Jump to content

Codr

Former Staff
  • Posts

    1576
  • Joined

  • Last visited

Everything posted by Codr

  1. Are you referring to the Pokemon ability "Synchronize"? I would assume so, since it deals with nature, which is an aspect of the PID. I'd appreciate some more information if you wouldn't mind elaborating. Also, SteveBob, would you mind posting the .pkm file you used in the screenshot? I'd like to see the values in it.
  2. Although Leondarkfury's post was a bit late, I'd like to add that the PID finder in PokeGen is more accomodating than any others I've seen.
  3. Use a code (assuming one exists... yes, I know you don't want to know your SID, but the target Pokemon's) or you could probably just load the save file in Pokesav. It should let you edit the Pokemon and view the secret ID.
  4. The tooltip for the "shiny" checkbox in the PID Finder tells you this, although I guess it can be a little unclear if you're not very familiar with the process.
  5. There's absolutely no reason to use Pokesav for this. You need a PID to match your trainer IDs in order for it to be shiny. The PID Finder lets you find one.
  6. *sigh* I still don't think it's worth it. The difference is like a few seconds.
  7. So when you're using a code for multiple Pokemon, you cram it all into a single AR code, rather than multiple code entries with different names? That's what makes it more tricky, trying to cater to different ways of doing things. Regardless though, yes, that's a massive code change that I haven't thought through fully. I haven't made any definitive decision on it yet. Edit: There's an alternative that might suit your needs without making me have to do a ridiculous amount of work. I could add an option to append codes when you click "Generate", rather than always making a new list. That obviously wouldn't let you make changes to already-generated Pokemon, though. It needs a 16x16 and 32x32 image. If you want to make something, feel free. It's not hard to make something better than what I did.
  8. I uploaded the fixes. I also decided against XML support, considering how nearly useless it is.
  9. I can't reproduce this. If you can post the two .pkm files you're using to accomplish it, it would help. I can check the code to see if I see any problems in the meantime.Edit: I've checked and I don't see any problems with the code. I'd still like to see the .pkm files you're apparently causing this with, though. I checked and there are issues with the way it's loading the data. I'll fix it. It's still not going to be perfect, however. Platinum and HG/SS all set the location data in exactly the same way, so there's no way to differentiate them unless the location is beyond the Platinum range.
  10. So that's what the point of the .xml file is in Pokesav. I could definitely add this, I'd just have to do a bit of research first. At the moment, however, the most you can do is copy/paste, which I'm guessing isn't fast enough, or maybe you just don't know how to utilize it. I don't know why nobody else has mentioned this yet. As I've mentioned before, I don't currently have the hardware to do any testing on. Edit: I just watched a video of the Action Replay code manager and saw the person paste it directly in there. Why not do this? Edit2: I was able to download the AR code manager and use it without having the actual hardware. I can add .xml output to the calculator quite easily... it should be in the next version.
  11. Your secreit ID can genuinely be 3. However, keep in mind that your Pokemon's trainer name and trainer gender must match your character's as well, not just the IDs. Btw, I suggest using the program in my signature over Pokesav.
  12. This more closely matches what you were looking for, assuming you're using AR codes.
  13. The only codes that're important are the ones you have ACTIVE at the time of trying to use the box code. You can just eliminate this possibility easily by not using any codes at the same time. If it works, obviously there was some code interfering.
  14. We'd probably need more information to be able to identify your problem. My best guess would be that you have another code interfering. Either that or you used PokeGen with no activation button.
  15. I'd just add a help file to the download that explains some of that in more detail before I'd put it into the program itself. You might be surprised by this, but I have yet to even play through any of the generation 4 games completely, so I don't even know anything about this particular event. It's a little bland, but I'm not exactly adept at making images look good.
  16. Well, it takes literally 1 second to compile it and maybe 30 seconds to update the post. It's not as if it's a huge task. I don't think doing this would be legal. This is what .pkm files are for. I wouldn't go through the trouble of basically hard-coding a ton of them into the exe. It just doesn't make a lot of sense. (No offense.) I don't mind any suggestions at all. I just can't implement all of them though. Still, the effort is appreciated. That would be nice, I guess, but I honestly don't have the desire to set up or maintain such a thing.
  17. You're welcome. It's nice to see that the work is appreciated. It's too bad some people are too stubborn to try something new though. Pokesav is very cumbersome to use. Are you referring to base stats? With 2.0, the resulting stats WERE added, so I'm confused.
  18. Codr

    PID type

    Is this a bug, or is it supposed to produce two types at times? Disregard the rest of the data. I was doing a test of my PID finder to see how long it took it to find a B-A-C-D ® shiny PID and wanted to see if it was properly recognized.
  19. Thanks for the feedback, as always. I don't know anything about those two things. I'm willing to consider them if you can provide some more information.
  20. I've uploaded 2.0. The updated PID finder (previously the PID generator) was finally completed, plus some other major changes. Read the versions.txt file, as always.
  21. Do you happen to know exactly what it checks for? I'd be interested in finding out. Also, I guess considering the alternative data there when a Pokemon isn't from PalPark, it would be a pretty consistent (if not perfectly so) check. I believe all other sources result in zeroes or 0xFFFF placed in the extra name bytes.
  22. I'd be surprised, again, if it does this in a way that's going to properly validate every real PalPark Pokemon that's thrown at it, unless it's extremely lenient.
×
×
  • Create New...