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ABZB

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Everything posted by ABZB

  1. Corroboration. I think the next step is me writing a program which looks through every file for every instance of each of the legendary's numbers, spit back a list of the ones that have occurrences of all of them, then narrow down from there.
  2. Oooh that might be exactly what we're looking for. The program I was going to scribble was to look for data looking exactly like that... Plan to test after work. EDIT: Had some time: Looking through the ExrearedExeFS\code.bin, found that string at 49E87 through 49E8BB. replaced every value with Bulbasaur (01 00). Will test later.
  3. After some thought: If the "FE FF FB" is how the banlist is implemented, either a) there must be somewhere a list of index numbers that matches up somehow to those "FE FF FB" or b) There is a series of fixed length blocks, with "FE FF FB" indicating a ban and some other values in that offset (per block) indicating permitted. First, I'm going to do the math and see if the offsets between the "FE FF FB" make sense for case b. If they do, I'll see if there is a consistent value for that offset in the other blocks and go from there (for example, I'd expect to see two consecutive instances early on (Mewtwo & Mew), with the next instance coming at (mew location - mewto location)*0x98+mew location (Lugia)). If that test fails, I will then write and try the following two programs: 1a) Search through every file, starting with our suspects, looking for any string that shows up in that file at n*X, where n is a positive integer and X is a 1x38 matrix whose values are the index numbers of the banned pokemon (in case the egg is not banned in the same way/location as the rest). 1b) same as 1a, but convert the hex to binary and look for a string of binary digits with the desired property (in this case, looking for one of the two the binary numbers 802 bits long, either the one which is 1 for the banned indices and 0 everywhere else, or vice versa. 2) Parse through all the files (starting with our suspects) looking first for instances of the index numbers of the banned pokemon (write them to a text file along with their offsets, see if there are any likely-looking clusters (as in case a)). Also, as an aside, I know that the SM shop.cro file is editable by pk3ds, and works with Luma drag&drop, so there is presumably some working method, at least as of the date that Dio Vento released his SM mod.
  4. Check out this thread: https://gbatemp.net/threads/pokemon-sun-and-moon-garc-files.445401/
  5. Got it - I'm currently extracting the demo so I can see what what I'm looking for looks like. I posted only so that if someone knew off the top of their head, it would save me a several of minutes. EDIT: Having extracted & unpacked, my demo garcs don't match up to that list, at least for that section - a/0/9/0 is empty. Comparing file sizes, it looks like that section is off - the two sequential DUMMYs there marked 4 & 5 I have as 5 & 6, the file that contains the models is 4 instead of 3 (based on filesize)... which implies that a/0/9/1 might be what I am looking for. EDIT2: a/0/8/8 is marked as DUMMY on the list, but my extract of the demo has it being 2440 KB. If that was in error, the creator of that list might have skipped over a/0/8/8 (i.e. marking a/0/8/8 with the properties of a/0/8/9), and thus been one off for [some of] the following files.
  6. Would you happen to know where a\0\9\0 - MoveData part 2? ended up in the full game? It's an empty file in the decompiled full game, and based on my research, there are a number of flags for effects and properties of moves that, although they are present in in a\0\1\1, changing the values in those locations does not change the end result when recompiled (for example, the flag indicating that a move is copied by the Dancer ability, or the flag that indicates that a move has a recharge turn following its use).
  7. Is there any resource of which Sun/Moon CRO files do what, and their respective data structures, or is that still an open topic?
  8. In Moon, BattleRoyalResult.cro has 39 such entries of FE FF EB, which *could* be the 38 forbidden pokemon + the egg, but the Maison forbids 32 Pokemon, 31 + egg, so something does not match up.
  9. If you install the the 679 build, you will have a mix of every gen's pokemon everywhere... that would help in general. That said, since gen II, I have one 'main game' per generation, wherein I complete the dex and keep all my 'mon, and use competitively, and have a cheap used second console of that gen, and start new games in a secondary game (in gen II I mained Gold and seconded Silver and Crystal), using eggs created in the main, and start new games to train my eggs (I save after each set of five, and soft-reset once I get a keeper, then trade that egg into the new game (having gotten up to getting the 'dex). TLDR: Make some eggs in a different game, get them close to hatching, then trade them into RR and hatch them there.
  10. Try exporting the save, loading it onto a regular Omega Ruby (not forgetting to back up *that* cartridge first!), see if it works there.
  11. ahhh. might as well comment or message him & ask, i guess
  12. I know it's possible, one of the LPers I follow just started a game where he randomized them so as to be nightmarish ( )
  13. Is there a table of what the flags for moves are uploaded anywhere? Does Mega Launcher have the moves it affects coded into it, or is there some flag on moves that identifies them as pulse moves?
  14. Bug Report: Trainer May, #299, The movesets for Pokemon #3 and Pokemon #4 on her team are switched with each other (the other May & Brendan teams moves for those pokemon match with each other). I lost almost my entire team to that recover...
  15. It does not overwrite the save file, and the save is compatible back & forth (and is legal, as long as you use the legal version). For the second question, see the last several posts before yours (someone else just asked the same).
  16. https://gbatemp.net/threads/poc-tutorial-hans-use-how-to-combine-updates-with-your-game.402008/
  17. I believe that there is a procedure to extract the update patch data and also apply it to the decrypted files prior to forming the romfs
  18. technically speaking, yes. practically speaking, you would need to be running the latest nintendo firmware to do the wifi stuff, which would mean no homebrew, which means no hans... although, of course, you could have the cartridge registered for wifi purposes on a different 3ds. (you would end up screwing up your daily events, though)
  19. The guide impresses me very much so. You clearly should be an Elite 4 member. (Lorelei = Prima )
  20. ABZB

    nvm

    nvm
  21. What location does svdt look for the sav files in? I want to extract the save file from my non-homebrew up-to-date 3ds - I copied it into the equivalent location in the homebrew 3ds's SD card, but svdt is not detecting it...
  22. Excellent, thank you!
  23. I've been playing around with the field-effect moves using Poke3DS, I noticed that when I change an 'other' category move to be physical or special, copying over every other field from an existing move, [experimenting making Flash have Dazzling Gleam's properties]: If I use that modified Flash in battle: If the move would KO the target, the target is KOed, but no HP bar animation is shown. If the move would not KO the target, the move animation plays as normal, but nothing happens at all, turn proceeds as normal. A similar experiment, Parting Shot -> Teleport, always results in the 'move failed' message I suspect that there might be some other set of flags somewhere that Poke3DS is unaware of... Could anyone give me some pointers as to where to proceed in finding them?
  24. I noticed that a couple of the trainers (the triple-battles) in the Pokeball factory have very low-leveled pokemon - Is that in error, or did I miss something? EDIT: Trainers 315 & 316 Were they supposed to be horde battles?
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