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Bond697

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Posts posted by Bond697

  1. the very top grouping and bottom 2 groupings in interesting_offsets_arm9bin.txt are from the sdk and the stuff from overlay 11 is function names and other stuff like that for their script interpreter. the overlay_0002 text is again sdk stuff and so is overlay_0000- both are for wireless/networking.

    also, this: [sDK+NINTENDO:DWC3.1.30004.20081104.1700_DWC_3_1_PLUS4]

    means it was build with sdk version 3.1 not useful for anything, but an interesting fact nonetheless.

  2. I think I speak for everyone when I say that some elaboration on this would be helpful.

    There's a persistent rumor here that you and xfr have figured out injection. I personally think this is just a result of miscommunication. From what I've seen nobody will be able to insert pokemon until some breakthroughs are made on 3DS hacking as a whole (unsigned code execution or something lesser).

    no, we did it. and i have code execution.

  3. desmume seems to create a bigger save now. saves that came from old desmume were 0x80000 + some ascii bytes from desmume save footer text. the saves for desmume .9.10 are now 0x100000 + ascii bytes

    it seems that desmume makes 1mb saves now? something seems off about the desmume .9.10 save. it should be making a 512k save for w2, but it ends up as a 1mb file.

    so:

    -save white 2 in desmume

    -desmume generates a 1025k file for some reason...

    -open in pokegen and resave

    -pokegen restores the save to the right size and cuts out the ascii(512k, 513k with ascii)

    i don't think this is a pokegen problem... .9.10 is making a save 2x the right size.

  4. Not contribution:

    I've been wondering for a while now, if one receives the Shiny Charm not from the prof,

    Would it still work?

    Or is it like GEN III events that another flag needs to be set?

    there's a function, doesPlayerHaveItemWithQuantity(void *pItemBlk, u16 item_idx, int quantity), that checks if the player has an item and the right amount of that item. they don't bother with event flags anymore.

  5. At least you're not asking "whens pokgen being updated??????????" or something.

    Now to add something to this post so it's not completely off-topic, what's the "sanity placeholder" on the wiki page? It looks like empty space, but does it have a purpose?

    they've been there in every game from gen 3 onward. there's 3 bitflags that are only used in game, so those bytes are always 00 otherwise. the bitflags are:

    -pkm is egg

    -pkm party data is decrypted

    -pkm box data is decrypted

    the game uses them to decide whether or not it should encrypt or decrypt data.

    The GTS is TLS Encrypted, isn't it? Someone correct me if I'm wrong, but I don't think GTS will be as simple as finding the right 232 bytes from the packet.

    yes, it's encrypted somehow.

  6. xxxx1e02 is a code pointer. it's pointing to the subroutine @ 21Exxxx. in your case, at the subroutine @ 21E7590. the +1 is because it's a thumb routine.

    also:

    0xA7 (167)      Main battle overlay- holds the vital battle-related code, loads the other 3
    0xA8 (168)	      gfx-related battle overlay
    0xA9 (169)	      VRAM overlay- global effects, etc
    0xAA (170)      Trainer AI handler
    

    e: are you sure that that's the right pointer value? that pointer is in the middle of a function:

    http://i.imgur.com/Y0adfYT.png

  7. Oh god this is amazing. Im definitely going to use it when it comes out.

    By the way is this going to be independent of an original rom? Or you will need to compile your code to some specific binarys (like arm9.bin) and combine it with some resource files from the original rom (like narc files)?

    i'm not sure yet. what will probably happen is that i'll write some kind of special overlay loader/hack that will handle the initial loading/hijack. i have the binaries that are built from user-created code stripped and ready to insert. i'll probably create an overlay info table editor that will let you insert the overlays at the end of the list. then you can load them when you need them. what will basically happen is, i'll have the user define a variable at a certain address and if that address is non-zero, my loader will assume there's a hack present to be loaded, etc. i'm still working it out, but that's the basics.

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