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theSLAYER

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Everything posted by theSLAYER

  1. Well it does store PID for your team. And yeah I couldn’t find PID for the Spinda you sent earlier. So it’s probably broken up or precalculated spots. That was definitely Quilava’s moveset tho. Maybe there originally was some function that utilised the moves of a Pokémon to increase chances of finding stuff? Don’t really know what they’re thinking at this point. It’s not new for them to have extra stuff stored. They do the same for wonder records in recent Gens..
  2. That’ll be interesting. Either the sprite is sent, or it reconstructs the sprite based on PID (like maybe it has a base Spinda with no dots), then tosses it out. Would explain why we can’t find the PID. I mean, it does have flags for Unown, Spinda, Arceus, Gender (presumably for gender differences)
  3. Gender differences and form differences have unique flags in the data, so they're easy enough to identify. I wonder if the PID was truncated to something else, so that the spots show up correctly. It would be why I can't find the PID but the spots show up right. It shows the moves what Quilava have, and the level being 25. If it at least showed the IVs, I could try to work backwards to calculate the PID For the section that has Quilava, this is literally all the data there is in the structure: If you're curious, this is the line of code. u16 => 2 words Example: Species => 9C 00. Then take endianness into account, reverse the words and you get 00 9C. Convert that from hexadecimal to decimal (windows calculator in programmer mode can do that) and you get the value 156. 156 is the Dex ID value of Quilava. u8 => 1 word. Example would be to look at level. After linearly looking at all the values, level's value is 19 in hexadecimal. Now convert that to decimal, and you get the value 25. So the level is 25.
  4. That makes sense for teams, that they send partial data over to recreate your team on another walker. The issue came about due to Spinda appearing as-is on the walker. I don't use the walker much. Any idea what is this screen on the walker? What's the conditions for triggering this screen. Just being able to send Spinda over? Sadly I couldn't find the PID anywhere Also is the PID different from the image? The one in the file you sent is different from the image. TID: 22197 SID: 14778
  5. When transferring between games, data in other children substructures get initialized mostly based on the initial child substructure. Here is a quick rundown of the various children substructures and entry from which games would initialize them first. (assuming all transfers are legitimate) Initial Child Origin Games and the games transferred from (first entry) LGPE LGPE SWSH SWSH, HOME, Bank, GO PLA PLA BDSP BDSP Example: A Darkrai, game of origin GO, would first populate the SWSH child, when entered from GO. So, let's say you're trying to insert the file into your BDSP/PLA. If it didn't have a suitable HOME tracker, the SWSH child would never be populated, and that'll result in an illegal Darkrai if you try to transfer it to a different game. Even before transferring to other games, you can tell that it's illegal when viewing HOME either in Switch (game accessed HOME/SWSH) or mobile. On Switch (HOME or SWSH access) The G Symbol (as seen on the Darkrai to its left) is missing. It should only be missing for GO entries sent to LGPE. Should not be missing for direct GO -> HOME entries. On Mobile The ball is notably missing. It should not be missing.
  6. I couldn't find the ID for Blaze in the data, nor the ID for the met location (New Bark Town), so instead I looked for that, and found 3 hits. Cross-referencing against the Quilava hits, there's only one in the same area. Still can't make heads or tails of what I'm seeing, but I'll like to believe it is in this general area. edit: I think I found it, well, parts of it. Unrelated to the area I mentioned earlier. Red: Quilava Green: Tackle Yellow: Quick Attack Blue: Flame Wheel Silver: Ember Now to find the PID. edit1: that data is written at somewhere unexpected. And I can't seem to find other stuff that's useful. Using this and I was able to find data that better fit the recorded structure, but it's a single Kakuna -.- (source: http://dmitry.gr/?r=05.Projects&proj=28. pokewalker#_TOC_2dec5ee9db863ffb68915b70bce4efe4) Probably Final Edit: Sorry, it doesn't look like your Quilava's PID is stored. The only area that would have stored the PID (and also Ability, abd also IVs) data appears to be Team Data, and there's only a singular Kakuna in your Team. The first Quilava instance was for Walking Pokemon (RouteInfo), but PID isn't there. [Image with Quilava info I sent earlier] (since PID and IVs and ability ain't there, also the reason why I couldn't find Blaze earlier) For the other instances where Quilava appears, are logs saying what Quilava has found(item)/captured(species). at the very least, I did find your save's TID/SID. But that's about it. @PixelatedMess64 do you still have access to your Pokewalker? Mind sending a Spinda with a known PID over? in case the PID gets saved anywhere else.
  7. I've tried using a tool to dump full mons from hex, but to no avail. At the very least, there's nothing that is stored in the full pk4 format in that file. Anyways, Quilava doesn't have patterns like Spinda, so not sure what you're on about with the Spinda example.. (unless you were going off this, thus stating PID exists inside?) Anyhow, there's 24 hits for the ID of Quilava in the code (if it's not encrypted), but I don't think I'll be able to tell where the PID is.. edit: hmm, may help if you give me what you can remember for Quilava (or the save that owns this Quilava)
  8. yeah sounds like the ROM hack plays around with the data and checksums in the HoF area. When you export from PKHeX, it fixes all checksums. So that area gets 'fixed', which isn't what your ROM hack expects, thus it appears as corruption. You could go with cheat codes for your device/emulator, if those work for this ROM hack.
  9. It's an old method that doesn't work when they updated the API. But certainly interesting, wasn't aware of this. Also, people would need to develop tools to read the code, else you have a bunch of random data. Which would work the same for the RAM dump. Anyhow, yeah if your Switch is patched then gotta RAM dump mobile variants. Technically you could still dump app packets, it's just that it is not human readable.
  10. https://projectpokemon.org/home/tutorials/save-editing/managing-gba-saves/ would do you good to poke around our tutorials section
  11. Not intentionally. PKHeX only provides support to official games. If the save for the ROM hack happens to work, good for you. But don't treat it as the default position of the program. Based on what you've posted, it seems you're suggesting the issue is related to the prompt. At the current stage I don't think that is so. Backstory: a lot of hack ROMs shift data around in the save, and depending on the severity of how and what is shifted, a save from a hacked ROM ranges from 'will load' to 'won't load' in PKHeX. Attempt at explanation (referencing backstory): just because a save will load into PKHeX, doesn't mean an edited save would load back into your ROM hack. It's possible that data was shifted to a degree that won't impact PKHeX operation, but when PKHeX attempts to save, it'll write 'the data correctly (as per unedited games)', which isn't what your ROM hack expects, so it loads up as corrupted. Anyhow, do you mind checking something out? I am curious about one thing. Load up an unedited ROM hack save into PKHeX, then click this, what does it say? Also, maybe upload the save
  12. try finding a different method to extract the save. are you on NDS or 3DS, and what are you using to extract the save?
  13. Not on bulbapedia Discord server, can't say for sure. What's the reason for asking?
  14. Dear kid, please understand, it can’t be done.
  15. If they belong to another trainer, then it needs a to have your current different trainer as HT, and current handler be HT.
  16. Maybe you're missed something, either in what you're telling us or what you've seen. So far: 1. Caught 3 Ralts and 3 Lotad on Japanese Emerald Using Ralts as an example, the 3 names are: ラルトス (unnicknamed), R A L T S , R a l t s (last 2 using native keyboard on Japanese Emerald) 2. Traded them to English Emerald. (names can also be seen here) 3. Pal Parked up 4. And in PKHeX.. As expected, they're all seen as JPN. Anyhow I doubt what you've said is a 'Mew-centric' mechanic.. It is to be noted that I do not think a language tag exists for Gen 4.. EDIT: Also looking deeper into your post, you probably just *thought* it was English. Language tags only started existing in summary screens in Gen 6. To be certain it isn't in English, you'll notice the spaces between letters are wider, and/or the letters are bigger. Japanese 'English font' versus Standard English Font (Not too mention, there is probably another issue; if you changed the nickname via PKHeX, it is likely you used the wrong font, if you didn't know that Japanese Gen 3-Gen 5 Roman character fonts are different from English games.. But I'm not going to throw that accusation out there just yet. More of an 'extra info' kinda thing for other readers) IN SUMMARY: Pal Park doesn't change your 'language of origin' when shifted upwards, even if your nickname matched Species name. You probably didn't know that language tags don't exist until Gen 6. And didn't notice the differences in font displayed.
  17. Gen 2 Pokemon’s data structure doesn’t contain the “ball caught in” parameter (that parameter was only introduced in Gen 3). So when any Gen 1 or 2 Mon is transferred up, it can only be in Poke Ball.
  18. I don’t think there was a tool for Pokémon GO? Tho I guess the next part I’m gonna say can partially work for GO too. just dump the RAM of HOME when logged into your phone and looking at the whole chunk of Pokémon. I I imagine the best way is to use some Android emulator and sign in to your account, then dump from there. Then look through the RAM data and look for the mons and extract them manually. all at your own risk tho. Pokémon games don’t like being on mobile emulators and I don’t know what would happen to your account if they detect such activity.
  19. This thread brought up interesting questions/scenarios. I would like to replicate the scenario for myself before pushing forward
  20. I’m not convinced. Gonna need to test that. Also if Pal Park has that weird quirk, then you wouldn’t have to do it with Mew, can be any other Mon.
  21. No as in, if you removed the data by deleting it in a hex editor, write those lines of data back also using a hex editor. Besides manually doing that, there’s also probably converters online that would do it for you. Look for it.
  22. You mean restoring. Dumping is the act of grabbing data. You’re restoring data into the cart. I reckon you’re gonna have to write back the extra strings of data before you can send it back to your cart.
  23. once you cobble saves together (like a frankenstein monster), you'll need to use PKHeX to fix the checksums, before you can restore that save into a game. Load the edited save into PKHeX, then export the edited save from PKHeX (from here on we'll call it 2), then restore 2 into a game. Without valid checksums, the game would read the save as corrupted.
  24. it dumped correctly. it's just that there's extra data at the end of the save (as per the image I showed). In this case, open the save in HxD (or any other hex editing program), delete data from 0x8000 onwards (the highlighted portion in the image). You could also just download the sav file I attached.
  25. I think RTC information got dumped with the save. Trimming the save allows it to be used with PKHeX Pokemon Gold.sav
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