Codr
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I'm not changing this. Escape isn't exactly "in the way" to where you can do it easily. Dialogs are intended to be closed with escape.
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I actually found a version of PokeGen prior to removal of support of generation 3. It's posted with the much older version of my original program. They're both gigantic dialogs, which everyone seems to absolutely adore, so have fun. As a side note, generation 3 codes required extra codes to disable some sort of memory shifting that occurred on those games. (Maybe only Emerald or something, I don't remember.) PokeGen old.rar RSFLCalc.rar
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Yes. Also, it only generates codes. There's no save file editing.
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I do, but it'd be extremely annoying, and I wouldn't want to put in the effort to make sure everything is accurate. (Especially with Black/White coming up.) I do, however, still have a separate exe from back before I even upgraded to generation 4. It's probably horrible in terms of making things legally (for example, I know it doesn't allow you to specify a PID, it does it for you in the completely illegal way that PokeGen does if you leave the PID editbox blank), but I can post it if you want.
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That sounds like a simple oversight on my part. I'll look into it. Edit: I can't reproduce this or find any problem with moving Pokemon. The only thing I've found is that party Pokemon aren't compacted when one not at the end is moved into a box. Thanks for the reports.
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No it didn't. You set the party count to 1.
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There are a limited number of possibilities per set of IVs. Sometimes none. When I said "so many possibilities" earlier, that was referring to a full search with all IVs varying. As far as the community knows, yes.
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Possibly, but that's not important. (There are so many possibilities that it's unlikely that you wouldn't find a match.) The PID method is simply referring to the different ways the games generate PIDs and IVs. HG/SS, for example, doesn't use anything but method 1 as far as I know. Yes. To the Pokemon community, at least. I have no verification still that Nintendo does such stringent checks anywhere.
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This is being released prematurely just to aid in testing. As you can see, there are a lot of additions/changes. I'm sure there are problems with it still, so don't be surprised. Also, don't use the beta version for save files unless you have a backup. It's more likely that it'll corrupt it or have other unintended effects. Edit: Yes, I know generation of Pokedex codes isn't fully functional. 3.0b ADDED: The PID dialog can be closed (equivalent to the Cancel button) with the escape key. ADDED: Tools menu to house the Pokedex editor and some existing tools. ADDED: Language menu for future translations. ADDED: Support for generating codes for non-English versions of the games. (Edit: Fail double entry.) ADDED: Copyright information has been added to the About dialog. This should've been there from the beginning. ADDED: Code output is displayed in the codes dialog, like it was in the past. ADDED: Support for code output for Japanese, French, German, Italian, and Spanish games. This includes XML exporting. (Note: Codes have not been verified for most of these games. It's possible they won't work, and they could even have unintended consequences. I advise you don't save games unless the codes produce exactly the result you expected. Please report problems in the PokeGen thread.) ADDED: Party count code generation so it doesn't have to be done manually. ADDED: A, B, up, left, down, and right are all able to be used for code activation now. FIXED: A crash could occur when using the PID finder. FIXED: The speed EV wasn't being reset when using "Reset controls". CHANGE: (Internal) The program is now uses Unicode exclusively in preparation for multiple language support. There may be some new bugs introduced by this rather large change. CHANGE: The checksums of all 4 blocks in a save file are updated on every save now, rather than just the used blocks. CHANGE: Pokemon icons are no longer transparent when dragged. The mouse pointer is no longer visible when dragging as well. CHANGE: Party Pokemon icons are always visible now. Pokemon can be dragged to/from the party to/from boxes. CHANGE: Renamed "Flavor text" to "Characteristic" to match what the community refers to it as. CHANGE: Action Replay code generation has been relocated into a separate dialog. Tools > Code Generator CHANGE: File > Load from codes is now located at Tools > Extract Pokemon from code CHANGE: File > Export XML is now located in the new codes dialog. (Tools > Code Generator) CHANGE: Codes aren't automatically copied to the clipboard, again.
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Someone else will have to help you with that.
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File > Save Pokemon Add the file as an attachment to your post.
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If you could upload the .pkm file, I can test it myself. I'm not getting this problem.
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I think this was a problem in an older version. It sounds familiar.
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This can't yet be done.
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Yes, I realize everyone seems to have a love for dialogs that take up 1920x1600+ pixels, but that's not going to happen. You don't redesign the dialog to accomodate this, you add a feature to save the Pokedex to a file. (Or even import just the Pokedex data from a save file.) The above would also make this feasible, rather than pointlessly labor-intensive as either the current dialog or your suggestion would be. You might want to look more closely at the dialog.
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I just thought I'd post some screenshots of the (unfinished, but close) changes coming to see if anyone has any comments on anything I might've missed. The dialogs may change before the next release, but that's not important.
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I don't know about this one. I think the "Pal Park" location is special in this regard and gets automatically changed visibly by the game. (Based on the Pokemon's origin value.)
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I haven't used a Mac(intrash) since i was in high school. I also have no idea how this particular program you mentioned works. If it's giving you some sort of error message or information on WHY it's not running, that could potentially be useful.
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If I remember correctly, the Park Ball is just the Poke Ball as far as the games are concerned.
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Yes, but again, there are things higher on the priority list at the moment. I'll add it to the list.
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It doesn't do anything other than encrypt it. I can't think of any reason to do it. The option is just available.
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Look at the save options when you're saving a .pkm file.
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Maybe take the advice you're given? Considering if you're using an English game, and want to edit Pokemon, there's absolutely no reason to use Pokesav.
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It must be more stringent with Shaymin in particular for some reason then. The typical checks that I've found the GTS to perform were satisfied in my tests, with Fateful encounter added, and it wouldn't accept it. I'll try your .pkm file out of curiosity. Edit: That did work for your Shaymin. I'm not sure what else the GTS is checking on it though. Again, if you could upload the save file, it's almost guaranteed to allow me to fix any potential problems.
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There's some limited information in the tooltip for the method control. Regardless, methods 1-9 are supposedly all possibilities for GBA Pokemon, with differing likelihoods of occurring. 1 is always used on DS Pokemon. 10 and 11 are used on some GBA event Pokemon (I think). CS is obviously for chained shiny Pokemon. The only thing that's left to translate to Spanish is the tooltips. I haven't even prepared these for translation yet, so there's currently nothing you can do in that regard. You'll see a post on here when I have them ready. They could be divided between you and Wylfred, assuming you're proficient in both Spanish and English.
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