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jteamjason

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Posts posted by jteamjason

  1. 12 hours ago, Poke J said:

    From my experience working with the RAM of Pokémon games you don't actually have your Blastoise's data in the memory there. The relevant memory will be 69 bytes long with the last 11 bytes being the Pokémon nickname. If your Blastoise is not nicknamed the last 11 bytes will then be 81 8B 80 92 93 8E 88 92 84 50 50

    I had found the breakdown of the stadium registered team save structure in another (very old) post on this forum. And I can pick out pieces of relevant data in the memory. Looking at the top photo, start with 1C (Blastoise's index number). 

     

    1C Blastoise

    0135

    64

    00

    15 Water

    15 Water

    5F

    5E Psychic (I used a gameshark)

    38 Hydropump

    08 Ice punch

    3B Blizzard

    00B9

    FB0010

    2C14

    696C

    6FAF

    6C13

    6EDE

    6A3A

    EAAA

    D0

    C8

    D8

    C8

    The rest kind of loses me - though I do see my OT 8A9287 (ASH) a bit further down. So I think the data is here, I just lack the skills to translate the rest of it. 

     

    Quote

    * Pokémon structure is 55 bytes, (00 to 0x20 is the same structure as GameBoy, then comes Nickname and OT at 7 bytes and 4 terminator/padding each):

    0x00 Index number of the Species 1 byte

    0x01 Current HP 2 bytes

    0x03 Level 1 byte

    0x04 Status condition 1 byte

    0x05 Type 1 1 byte

    0x06 Type 2 1 byte

    0x07 Catch rate/Held item 1 byte

    0x08 Index number of move 1 1 byte

    0x09 Index number of move 2 1 byte

    0x0A Index number of move 3 1 byte

    0x0B Index number of move 4 1 byte

    0x0C Original Trainer ID number 2 bytes

    0x0E Experience points 3 bytes

    0x11 HP EV data 2 bytes

    0x13 Attack EV data 2 bytes

    0x15 Defense EV data 2 bytes

    0x17 Speed EV data 2 bytes

    0x19 Special EV data 2 bytes

    0x1B IV data 2 bytes

    0x1D Move 1's PP values 1 byte

    0x1E Move 2's PP values 1 byte

    0x1F Move 3's PP values 1 byte

    0x20 Move 4's PP values 1 byte

    0x21 Nickname 10 bytes + 0x50 terminator to make total of 11. If name is shorter, 0x00 padding is used.

    0x2C OT 7 bytes + 0x50 terminator + 3 byte padding of 0x00 for total of 11. If name is shorter, 0x00 padding is used.

     

  2. I was hoping someone could help me out with this. I'm trying to reconstitute my original Blastoise from blue version. I had registered it on a team in Pokemon Stadium back in the day. Using the memory editor on my Gameshark I was able to find it (I think). But I need help translating the hex so that I can plug everything into PKHex. Attached photos below - feel free to let me know if I'm way off base with this. 

    403618866_675385311446090_8554221102745124353_n.jpg

    393102136_646699824343644_1466537361476680221_n.jpg

  3. I am so sorry to bump this very old thread, but I was hoping someone could help me out with this. I'm trying to reconstitute my original Blastoise from blue version. I had registered it on a team in Pokemon Stadium back in the day. Using the memory editor on my Gameshark I was able to find it (I think). But I need help translating the hex so that I can plug everything into PKHex. Attached photos below - feel free to let me know if I'm way off base with this. 

     

     

    403618866_675385311446090_8554221102745124353_n.jpg

    393102136_646699824343644_1466537361476680221_n.jpg

  4. Hello, 

     

    I'm trying to use PKHeX with an old emulator save I have from years ago. It says that input file is too large - and it is, it's twice as large as it should be. Could someone use a hex editor to help me trim down the file? I would greatly appreciate it. 

     

     

    lgc-pkmp.sav

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