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Posts posted by M@T
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They can even be close and still not work. What you're dealing with here is ROM code. There can be two different functions within a few tens of bytes of each other. There's no guarantee that these are the same functions between two different languages of the game (or that the code within the two functions hasn't been changed), but I'd have to agree that having them closer would seem more likely to increase the chance of a conversion working.
That's exactly what I meant, thanks for making it clearer.
It's been doing this for a while now, at least for me. It's pretty annoying.Sure, but today it seemed even more buggy.
I think the forum was underoing maintenance, cuz the design looks weird now...
Plus, everything is aligned on the left of the page.
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The digit in red doesn't follow your table, adding 1 to 0x5 doesn't result in 0xA...
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You make something easy look rather difficult...
In your example, you could say "add 0x5C0 to the JPN code's memory address".
And what if the JPN code looks like 1202FD58 000020FE ?
The US code would be 12030318 000020FE, and your table doesn't work anymore...
Anyway, working with offsets in Pokémon games works only when the memory addresses are in the same region of the RAM (i.e. you have one code in JPN and it's US translation, and you want to convert another JPN code of which address is close to the previous one).
If the memory addresses are too far from each other, it is unlikely to work.
Let's take some examples :
::Fast Egg Hatching
[JPN]
12028D58 000020FE
[uSA]
12029318 000020FE
Difference between US and JPN: 0x02029318 - 0x02028D58 = 0x5C0
::Remove Cut Scene for TMs
[JPN]
12043420 0000E00B
[uS]
12043768 0000E00B
Difference between US and JPN: 0x02043768 - 0x02043420 = 0x348
::Move Anywhere Code
[JPN]
94000130 FCFD0200
1205D506 00000200
D2000000 00000000
94000130 FCFD0100
1205D506 00001C20
D2000000 00000000
[uS]
94000130 FCFD0200
1205DAA2 00000200
D2000000 00000000
94000130 FCFD0100
1205DAA2 00001C20
D2000000 00000000
Difference between US and JPN: 0x0205DAA2 - 0x0205D506 = 0x59C
As you can see, in every example, you add a different value to the JPN code to convert it in US.
Personally, to convert codes, I use EmuCheat, of which RAM viewer and searcher are really useful.
EDIT: Does someone know why is the forum so slow and laggy today ?
I keep getting 500 Internal Server Error and The article you have requested does not exist, I must reload the page a couple of times before it works... :\
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Set NDS save type to 'Flash 512k' (or 'Auto' if available) in settings, save settings and exit, then edit NO$GBA.INI and replace line 46 with SAV/SNA File Format == Raw.
The Pokémon saves should be compatible with Pokesav, no need to convert it anymore.
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I didn't mean to offend you, excuse me if I did.
What others comprise this group of "many"? I don't know of enough to consider it "many".Okay, let's call it "several" if you prefer, then.
I don't think you have the information necessary to make the claim that he did it on his own. It's obviously possible, but I'd be surprised.From what I read, he did do it on his own.
Maybe this is wrong, maybe not, I didn't ask him.
Regardless, someone knowing more than you about the methods involved in extracting such information doesn't make them a genius.Please don't take this as me trying to "bash" you or whatever, I just don't like people practically worshiping anyone.
Don't get me wrong, I don't "worship" anyone.
But I think that without COM's work, Pokémon structure research wouldn't be as advanced as it is now.
Your program is definetly great, but you must keep in mind that it is not the first nor the only Pokémon editor.
And please, don't feel offended everytime someone mentions Pokesav without saying that PokeGen is better for Pokémon editing, especially since this thread was about player renaming, not Pokémon editing.
No hard feelings ?
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Let's say it was the first save (including Pokémon) editor then.
Until recently (at least 2008), it was the best save editor, but now that Pokémon structure and algorithms are almost completely reverse-engineered and publicly available, many Pokémon editors are appearing on the Internet, just like your PokeGen.
COM made a really great job with Pokesav, he figured out save and Pokémon structures, algorithms and such on his own and before everyone else.
He's a kind of genius.
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This code should do the trick :
Change player's nickname to Matti (L+R):
94000130 FCFF0000
B2111880 00000000
E0000074 00000010
01450137 01580158
FFFF014D 00000000
D2000000 00000000
Pokesav is the best (and the first) save editor for D/P/Pt/HG/SS.
It also allows exporting game data into AR codes.
More informations, downloads, etc. can be found here : http://projectpokemon.org/pokesav/
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Pokesav can do this, what nickname do you want ?
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The codes work, but you actually made mistakes.
Consider that code for example :
94000130 FFFB0000
62111880 00000000
B2111880 00000000
D4000000 00000000
C0000000 000000A1
D6000000 00000656
D2000000 00000000
At the beginning, the value of the register is null.
Then, the line in red tells the AR to add 0x00000000 to the register, which was null already, so it's value is still 0.
I don't see the point of adding 0 to a null value, that's why I think you wanted to use the "Set register value to 0" instruction instead, which is [D5000000 00000000].
The result may seem identical with a single code, but with a more complicated one, that is completely different.
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Remove All Items in your Item Bag [Press Select]
94000130 FFFB0000
62111880 00000000
B2111880 00000000
D4000000 00000000
C0000000 000000A1
D6000000 00000656
D2000000 00000000
This code will remove every single Item in your Item Bag.
Remove All Key Items in your Key Item Bag [Press Select]
94000130 FFFB0000
62111880 00000000
B2111880 00000000
D4000000 00000000
C0000000 000000C8
D6000000 000008E8
D2000000 00000000
This code will remove every single Key Item in your Key Item Bag.
I think you did a mistake: you used code-type 0xD4 (ADD to data register) instead of 0xD5 (Set data register). The codes should work though, because the data register's value is 0 at the beginning of the code.
Moreover, in the 1st code, you write 4-byte data to unaligned addresses, this is not the cleanest way to do it. :redface:
You should replace [D4000000 00000000] with [D5000000 00000000] in both codes
and [D6000000 00000656] with [D6000000 00000654] in the 1st one.
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Yeah, I think it would be possible, but I'm not good enough with all this ASM stuff.
The server can reject the Pokémon by responding 0x000C to post.asp and exchange.asp requests, but I don't know what it rejects actually.
Maybe Pokémon that are obviously hacked, and maybe some events too.
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You obviously need an Action Replay to use AR codes.
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Does anyone know if there's a rebattle code for the Enigma Stone Lati@s? It looks like there's one for every other legend in HGSS, but I can't find an enigma stone one anywhere. If anyone could direct me to one, or something, that'd be great.
Rebattle Enigma Stone Lati@s (Start+Select) :
94000130 FFF30000
B2111880 00000000
20000EFA 00000004
D2000000 00000000
Press Start+Select, then go near the Pewter Museum.
Latios/Latias should be back.
You must have activated the Enigma Stone event once for this code to work.
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I wish this let us bypass the Classic/Premier Ribbon limit.
No GTS server can do that, as it is checked by the game before sending the Pokémon.
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No, this is not possible at the moment, because Wonder Cards use SSL.
I think one can extract the certificate from the ROM, but I'm not good with SSL, I don't know how it works actually.
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It looks really nice, good job. :biggrin:
I started making one, but I don't have the time to finish it. :\
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It took a lil' more time than expected because I am busy with something else, but it's here.
Simply add /rand or /random to send the files randomly instead of alphabetically (I included a .bat file to do make it easier).
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I can modify it, no problem.
Just wait ten minutes...
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There is the Windows Calculator too, it is far more useful to convert between hex and dec (as well as octal and binary).
Calculators on other systems should do that too.
If the hex number has less than 2 digits, simply add a 0 before, e.g. 12 -> 0C.
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Hi, here it is :
Unlock all Pokewalker courses (L+R):
94000130 FCFF0000
B2111880 00000000
0000E71C 07FFFFFF
D2000000 00000000
Use it while you play, save, then reboot.
All the the courses, including event ones, should be unlocked.
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Actually, I wanted to fix it with an hex editor, but it seems that the version hosted on the site is already updated.
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In CodeJunkies' subscription, for HG/SS, they say "DSi users: Insert the pokemon cartridge into Action Replay after starting Action Replay DSi".
Did you try that ?
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The program is translated in English, but it has not been updated since the US version came out, so the cheats are still in Jap format.
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I don't know what "Virtual Server" is, but port forwarding sould be in "NAT" (Network Address Translation).
Table of Contents - Convert [JPN] HG/SS AR Codes into [USA] HG/SS AR Codes
in RAM - NDS Cheats
Posted
I don't think there is a "Table of Contents" or something similar, there is not even a logic behind the offset variations.
This is due to the difference between the ROM programmation of each game, as Codr said.
A method that works almost 100% of the time is using a RAM editor/searcher.