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Codr

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Everything posted by Codr

  1. I do have something noted about the Pokedex, but I wasn't able to reproduce it. The way you worded your post is extremely awkward as well. I don't quite understand what you're trying to say. From what I'm interpreting, it sounds like: 1. Load a save file. 2. Click "Seen all", then "Caught all" in the Pokedex editor. (Note that "Caught all" is forced to mark them all as seen anyway.) 3. Save within PokeGen. 4. Load the game, it's displayed correctly. (?) 5. Save within the game. (?) 6. Restart and have problems. (?)
  2. Desmume won't work because of the fact that it doesn't save registration information between resets. It wants to connect to the actual Nintendo servers to refresh it each time, which obviously can't happen if you have the DNS address modified.
  3. Codr

    EMS save file

    I know literally nothing about this hardware you're talking about. If you could upload the save file it produces, I may be able to help.
  4. 3.0b15 ADDED: Black/White character map support. FIXED: Some characters were missing from the valid character list for Black/White. (One from generation 4 was missing as well.) This prevented them from being entered into the name editboxes. FIXED: Experience to level conversion was wrong.
  5. I can't test sendpkm with Desmume like I thought I'd be able to.
  6. Codr

    Bug: Level Display

    It sounds like a problem with the level rate entries for the new Pokemon. I didn't really check this before, as it seemed unlikely to be wrong. Edit: This is fixed in beta 15. Check the happiness tooltip. Note that this wasn't my choice of where to place it. The game just uses the happiness value internally to determine how many steps are left.
  7. These actually are the Japanese-English characters. I don't know what I was thinking. Until I add the character map, you can just go to a site like www.unicodemap.org to copy the necessary Japanese-English characters. (http://www.unicodemap.org/range/87/Halfwidth_and_Fullwidth_Forms/)
  8. Now that's weird. Was it just manually named in-game? 0xFF** isn't supposed to be the range for English characters or even the Japanese-English characters.
  9. ...?
  10. Characteristics changed in Black/White. They're correct.
  11. Nicknames can't be too long. There are 11 characters (really 10) available to write to. You can't just add more. The room in the data doesn't exist, and can't be added. There are 3 lists for every combo box already. English, Japanese, and Spanish. Spanish isn't always fully Spanish yet though. Anyway, switching to Japanese and leaving the nickname editbox blank will fill in the Japanese name of the Pokemon. Also, it should be checking FOR a Japanese name to set/not set the nickname flag as well. This is why I mentioned doing that.
  12. I'll keep this in mind and might come up with some ideas of what's causing the problem, but at the moment, I'm clueless. I haven't tried using SendPKM myself yet, but I will tomorrow after work. Maybe that'll show me the problem somehow.
  13. Why are you going directly to box 3 as if the Pokemon is there via sendPKMN? If SendPKMN is putting it there (keep in mind that I've never used the program and know nothing about it), why are you using a 236-byte (party) file for a PC slot?
  14. Being able to repeat a problem reliably is the best way to provide me with a way to fix it. I have no idea what all you're doing with the file/data or if you're being completely accurate with what you're telling me. You may leave something out that's significant because you don't know that it's significant. At the moment, this seems like user error.
  15. The Pokemon has 0xFF for its party status value. This is erroneous as far as I know. A quick glance at the code says this couldn't have been caused by PokeGen. I don't know if it's what's causing your problem either. As I mentioned, I used the exact .pkm file, generated a code for it, put it into HG/SS, and it worked fine.
  16. 3.0b14 FIXED: The duplicate locations didn't have "(2)" appended after being updated to the translation project's list. FIXED: Caught ball data wasn't being set properly. FIXED: Loading of 236-byte (generation 4) .pkm files with the target game set as Black/White will work now, but the data will be interpreted as a generation 5 Pokemon, resulting in some things being wrong.
  17. I'm getting the same thing now. Weird. Not only is it seemingly randomly applying the Dream Ball to Pokemon data, it's doing it for Pokemon that weren't even re-set to a slot. I'll fix it in the next release, now that I can make it happen. Edit: Fail... I left some code in that was used for testing. It's forcibly setting the value to 25 (Dream Ball). Edit2: 3.0b14 is available with a fix for this.
  18. I'm pretty sure this is a problem on your end. I tested it myself, despite knowing that nothing was going to happen in-game after viewing the .pkm file. It didn't crash. It couldn't crash it. Not without ROM modifications or other codes being active that're interfering somehow. Alternatively, you may be adding an extra party Pokemon without increasing the party count.
  19. I'm aware of this. There needs to be a better solution than what's currently available. If you switch the language to Japanese, it should work as you're wanting.
  20. I'll check on it when I can. Edit: I'm not seeing how this could be possible. I'd need more detailed information on what you did. Or even better, reproduce it reliably and explain how.
  21. 3.0b13 ADDED: Clicking "OK" in the PID finder will now always copy the selected PID into the main dialog, regardless of how the PID finder was opened. It also copies the species/ability now. FIXED: Exporting codes for French, German, and Italian games would cause a crash. FIXED: The complete ball list wasn't available for Black/White. FIXED: "Characteristic" text SHOULD now be accurate for all games. FIXED: There were still problems with the location values. FIXED: The PID finder's Hidden Power type was being set incorrectly. This would've affected Hidden Power-specific PID searches as well. FIXED: When the species of a Pokemon was changed (and on startup), the experience editbox was being set to the amount of experience needed for one level higher than was specified. FIXED: A crash could occur when setting Pokemon. FIXED: Black/White wasn't in the "Save as" dialog. CHANGED: All of the lists for Black/White have been updated to what's used in the projectpokemon translation project.
  22. Is anyone still encountering this? I have it on my list of things to check, and I can't make it fail.
  23. Codr

    Known issues

    If you encounter something that you think is wrong, please make a thread describing the issue in as much detail as possible in the Bugs subforum. Finding a way to reproduce the problem consistently is the best way to help me experience it myself so I can fix it. Struckout text indicates that the problem is fixed in the next release. When saving save files, party .pkm files, or generating codes for party Pokemon, the party-specific data of the Pokemon won't be written exactly as the game does. (At least for Black/White.) This can (Or maybe always? I have no idea.) cause the Pokemon to not be valid for online use. This can be resolved by not generating party Pokemon, or depositing the Pokemon into the PC and withdrawing it. This cannot be fixed without the remainder of the party data being researched. C-Gear background image modification won't work in save states. This is for the same reason that there are no codes for C-Gear images. This will require extensive effort to find a way to change, and may not be done.
  24. If you're using an emulator, take a screenshot of the trainer name of a Pokemon you caught in-game and show me here. Then paste what you're using as the trainer name in PokeGen. If you're not using an emulator, uploading your save file would help, if you can. (As well as a copy of the .pkm file.)
  25. Well, it's good to know the memory problem was there and not elsewhere. I would've been pretty stumped otherwise. Edit: This is fixed in beta 13 now. Thanks.
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