Codr
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Everything posted by Codr
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Yes. The location data for Black/White in beta 9 is incomplete, however.
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It's not particularly easy if you take the assembly route, at least not with the tools I'm familiar with. I'll be trying to get it done today.
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It's not that I think it's not possible, it's that I don't know how yet. It'll be added as soon as I obtain this information.
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It'll be that way in beta 10.
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Oh, that's right, I forgot to update that. PC Pokemon stuff was added in really late. What's your target game set to? Edit: Nevermind, problem found.
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This may be a little premature, but here it is. I know there's at least one problem... related to egg data in Black/White. I included the partial Japanese translation file with this release. Edit: I'm aware that the lists for Black/White have numbers in them instead of names. This is intentional for now. 3.0b9 ADDED: Black/White (Japanese) support. Considering the number of changes involved to do accomodate this, there are undoubtedly going to be new bugs introduced. ADDED: In the options menu, there's a new entry called "Target game". This determines what Pokemon, abilities, items, and attacks are available. It also affects how various Pokemon data is read/written, such as nicknames. ADDED: A way to differentiate between the two "Link Trades" locations. (Generation 4) FIXED: The "Disable character map" and "Disable help" options weren't being properly set when starting the program. FIXED: The origin list had invalid entries. FIXED: Characteristic text wasn't being displayed properly. FIXED: Hidden Power types weren't being identified properly. FIXED: Some language checkboxes in the Pokedex weren't being saved. FIXED: Party-specific Pokemon data not related to stats is no longer erased when loading a Pokemon from your party. FIXED: Party stats weren't being set properly. FIXED: Checking the "Egg" checkbox on the main tab wasn't disabling the hatch condition controls like it was supposed to. FIXED: Problems with Pokemon data when generating eggs or Pokemon met as eggs in generation 4. NOTE: You CAN load Black/White save files by checking "Ignore save file checksum" in the options menu. You can't save them, however.
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While it's appreciated that you're trying to help and provide information, we already knew all of this.
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I never specifically fixed it as a result of your post (I think...). I must have just found problems on my own and fixed them. I wouldn't call it importing, but as it stands, you can load generation 4 Pokemon and generate data for them that works in Black/White. Whether or not it's done in a "legal" way is highly questionable at this point though. (In fact, I'd almost guarantee that it isn't valid.)
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Please read like 10 of the most recent posts...
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Abilities being what? As far as I know, I have the full list of attacks and abilities, but I'm not sure if you're referring to either of those. It's possible there's a secondary list of one or both that I don't know about too.
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Possibly, but every time I think that it's going to happen at a specific date, it doesn't.
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Black/White integration is almost ready for some testing, but during the updating, I went through and checked on all the bugs that've been reported. I've fixed some, but can't find others. Can you explain this a little better? Using "Caught all" in the Pokedex doesn't flag single gender/genderless Pokemon with two genders for me, at least not in the program. If you were referring to in-game, I haven't tested that. I'd need to know whether or not you modified a save file or used codes to get these changes in game as well. If you give me a list of steps (from when the program is first opened) to reproduce this, it'll help me fix it. Can you reproduce this on the latest beta? If so, the exact steps you're taking would be extremely helpful.
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DST is the save state format for Desmume, which isn't supported.
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I don't have any strict opposition to adding more over time. It's just a matter of what I have the will to do.
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Well, that failed, as I thought it might. I'm going to have to set aside the control positioning stuff (to make all languages appear properly) for the moment in order to be able to release an update for Black/White. I'll edit this post with notable updates. Edit: Now that I know a little more about what I'm dealing with, I'll explain some things. Save file editing for Black/White is going to take a while. (Unless I get lucky.) They've changed the way it's "protected", and it's not particularly easy (at least for me) to figure out how it's now done. However, what I've seen so far suggests that I can reliably generate codes. I may have a new beta version up today to allow generation of Pokemon for Black/White. It'll be pretty ugly at first, but it'll work. Edit2: I have 2 free days coming up, so I expect to be able to get an update out during that time. We have the text data extracted now (almost entirely thanks to Eevee), so that's one less thing I have to spend time on. There's still been no progress on figuring out the save file encryption as far as I know. I've also not yet gone through the Pokemon data itself to see what's different, but I do know there are some changes. Edit3: Text conversion for nicknames/trainer names is fully understood now. I have the data for an updated character map as well. It's so massive that it'll probably need to be a separate window, rather than something that pops up, though. I have most of the string lists updated. For now, the English representations of new locations/attacks/items/whatever will just be their numerical values. I'm working on a way to switch between Black/White and generation 4 games properly, then I may have a release ready.
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Thanks for letting me know. I've been irritatingly busy lately and haven't been able to do much. My ISP failing and leaving me connectionless for about 2 days doesn't help either. I'm still intending to get this beta finalized before Black/White in a week or so, but intentions don't always lead to action. We'll see.
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The ROM data disagrees for at least Spanish and French. Maybe I was looking at the wrong lists or something, but I don't think so. Edit: I looked again. You're right, they're different. What got me was that there are quite a few that ARE the same.
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I'm pretty sure at this point that it's an oversight with the program. The way egg/hatch data is written was somewhat recently changed and it's probably just been wrong ever since without being noticed. Unfortunately this is working as intended at the moment. A band-aid fix could be applied until there are translations for all languages, but I'm not sure that'll get done. Once there ARE translations, some code can be put in to make it check the proper usual names for Pokemon in the right language. (Although... I think all of them just use the English names except for Japanese now that I think about it.) I'll check on this when I can. Both of these are known already, and I think both are on the first post's issue list, but thanks anyway. Just as another reminder, updates aren't going to be quite as frequent as before, as I'm much more busy with things in person now.
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This does not affect anything. 000000000000000000001 is still 1.
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If this is the case, there's something I either don't know or am missing here.
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The game seems to do this if the trainer information doesn't match your own. As always with this message, trainer information doesn't match.
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I did some research on .sav and .pkm files yesterday
Codr replied to english09's topic in Saves - Research
This is exactly why the whole notion of "legality" being different from "legitimacy" is absolutely ridiculous. However, people won't change. Also, I was referring to the save file checksum, but it's applicable to Pokemon too, so oh well. -
I did some research on .sav and .pkm files yesterday
Codr replied to english09's topic in Saves - Research
The game verifies that the data matches the checksum. If it doesn't, the save file is considered corrupted. It's that simple. -
I did some research on .sav and .pkm files yesterday
Codr replied to english09's topic in Saves - Research
Both. A checksum is a number representing all of the data in a block of the save file. It's an inaccurate, but effective enough, way of verifying that the data is what it was when the checksum was calculated. -
I did some research on .sav and .pkm files yesterday
Codr replied to english09's topic in Saves - Research
There was no 2.231. I'll see what happens with the current public non-beta version though. Edit: I see what you're referring to. It's PokeGen modifying the first party Pokemon's party data. I can't say for sure, but I'm fairly certian it does it in a way that the game does. It may erase status information (poison/burned/etc) and seal data. I think this was changed in the beta (maybe not the latest, but in the current code I have)... if not, I'll make sure it only modifies the stats. Edit2: It is in fact erasing all the party-specific data when it writes the current stats. This really isn't a huge deal, considering the same thing happens when you put a Pokemon into the PC (Unless the game saves it elsewhere and restores it, but I doubt it.). If you're really that paranoid, you could always just generate only PC Pokemon or deposit a party Pokemon and withdraw it. Edit3: Btw, the isolated 2 bytes that change are the save file checksum... that should be obvious.