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Bond697

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Everything posted by Bond697

  1. pretty sure nintendo eventually blocked that model completely.
  2. see how many pokemon you can generate at once before you hit 185. should be like 2 or 3.
  3. the ar dies at around 185 lines. nothing we can do about a hardware limitation.
  4. ds roms are compiled as binaries to 32-byte alignment. their page size is 512 bytes. there are 2 types of ds card, actually: maskrom and one-time prom. maskrom has a much faster transfer rate(6MB/sec vs 1.5MB/sec) on access, while the prom is faster when it comes to many quick, successive card accesses. the prom can also go up to 4gbit in size, whereas the maskrom can only go up to 512mbit. dsi hybrid and limited games are prom-only, so bw1 and bw2 are all prom games. actually, all the pokemon games are probably prom. anyway, what i was getting around to saying is that the reason it's expanded and filled with FFs is by nintendo's mandate. depending on the size of your chosen card, and regardless of rom type, the last part of the rom is made up of a few pieces. roms which are 128mb and above have a use-forbidden region at the end which gets bigger as you increase in rom size. this region is mandated to be filled with nothing but FFs as part of the build process. the rest of the end is made up of(if it's a dsi hybrid or limited rom) the arm7i bin, the arm9i bin, and overlays for the arm9i- none of which any current dumper has any chance of handling, so you end up with more FFs. the last piece is actual unused space, which is also mandated to be filled with FFs by nintendo.
  5. one of the modules listed in the dump is "alwil software", which i know is who avast antivirus used to be made by. try disabling it and seeing if pokegen works then. if that doesn't work, uninstall avast and see if it works. e: wait a minute, you have a mcafee program installed also. do you have 2 antiviruses installed?
  6. Bond697

    -

    they're encrypted. i didn't bother decrypting them because pokegen can read encrypted files. e: and you wouldn't find that header anywhere because it's a common one that i use. it's nothing but typedef unsigned char u8; typedef unsigned short int u16; typedef unsigned long int u32; typedef unsigned long long int u64; typedef signed char s8; typedef signed short int s16; typedef signed long int s32; typedef signed long long int s64; typedef float f32; typedef double f64; and occasionally some architecture-specific stuff.
  7. i'm pretty sure there's more conversation in this forum that's not about pokegen than conversation that is.
  8. nope. another thread that has nothing to do with pokegen.
  9. i'm not fixing something that's not broken. i spoke with xfr awhile ago when i was working on fixing ot trash for gen 3. he said pokegen handled it right.
  10. pokecheck reports that all those trashbytes are valid.
  11. i'm making real progress with this now, so i figured i would put up some of the headers for people to check out: http://pastebin.com/b6zMY8rX http://pastebin.com/0akk4EsT http://pastebin.com/3xpB8Fda http://pastebin.com/M1PVVfuQ http://pastebin.com/e5X6fg6J everything is tested and working nicely with libnds.
  12. random note: it looks like pwt has its own type effectiveness chart, overlay 55 @ 0x1BD4.
  13. i've always been the only person working on this because i've done all the reverse engineering myself and no one knows what i'm doing like i do. see here: http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info http://projectpokemon.org/forums/showthread.php?29665-I-m-Done that said, this isn't the kind of project where i would want a lot of people working on it because you need to have at least some idea of how things work to add code. that said, i'd be fine working with one other person on it. i pm-ed you the latest set of code. have a look and see what you think. and if you know a lot about ld and gcc in general, that would be great. if you want to discuss it, i'm always on pp's irc. if you're looking to edit gen 3 stuff like fire red, you probably want pokecommunity.
  14. still going. i've opened up almost the entire sdk for everyone to use. next will be the foundation system and finally gamefreak's functions and my own inlines to make them easier to use. then testing and we'll be good to go. i gave this a quick test the other day. i threw the "libpkm" folder into the main "libnds" folder and started calling functions, declaring types, calling inline functions, etc from my code. after a few very enlightening errors, everything compiled perfectly and would have run without issue if i made an overlay out of it. i'm also working on a feature similar to libnds where your code compiles as arm/thumb if you add that word to the filename.(i.e. mat.arm.cpp compiles as arm) e: the last feature is done. if you add "arm" or "thumb" to your sourcefile name, it will compile for that cpu state.
  15. 2/2 today for threads that have not a damn thing to do with pokegen.
  16. you're trying to edit a save that's somehow read-only. either kill the emulator before editing the save or make sure you're editing a copy that's not in use somewhere. that's also why you get that error about not being able to write the file. pokegen is trying to call CreateFileW() and having problems. this has not a thing to do with pokegen.
  17. this program will get you closer til i add it to pokegen: http://projectpokemon.org/forums/showthread.php?17978-PokeGC-A-Gamecube-Pokemon-Checking-Tool i'll leave the rest to you.
  18. there's a similar mechanic in the later gens, too. as part of the real time clock monitoring, they track every change of a minute throughout the day, starting at midnight(1440) through the next 11:59 (0). and using savestates or swapping saves around will break it pretty badly for obvious reasons. then again, perhaps it has something to do with the game not updating the rtc until you change areas. this actually happens. the cart's rtc will update, but the game's will not. are you actually playing through? or just loading the save and vising the berry guy? if you're just visiting him, try this: -load the game -change areas(so the area name updates) a couple times -enter and exit a couple of houses -save again -wait until you know the berry guy should be working again -enter and exit another house -visit him
  19. try doing it without the program once and see if it works. i can't see why that would affect it, but just to see.
  20. i just tried the arm9 i sent you, expecting that i had somehow made a minor error, following the result in a debugger. i unpacked a copy of white 2, subbed in my arm9, and re-packed it. it worked perfectly. the only thing that threw me off for a minute was that i always play in challenge mode, so the poke's level was bumped up a bit compared to what's written to the pkm at first. that has nothing to do with me, though. i could see there maybe being a problem with black 2 because i just threw that one together, as opposed to the white 2 one which i did all the work in.
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