NekoSabrina
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NekoSabrina last won the day on April 30 2020
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22 ExcellentAbout NekoSabrina
- Birthday 12/20/1984
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There actually are ways to make the E-Reader content work in BN4 and 5 (not 6, that data was actually gutted) outside of hacking, but you have to be somewhat resourceful to do so. At least then you can get copies of Duo, PrixPower, TwinLeaders, and ChaosLord that have their names and images intact (as well as run the Mod Cards which were another fun E-Reader bonus for BN4-6....although they kinda suck in 4 because 90% of them give you HP bugs when using them). There's a site that's really good with various things regarding Battle Network and Star Force (and you can find some interesting little things like tools, mods, and romhacks if you dig deep enough) called The Rockman.EXE Zone. As far as I'm aware, though, I don't think something like PKHeX exists for the BN games at all (kinda wish it did, though it's not that hard to get what you want if you know what you're doing). As great as the Legacy Collection was, it did come up a little bit short in ways it could have made the experience easier for the average player (like the ability to trade between your own BN3 White and Blue saves, for example). Too much content became reliant on the online functions. I hope they're able to address that whenever a Star Force legacy collection eventually rolls around (though I wonder how they're going to handle Star Force 2's weird version setup).
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I was recently going through some old Gecko codes and a couple of them have proven...interesting. The codes in question are for SD Gundam G Generation Wars (game ID R77JAF), and while they do work, they seem bloated or poorly formatted. Here's an example piece: C23459B8 00000004 3B800000 7C00EA14 3B9C0001 2C1C00XX 41820008 4BFFFFF0 3B800000 ?0000000 E0000000 80008000 This code is a Character EXP modification code (if xx = 02, then EXP x2, if 64 then EXP x100) and while it does work, it's been a little touchy at times. The ? is a bit of an oddball, in this code that digit is a 0, in a similar code it's a 6 (which I'm thinking it should be). Based on research I've been doing, it's a roughly put together code given its structure. Does anyone know how to clean this code up to make it less bloated and more reliable? For point of comparison, here's the same code for the sequel game SD Gundam G Generation World (SDJJAF): C217096C 00000002 80930048 1C8400XX 60000000 00000000 I know it's not exactly a fair comparison because it's two different games, but this code does look much neater and I've had no issues with this one.
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I'm having a lot of trouble trying to find information about .NET 7's OS compatibility. Is this indirectly the end of PKHeX's support of older OS or are Windows 7 users still going to be okay?
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Event Flag Editing Help (Gen 3)
NekoSabrina replied to PokemonGBAhax's topic in Saves - Editing Help
Getting the National Dex in FR/LG actually has nothing to do with Celio's sidequest for the Ruby and Sapphire. You do need to be in the Hall of Fame, but you need to have at least 60 Pokemon listed as owned in the Pokedex and you need to have rescued Lostelle from the forest on Three Island. Generating Gen 2 and 3 Pokemon with PKHeX is pretty much the only way to get them in FR/LG without the National Dex. Trades involving Eggs and any non-Gen 1 Pokemon are blocked (even from other copies of FR/LG) and any attempted evolutions into said Pokemon will fail. -
Pokemon D/P Great Marsh, Swarm, Trophy Garden finds...
NekoSabrina replied to NekoSabrina's topic in Saves - Research
Very interesting. So that's how the Great Marsh Pokemon are sorted out (and maybe my initial assumption about what each byte does was slightly off). I was figuring maybe there was maybe something to the little endian order of the bytes when grouped together, but studying them individually is easier to do the other way. Kinda curious what those random two extra bits do, if anything, though. The post-National Dex slots in D/P are split between Wooper, Quagsire, Azurill, Marill, Bidoof, and Bibarel pre-National Dex but I don't know which ones correspond to which slot (only that Wooper and Azurill take two each and the others one apiece). -
Some time ago I had a few misadventures looking into how some stuff worked in the old Gen 4 games. Fast forward to now, where I have a little more experience looking at how games work thanks to studying some other games (specifically Mega Man Battle Network), I came back to take another look at this problem and actually found some interesting data The highlighted bytes are the Great Marsh Pokemon, and it's rather interesting how these bytes behave based on the testing I did with them. The first byte controls the daily Pokemon for both Areas 1 and 2, the second Area 3, the third Areas 4 & 5, the fourth Area 6. In the configuration shown in this save file, Areas 1 and 6 had Croagunk, Area 2 had Yanma, Area 3 had Staravia, Area 4 had Drapion, Area 5 had Carnivine. Using an old Gen 4 save editor that had the capability, I changed each area's daily Pokemon to Kangaskhan and watched what happened. Editing Areas 1 and 2 changed the first byte (to 97 and E0 respectively), editing Area 3 changed the second byte from AE to DE, editing Areas 4 and 5 changed the third byte (to 3B and 76 respectively), editing Area 6 changed the fourth byte from B7 to AF. I don't know exactly how the Pokemon are calculated from this (especially with the first and third bytes), but based on the old editor's data the Great Marsh Pokemon are arranged as follows: The next four bytes after the Great Marsh are the Swarms, which seems overly complicated for handling one daily Pokemon at a time (Makuhita, in the case of the save shown above), but I think PKHeX is actually able to manipulate this through Block Data (though you need to know what you're doing). Once boiled down, the Swarm values are as follows: 72DC and 72DE are the Trophy Garden Pokemon, with C being the current day's Pokemon and E being the previous one. These are far more straighforward than the Marsh and Swarms, with basic hex values: Now one last interesting tidbit, I did find this data in the game's ram, but there's a bit of a catch Unfortunately, this data floats around the 02274700-4800 range, so it is impossible to edit by Action Replay without a way to make the locations of these bytes static (even then, the complex nature of the Marsh and Swarm makes them difficult to even live edit in an emulator's memory viewer without knowing how they work). Still, it allows the ability to study this data with the game in motion (and for the record, that day's seed translates to Skorupi in Marsh Areas 1, 2, and 6; Paras in Area 3, Roselia in Area 4, Kangaskhan in Area 5, and a Dunsparce Swarm). Unfortunately I don't know how all of this translates to Platinum, but it really seemed like this was an area of Gen 4 that hadn't gotten a lot of research, so hopefully it helps (and hopefully someone with a lot more time and patience than I do can finish the research on the Marsh).
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I've run into a similar problem. After downloading the latest version of the Feebas Locator, it seems to work for Gen 3, but not for Gen 4 (and I've tested both dsv and sav files)
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Kinda hard to tell where to post things not related to Pokemon around here, but here goes... I've recently gotten into prying into the code of the Mega Man Battle Network series, with my current aim to make some AR codes and maybe eventually moving onto actual modding. However I've come across a rather interesting problem while doing so - in my current hunt for a specific offset, it has been impossible to find in Battle Network 1 (and it's remake Rockman.EXE: Operate Shooting Star), but in every other game has been relatively easy to find with the right knowledge. So to those of you coding veterans out there, is it common for first entries in series to be rather janky and hard to work with and subsequent entries become easier (like Gen 1 compared to Gen 2), or does it just depend on the games in question? Also if anyone out there actually knows their way around the code of old Battle Network games, any insight on BN1's clunky code would be appreciated (particularly in regards to the offset that controls the reward obtained from battle).
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Question about some Gen 4 offsets
NekoSabrina replied to NekoSabrina's topic in Saves - Editing Help
Bringing this topic back from the dead with a little bit of research I've managed to do in the meantime. I've gotten nowhere so far in terms of Safari Zone editing, but I did find another useful event constant pertaining to the Underground. Event Constant 71 is the number of Fossils you have dug up. It's not useful for a whole lot beyond getting the Red Crystal from Mr.Goods, but at least now there's something to tie that stat to when editing Underground info. If I can get melonDS to cooperate, maybe I can try to dig up some more of the Underground's secrets. -
Weird thing is PKHeX calls them perfectly legal when they're still Eggs (when they're eggs, Met Location is set to Link Trade (Egg) and Egg Met Conditions is set to Day Care Couple, reversing them flags them as illegal). Also no other eggs I've hatched this way come up with this flag either and I set them the same way (albeit with Origin Game set to Diamond, Pearl, or Platinum) EDIT: Confirmed. If I change the Origin Game to Diamond, Pearl, or Platinum and change nothing else, PKHeX changes to listing them as legal. For some reason, it only seems to be an issue with the Origin Game being HeartGold or SoulSilver (...and why would it say the hatch location is illegal if it's a matter of the game of origin?)
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I didn't even really notice this right away, but looking at some Pokémon I hatched in Diamond, I've noticed a strange flag on them that I'm pretty sure shouldn't be there. I'm pretty sure Sandgem Town is just as good a place to hatch eggs as any, so why the error? Also game of origin is meant to be SS (they're supposed to be "traded" eggs, and they were perfectly legal before, I think)
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Well here's what it says on Bulbapedia in regards to obtaining the blocks: After the player has both received the National PokéDex from Professor Oak, and 3 hours of gameplay have passed after completion of Baoba's second challenge, Baoba will call the player to tell them that he has come up with a new idea for the Safari Zone. After receiving this call, the player will be able to place blocks in each active area of the Safari Zone. Each active area can contain up to 30 blocks at one time. Initially, the player will have access to only 6 block items. After another 3 hours of gameplay, Baoba will call the player again and add 6 new blocks. This cycle will repeat 2 more times until the player has been granted access to all 24 different block items. So it's time-based going by actual game time, not the clock. That being said, as far as I'm aware, there is no way to edit the Johto Safari Zone currently in PKHeX, though it would certainly be a very useful feature to have in the future (particularly as a shortcut to the crazy long time it takes to level up the Safari Zone blocks needed for certain Pokémon).
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It's actually not so much a matter of a flag, but there's definitely a way to edit the records so you can fight the Frontier Brains faster (I actually did it using PKHeX and it wasn't any problem at all). The key thing is there are some details you need to be aware of to make sure it works. The obvious one, make sure you're editing the records of the Level class you're trying to run (since editing the L50 records won't do you any good if you're running Open). The second one is there are two fields to edit: current streak and record streak, with current being the important one in this instance. Lastly, there is a checkbox marked Continue. You want that checked, because that will signal your streak is still active and hasn't been broken by a loss or ragequit (if you're doing this on emulator, save states are your best friend in the Frontier). Now, the way I did it is I set the streaks to the start of a run where the Frontier appears at the end (still had to go through all the trainers and whatever to get there). Not sure if there's a way to skip directly to them given the way the game handles this stuff.
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Question about some Gen 4 offsets
NekoSabrina replied to NekoSabrina's topic in Saves - Editing Help
Well, I did experiment a little earlier. This old program does definitely work in editing the daily Pokémon in the Great Marsh, but it is very rough to use so it would be nice if that functionality could get folded into PKHeX in the future (haven't tested Swarms or the Trophy Garden yet, but it seems to be capable of that too). For the sake of research, I'll toss in a couple of saves (one pre-edit, one afterwards). Here's the specifics on what's in the Marsh in those saves (confirmed both by PokeEdit and actual in-game encounters) Area 1: Paras before edit, Shroomish after edit Area 2: Roselia before edit, Exeggcute after edit Area 3: Yanma (left unedited) Area 4: Gulpin before edit, Kangaskhan after edit Area 5: Skorupi before edit, Drapion after edit Area 6: Carnivine (value changed after edit) Unfortunately these changes are not detectable by PKHeX, so it'd take someone who really knows how to dive into the save data to make sure where those go Pokemon Diamond Old.sav Pokemon Diamond.sav -
Unfortunately things still seem to be broken in terms of being able to write/edit Gen 4 event constants (which it seems a lot of triggers in Gen 4 are rather than event flags)