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Bond697

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Posts posted by Bond697

  1. Now I see what Kaph meant; it seems to me you're just raging at whatever Kaph appears to do wrong and whoever doesn't blindly agree with you. Give me proof I'm really "that dense" to not ignore what he said.

    And seriously? I don't care what he's said about hacking in the past, but Kaph made it clear that he wanted this program kept secret. What matters here isn't really where credit should be given; it's that you pulled the rug right out from under Kaph when he trusted you to not redistribute the program. The PID/IV calculator for Method 1/J/K was made public right away, allowing for tons of legal hacks. The community had the chance to keep people from hacking xD Pokes until you came along. The list is a less effective measure that he had to suggest because legal hacks can be made now.

    guess what? secrecy and "dangerous" info are incredibly stupid. information and openness so people can educate themselves are the way to go. if he hadn't blatantly stolen something and then taken it and tried to keep parts of an open project secret, nothing would have happened.

    also, wtf is wrong with you? proof, again:

    http://img.thundaga.com/c.png

    there, done.

  2. As for the whole credit thing, I'm just saying what I saw. Yes, I'm external to it, but he did say:

    That's clear enough for me.

    you can't really be that dense.

    and no, it's not. the person who wants this list to exist has proven multiple times he has no problem with hacking stuff. the list is to prevent hacking. it doesn't take a genius to see the irony.

    e: not to mention, anyone on this ridiculous list can hack stuff anyway. you really can't know what you're getting from them. it's not like there's any shortage of info or code examples.

  3. This drama is stupid seriously. But, I will say that, from my perspective, Kaph made it clear shaym.in wasn't his, both in the link he gave me and in his posts regarding it. I would dig up quotes but I don't think I need bother.

    But enough on the source code as I'm uninvolved. The "list" is an excellent idea in my opinion, and Bond, I don't see why you would doubt its effectiveness. As a member on the list myself, one which does not seem to represent an "elite" group but rather those who know slight more about RNG in general, I fully support this measure to moderate hacking. Obviously it would only work on Smogon because no other place is strict enough.

    you are completely external to this and are absolutely clueless as to what you're talking about.

    and not that i need to, but:

    http://img.thundaga.com/c.png

    yes, very clear. removing the author's name and copyright is very clear as to what is being implied.

    and if you honestly think a list of people like that is a good thing, there's nothing to talk about. actually, the irony here is that the person who wants this list and is so "concerned" about hacking is the one who literally wrote a guide on how to hack seeds in gen 3 and "rng" stuff using that. then he gave it out to some little circle of his. he then tried to cover it up when it got leaked to people outside his little group. it's really beyond hypocritical.

  4. which is why you started it, right? you didn't change a damn thing for 6 days until you got called out for it and then the page magically disappeared right after. could you be more full of shit?

    and no, no credit. i could make quite a list of everything you've managed to rip off and claim as your own. starting from last november.

    it's amazing that you're trying to insinuate that i'm trying to start something here when all i'm doing is calling you out for bullshit you've been pulling for a year. that's right it's free and shaym.in took a lot of work and all you did is rip it off and misrepresent it as yours.

  5. that proves literally nothing. on 9/23, it was this:

    http://img.thundaga.com/c.png

    and didn't change from that until you got called on it. you deleted it on 9/28, which is the day you also deleted your thread.

    nice try.

    e: and what you're saying now is partially nonsensical and makes no difference.

    oh, and wow, i missed that "source" pic. here's another one from the research thread:

    http://img.thundaga.com/page32.png

    there's what you posted in the research thread. way to go.

  6. Here was the original modification I used, in which that legal check was then further modified off of.

    http://dl.dropbox.com/u/12206225/xdpid.html

    (last modified 9/23/2011 @ 7pm PST)

    this is just you straight out lying to cover your ass. as of less than 48 hours ago, it looked like this:

    http://img.thundaga.com/c.png

    you ripped everything off. not the first time.

    This was before I figured out how the ability was determined, might just add that in tonight (ref: iv2/2147483648). The butchering was to prevent a small time scriptkiddie from reversing whatever changes I did to get back to the original (as in, to get a PID/IV generator to cheat). Now that these other generation tools are out, I don't care anymore. We have a list of who actually can RNG on the GC in addition to all results; it's incredibly short. We can see what Pokemon were actually RNG'd, instead of created.

    such a lame excuse and that list of people is worthless.

    i'm sure this was also to stop scriptkiddies, right?

    // This calculator is a modified version of Alex Smith's Method 1/J/K PIDIV calculator. It may only be used by Kaphotics' Dropbox.
    // http://dl.dropbox.com/u/12206225/RNG/xdc-legal.html
    // If this is uploaded to another site, then you are an asshole and a good for nothing. I will hunt you down.
    

    there's your original credit to the author. buried in the middle of the source.

    There's still another layer of legality (akin to sabresite's sync (j/k) check) which reduces the probability of a spread occurring by a factor of ~(1/25). I know how to implement this and will do it tonight as well.

    ref(pid2^-7rev / 65536 _ for1/65536 .. mod 25; lookup display || pid2^-14rev/65536 _ for1/65536 .. mod 25; lookup display)

    covers 1&2 nongap nature check

    akin? no, it's the same thing as the one in gen 3, pretty much. it looks for a specific nature.

  7. not exactly; it's just reporting the first pid seed. i just checked. all i did was reverse what kaphotics did to it, anyway. apparently he didn't bother changing that part from the original shaym.in. it lists the first pid seed, as though it was creating a gen 3/4 poke. that's easy enough to change, though.

    not that it really matters, i suppose. the other apps are more useful anyway.

  8. This will run the RNG forward and backward, check a poke's PID/IVs for the proper relationship, or list compatible PIDs for given IVs:

    http://pokemon.thundaga.com/research/apps/pokegc_13.exe

    http://pokemon.thundaga.com/research/apps/pokegc_13_src.7z

    e: the source isn't great because it was ripped out of another project, but it works and is fairly readable.

    This is the proper version of shaym.in, fully restored from its butchering:

    http://hack.thundaga.com/doc.html

    e:

    or have a look at ToastPlusOne's awesome web app:

    http://dl.dropbox.com/u/18231634/PokemonWebApps/Pages/XDLegit.html

    It's lightweight and is currently in development to cover as much as possible with regards to Colo/XD.

  9. here:

    94000130 FFFB0000
    DC000000 0223C074
    90000000 FFFB0000
    DA000000 00000000
    D4000000 00000004
    D7000000 00000000
    D0000000 00000000
    D3000000 00000000
    94000130 FFFB0000
    2223D1D0 00000003
    D2000000 00000000
    94000130 FFFB0000
    D5000000 FFFFFFFF
    C0000000 00000013
    D6000000 0223D1D4
    D2000000 00000000
    94000130 FFFB0000
    0223D224 0000003F
    0223D228 8FFFFFFF
    0223D22C FFFFFFFF
    0223D230 FFFFFFFF
    0223D234 F7FAFFFF
    0223D238 FFFFFFFF
    0223D23C FFFFFFFF
    0223D240 FFFFFFFF
    0223D244 FFFCDFFF
    0223D248 FFFFFFFF
    0223D24C FDFFFFFF
    0223D250 FFFFFFFF
    0223D254 F7FFFFFF
    0223D258 6FFFFFFF
    0223D25C FF7FFFFF
    0223D260 DFFFFFFF
    0223D264 FFFFFF7F
    0223D268 FFFFFFFF
    0223D26C FFFFFFE7
    0223D270 FFFFFFFF
    0223D274 FFCFFFFF
    0223D278 0000003F
    0223D27C 7FFFFFFF
    0223D280 FFFFFFFC
    0223D284 FFFCFFFF
    0223D288 7E7FF9E7
    0223D28C FF9C7EF7
    0223D290 FFFFFFFF
    0223D294 FFFFFEFF
    0223D298 F8E3E6FF
    0223D29C FFFFFFFF
    0223D2A0 FEFFFFF7
    0223D2A4 FF3CFFFF
    0223D2A8 081FFFFF
    0223D2AC DFFFFFFC
    0223D2B0 FFE7FFFF
    0223D2B4 39FFDFFF
    0223D2B8 FFFFC090
    0223D2BC F9FFFFFF
    0223D2C0 FFFFFFFF
    0223D2C4 FE3FFFFF
    0223D2C8 1FF39FBF
    0223D2CC 00000000
    0223D2D0 8FFFFFFF
    0223D2D4 FFFFFFFF
    0223D2D8 FFFFFFFF
    0223D2DC F7FAFFFF
    0223D2E0 FFBFFFFF
    0223D2E4 FFFFFFFF
    0223D2E8 FFFFFFFF
    0223D2EC FBFCDFFF
    0223D2F0 FFFFFFFF
    0223D2F4 FDFFFFFF
    0223D2F8 FFFFFFFF
    0223D2FC F7FFFFFF
    0223D300 6FFFFFFE
    0223D304 FF7FFFFF
    0223D308 DFFFFFFF
    0223D30C FFFFDD7F
    0223D310 FFFFFFFF
    0223D314 FFFFFFE7
    0223D318 FFFFFFFF
    0223D31C FFCFFFFF
    0223D320 00000033
    0223D324 7FFFFFFF
    0223D328 FFFFFFFC
    0223D32C FFFCFFFF
    0223D330 7E7FF9E7
    0223D334 FF9C7EF7
    0223D338 FFFFFFFF
    0223D33C FFFFFEFF
    0223D340 F8E3E6FF
    0223D344 FFFFFFFF
    0223D348 FEFFFFF7
    0223D34C FF3CFFFF
    0223D350 081FFFFF
    0223D354 DFFFFFFC
    0223D358 FFE7FFFF
    0223D35C 39FFDFFF
    0223D360 FFFFC090
    0223D364 F9FFFFFF
    0223D368 FFFFFFFF
    0223D36C FE3FFFFF
    0223D370 1FF39FBF
    0223D374 00000000
    0223D378 8FFFFFFF
    0223D37C FFFFFFFF
    0223D380 FFFFFFFF
    0223D384 F7FAFFFF
    0223D388 FFFFFFFF
    0223D38C FFFFFFFF
    0223D390 FFFFFFFF
    0223D394 FFFCDFFF
    0223D398 FFFFFFFF
    0223D39C FDFFFFFF
    0223D3A0 FFFFFFFF
    0223D3A4 F7FFFFFF
    0223D3A8 6FFFFFFF
    0223D3AC FF7FFFFF
    0223D3B0 DFFFFFFF
    0223D3B4 F87FFF7F
    0223D3B8 E7FEE68F
    0223D3BC 13FB74E5
    0223D3C0 C5CCB923
    0223D3C4 FE4EEFEF
    0223D3C8 0000003F
    0223D3CC 70000000
    0223D3D0 00000000
    0223D3D4 00000000
    0223D3D8 08050000
    0223D3DC 00000000
    0223D3E0 00000000
    0223D3E4 00000000
    0223D3E8 00032000
    0223D3EC 00000000
    0223D3F0 02000000
    0223D3F4 00000000
    0223D3F8 08000000
    0223D3FC 90000000
    0223D400 00800000
    0223D404 20000000
    0223D408 07800080
    0223D40C 18011970
    0223D410 EC048B1A
    0223D414 3A3346DC
    0223D418 01B11010
    D2000000 00000000
    94000130 FFFB0000
    D5000000 00000000
    C0000000 00000029
    D6000000 0223D41C
    D2000000 00000000
    94000130 FFFB0000
    D5000000 00000000
    C0000000 00000014
    D6000000 0223FB58
    D2000000 00000000
    94000130 FFFB0000
    D5000000 FFFFFFFF
    C0000000 00000069
    D6000000 0223D4EC
    D2000000 00000000
    94000130 FFFB0000
    0223D698 07FFFFFF
    0223D4C8 FFFFFFFF
    0223D4CC FFFFFFFF
    2223D4D0 000000F3
    2223D4D1 000000FF
    1223D4D2 0000FFFF
    0223D4D4 FFFFFFFF
    1223D4D8 0000F3FF
    1223D4DA 00000001
    0223D4DC 54151000
    1223D4E0 00004512
    2223D4E2 00000050
    2223D4E3 00000000
    0223D4E4 00000000
    0223D4E8 00000000
    D2000000 00000000
    

    646 seen/caught, no crashes, nothing shiny that shouldn't be. pokemon white english, etcetc. works on both a real ar and desmume. made from pokegen's, so credit to codr/pokegen, really.

    e: open the dex then press select.

    e2: if anyone wants to adpot this to another version, it's really easy. look at what i changed and just make the same changes.

  10. Nope, no other customization is possible. You can only "choose" the species (groups). I don't know nearly enough about coding to try to figure out the rest of how it works, it was a miracle I figured out that much...

    It always unlocks the Shiny form of any forms that it unlocks (ex.: if it sets 4 of Rotom's 6 forms, always including basic form, as well as their matching Shiny). Not that I care about Shiny being unique... I actually wish some/most had more than one color-form, even if slightly! ^_^;

    What do you mean "illegitimate shiny" ruining the Dex? I don't understand that at all...

    However... after much trial and error, I've only been able to conclude that the best you could hope for would be a not-quite-empty-the-Pokedex code. So far, it's always had a glitched image (I'm not sure what causes that, but it only seems to occur if one of the variable numbers is set to 0), and, if you set the last four numbers (which have the 6 problem Pokemon) to anything other than 0, it seems that they will SOMEHOW have some data set, even if you can't see it.

    So, I've given up on this. Dang, that hurts to say... I really don't like to give up on something that looked so promising.

    As of yet, the only thing I know works is PokeGen's Dex code. But, unless you HAPPEN to have the ARDSi-MicroSD card version, you can't actually make use of that code because it is extremely long, and the AR was stupidly built to not handle that much text. So, unless a NEW firmware is released that includes expanding the length a code can be and work, it looks pretty hopeless.

    edit: I keep getting messages that say a new reply has been posted to this forum, but I never see any past this one of mine... what's up with that?

    not that it matters a whole lot because that code is total crap, but that isn't exactly how it works. let's use the white english version as an exmaple:

    94000130 FFFB0000
    0223D1D0 00001803
    D5000000 FFFFFFFF
    C0000000 00000131
    D6000000 0223D1D4
    D2000000 00000000
    

    94000130 FFFB0000

    activator(FFFB is select), whatever

    0223D1D0 00001803

    constant 32-bit write of "00001803" to 223d1d0

    D5000000 FFFFFFFF

    set the ar's data register(aka. 'Dx' or i sometimes call it 'rD') to FFFFFFFF, as that is the value we'll be (stupidly) writing over and over

    C0000000 00000131

    the loop statement- we can make a for-loop out of this and we will at the end

    D6000000 0223D1D4

    called post-increment addressing in arm, the ar does 223d1d4(+offset) = FFFFFFFF, 223d1d4 + (offset += 4)

    (the 4 here isn't being added straight to 223d1d4, it's being added to another ar register called the "offset" and that is being added to 221d1d4)

    D2000000 00000000

    loop execute/terminator- keeps running the loop starting at C0000000 00000131 or terminates the ar code and pus everything back as it should if the loop is done. each time it hits this line, it does 0x131 - 1. well not 131 every time, but the original is 131 then -1 on the first loop, etc.

    we can do it like this, really:

    if(press select)

    {

    *(0x0223D1D0 + offset) =0x00001803;

    rD = 0xFFFFFFFF;

    for (int i=0; i<0x131; i++)

    {

    *(0x0223D1D4 + offset) = rD;

    offset += 4;

    }

    }

    what i'm saying is that that part you have labelled as affecting 80-some pokes at a time actually doesn't. try tweaking the number of loops.

  11. everything you want to change is encrypted. since you're proficient with java/c++, your best bet is to read about how the encryption works(i think there's a wiki article) and write an app to decrypt the pkm and the re-encrypt it so you know what values you want to change to what. however, if you want to somehow reuse an ar code that does this, that's a much different vastly more challenging story. is this something just for you or something you're making for a lot of people to use? if it's the former, doing so might be a bit easier. we can just cut out the encryption.

    e: well, you would need to use the cut encryption on a new game or edit all your pokes to not be encrypted. if everything isn't encrypted with the 4th gen rng, but the game tries to decrypt with it, Bad Things™ will happen. srsly.

  12. it's probably not a huge deal(because, really, who's using a debug console with an ar? and i doubt most people realize you can throw desmume or no$ into nds debug 8mb mode), but it probably does cut down on a very small percentage of people who can use a given code.

    also, i dunno if you're aware of it, but pp has a decent collection of worthwhile breakpoints for dppt/hgss/bw and the gen 3 games. some are pretty useful for making codes or just figuring out how stuff works in general:

    http://projectpokemon.org/wiki/Notable_Breakpoints

    and i see what you're talking about with plat:

    02017B9C B510     push    {r4,r14}                           ;1N+1ND+1SD
    02017B9E B084     add     sp,-#0x10                          ;1S
    [b]02017BA0 4A39     ldr     r2,=#0x27FFFA8                     ;1S+1ND+1I[/b]
    02017BA2 2002     mov     r0,#0x2                            ;1S
    02017BA4 8811     ldrh    r1,[r2]                            ;1S+1ND+1I
    02017BA6 0380     lsl     r0,r0,#0xE                         ;1S
    02017BA8 4008     and     r0,r1                              ;1S
    02017BAA 13C0     asr     r0,r0,#0xF                         ;1S
    02017BAC D009     beq     #0x2017BC2                         ;1N+2S
    02017BAE 4837     ldr     r0,=#0x21BF67C                     ;1S+1ND+1I
    02017BB0 2100     mov     r1,#0x0                            ;1S
    02017BB2 6481     str     r1,[r0,#0x48]                      ;1N+1ND
    02017BB4 6441     str     r1,[r0,#0x44]                      ;1N+1ND
    02017BB6 64C1     str     r1,[r0,#0x4C]                      ;1N+1ND
    02017BB8 4835     ldr     r0,=#0x21BF6BC                     ;1S+1ND+1I
    02017BBA B004     add     sp,#0x10                           ;1S
    02017BBC 8401     strh    r1,[r0,#0x20]                      ;1N+1ND
    02017BBE 8441     strh    r1,[r0,#0x22]                      ;1N+1ND
    02017BC0 BD10     pop     {r4,r15}                           ;1N+2S+1ND+1SD+1I
    02017BC2 4834     ldr     r0,=#0x4000130                     ;1S+1ND+1I
    02017BC4 8801     ldrh    r1,[r0]                            ;1S+1ND+1I
    02017BC6 8810     ldrh    r0,[r2]                            ;1S+1ND+1I
    02017BC8 4301     orr     r1,r0                              ;1S
    02017BCA 4833     ldr     r0,=#0x2FFF                        ;1S+1ND+1I
    02017BCC 4041     eor     r1,r0                              ;1S
    02017BCE 4008     and     r0,r1                              ;1S
    

    probably just how the dsi sdk organizes data.

  13. i'm wondering if possibly nintendo's sdk has changed default spots, then.

    RAM:02035F50 ; =============== S U B R O U T I N E =======================================
    RAM:02035F50
    RAM:02035F50
    RAM:02035F50 keypressHandler__                       ; CODE XREF: sub_20360C0+8p
    RAM:02035F50                 STMFD   SP!, {R3-R5,LR}
    RAM:02035F54                 MOV     R5, R0
    RAM:02035F58                 BL      sub_2035234
    RAM:02035F5C                 LDR     R3, =0x2FFFFA8  ; This for new(NDS-only) buttons
    RAM:02035F60                 MOV     R4, R0
    RAM:02035F64                 LDRH    R0, [R3]
    RAM:02035F68                 AND     R0, R0, #0x8000
    RAM:02035F6C                 MOVS    R0, R0,ASR#15
    RAM:02035F70                 BEQ     keypressGBA__
    RAM:02035F74                 MOV     R0, #0
    RAM:02035F78                 STR     R0, [R4,#0x1C]
    RAM:02035F7C                 STR     R0, [R4,#0x18]
    RAM:02035F80                 STR     R0, [R4,#0x20]
    RAM:02035F84                 STR     R0, [R4,#0x28]
    RAM:02035F88                 STR     R0, [R4,#0x24]
    RAM:02035F8C                 STR     R0, [R4,#0x2C]
    RAM:02035F90                 LDMFD   SP!, {R3-R5,PC}
    RAM:02035F94 ; ---------------------------------------------------------------------------
    RAM:02035F94
    RAM:02035F94 keypressGBA__                           ; CODE XREF: keypressHandler__+20j
    RAM:02035F94                 LDR     R0, =0x4000130  ; This is for all buttons that carried over from the GBA
    RAM:02035F98                 LDR     R2, [R4,#0xC]
    RAM:02035F9C                 LDRH    R1, [R0]
    RAM:02035FA0                 LDRH    R0, [R3]
    RAM:02035FA4                 ORR     R0, R1, R0
    RAM:02035FA8                 EOR     R0, R0, R3,LSR#12
    RAM:02035FAC                 AND     R0, R0, R3,LSR#12
    

    (a piece of)the actual keypress handler from b/w.

    or the dsi sdk uses it by default to leave room around 27XXXXX.

  14. the ds ram is mirrored. 27FFFA8 is not more common than 2FFFFA8. they're the same thing. not to mention, the game uses 2FFFFA8, not 27FFFA8:

    RAM:02088180 ; S U B R O U T I N E =======================================
    RAM:02088180
    RAM:02088180
    RAM:02088180 getParams__                             ; CODE XREF: Seed.Create__+14p
    RAM:02088180                                         ; sub_20595A0+14p
    RAM:02088180                 STMFD   SP!, {R4-R6,LR}
    RAM:02088184                 LDR     R1, VCOUNT      ; VCOUNT @ =0x4000006
    RAM:02088188                 MOV     R5, R0
    RAM:0208818C                 LDRH    R6, [R1]           ; *VCOUNT into R6
    RAM:02088190                 LDR     R4, =0x2FFFC00 ; base value used for grabbing loads of values
    RAM:02088194                 BL      getTimer0__
    RAM:02088198                 ORR     R0, R0, R6,LSL#16 ;(*VCOUNT << 16) | *timer0
    RAM:0208819C                 STR     R0, [R5]
    RAM:020881A0                 LDR     R0, =0x2151358
    RAM:020881A4                 LDRH    R1, [R4,#0xF8]
    RAM:020881A8                 LDR     R2, [R0]
    RAM:020881AC                 LDR     R3, [R0,#4]
    RAM:020881B0                 EOR     R1, R2, R1,LSL#16
    RAM:020881B4                 STR     R1, [R5,#4]
    RAM:020881B8                 LDR     R2, [R0]
    RAM:020881BC                 LDR     R2, GxStat           ; GxStat @ =0x4000600
    RAM:020881C0                 LDR     R1, [R0,#4]
    RAM:020881C4                 LDR     R0, [R4,#0xF4]
    RAM:020881C8                 LDR     R3, [R4,#0x3C]
    RAM:020881CC                 EOR     R0, R1, R0
    RAM:020881D0                 EOR     R3, R3, R0
    RAM:020881D4                 STR     R3, [R5,#8]
    RAM:020881D8                 LDR     R1, [R2]
    RAM:020881DC                 ADD     R0, R4, #0x300
    RAM:020881E0                 EOR     R1, R3, R1
    RAM:020881E4                 STR     R1, [R5,#8]
    RAM:020881E8                 LDR     R1, [R4,#0x1E8] ; grab the date
    RAM:020881EC                 SUB     R2, R2, #0x4D0  ; gxstat(4000600)-4D0 = 4000130(gba-compatible controller input)
    RAM:020881F0                 STR     R1, [R5,#0xC]
    RAM:020881F4                 LDR     R3, [R4,#0x1EC] ; grab the time
    [b][u][i]RAM:020881F8                 ADD     R1, R4, #0x3A8  ; 2FFFFA8 - nds-compatible input[/i][/u][/b]
    RAM:020881FC                 STR     R3, [R5,#0x10]
    RAM:02088200                 LDRH    R12, [R0,#0x94]
    RAM:02088204                 LDR     R3, [R4,#0x390]
    RAM:02088208                 EOR     R3, R3, R12,LSL#16
    RAM:0208820C                 STR     R3, [R5,#0x14]
    RAM:02088210                 LDRH    R4, [R0,#0xAA]
    RAM:02088214                 LDRH    R3, [R0,#0xAC]
    RAM:02088218                 ORR     R3, R3, R4,LSL#16
    RAM:0208821C                 STR     R3, [R5,#0x18]
    RAM:02088220                 LDRH    R2, [R2]        ; get gba-compatible input
    RAM:02088224                 LDRH    R1, [R1]        ; get nds-only input
    RAM:02088228                 LDRH    R3, [R0,#0x98]
    RAM:0208822C                 ORR     R0, R2, R1      ; OR the inputs together to make 1 number: (3FF | 2C00) = 2FFF, etc
    RAM:02088230                 ORR     R0, R0, R3,LSL#16
    RAM:02088234                 STR     R0, [R5,#0x1C]
    RAM:02088238                 LDMFD   SP!, {R4-R6,PC}
    RAM:02088238 ; End of function getParams__
    RAM:02088238
    RAM:02088238 ; ---------------------------------------------------------------------------
    RAM:0208823C dword_208823C   DCD                     ; DATA XREF: getParams__+4r
    RAM:02088240 dword_2088240   DCD 0x2FFFC00           ; DATA XREF: getParams__+10r
    RAM:02088244 dword_2088244   DCD 0x2151358           ; DATA XREF: getParams__+20r
    RAM:02088248 dword_2088248   DCD                     ; DATA XREF: getParams__+3Cr
    RAM:0208824C
    

    also, i did some reading and you seem to have missed the part where 4000136 is only used for nds-compatible input by the arm7, not the arm9. obviously that's why i didn't see it and why it works with the ar. the ar hooks the arm7 by default.

    e: and considering that 4000136 is arm7-only, while 2FFFFA8 is the same for both cpus, there's a good reason to stay consistent and use 2FFFFA8 and not 4000136.

  15. They also "run off of" 0x04000136. X button read being "94000136 FFFE0000" and the Y button read being "94000136 FFFD0000".

    Sorta like saying the "X" button uses the same value as the "A" button (0x1), and Y button uses the same value as the "B" button (0x2) in that format.

    Those of course are the values when you "NOT" 0xFFFE and 0xFFFD. :)

    i just checked, no they don't. every bit of documentation i've ever read says that 2FFFFA8 is the x/y input location.

  16. x/y/touchscreen don't run off of 4000130. they run off of 2FFFFA8. keep that in mind if you're going to use one of them. gonna fix that wiki article, too...

    e: for further clarification, 4000130 was also used in the gba for input. it retains the classic(gba) button map, but doesn't handle the new(nds-only) map.

    e: article partially fixed.

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