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Help with getting 3rd gen event tickets to gba cartridge.
theSLAYER replied to Ekkyes's topic in ROM - GBA Discussion & Help
Yeah none of the R4 carts can play GBA games, but yeah R4 + NDS lite should be able to get you your GBA save file. -
Using PKHeX: Importing Wondercards
theSLAYER replied to evandixon's topic in Saves - Guides and Other Resources
How is your post relevant to what you're quoting? Also you must be doing something wrong. The guy appeared just fine for me. (Also I literally just imported a PGT to test) -
Help with getting 3rd gen event tickets to gba cartridge.
theSLAYER replied to Ekkyes's topic in ROM - GBA Discussion & Help
tho I think the OP is planning to use the flashcart to load another Pokemon game to distribute movie tickets. If that is the purpose, GBA flashcart is necessary. Tho if editing the save of an existing pokemon game to do the distribution, I suppose NDS R4 is also needed. I guess what's important, is the OP must clearly spell which option they're going for, in order for us to give accurate information -
Help with getting 3rd gen event tickets to gba cartridge.
theSLAYER replied to Ekkyes's topic in ROM - GBA Discussion & Help
Is there R4 for GBA? I legitimately don't know. In any case, you'll need a GBA flashcart for GBA games. GBA Distros (distributions carts), or alternatively a standard GBA Pokémon game distributing modified event tickets, are both GBA games. -
"It" does not exist. No need to revive this thread. Perhaps youtubers will speculate, but as of writing, an official date does not exist. The Official Pokémon JP site or Twitter will post it if a date ever gets decided. As of now, the movie dates have not been delayed. As long as the movie dates are not delayed, latest time to expect Zarude and shiny Celebi is the movie airing date. If the movie gets delayed, well just wait some more. edit: In case people needed proof (link)
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Help with getting 3rd gen event tickets to gba cartridge.
theSLAYER replied to Ekkyes's topic in ROM - GBA Discussion & Help
@Ekkyes we have a tutorial regarding extracting gba saves from the cart. Once that is done, I can teach you how to import the events into those saves. Finally, using the same tool as mentioned in the tutorial above, you can inject those modified saves. edit: And Yes, you can use 2 GBA and a distro, provided you have a distro or a flashcart to load the distro on. Alternatively you can use said flashcart to distribute wonder cards from Gen 3 games too. (their save will need modified wonder cards that allow distribution) -
The dai_encount file which governs event raids via Dynamax Crystals, typically 0x78 in size, Though various start offsets are inconsistent through the file. This page documents the various offsets found throughout the data structure, in terms of the event raid data. Type Offset Notes (if any) Dynamax Level Stars tier 0x03 Dynamax level = exact value Stars tier = value - 1 Ability 0x04 0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA Host Catch Rate 0x05 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Non-host Catch Rate 0x06 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. Gender 0x07 0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] Shiny Status 0x08 0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) Nature 0x09 Follows table of Natures 0x19 is Random HP IV 0x0A Set IV: 0 to 31. Random IV: 255 ATK IV 0x0C Set IV: 0 to 31. Random IV: 255 DEF IV 0x0E Set IV: 0 to 31. Random IV: 255 S.ATK IV 0x10 Set IV: 0 to 31. Random IV: 255 S.DEF IV 0x12 Set IV: 0 to 31. Random IV: 255 SPE IV 0x14 Set IV: 0 to 31. Random IV: 255 Entry Index 0x16 1 to 300 (one for set for SW, one set for Shield) Species 0x1A Form 0x1E Level of Encounter 0x22 Hex -> Dec, representing level Gigantamax Factor 0x26 0x0 Cannot Gigantamax 0x1 Can Gigantamax Move 1 0x2E Value is Move Index. Move 2 0x32 Value is Move Index. Move 3 0x36 Value is Move Index. Move 4 0x3A Value is Move Index. Dynamax Boost 0x3E Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP Number of attacks per turn 0x46 Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). Shield Thickness 0x4A Hex -> Dec, representing amount of shields 1st layer of Shield at HP% 0x4E Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 1 0x52 Value is Move Index. Extra Move 1 Priority 0x56 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn 2nd layer of Shield at HP% 0x5A Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 2 0x5E Value is Move Index. Extra Move 2 Priority 0x62 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn Raid random drops ? Refers to drop_rewards Raid fixed rewards ? Refers to bonus_rewards List of hex addresses for Dai encounter (from ★Aql7235 Shield to ★And458 on Sword)
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Set chance of obtaining event raids, within the file So the normal_encount block (and the rigel variants) contains data that corresponds to 2 important criteria: 1. What is amount of raid dens you get per reset? (Reset either being day reset, or a reset forced by the player clearing all the dens in that particular sub-region [Base Galar/IoA/CT]. This amount can be a range, tho all events thus far have a the low and high amount set to the same value. 2. Chance of getting the event raid from wishing piece. Note: It rolls ROM versus Event den first. Then, only if it is a ROM den, it rolls Purple VS Red light. ROM light colors adheres to a Rare Purple 12.5% and Common Red 87.5% ratio. (reminder: to not include Event Red into this ratio) Taking the value on the file to be n, take the percentage to be n / 16 x 100%. Using the same n, ROM purple lights are calculated to be (1 - n) / 8. Offsets for entries Sword Shield Low amount on reset 0x11C6 0x46 High amount of reset (Also doubles as n / 16 x 100) 0x11C7 0x47 Credits to Anubis to test the various info and documenting them very clearly. For more specifics, refer to the google sheet: https://docs.google.com/spreadsheets/d/e/2PACX-1vRV1kfoo9vTQMPDtWkJ51yXFz63ekeQYtLYLHBpXSpP3CTbozhwJf8QvNl5fM2q3p_oQw-zPGSFdJhW/pubhtml# Pokemon Data within the file The normalencount file which governs event raids, typically 0x8C-0x90 in size, Though various start offsets are inconsistent through the file. This page documents the various offsets found throughout the data structure, in terms of the event raid data. Type Offset Notes (if any) Ability 0x03 0x0 Ability 1 0x1Ability 2 0x2 Hidden Ability 0x3 RND 1, 2 0x4 RND 1, 2, HA Gender 0x04 0x0 Random 0x1 Male 0x2 Female 0x3 Genderless (if it is random, and the species only has one gender or is genderless, the encounter will correctly reflect that) [note, if the form has only one gender (like indeedee-0 is male, and indeedee-1 is female), random will also correctly reflect only one gender for that form in-game] Set IVs 0x05 0x0 to 0x6, representing guaranteed IVs Shiny Status 0x06 0x0 Standard Odds 0x1 Shiny Locked 0x2 Forced Shiny (Squares only) Host Catch Rate 0x07 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Non-host Catch Rate 0x08 0x0 Appears to be guaranteed caught 0x6 Cannot even attempt to catch 0x1 to 0x5 Ranging from easiest to hardest. Might be a multiplier against base catch rate. Might be part of a different formula from host catch rate. Nature 0x09 Follows table of Natures 0x19 is Random Dynamax Level 0x0A 0 to 10. Entry Index 0x0C 1 to 30 (one for set for SW, one set for Shield) Species 0x10 Form 0x14 Level of Encounter 0x18 Hex -> Dec, representing level Gigantamax Factor 0x1C 0x0 Cannot Gigantamax 0x1 Can Gigantamax Probability Offset 0x20 Move 1 0x28 Value is Move Index. Move 2 0x2C Value is Move Index. Move 3 0x30 Value is Move Index. Move 4 0x34 Value is Move Index. Dynamax Boost 0x38 Float: a multiplier on top of what the Pokemon's Dynamax HP would otherwise be. If the Pokemon has Dynamax level 10 and its normal HP is 100, it has 200 HP when Dynamaxed; if it has a Dynamax boost of 2.5, it'll have 500 HP Number of attacks per turn 0x40 Maximum number of attacks it has per turn, excluding extra moves. If the value here is 0, it'll get bumped up to 1. (A mon can't have no moves now ><) You can see this most clearly with Mewtwo. One of Mewtwo's entries has 3 here. See this Youtube video. Mewtwo attacks three times, not counting its extra move(s). Shield Thickness 0x44 Hex -> Dec, representing amount of shields 1st layer of Shield at HP% 0x48 Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 1 0x4C Value is Move Index. Extra Move 1 Priority 0x50 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 1st shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 1st shield is up, the Pokemon uses it as their second move during their turn 2nd layer of Shield at HP% 0x54 Convert the hex to dec. From 0 to 100, representing % of health to bring up shields Extra Move 2 0x58 Value is Move Index. Extra Move 2 Priority 0x5C 0: Disabled (it mostly only appears for <3-star entries) 1: the move is used as soon as the shields are triggered, and never again after. (FYI this is in the current Wild Area News for the ""Gigantamax Festival"", for 5-star Gengar in Sw.) 2: As long as 2nd shield is up, the move is used at the end of the turn (this includes after moves like Counter from an NPC's Wobbuffet) 3: As long as 2nd shield is up, the Pokemon uses it as their second move during their turn Raid random drops 0x60 Refers to drop_rewards Raid fixed rewards 0x68 Refers to bonus_rewards Encounter chance data 0x70 to 0x88 Length of the list of encounter probabilities. More specifically, 0x70 is usually 0, because that's the "padding" space when the 0x20 offset is 0x54. To be clear: 0x20+0x54 = 0x74 (or +0x50=0x70), so you can see how these fit together. 0x70/0x74 should always be 5. Type Offset Notes (if any) Encounter chance list: for anyone who doesn't want to calculate/think too hard about this.. Encounter chance identifier? 0x70 Non Blank if it's the 1st 1★ raid Encounter chance (if 1st 1★ raid) 0x74 Encounter Chance value Encounter chance (if 1★ raid) 0x78 Encounter Chance value Encounter chance (if 2★ raid) 0x7C Encounter Chance value Encounter chance (if 3★ raid) 0x80 Encounter Chance value Encounter chance (if 4★ raid) 0x84 Encounter Chance value Encounter chance (if 5★ raid) 0x88 Encounter Chance value List of Hex offsets for every entry (starting from 5* Shield to 1* Sword) [Basically think of it in reverse order, starts from largest randroll to lower randroll] Thanks TiddlyWinks for helping with compiling this. The info I had was incomplete :3
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Wild Area Event #12: Duraludon and Charizard
theSLAYER commented on Project Pokémon Bot's file in Sword & Shield
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If you did this an on emulator, and not on the VC, then it’s not legal. Lol.
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What is "Wild Area News"? In Gen 8, Promoted/Event Raids has been introduced as a way for players to try to encounter (and potentially catch) mons that were event exclusive, or have the stuff that are harder to find normally to have a more common encounter rate. Examples of event exclusives: Gigantamax Milcery, Gigantamax Hattrem Examples of 'them being harder to find normally" Any of the featured Gigantamaxes (normally 5-10% rare den only, normally 5* only) How does one update the "Wild Area News" in game? Either grab a Mystery Gift in-game (Serial or Nintendo Network [internet gift]) or use the Mystery Gift -> Update Wild Area News option. How are they stored in the save? They are stored as 4 to 6 different blocks on the save. PKHeX can dump them via the Block Data button. The 4 blocks are KBonusRewards, KDaiEncount, KDropRewards and KNormalEncount. kNormalEncountRigel1 was introduced for Isle of Armor, kNormalEncountRigel2 was introduced for Crown Tundra. The files have been seen on the Event Gallery. How can users import them? Download the .rar, extract the 4 to 6 files from inside the archive, and import the 4 to 6 files into the corresponding blocks. There is a tutorial regarding blocks importing. All 4 to 6 files must be imported from the same index to make the raids appear in-game. What are Indexes? Indexes are the way we implemented to differentiate the various changes to the Wild Area News files made by the server. Indexes can be observed from the files. So far, the first byte in the file denotes the index of the file, and whenever the server updates the Wild Area News, and the server always increments the Index by one, even if the raids are the same. While the index on the first byte is in Hexadecimal, we name the archive in Decimal. (So 0x0E as 14, for example) As an example, when a certain event is ongoing (A), and they interrupt (A) with a different event (B). When (B) ends and they go back to (A), as opposed to using the original index (A) had, they (so far) +1 to (B). At some times, there is no rhyme and reason to why the servers change indexes for the same event distribution. Importing older Wild Area News without rigel1, into saves that are from 1.2.0 and above As of v.1.2.0 of the game, they added a new file called normal_encount_rigel1, which is used to activate wild area events in Isle of Armor. For wild area events Index 24 and lesser, there is no need to import a file into kkNormalEncountRigel1. Importing older Wild Area News without rigel2, into saves that are from 1.3.0 and above As of v.1.3.0 of the game, they added a new file called normal_encount_rigel2, which is used to activate wild area events in Crown Tundra. For wild area events Index 39 and lesser, there is no need to import a file into kkNormalEncountRigel2. What does some of the details in the comments mean? Least/most amount of event dens on reset - the amount of event dens on reset, with the reset either being forced by day change, or by clearing all the dens in a sub-region (Galar/IoA/CT) Chance of event from wishing piece - the chance of getting the event den by using a Wishing Piece. The Event VS ROM dens roll occurs before Purple light VS Red light roll. Checksum over Pokémon encounter data - This gives users a quick look over whether the encounter from the files are exactly the same. For example: An additional point I'll like to bring up: the files are only checksum'd over Shield's Pokémon Encounter area, so that the checksum won't change simply because the index changes.
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Wild Area Event #12: Duraludon and Charizard
theSLAYER commented on Project Pokémon Bot's file in Sword & Shield
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That's an odd question, since Ultra Sun is a 3DS game. I'm assuming you meant save backup. Look harder then. What I'm about to reiterate, can be found in one of our tutorials. 1. Install CFW on your 3DS. Follow this guide. Use at your own risk. 2. Once CFW installed, you can use a Save manager to export your save (whether cart or e-shop download). At that point, you gotta follow our tutorial properly. If you're using JKSM or Checkpoint. Cheers.
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Wild Area Event #12: Duraludon and Charizard
theSLAYER commented on Project Pokémon Bot's file in Sword & Shield
The indexes account for which event in the game first. Index 16 came first, then index 17 (Easter event) interrupted the index 16 distribution. Now that the Easter event ended, GF servers loaded the same event, but as index 18. In other words, even if the mons are the same, they’ll always go up by an index. This happened with other wild area news before. -
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I don't think it was given by official Pokémon JP, that's all I know. I was looking forward to it too.
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Were to trying to be too detailed with your search? mind showing a screenshot?
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Same with the Switch, need to get CFW on the 3DS, then use a save manager to inject the save. Also, paste your replies (from translator) into notepad before pasting them here. Your replies have been in big font, and I shrunk them down for ya ><
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Install CFW on Switch, use a save manager homebrew to export the save from your Switch. Then, use the save on PKHeX. you can inject an emulator's save into 3DS/Switch, then send to Pokémon HOME. Cannot send from emulator straight to HOME. Need to inject the save first.
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Question about hacked raids (Pokemon Sword and Shield)
theSLAYER replied to edwarbad23's topic in Miscellaneous Help
If you were editing the sav for randroll, it shouldn't cause issues (shouldn't change.) Tho if you were bringing an event raid online, yeap you would forced to follow the server For save, I'm assuming it's only the randroll and maybe the stars, because AFAIK Missingno raids was a rom hack for the raid den species. If you brought your Missingno raid online, and it's a common den or rare den (not event den) and it changed, I can only think the server patched it...