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Posts posted by Bond697
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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.
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i have to talk to xfr about that again...
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make one with pokegen.
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How about you stop hacking, and clogging the thread with non-issues?
that about takes care of it.
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i'm getting sick of this.
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i'm pretty sure there's more conversation in this forum that's not about pokegen than conversation that is.
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nope. another thread that has nothing to do with pokegen.
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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.
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pokecheck reports that all those trashbytes are valid.
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i'm making real progress with this now, so i figured i would put up some of the headers for people to check out:
everything is tested and working nicely with libnds.
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random note:
it looks like pwt has its own type effectiveness chart, overlay 55 @ 0x1BD4.
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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.
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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.
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let's not.
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2/2 today for threads that have not a damn thing to do with pokegen.
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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.
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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.
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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
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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.
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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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your save is 100% completely empty. yet again another problem that has nothing to do with pokegen.
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you can adjust the volume of the main snd player @ 2149384 - 0x7F is max volume and 00 is min volume. if you want to adjust the sub-players, it's 0x2149384 + (i * 36) where i is the player number. there are 16 total possible players, but gen 5 uses 4. so use 0-3.
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i just tried doing this. it works perfectly.
e: yeah, there's no way i'm registering ".pkm" as a pokegen file automatically.
PokeGen 3.1.13 saves DMP file.
in PokeGen
Posted
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?