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POKEMONMASTER260

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Everything posted by POKEMONMASTER260

  1. I don't care. I'm doing this 4 me. And if you wanaa look at how this benefits others, put it this way: If I can get this working, we can trade Rental and Registered Pokemon to RBYGSC. Imagine the possibilities...
  2. Okay, so NOA or something has/had this magazine known as Pokemon Fan. I just remembered that a response to a letter to the editor confirmed that Emerald was originally going to be released b4 FRLG, however since FRLG was a lot more into development than Emerald was, they did it the other way around. Frankly, I believe this was confirmed in the Destiny Deoxys issue. I would like to post the info in Bulbapedia & the Cutting Room Floor, but obviously I need a source. So can anyone who has the Destiny Deoxys issue confirm that's the issue? Obviously this doesn't NEED to happen, but if you have it near you, it shouldn't be 2 much, should it? Thanks, M260
  3. Thank G-D! EDIT: So Wi-Fi Mode, the only mode I can use, isn't supported yet... D:
  4. With all the updates that happen, someone's gotta start a team to regularly translate it like Project Pokemon did with Pokesav...
  5. Thank you, I'll try it! . EDIT: Trying to go to the full Rental Aerodactyl in hex: "No readable memory found in the region you specified..."
  6. Okay, so here's everything I've got so far: (The 1st thing obviously only refers to GSC, but it's the only thing I got, so I'm hoping it's close enough:) 1. According to here, http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_II , a Gen II Pokemon, (in code,) starts with its species & ends with its Special Defense. 2. The Species Address is 3AFF7137. 3. The SD Address is either1AB4D8 or 1AB4D80. The method: use this info to copy the entire hex of the Reg Pokemon when being sent out to replace a Pokemon being traded in the Trade Machine. (Via a mem viewer like Cheat Engine.) The problem is? Nothing happens. Please help! Thank you , M260
  7. http://nsider2.com/forums/index.php?showtopic=573278 http://nsider2.com/forums/index.php?showtopic=573281
  8. Um, Wine's more for Linux than it is for OSX...
  9. Does this support importing pkms as a CPU's pogeymanz yet? Or does something else? (Or, of course, nothing does?...)
  10. Wow, I was at least expecting flames eventually, but no comments this whole time?
  11. Well, I'm that guy who made a project to approximately convert the hidden values from the old games into the newer games. You know, the Trade Project. A while back, I said I might have a way to implement automation in C++. Well, for 2 reasons, there's been absolutely no work: 1. I still don't have a DexDrive for N64, a Neo Myth Flash Cart for N64, & a GameShark 3.2 for N64 2. I'm not that much interested in Pogeymanz anymore, most of my days are spent on developing New Beginning Linux now Anyways, for all you C++'ers out there, just tell me if this development design has any chance of functioning: Well, start out with simple file update code. You know, the kind where it opens up a specific file & makes an updated version via another file. The input will be set to an n64 file, (DexDrive N64 Save File,) the file being used on the input to create the output will be a ptp file, (which will really be a text file that's just saved as a ptp,) & the ouput will be a pkm file. Now, here's where it might get interesting. I need to find out exactly how the hexes in those files work. With the pkm, we can easily look at the Project Pokemon Data Structures & look through a hex editor if I need to for some reason. With the n64, first I'm gonaa convert my Stadium 2 save file to a Mempak save file with GS. Then, I'm gonaa dump it with DD. I'm gonaa dump my Stadium 2 ROM with the Myth Cart for legality reasons. I'm gonaa see if I can use the n64 as a save in that while using in PJ64. If not, Plan B is going to be attempting to open the n64 file & just stop at the part where Windows says it can't be opened. Then, I'm gonaa use Cheat Engine to figure out exactly which hexes identify Registered Pogeymanz. Then, in the C++ code, I'll set the pkm & n64 files to ios::binary, (but obviously not the ptp file,) & basically make it use the Trade Project formulas for the appropriate hexes. Then, I'll just make a tutorial for the user to edit the pkm file & replace all the garbage with good stuff, since it'll essentially be a messed up n64 file with a pkm extension. Note that I thought of this as soon as I started looking at C++ altogether. And considering how it is, I highly doubt it's gonaa work. I just wanaa know for sure. Thanks, PM260
  12. Don't think I'll need it. I essentially plan on understanding how the hex codes in a Pokemon Stadium 2 save works by a combination of Cheat Engine & Project 64...
  13. Uh, trust me, a lot's happened since those days. Yes, my latest main project, (Infinite,) along with almost all of my previous projects were developed n00bishly, but trust me, this is just me & C++. And I know how I plan on execution, I just need some tools...
  14. Well, it seems I'm closing in on how to implement it...so implementation should begin soon after I get some N64 tools... BTW, I'm surprised no one's replied. This is the 1st attempt at programming a way to destroy the gen compatability issue & no one's replied...
  15. Well, actually you don't have to start all over again with a Flash Cart. NDS Backup Tool Wifi has both a nds file, (the game,) computer backup feature & a sav file, (the save file,) computer backup feature. 'Course, in Platinum the sav backup doesn't backup what's on the Vs. Recorder, (there might be a fix by now, haven't checked,) & in HeartGold & SoulSilver, (for the sav backup,) you need to either use an EMS NDS Backup Adapter Plus instead, (which is a product actually meant for DS computer backups, despite a Flash Cart being meant for DS homebrew, of which NDS Backup Tool Wifi is one of,) or due the risky business of soldering HGSS first... To solder correctly in this situation, there's some guide on it somewhere...
  16. Hm, IDA Pro seems to link each Hex Value with each text value...if only I knew NDS pkm hex...
  17. Well, I posted this in an exclusive "area" of the internet, but I guess I might as well tell what I did here: Basically, the popular theory was that Gen V's region would take place in America. As the starting city was revealed, the similarities between it & New York City were noticeable. Thus, a possible conclusion was that the region was based on New York State. But then, the names, (at least in the Japanese version of the games came, "Isshu," &, "Hiun City." I tried to connect Isshu to NYS & Hiun to NYC. After a lot of tries, Isshu & NYS didn't connect, but on the first try I could see a similarity between Hiun & NYC. Hiun Scramble letters in appropriate order: NuHi Replace, "H," with letter it's pronounced as in Japanese, "C:" NuCi NuCi...New City?
  18. Hey, for Project Missing Link Cable, I need to understand exactly how NDS pkm files & N64 sav files work in a format inputted into a pure text editor like Notepad. I haven't tested it yet, but IDA Pro seems to have sav compatability. 'Course: 1. It lists the file type as PDP-11 executables. 2. What I have in mind is linking the values to the plain text, which, (although I haven't looked into it,) have only done so far with strings. So, finding one for N64 sav's would be good too, but I guess NDS pkm's should come first. Please help! Thank you, M260 EDIT: Hmm, this might help: If I can use this to find the Hex Values & link the to the plain text in IDA Pro...: http://projectpokemon.org/wiki/Pokemon_NDS_Structure
  19. POSSIBLY THE BIGGEST UPDATE THIS'LL EVER HAVE!!!!! http://projectpokemon.org/forums/showthread.php?9055-The-Pokemon-Trade-Project-as-an-actual-program-Project-Missing-Link-Cable&p=78504
  20. No more simple math formulas, no more non-coded shells... THIS IS THE REAL DEAL FOLKS! Project Missing Link Cable is an attempt to implement the work of The Pokemon Trade Project, (which I started in 2009,) in a C++-based application. Forget about PKMDS & all that, every file used will be developed by moi & will be based on basic code. So that means, (as it will be open source,) ease of modification & development & having a more made-for-the-project approach. Yes, you can not believe it as much as you want, but if this comes to fruition...well, ya know. It will use Pokemon from Stadium 2 Registered for the following 3 reasons: 1. The most kind of Gen I & Gen II Pokemon can become Stadium 2 Registered ones. (Gen I main game Pokemon, Gen II main game Pokemon, & Stadium 2 Rental Pokemon.) 2. The Registered Pokemon system's a Uber Cloning Machine! (lol.) 3. It's all I have left of Pokemon from my accidentally overwritten Crystal file... I hope this not just meets, but exceeds everyone's expectations. Have a nice day, M260
  21. Never mind: "Directly use of software libraries made by other .Net programming languages and programming systems" Plus the fact that it seems to be based off of C#. In short, the PKMDS Code Library should work.
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