savs don't have the backup for HoF data. How is the "backup" portion of the DS save files updated? Using that information, would it make sense to fix the checksum by uploading a file where only the main save has been edited, then performing a save in-game to update the backup and checksums?
I was messing around on a B2 file using HxD, specifically in the Hall of Fame data block (offset starts @ 74000). After changing some PIDs and species, I booted the file and the changes presented correctly. Then I decided to update the HoF backup data (offset 75800) with the same information, but when I booted the file I was given the "HoF data is corrupted" message. Anyone know why this is? Or why editing the backup specifically caused this to occur? Information on how exactly the save file backups work on DS games is useful/interesting to me. Also, I tried this same thing on a Pl
Doing a playthrough of Green (JP) and got an illegal flag on this Golem (Invalid: Ingame Trade OT has been altered) Of course, there is no ingame Graveler/Golem trade in Green, but there is one in JP Blue. Is that how the flag has shown up? Even then, why would it flag a Golem anyway? Isn't a mon like Farfetch'd that's IGT only... 076 - ゴローニャ - E207.pk1
I suppose this is a limit of my understanding. I am thinking about TID/SID generation as if it is an RNG where, given enough iterations, 00008/00000 would eventually be produced (even with roughly 4.3bil possibilities). Is it in fact the case that there is only a limited number of TID/SID combinations, and the seed determines which frame those combinations appear? Also I have experienced what you mentioned with other mons from Colo, in that pkhex doesn’t mark them illegal even with 00008/00000. Without Esp/Umb, I would not have even detected this problem! PS cool number indeed, I may
Oh wow great knowledge! I have a couple follow ups then: is it the case that RNGReporter programming is limited within some definition of a “practical” frame range for generation? If I were to boot up a GameCube or emulation of Colosseum and let it run forever at the point of TID generation, would it just generate forever or eventually hit some sort of limit as it is a PRNG? I generally use Dolphin, so state/frame checkpoints are not unreasonable. Also, I would be curious if there has been any research about Nintendo’s own legality checker and whether or not it considers a PID x TID mismatch b
I'm reopening the Colosseum discussion about the RNG that never seems to end! In short, PkHex is returning an illegal flag on my Espeon/Umbreon (Unable to match encounter conditions to a possible RNG frame) because I altered the TID/SID on them to match my trainer (I'm one of those who uses the same TID/SID for every game). After a little research, looks like this is because I changed my TID/SID AFTER starting the new game save, which of course would have been inconsistent with the PRNG from when I started the save file and whatever TID/SID and Espeon/Umbreon I generated upon startup. Here is