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Posts posted by theSLAYER
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20 minutes ago, jojo12100 said:
There are rumours about compatibiliy between USUM and Go, Pokemon would came from an egg with G inside O logo.
Erm, is that from Verlisify's video, or somewhere else? (笑)
The tweet he mentioned, was basically people just trying to confirm what Game ID 34 was supposed to be.
basically:On 1/25/2017 at 1:15 PM, Rei Keima said:If you were to view a 'mon with Game ID 34 in Bank, Bank itself will say it's from GO.
In any case, it will be nice to finally have a Pokemon that 'pretends' to be from Pokemon Go
(or maybe actual one way transfers).I remember you coming to us with a rumour previously (that turned out to be true, I think?),
What rumour was that again? same source? -
@Kaphotics any idea what the issue may be.
While I was unable to reproduce the problem, loading his saves confirmed that Pikachu is no longer following.
(despite at first glance, TID and OT is the same. Can't see trash bytes of OT Name in Trainer Info, tho)
Catching new Pikachu enables the Pikachu to follow, however.I wonder if the name trash bytes changed, and if it matters.
The new pikachu has different trash bytes from the older one,
so maybe indeed, any change in the info tab caused the OT name to be resaved differently or something.- 1
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hiding as requested then.
edit: issue not resolved?
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11 minutes ago, Maddaren said:
Hi y'all!
First of all, i want to tell you that i was planning to start a brand new save on Pokémon Yellow. I Saved on the Moment i was going to battle my Rival. Upon editing after and before Battle, my Ash's Pikachu became a Regular Pikachu (A Legit Pikachu says his name instead of the RB Sound heard) and i believe it is a bug of my own doing or something i can't explain properly. If you can please Fix This Annoying Bug Maybe I'll Rethink About That. Thank You and See You Around.
Enviado de meu SM-J710MN usando Tapatalk
Unable to reproduce, kindly upload your yellow save.
Also, make sure the Trainer ID and the OT Name of the Pikachu matches Your Trainer ID and OT Name.
(I think Pikachu only says it's name, if its yours. Can't reproduce problem if the Pikachu matches my details) -
58 minutes ago, RFAurora said:
So what does the Pikashunium do?
Unique Z move that applies only to Ash Cap Pikachu
Fancy animation, base power 195 and:
" 10,000,000 Volt Thunderbolt deals damage and has a sharply increased critical hit ratio of +2 stages. "55 minutes ago, Ruby Genseki said:From what I've seen, their IVs are random.
---EDIT---
Oh, my bad, didn't notice it had been answered already and now can't delete it .-.
No worries~ -
@Davil I get the feeling you accidentally used the "Report Post" to reply to this.
In any case, the content you sent is here:
QuoteIn Chinese game
Defaultname 「谜拟Q」(F8EA)
Change Nickname & Trainername : Q(31FF)
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25 minutes ago, dow1979 said:
I saved save data of XD(Japan) by the method that told me before and I was going to read it in pkhex, but was no use.
What will you become able to read if you do it?
0x6040 was 01 01 01 00 instead of 01 01 00 00, same as 0x2E040.
There was a message such as the above by a reply of the former topics, what kind of thing will this be?
Kaphotics was saying that he updated PKHeX, as there was a mistake with identifying Japanese Save.
So, you can download the PKHeX and try it with your save -
Hey Legarad, thanks for contributing!
We've already gotten all the entries for Sinnoh Cap Pikachu, as posted a few posts above! -
yes, it's already discussed in other threads that you can't simply restore a save file,
as server logs your game sync ID.
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On 10/1/2017 at 12:07 PM, Wanderer1391 said:
Something interesting that popped up today, someone posted this picture that supposedly shows a Pokemon Sun and Moon demo stand at Milan Games Week in Italy that features a shiny Eternal Floette of all things in the party:
I think it could be true as it doesn't look fake. Sadly I doubt it would ever be possible to get a hold of this but at least we have the picture to show off this oddity. The O.T. being different then the one in the e-Shop demo does seem odd but the person who posted this claimed it was part of a pre made team as opposed to being caught in the demo. Perhaps this is a different demo version they put together for Milan Games Week?
Allow me to analyze and breakdown the scenario above, if the image above holds true:
1. There's a booth for Sun/Moon gameplay, for players to test the game, but it isn't the demo.
Why do I say that? Because besides the Pokemon we see in the Demo, no other sprites are programmed in.
In other words, if you managed to hack in a Eternal Floette, it'll simply show up as a Pikachu.
2. In that case, why is there a Eternal Floette? Is it a teaser for a future release?
Unlikely. If players were really playing actual non-demo copies of Pokemon Sun and Moon,
some fella probably just thought it would be funny to trade over a Shiny Eternal Floette just to mess with people.
Here's a list of red flags (to me), that point at this potentially being a fake,
or someone plugged in their own cartridge, or there were many troll trades, etc etc:
a. It has a Pentagon, meaning originated from Gen 6. (if it's a Gen 7 event, it'll wouldn't have the Pentagon. Even Ash Greninja wasn't set to have the Pentagon, despite being programmatically possible.)
b. The amount of Cherish Balls in the party, doesn't seem like typical gameplay.
c. OT name not being formatted in a way that is reminiscent of events.
d. It being at Lv 100 (the only time a demo-type of gameplay gave you a Lv 100, was XY: You get a Mewtwo to Mega-Evolve against Sycamore, at the end of the demo)
e. If this was a real incident, I'll expect to see more photographs, and even videos.- 1
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ACE code changes generally don't change in the RAM for Long, so change wild Pokemon codes that are adapted usually don't work.
furthermore, the TM25 steps is causing my game to crash (the one where we don't depend on the slider Pokemon)
[i made an error here lol, managed to get it partially working]also it looks like you're just giving cheat codes, not the glitch equilavent
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Information that was tested today:
Format Ver.1.0.5-3, Post Updated Date:20171002_2207
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Ah, using TM25 as ACE, as opposed to Coin Case, seems like a great update.
Let's see if we can adapt any existing guides to it, if it's not too tedious.
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@Holla! it appears the 1xxx offsets are extra (maybe trash or initialized data?)
I've also managed to reactivate my Raikou roamers via RAM using Coin Case ACE XD.
it appears that if you don't set HP data, the DVs will regen during the next encounter.
Also, it's possible to change the species of the roamer.
Relating to what you mentioned about Crystal, while Suicune encounter details are different, I wonder if we activate the third roamer set, would it work. (Plus, we also can change the species. Imagine 3 roaming shiny Mews lol)
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I think I posted this in the event gallery, but I can't say for sure until I check it
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1 hour ago, Kofimatson said:
Yes I know but it doesnt work. Im sending you one that works.
What do you mean it doesn't work.
Import it using PKHeX, allow PKHeX to set it as unused, and it works. -
Using above memory editor, reviving and editing roamers. (Work in Progress)
Branching off from the work done in Crystal to find their location in the ram,
I managed to find Raikou's location in the save, which lead to me calculating its address in the Ram,
and the first set of roamer data is found at 0xDD1A.This is how the roamer's data is saved:
Spoiler(this still refers to crystal ram, not the one I discovered) dfcf species (f3=Raikou) dfd0 level (0x28=40) dfd1 map group dfd2 map number dfd3 current HP dfd4 DV dfd5 DV New game, not yet released from Burned Tower: 0000 ffff 00 0000 Roaming but not met in battle yet: f328 xxxx 00 0000 Roaming after it was met: as above (DVs generated when first met) If caught or killed: 0028 ffff 00 xxxx (level and DVs stay) dfd6 species (f4=Entei) dfd7 level (0x28=40) dfd8 map group dfd9 map number dfda current HP dfdb DV dfdc DV Next 7 bytes unused Suicune: 0000 ffff 00 0000 (at all stages of game) dfe4 map number player was last in dfe5 map group player was last in dfe6 map number player was in the time before last dfe7 map group player was in the time before last The above 4 are one step later most of the time, but the description is for what they are during the instant when it matters. Fly/teleport to the same place does rotate them (so they become the same). dcb5 map group player is currently in dcb6 map number player is currently in Possible roaming location values (written map group, map number, route number): 1803 r29 1a01 r30 1a02 r31 0a01 r32 0806 r33 0b01 r34 0a02 r35 0a03 r36 0a04 r37 010c r38 010d r39 0205 r42 0905 r43 0206 r44 0508 r45 0509 r46 ffff n/a
To activate Raikou in first roamer slot:
DD1A F3 -> é/BZ07
[by changing the 07, species of roamer can be changed; as per table from previous post]So right now, I've got Raikou reactivated, but it's location won't change, even if I fly or change maps.
So to change the Route data, I'm going to arbitrarily select Route 31.
DD1C 1A -> é/DZBZ
DD1D 02 -> é/EZAC
And with that, it's properly roaming again!
We can change the DVs too, to make it shiny!
DD1E 01 -> é/FZAB (to make it have 1HP. this way any DV changes will sticks; if left as 00, game will regenerate the DVs)
DD1F FA -> é/GZ59
DD20 AA -> é/HZ9l
It works!Maybe tomorrow or the day after, I'll do up a table to fully utilize all 3 roaming slots.
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@Holla! btw maybe you could find out where the roamers are stored?
Here's an article on how they're stored in the RAM, and I believe it'll be similar on the save:
https://forums.glitchcity.info/index.php?topic=7524.0I believe I found the offset for my raikou (twice) in GS int save:
0x13E0 & 0x2B82 -
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2 hours ago, Kofimatson said:
Hi! The Hiroshima PC Magikarp wondercard is listed as USED when I inject it into my game
So here is an UNUSED zip file with the wc6 for the Hiroshima PC Magikarp
This wondercard is from this website. I only used pkhex to make the wondercard unused instead of used
We already have the Hiroshima Magikarp:
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6 minutes ago, Legarad said:
Mewnium Z is Wondercard?
Yes, it's in our downloads - event gallery.
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I think all of English and Japanese is covered.
However, German versions have a few extra (I didn't see these in the file):
Ä Ö Ü ä ö üand international versions also has the multiplication symbol ×(not x) :
(maybe it is {0x9B, "\\"} ; there's no note on what this is, and it doesn't exist, so maybe you had it covered)
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35 minutes ago, Kaphotics said:
even though only one naturally exists in the character encoding table.
Regarding this,
Actually Gen II VC allows nickname input of the small characters for ァ ィ ゥ ェ ォ
(IIRC small characters for ゃ ゅ ょ ャ ュ ョ also already exists in Gen 1 nickname usage, but I tested it again too.)Here's an example of Metapod caught and nicknamed in Gen 2, traded to Gen 1, then Poketransported up.
and confirmation that its supports big and small characters:Since we are on the topic of encoding, English ! and ? from Gen 2 can be imported into SM,
but !? from Japan games get ignored (at present).
Lastly, Korean Gen 2 trade >English Gen 2 > English Gen 1 is supported by VC,
however poketransporter ignores korean characters upon transfer. (at present)
PokeBox pokemon file server
in PKM
Posted
I say first and foremost,
depends on what is OPs programming experience, and how much time OP is prepared to dedicate to it.
projects tend to flop when it's just one person without enough time, dedication and experience