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Codr

Former Staff
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Everything posted by Codr

  1. That didn't mean "you did something on purpose to cause this, and you knew what it was, you're just being difficult"... There's an option to disable it. Aside from that, I have no explanation for why it wouldn't show up. I have no explanation for this either then. The nickname and original trainer name editboxes have identical code in every way that would matter.
  2. 3.0b6 FIXED: Searching for a PID based on Hidden Power preferences was inappropriately slow. Searches based on Hidden Power are now faster than searches without, but obviously have less possible IV matches. FIXED: Nickname and trainer name input wasn't functioning properly. See if this has the same problem, m2pt5.
  3. Of course not, I'm not sure why you'd get that from what I said. There's obviously a problem of some kind, but I have no idea why it's only applicable to you and not me when it comes to loading files. The code for nickname handling has been changed in the beta. Edit: Not to mention the entire program was switched to Unicode.
  4. The one from Pokesav displays just fine for me, however, the first didn't. It's possible that the trainer name saving was broken. I don't know why you would be seeing both as blank, however. Edit: The .pkm file from PokeGen has a trainer name that starts with the terminating character (0xFFFF). This is why it doesn't have any displayed name. I don't know what you did to accomplish this, but I'd imagine you just used character(s) that it didn't recognize.
  5. Which has Unicode support by default. I don't know why that would be turning up BLANK. There's literally nothing in the editbox? Are you sure the .pkm file data is correct?
  6. You might want to look at your last post, plus the following one. However, the changes necessary to get proper translation support in haven't even been started yet. When completed, there'll be external .txt files containing text for the program. Using these, anyone can just make the translations and upload the file for others to use.
  7. 3.0b5 ADDED: Proper bounds checking for the stats editboxes. ADDED: PIDs can be searched for with IVs limited to certain Hidden Power types/power. ADDED: Tooltips for the code dialog, Pokedex, and Hidden Power controls in the PID finder. FIXED: Toggling "Seen" in the Pokedex for Arceus could crash the program. FIXED: Tooltips should display more consistently now. CHANGE: Increased the width of the stat editboxes to be able to fit 5-digit numbers. CHANGE: The progress indicator on the PID finder now updates consistently at half-second intervals, rather than based on IV settings. Now you can see what I mean by the Hidden Power thing being horrendously slow, depending on IV settings. Edit: Ok, I thought it seemed odd that it was as slow as it was. I put the code in the wrong place and it was slowing it down by a HUGE degree. Searching by Hidden Power actually speeds up the entire process now, as it should. It'll be in the next beta.
  8. ComCtl32.dll Just because it's not working doesn't mean that something in the Pokemon data is missing.
  9. 3.0b4 ADDED: A lot more characters are displayed in the nickname/original trainer name editboxes now. Conversion of some characters could be wrong, so please report them. ADDED: A checkbox on the stats tab to let you manually set the stats, for those that want to temporarily (putting them in the PC, leveling, and other things reset the stats) set them to values they'd never normally reach. Note that this is only applicable to party Pokemon. PC Pokemon's stats get calculated when they're placed into the party. FIXED: "Right click" text was being displayed in all party slots when it should only be displayed in the first available slot. FIXED: Alt + shift wasn't able to set Pokemon to slots that didn't already have a Pokemon. FIXED: There were various issues with icon updating when dragging Pokemon to/from the party slots. On a somewhat related topic, I brought a flaw to the attention of the Desmume programmers and they've fixed it already. They hadn't updated the AR code engine to accept a certain format of some codes (type 9 in this case), which didn't allow part of the Pokedex codes to work properly in HG/SS. Unless you're using revision 3731 or later, you won't have the fixed version of the emulator. Now... if I can ever get unlazy and give them a fix for the inability to handle ridiculously lengthy codes.
  10. This works just fine for me.
  11. Windows XP should always come with all of the necessary DLLs needed, so I'm not sure why they wouldn't work. In fact, the program wouldn't even start if the DLLs weren't available. This could be done in the future. Nothing's been missed. It's no doubt just a matter of having the right data. That is, the exact Pokemon name followed by \FFFF and repeated zeroes until 11 characters are reached, with the nickname flag unset. (And the proper country for the name, maybe.) PokeGen only allows the nickname flag to be unset for English names at the moment. I originally didn't intend to go beyond English.
  12. You could've mentioned that earlier. There've been two updates since then. That it'll generate codes for the Pokemon data. That should still be fairly obvious, given the context of the dialog.
  13. I simply can't understand how it isn't unless you haven't even played the games. National ...whether or not you've obtained the national Pokedex...... Multilingual... ok, this one would be somewhat warranted. It determines whether or not you can view Pokemon data in multiple languages. Form viewer lets you look at multiple forms for Pokemon. This is always enabled in HG/SS. Seen... whether or not you've ...seen... the Pokemon... Caught (...) The gender stuff could possibly be a little confusing, but it's as simple as the game keeps track of which gender you've seen first.
  14. Obtained as in obtained the Pokedex... everything else (well, this was too) is completely self-explanatory.
  15. Thanks. 3.0b3 ADDED: Language data in the Pokedex codes for Diamond/Pearl. FIXED: Diamond/Pearl codes weren't being generated properly. The activation button data was being erased.
  16. The Pokedex information isn't important, you could leave it all entirely empty and just generate the codes for it. All I need is for those codes to be tried on actual hardware.
  17. 3.0b2 ADDED: An option to automatically add Pokemon to the Pokedex when they're placed in the party or a box. ADDED: Forms for Rotom, Giratina, and Shaymin are disabled in the Pokedex editor for Diamond/Pearl. Forms for Pichu are disabled for Platinum. These forms aren't visible in the Pokedexes of these games. ADDED: Code generation for Pokedex data. FIXED: Party Pokemon are properly shifted to the left when one is moved into a box. FIXED: The seen/caught count is properly updated upon loading of any save file. The code list for the Pokedex is quite large. I know that it crashes Desmume if you try to put it all in as a single code. However, you can't split it easily without extra editing. I'll probably fix the Desmume code and submit a patch to them to resolve this, as it's stupid for me to have to change what I've done when nothing is wrong with MY program. I don't know how this'll behave on the actual Action Replay though. If someone could try it out and let me know, it'd be appreciated. Edit: I just remembered that I didn't complete the Pokedex code generation for Diamond/Pearl. The language data isn't written.
  18. I have no idea what the right values are, or if they're constant or follow a predictable pattern.
  19. I know. I may address that soon. ...so generate a Pokemon with an English-game country and name?
  20. It appears that your native language isn't English, so that would explain the way your post was worded. It's already been suggested and is on the list of things to do. So if the nickname is the same name as the default one (as in the nickname the DS games assign automatically if you don't manually type in a nickname), Battle Revolution will convert that to the appropriate language? I'd assume that just requires the nickname flag to not be set, in which case you could just leave the nickname editbox blank in PokeGen to get that result guaranteed.
  21. The answer is given multiple times throughout the thread, as well as in numerous other places online. I don't know. You can paste Japanese characters into the editboxes, but they'll simply be skipped over when saving a Pokemon. I have no idea what you're referring to here. I highly doubt Battle Revolution actually does any sort of automatic conversion of a nickname for you. You can enter 11 escape sequences to form a nickname just fine. The way you formatted this is inappropriate and makes it seem like you're releasing a new version yourself. I don't even know what you were thinking here. There is no new feature, otherwise it would've been documented. I'd delete/edit the post if I could.
  22. This can affect "legality", so I wanted to get the update out prior to the beta's completion. 2.312 FIXED: There was an issue with nickname parsing (both Pokemon and trainer nicknames) that could result in non-zero bytes after the terminator character not being displayed. This would result in modified nickname data for any Pokemon loaded that had these bytes as any value that's displayed normally. (As in without \XXXX.)
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