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theSLAYER

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  1. you may need to wait a long while. The calculation probably takes a while to reach 6 IVs without shininess, not to mention it needing to reach a specific shiny target. What if you use Star: Keep TID & PID. SID is not visible in-game.. Here's one I found, and all you need to do is tweak the SID of your existing copy. 638 ★ - Cobalion - 8235229E067E.pk8
  2. yeah. Alternatively, you can search the IVs with the shiny unchecked, then perform Shinification (Keeps PID, changes TID/SID) [guide] afterwards. That's normally easier.
  3. not 6, 3. Cobalion is encountered with 3 Guaranteed IVs. No Pokémon in SWSH overworld has Guaranteed 6 IVs. oh you'll definitely find results, just got to wait. What's the TID and SID you intend to use BTW?
  4. you can make star shinies with that tool.. Tutorial: Follow Searching for particular IVs. Make sure you have Guaranteed IVs set to 3. Make sure this option is checked. Set the dropbox to Star, and fill in your TID and SID. (Do this before you start searching)
  5. that is the problem. don't make things from scratch. Just drag the pk4 file into a window with your OR save loaded.
  6. 5th Generation Wonder Card Full Map Mystery Gift Data WC5FULL Offset Description 0x00 to 0xCB The entirely of the PGF, with the exception of the date being blank. Details here. To reiterate, received date will be absent. 0xCC to 0xCD Unused? 0xCE to 0xCF u16 Game Receivability Bitflags 0xD0 to 0x2C9 Distribution Flavor Text. Terminates with 0xFFFF 0x2CA 0x1 for Special Animation/Background. (Appears to be typically used for movie redemptions) 0x2CB Language flag. Determines which game language can receive this event. 1 - Japanese, 2 - English, 3 - French, 4 - German, 5 - Italian, 7 - Spanish, 8 - Korean 0x2CC to 0x2CD Unused? 0x2CE to 0x2CF Checksum is a CCITT-16. (CRC16-CCITT) The range of 0x00 to 0x2CD will be calculated for the checksum, which then gets written to here. Done with references to here: https://projectpokemon.org/home/forums/topic/43342-gen-5-full-wondercard-structure/
  7. As per our rules, anything you perform via hacking, which you can't do to a mon in-game is considered significantly hacked. You can't change a Pokémon's PID in-game. (You can't change a mon from shiny to non-shiny and vice versa.) You can't teach a Pokémon a move it cannot learn in-game (Thus illegal moves bad). Besides breaking our rules, you're also breaking Terms of Service. So just, don't. This isn't a debate, I'm just telling you how it is.
  8. It's not about how you think. Facts, not opinions. In any case, as long as you use it for single player play, it's all fine :3
  9. @yibu if interested, read: https://projectpokemon.org/home/forums/topic/59301-language-and-region-information-regarding-events/ Anyhow, this Victini could be redeemed in a Japanese game, then traded off to an English game..
  10. "original files". like the ROM? Asking for ROMs is against our rules. The original hardware is still being studied, and I doubt we'll hear anything else about it until a breakthrough comes along.
  11. It looks like we receive these questions every year. And I could not find a place that has all the info neatly documented. Thus, I shall do that here. This page governs event redemptions. Before we begin, an important thing to note: Region (in terms of data on carts) were not a thing until Gen 6. As such, for any game prior to Gen 6, any kind of 'locks' were in terms of language locks, not region locks. Gen 1 via Trade JPN games can only communicate with JPN games. Non-JPN games (ENG, FRE, ITA, GER, SPA) can only communicate with non-JPN games. via Mew Machine (retail cart only) Assumed to be language locked, as it is the hardware predecessor to PCNY machines. Gen 2 via Trade JPN games can only communicate with JPN games. Non-JPN games (ENG, FRE, ITA, GER, SPA) can only communicate with non-JPN games. via Celebi Machine (retail cart only) Assumed to be language locked, as it is the hardware predecessor to PCNY machines. via PCNY Machine (retail cart only) According to someone who has looked at the code, there's a check in the code that looks for any Game ID that isn't English and then replies with 'it's incompatible'. It is assumed that such code for particular Game ID searching is from its predecessors. Intermission With the advent of Gen 3, wonder cards were introduced. For this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title and text (red arrows). Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 3 via Mystery Event As far as we know, the scanning of the e-Reader and communication with RS game is language locked. Also, given only JPN Emerald has Mystery Event, that is also language locked. Additionally, JPN Emerald can't used e-Reader cards meant for JPN RS, meaning the usage of those cards are game locked too. via Mystery Gift Limited language locked (JPN vs Non-JPN) and Game pair locked (FRLG vs E). JPN and non-JPN (ENG, FRE, GER, ITA, SPA) Mystery Gift sizes and offset are different between the 2 sets. Mystery Gift sizes also differ between FRLG and Emerald. via Colosseum Bonus Disc Known to be language locked. via GBA multiboot + link cable (typically the distribution cartridges) The ones in public domain are known for being language locked. Good reason to believe the rest are the same. via NDS Download Play Status not known. Until any evidence suggests otherwise, it's presumed to be language locked. Similar to the multiboot method, all it does is inject the mon into the party (which is at the same location dynamic offset wise), yet that is language locked. Since this method is similar to that, there is reason to believe that this is locked too. Additionally, Poke Transfer Lab uses Download Play for Gen 4 -> Gen 5 transfers, and that is language locked too. Yet another reason to think this is locked. Intermission With the advent of Gen 4, wonder cards are now two pages. Besides certain trade events, wonder cards are the way to go for event distributions. For this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title (red arrow) and receiving text (blue arrow). NOT the delivery status (green arrow) THIS: NOT: Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 4 via Local Wireless Based on data from people who used the distribution carts for themselves, as well as collaborations with people who received events IRL, language locked. via Nintendo Network Wireless According to collaboration with people who received the events, language locked. Folder formats for reconstructed server use also suggests that it's split by game ID, which also means it's split by game language. via Slot-2 event injection According to what has been datamined, the Slot-2 that contains Japanese events, only worked for JPN cartridges. Non-JPN (ENG, FRE, ITA, GER, SPA) games required an additional level of checks that the JPN Slot-2 cart could not provide. Anyhow, Slot-2 event injection almost never happened outside of Japan, besides WORLD events. So while possibly not language locked (beyond the JPN vs Non-JPN extent), for that event, the card language was English anyway). Intermission With the advent of Gen 5, receiving text is no longer part of the card that is viewable in the card album. For this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title (red arrow) and receiving text (blue arrow). NOT the delivery status (green arrow) THIS: NOT: Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 5 via Local Wireless Based on data from people who used the distribution carts for themselves, as well as collaborations with people who received events IRL, language locked. Apparently, according to the data table, it is possible to distribute events with incorrect languages (in terms of card text and Pokémon set data), however there were very little entries that fit this criteria. (A.K.A very little entries abused this) 1. Any of the WORLDs entries of that period (JPN and KOR received ENG card. Regardless of whatever language'd game you used to receive the Pokémon, the receiving language on it was forced to ENG) 2. Pokémon Hills Mewtwo (The wonder card text distributed to ENG and JPN copies reflected the correct language. However the language of the OT was JPN on either copy. The ENG copy had receiving language forced to JPN, and the JPN copy had the receiving language null [tho important to note, in a legitimate situation the receiving game would have been JPN, hence the receiving language would be JPN anyway]) via Nintendo Network Wireless According to server data, as well as collaboration with people who received the events, language locked. Folder formats for reconstructed server use also suggests that it's split by game ID, which also means it's split by game language. Intermission With the advent of Gen 6, players can choose to play whichever available language, regardless of the region of the cart. People commonly confuse language with region, don't do that! As elaborated in the link provided, only certain regions + game language combo would have access to the appropriate card language. For the record, for this Gen + wonder cards, when we refer to language, we are referring to the language of the content in the title (red arrow) and receiving text (blue arrow). NOT the delivery status (green arrow) This: Not: Not to be confused with the preset origin language (tho it should be set to follow receiving game for the most part). Gen 6 via Local Wireless or Infrared Based on data from people who used the local distributors for themselves, as well as collaborations with people who received events IRL, not region locked. via Serial Code According to server data, as well as collaboration with people who received the events, mostly region locked. There are certain exceptions, spoken in more detail here. via Nintendo Network Based on server data, region locked. Gen 7 (3DS) via Local Wireless or Infrared Based on data from people who used the local distributors for themselves, as well as collaborations with people who received events IRL, not region locked. [There were certain mistakes that made people receive the wrong language'd wonder card for their game, but in any case they're still locked to that "incorrect" version card] via Serial Code According to server data, as well as collaboration with people who received the events, mostly region locked. There are certain exceptions, spoken in more detail here. via Nintendo Network Based on server data, region locked. via QR code The QR codes are region locked. Intermission With the advent of main series games being on the Switch, regions are no longer a thing. Additionally, wonder cards are no longer split between languages: a single wonder card can now hold all the various OTs for different languages. In addition, there is no hard set card title (the 'card titles' they used can change with game language) and no hard set card description (the 'card description' they use can change with game language). Gen 7 (Switch) Not language locked. Gen 8 SWSH - BDSP Not language locked. Gen 8 PLA Not language locked. Events have met dates that match server date/time rather than console date/time. Gen 9 SV Not language locked. Events have met dates that match server date/time rather than console date/time. HOME Not language locked. Events have met dates that match server date/time rather than console date/time. So that's all for now. Do post if there's any missing method or something. Do note this isn't a FAQ thread, so questions falling under that definition would be deleted and unanswered.
  12. [As a disclaimer to those reading this post without reading anything before, this relates to Gen 4 and Gen 5 events] The information is known and confirmed by those in the community. In addition, while the data cannot be seen by those who attended IRL events, it matches up with the experience of those individuals that experienced it independently. (They were not able to receive wonder cards on the other language carts that they brought along). Finally, while not the same medium as local events, the same phenomenon was noticed by those that tried to redeem cross-language events online. Granted, this information is like, 10-15 years old by now, but there has been nothing to refute it. (There is a notable exception for one of the WORLDs in Gen 5, but that is about it) [In addition, I'm talking about real server and real events when it was those games' time. Not talking about fakeGTS and fake servers what not.] And to respond back to your older post (which I must have missed): yeah, region free for local is a Gen 6-8 thing. In terms of data and carts, regions didn't exist prior to Gen 6, but languages were a thing. Gen 5 events were definitely language locked (unless they specifically tried to bypass it, like one of the Worlds). If you got any kind of evidence that challenges the known information, I could look into it :3 edit: hope this helps: https://projectpokemon.org/home/forums/topic/59301-language-and-region-information-regarding-events/
  13. You can, but it would require looking at the data of distribution carts, and download that is piracy. Big no no here.
  14. For the record, this method doesn't make your Pokémon shiny. If you used any value larger than 8 (basically from 0x09 to 0xFF), it basically lowers the xor threshold for them to *appear* shiny. Focus on the 8/65536 part. Now, recall that you've modified an 8. That's what you changed. So by changing the value away from 8, you're merely increasing the range of Pokémon that would appear shiny in your game (even if they weren't) So with that same PID, if the mon was transferred/traded away to other unmodified games, they'll continue to be non-shiny. Here's an example. I got the exact same Gengar, and it appeared shiny in-game, while not being shiny in PKHeX. (If you have doubts, here's the pk4: 094 - HAUNT - 9B274A7D4DCF.pk4) Anyhow, this definitely works, and is fun for single player play. Just don't expect the shininess to retain if trading/transferring out.
  15. It's in there. I don't intend to add any further HOF support into that program, or my HOF extractor.
  16. @cdavis1216 don't use reviews to ask questions. Also, if shiny max raid legendary is marked illegal, it's because it was genned incorrectly. Read the shortcuts in PKHeX. The shiny needs to be xor=1.
  17. so once the edited save is imported into your game, you can make a save state of that, and continue to use save states. Just remember if you want to edit anything else, you gotta save in-game, load the dsv into PKHeX and then export from it, and not load save states while reloading the game (for that instance).
  18. Okay try this. 1. Set this setting 2. Load your save from a save state. 3. Save in-game twice. 4. Close the emulator. 5. Load the dsv into PKHeX 6. Make changes in PKHeX. 7. Export the edited save from PKHeX, have it be named the same and be in the same spot as the original DSV (basically save over it) 8. Open the emulator, load the game, do not load any save states 9. Lemme know how it goes.
  19. don't do that. Just play the game normally, without loading any states. The DSV is a save of the game, and when you start the game, the game loads the DSV into memory.. If you load any older states, you're forcing the emulator to load the state into memory. Which effectively force overwrites the memory. So just try to load the game normally without save states, then let me know how it goes.
  20. okay. How are you loading the game? Is it by loading a save state by pressing one of the F<numeral> (such as F1) keys?
  21. @DRElikeTHEdoctor Did you export the edited save from PKHeX? Close PKHeX. Now reopen PKHeX. Try loading the "supposedly edited" dsv back into the new window of PKHeX. Are your changes there?
  22. That's not a dsv. That's a save state. I don't think any save editors work with save states. Which also probably mean you used Desmume's menu to save, instead of saving within the game. Please save within the game twice, then try using the dsv in PKHeX (after you close the emulator). The dsv should be in the Battery folder.
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