jteamjason
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Posts posted by jteamjason
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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 byte0x01 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.
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Bumping to see if anyone can help!
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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.
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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.
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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.
Need Help: Reconstituting a Pokemon in PKHex using Pokemon Stadium Save Data
in Saves - Editing Help
Posted
Yeah, I should take down that second photo - it's distracting and not helpful.