Codr
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I had forgotten about this. It'll still save for Black/White as long as the target game is Black/White.
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If you're loading a generation 4 .pkm file with the target game set to Black/White, it's going to use the shiny leaf value to determine the nature. You need to switch the target game first. However, there are some things that need to be fixed regarding switching still. This definitely shouldn't be happening. I think I know what's causing it. The IVs are, but I don't remember if the nature is. As was mentioned, you have to select a PID before clicking OK. (I think it automatically selects the only available one if there's only one, however.) This distinction is determined by the PID. If you don't explicitly set a PID, you're generating an "illegal" Pokemon (or an egg), in which this ability value makes no difference anyway. I agree, but it's unfortunately not completely trivial to change this particular area. I'll do it eventually, I just don't know when. I think an option in the Pokemon icon menu to insert a copy of specific data would be more useful while still serving this purpose. This isn't something that's under my control. I don't know Japanese. I appreciate you taking the time to post as well. More people need to do so, especially with bug reports.
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Eventually, I just don't know enough about it right now. The Pokemon data in general is probably not being set correctly for Black/White yet anyway.
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If the egg PID isn't related to any other Pokemon data, then there's no way it can be deemed invalid. As far as I know, this is correct. You can't even attach it to the met date of the egg.
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What does it do? The data says it's there and functioning properly. It simply isn't labeled "Day-Care Couple" because it's in Romanized Japanese. Edit: I tried it and seem to be getting the same thing. I'm not sure why at the moment, but it'll get fixed.
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3.0b12 FIXED: The offset for Black codes was wrong. I really should test things more often. FIXED: Exporting codes for Black/White should work now. FIXED: Exporting codes for Japanese games will use the proper game name.
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There's no way to reliably change the target game automatically upon loading a .pkm file, so this is up to the user to do right. The character map hasn't been updated at all yet for generation 5. 5's is going to be scary.
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3.0b11 ADDED: The final locations are available. ADDED: Update checks for beta versions. ADDED: Code support for Black. FIXED: The Black/White locations weren't using the appropriate values... I don't know how that was missed. FIXED: Loading a save file could result in multiple target games being checked. FIXED: The update dialog wasn't localized. FIXED: A crash that could occur when saving or generating codes. This also results in eggs being properly flagged as nicknamed or not nicknamed. FIXED: Icon "Right click" text is updated properly when switching languages. CHANGED: The Spanish location strings were still using indices unintentionally.
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They do show stuff, you just don't understand what's extra and what isn't. There's simply no reason to have users manually set any ball-related values. This is done automatically by the program, as is stated multiple times throughout the thread. A miniscule amount of "research" from yourself would have shown you the same thing.
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That IS what I showed you a screenshot of. Just because I don't call it something inaccurate like Pokesav (assuming that isn't just a fail translation, but I doubt it) doesn't mean it isn't the same thing. I've wanted to add a raw data viewer for a while now, but never get a chance to add it.
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...?
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Assuming those are the correct values for old contest stats (I'm not bothering to look, it's annoying enough always having people list things as hexadecimal values), they're still being written there. Whether or not that's appropriate, I don't know yet.
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The nature list, because that's what byte 65 is for in Black/White.
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This'll take some IRC discussion. It can be done, but it's not as simple as flipping a virtual switch. I'd rather get the Pokemon-related functionality in-place before continuing on interface improvements.
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3.0b10.2 (This'll be the last of the beta 10s, don't worry.) ADDED: Almost all of the available locations. There are still some unique ones I'm looking into, however. CHANGED: Guested Romanized the remaining Japanese locations for me. The duplicate locations are being left in for now, as we (Guested and I) think they may actually be used, but need to be differentiated for whatever reason.
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I didn't even notice when getting them from the game data due to being in Japanese. This is pretty odd though.
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It's up to you. I'll eventually get around to making my own documentation (definitely not in the form of a video, however), but I doubt it'll be any time soon with all the work that still has to be done functionality-wise.
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3.0b10 ADDED: Saving to a save file for Black/White. FIXED: Black/White Pokemon names and trainer names weren't being converted properly when read from a save file or a code. FIXED: Code generation for PC Pokemon for Black/White hadn't been updated. FIXED: Nature wasn't being set properly when loading Pokemon with the target game set to Black/White. FIXED: Switching between languages was erasing Black/White from the origin list. FIXED: The origin value for Black was wrong. FIXED: Met location games are locked to the appropriate generation based on the target game. FIXED: The Japanese character "ん" wasn't mapped. FIXED: The fateful encounter flag, form data, and some extra bytes were being overwritten unintentionally when generating Pokemon for Black/White. Nature was also not being set correctly. FIXED: Stat display for PC Pokemon. FIXED: Exporting of codes was producing incorrect game data. FIXED: Switching languages after loading a file from a different directory than the exe is in would cause the language file to not be found. FIXED: Minor cleanup in the English language file, as well as synchronization with Japanese and Spanish. CHANGED: Location, ability, attack, and item lists are now using the Romanized Japanese names for generation 5 entries. NOTE: The full location list is still not available for Black/White. It's encoded in a different way than previous generations and will take further time to figure out. I wanted to get this release out sooner, so I just decided to leave them out. Edit: It looks like the location values got screwed up along the way. I'll upload a quick update to fix that. I blame Eevee. Edit: 3.0b10.1 (That could get confusing pretty fast.) FIXED: The location list has proper values now, but isn't using a Romanized list for the time being, as I can't do that myself. The previous list was obtained from Eevee's data, which is apparently incomplete.
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Stats must be recalculated after battles then. (I thought withdrawing from the PC was the only thing that did it, though.) This isn't something I can change. The manual stats option isn't permanent by any means. Thank you. It's very much appreciated and definitely helps to motivate.
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I'll fix this later today, thanks. This has already been fixed. I'll have more time today and tomorrow to get beta 10 released.
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I don't specifically recall saying tomorrow. I'm hoping to have it done tonight.
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It'll be changed in beta 10. I used the numbers because it was just more convenient for me. I have the lists already in the program. Switch to Japanese and you'll see them.
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This is correct. I had forgotten to add that into beta 9. It's fixed in 10. Also, save file support is coming tomorrow. It's figured out, I just don't have time to implement it tonight.
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Then there could be a bug causing it to happen. It's hard to know anything with the lack of detail provided though. Repeating the problem after starting the program is the best way to help me find out what's wrong. If you can repeat it consistently, list the steps here.
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Desmume doesn't handle type 1 codes properly.
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