Codr
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Everything posted by Codr
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Yes, you could produce a range of values within a set of data, but that still doesn't mean there's a pattern. Also, has this data been proven in any way to be accessed by the game or any of the official "legality" checks? I'd be very, VERY surprised if it's used.
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If anything, all I'm seeing here is that you've proven that the data isn't consistent. You can see the differences with each migration. I don't see any discernable pattern that a program could reliably check for validity. (Don't take what I'm saying the wrong way, I find this interesting and useful, I'm just stating observations.)
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This could make things easier for you as well, if you're not directly editing the save file. It has all of these locations pre-loaded, and properly sets the values for you based on the games you select.
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I don't know anything about what PalPark does to their names, but I see addresses in there. It could just be random data that they didn't care about getting written there because the string is already terminated with the game's null-equivalent.
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What did you have the two "game" settings set to? It's possible that it's not doing the balls properly.
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It needs a PID that properly matches your IDs. The PID generator doesn't go through the entire list of possible PIDs at the moment, which is why I'm upgrading it. I can't give an estimate on when it'll be ready though. I'm almost done with a dialog overhaul, but am encountering some problems.
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I don't really have anything to go off of to try to fix the problem. Does it freeze the instant you run the exe? Does anything at all show up prior to the freeze? Does a certain action within the dialog cause the freeze? Detail is really important for determining what's going on.
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What operating system are you using? I can't think of anything that would cause this in the current code other than some incompatibility with an OS older than Windows XP.
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I can't imagine why that would happen unless you have some pre-existing problem on your PC. What exactly happens when you try to run the generator program? I don't keep old versions around, so I'd rather diagnose what's going on with the current one.
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As far as I know, yes, once they're maxed out (510), they don't change unless you lower them with an item. (Assuming that item exists... I think it does.)
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If you're referring strictly to in-game options, I think there's some way to lower EVs with an item of some sort, but I'm not entirely sure.
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A new PID generator is going to be added soon. I already intended to add a shiny check to it.
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What happens is this: 1. PID dialog is opened. 2. PID dialog's IVs get set to what the main dialog's IVs currently are. (This is done properly.) 3. Select PID from the list and click "OK". 4. Main dialog's IVs get set to the PID dialog's IVs, but with the special attack and special defense reversed. Note that the PID generator's list doesn't update until you click "Generate" again. Anyway, it doesn't really matter. It's already fixed for the next version.
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I know, but considering "Either" is selectable at all times regardless, there's no real point to limit it to male or female if a Pokemon can only be one or the other. That's all I was trying to say.
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Essence is correct regarding releases. It's just when I get around to fixing everything and feel that it should be uploaded. Unless there's a bug that I'm unaware of, it intentionally changes the genders based on the Pokemon you select. ...but I think I know what you're saying. There's not really any reason for it to be limited like that. The current PID generator didn't get much work done to it, as I have a redesign planned that hasn't been completed. It's not surprising that it's awkward/buggy.
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When you click "OK" on the PID generator dialog with a PID selected in the list, it sets the IVs on the main dialog to the IVs of that PID. I just tried and can't produce any problems with it. Edit: Oh, you're right, I must have just mixed them up. I'll fix it in the next release.
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Pokemon that you generate with this program won't. You'd need another code for that.
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You could just use one of the secret ID Action Replay codes to find it yourself. You don't need any sort of connection with your PC for that.
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Then it's not related to the generator. I can't help you with that, sorry.
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I'm afraid I don't really know anything about how Shaymin works. I don't know if what you're experiencing is a result of the generated codes being wrong (which I doubt) or if the game is designed to make Shaymin work that way. The codes are unusually long because when I first started development on the generation 4 games, I had issues with Desmume (emulator) not working properly with the shorter codes. I just tried again and they apparently work now. (Maybe I was just doing it wrong back then too, I don't know.) I'll shorten the generated codes in the next update. They'll be 22 lines instead. I just did a bit of searching and found that these "characteristics" are determined by IVs. The highest IV's value determines what it is. I don't have a list at the moment for you, but http://answers.yahoo.com/question/index?qid=20070726063436AAi8JZB is where I got the information from. I tested and it seems accurate. To add to what's on that page, if all IVs are the same value, it then uses the PID to determine the message. To answer your question, yes, I can add that at some point, but for now, you'll have to figure it out manually. I can't do a quick add for it at the moment as the program is in the middle of some significant changes. http://www.smogon.com/ingame/rng/pid_iv_creation can answer your question in detail. To be brief though: when a PID is generated by the game, it's done by two random numbers being combined. There are then two more numbers that're randomly generated to determine the IVs. The methods listed describe the sequence of random numbers. For example, A-B-C-D means that the first four random numbers were used. A-C-D-E would mean that the first was used, the second was skipped, and the third through fifth were used. This is an important part of Pokemon legality. The generation 4 games supposedly always use method 1 when generating a Pokemon. Event Pokemon can have method 10 or 11 from what I know. As the tooltip says, there are extra bytes (meaning extra data) that we either don't know the purpose of or the data just isn't used by the game. I've provided a way for them to be edited in the event that it's discovered that these bytes ARE needed for legality purposes.
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I'm glad to hear it. Have you been able to use these Pokemon where "hack checks" are done? I'd like to know if they successfully pass through those. Thanks for the feedback, btw.
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You could probably do that with RAM editing, but that's beyond the scope of this program. The data that's manipulated by this program doesn't contain type information of any kind.
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There are codes to let you view it in-game. That's the easiest way to do it. I don't know what the code is, but I know it's in one of the other large threads in this forum section.
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For using the codes, you don't save anything. You need to copy the codes after you click "Generate" and add them to the Action Replay by whatever means it provides. I don't have one myself, so I don't know exactly how you go about doing this. I know that older devices let you manually enter them in a very tedious process or connect it to your PC and use a program to easily add codes.
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You need an Action Replay device to utilize the codes. If you have one, you should be able to easily find information on how to add new codes to it, whether it's manually or by your PC.
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