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Posts posted by Poke J
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Looked like the there was an interruption while saving so there where duplicate blocks in the save. There may be a bit of data loss but unless you had things in your last boxes then there shouldn't be too much loss.
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@AnneVM the bad news is there seems to be a lot of corruption in the save. When opened it in a hex editor there are large chunks were the data is just repeating values where there should be data, and trying to fix that manually is currently beyond my current understanding for gen 3 save file. The good news I was able to extract about 70 Pokémon from the file. I'm not sure if that is all of the Pokémon since the tool I used wasn't designed with Pokémon extraction from save files in mind. If there are important ones missing let me know and I can take another look. I've sent you them in a private message.
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1 hour ago, baconnguy39 said:
firstly sorry if this has been asked before, so as you can see in the screenshot, i simulated a trade evo of alakazam by changing the species, and in any gen, even in gen 7 (which is also a 3ds game) there has never been problems, and this happens not just for pokemon xy but i tested and it also happens for oras too. i even tried doing a legit self trade with emulator and it was still flagged the same. if there's any way to fix this, that'd be great
Without more information I think I know what might be going on. That Alakazam, I'm assuming you caught it in your gen 6 game and to simulate the trade you just changed the species to Alakazam. You are just missing a step to properly simulate a trade. On the "OT/Misc" tab you will find a section labeled "Latest (not OT) Handler". Put a word or letter into the textbox so it is not empty. Then set the "Current handler" drop down menu to "OT". The reason it is working in gen 7 when you move the Kadabra over then change the species is because the Pokémon is no longer in it's original game so the "Latest (not OT) Handler" information is filled in. The "Latest (not OT) Handler" shows that the Pokémon has been traded or transferred at some point in the past. However, do note that on the gen 7 game the "Current handler" drop down menu will be set to "HT" and that is because the Pokémon is not with its original trainer anymore.
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On 11/5/2025 at 7:42 PM, SNEcored said:
Hey, so I tried it out in VBA-M (couldn't get VBA-RR to even launch Run and Bun) and, when editing certain different gen pokemon (the starter, chimchar (which reads as anorith), could be edited and modified but bounsweet (which reads as itself) could not), it gives me a 'Index was outside the bounds of the array.' error. The details: here.
Could I do anything about this? And thanks for responding.
Sorry, for not responding sooner. I didn’t see the notification. I’ll have to take a look at the program and fix it. I honestly haven’t looked at it since launch since I assumed no one was using it.
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12 hours ago, SNEcored said:
Hello, how would I go on about doing the whole thing in mGBA? For Run and Bun. I tried many ways but they mostly end in the emulator freezing then crashing, crashing before it even exported the RAM file, or the game not working.
I have never tried mGBA to dump the RAM. Keep in mind when you do get the RAM dumped keep a backup of the save in case of corruption.
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41 minutes ago, Dana owo said:
Hii! I'm also trying to get the Pokémon amie decorations, BUT I CAN'T.
I'm pretty sure I changed the quantities correctly in the HxD hex editor, but when I save the file and insert it into the 3DS, that's where I get an error (it says the game data is corrupted).
Just changing one number gives me the error. When I set it back to 00, the game works again. How did you get it???When you do any edits in HxD you’ll save it and then open the save in PKHeX and save it with PKHeX. The edit with HxD causes the checksum to be invalid and saving the file again with PKHeX will fix the checksum. That’s why when the value is changed back to the original value the save works again because the checksum is correct t once again.
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@Miguel B I looked at the saves in a hex editor and unfortunately there is absolutely nothing there to recover. The file is filled with repeating FF hex values so there is nothing that can be done.
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1 hour ago, Beanboy0043 said:
Yeah I want to know the natures and stat distribution of all the participants Pokemon on Bulbapedia it does it for most of the post game facilities. All I know is that the gym leaders for most tournaments have 20 IVs or in the case of champions they have 25 IVs, but I have no other information about the trainers Pokemon. The only Pokemon I’ve been able to someone test is via the mix tournament and seeing their stat distribution but that’s only limited to Unova leaders (and their world tournament variations).
If you’re just wanting to know the natures and abilities you might want to check out speed running communities and talk to people who run categories that include the World Tournament. I’ve been told that they have information like that for gen 3 and 4 games so there is a chance they have gen 5.
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11 minutes ago, Beanboy0043 said:
Hey, I know Black 2 and White 2 aren’t the most revelvant games right now. But I’ve been searching for the data on various postgame facilities in the series and the one I’ve always had trouble finding is for the World Tournament. I know their was a post from awhile ago that featured all of this information but I went back to that post and the links to that information has since between unavailable (it was once a Dropbox link but when I tried clicking it led to nothing). So I was wondering if anyone here has a listing of the stats and such for the various tournaments ; (Kanto, Johto, Unova, Worlds, etc). I’m not an expert on searching through the code of the games, so if anyone could make a document or something that features all this information that would be appreciated.
When you say stats are you wanting to know natures and IVs or the raw stat at numbers? Are there particular trainers you’re wanting to know about or is it the entire facility? Are you trying to recreate certain trainers Pokémon? Have you checked out the Bulbapedia page for the World Tournament? Some of your answers might be there in the trivia section.
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18 minutes ago, PLAFiles said:
You’ll want to select the game that the Jirachi is being sent to. You do not do RNG manipulation on Pokémon Channel or edit the Pokémon in Channel (Channel doesn’t have any Pokémon). The Pokémon is generated in the target game that gets the Jirachi. The Channel option is there so the right method to use for Jirachi information.
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25 minutes ago, PLAFiles said:
I want a European or Japanese Pokemon Channel save file and I found the thread below. When importing the .gci file to PKHeX, though, it says it's unsupported.
From the looks of it that save file you’re trying to load is a Pokémon Channel save file. PKHeX does not support that game. Even if it can open the save file there are no Pokémon to edit in the file. You’ll need to load the save file and transfer the Jirachi to a GBA game.
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@Benjamin. without opening the files I can see the Lugia, Salamence, and Snorlax are not legal. All XD Pokémon have the faithful encounter flag so the summary would state it’s from a faithful encounter. I’m not at my computer so I can’t say what’s wrong with the first 2, but I’ll go out on a limb and say they are not legal either. Did you modify all 5 of these in some way?
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17 hours ago, eloscar23 said:
Hello, you can remove the hard drive and put it on another pc with windows and take the files or install windows over that windows without deleting the files and accessing the previous session.
Computers do not let you remove hard drives from one computer and up it into another and have it work on that computer. That is a security feature to prevent data theft.
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@jojo12100 I’ve been thinking about this this past weekend. I think there is a good chance it’ll work. All someone has to do is try it out. If it doesn’t I just need to get my hands on a RAM dump for the target generation and I can get it working.
For the record I don’t have these builds and don’t plan on tracking them down. If the application needs updating I’ll need someone to donate a RAM dump of the target build.
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10 hours ago, shinygroudon said:
You need to dump the RAM from within Dolphin. I can give you a better answer tomorrow.
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11 hours ago, SkyLink98 said:
Analyze the save file before and after modifications to the mt battle team. Search for pkm-like data.
If you just want to dump your mons, you may also try this ram dumper
Dolphin should allow ram dumps if I remember correctly.
@shinygroudonif you use the application and it is missing Pokémon or it didn’t find any let me know. There is a bug with extracting Colosseum Pokémon. I just haven’t put out the fix yet.
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PK Injection is a RAM editor that is designed to edit Pokémon from ROM hacks that other editing software is unable to achieve. Before using reading the user manual is strongly encouraged. This software utilizes .NET 8 and requires .NET 8 to be installed on your computer. This application requires the uses of emulators that allow dumping and injecting of RAM. This application is not compatible with save states or save files.
Why use PK Injection over more well-known save editing software? PK Injection is designed to edit Pokémon from ROM hacks that cannot be edited by other save editing applications. However, if you found a save editor that can edit your game’s save I encourage you to continue using that application as this is a last ditch effort to edit Pokémon in your game.
Currently, this application is only compatible with gen 3 Pokémon ROM hacks. As of now there is no plan to expand the program to include other generations. There is no plan to include other types of edits beyond the current scope of Pokémon editing.Note:
• This application can only edit existing Pokémon in the RAM and cannot add a Pokémon into an empty storage slot.
• It’s best to edit Pokémon in the PC or deposit the Pokémon into the PC before it is used in battle. The PC will adjust values such PP and level to the correct value once the Pokémon is withdrawn.
• Dump the RAM in the overworld and don’t do anything in-game until the RAM is loaded back into the game. If loading the RAM into the game causes graphical corruption open the menu and go to the Pokémon screen then exit the menu. Reloading the games tile set will fix the issue.
Please report any bugs or issues within this thread.
You can download PK Injection from Project Pokémon download section.-
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@Dragazaif you can dump the games RAM while you’re battling the trainer you can use this application to extract the Pokémon.
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4 hours ago, just2jake said:
I used a Gameshark way back when and it ruined the overworld! I'm in the top of the pokemon center but when I go down my character sprite is stuck in a black void. Is there anything I could do to undo the damage?
You're in luck I was fixing my Silver save today and had to fix my map location. Here you go just rename the file and you should be good to go!
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56 minutes ago, GarchompTrainer said:
First off I want to say thank you to the OP and users who have contributed to this post, I have some questions so I made an account.
For Pokémon hatched from eggs in gen 3 that were transferred to gen 4, once transferred to gen 5 do those Pokémon's date change, or is the one kept from gen 4? Does the egg data even stay when Pokémon are transferred to gen 4? As well as gen 4 to 5.For gen 3/4/5 Pokémon that are transferred in gen 6/7 games, what is the met location? Is it supposed to be Poke Transfer or the Region it is from?
Is it possible to make pk7 files to pk1-2 files, specifically for Pokémon that were transferred from the 3DS VC Games? Or might it just be better to recreate the Pokémon in PKHeX if not possible?
I might have asked a question that has already been answered, so if that's the case I apologize. There is a lot of information to take in here.
Thank you in advance to whoever may respond!
1) Refer to this post:
On 8/23/2021 at 2:25 PM, Poke J said:A gen 3 Pokémon transferred to gen 4 will get a met date when it is transferred (after the Pal Park catching mini game). Pokémon that are transferred to gen 5 will get a new met date of when they were transferred to gen 5. The met date is not modified after that. In terms of an accurate met date any date from January 1, 2000 onwards is valid since the met date is based on your counsel which could be set incorrectly.
2) Pokémon from gens prior to 5 will have Poke Transporter as the location.
3) Just recreate the Pokémon. All that is preserved from gen1/2 to 7 is the species, nickname, OT, trainer ID, gender, current level, and if it was shiny.
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10 minutes ago, ShadowDecidueye said:
Hello! So I used to have a Pokémon Sun Cartridge until someone stole my game. However I owned a code junkies Powersave for my 3ds and added cheats all the time. Every time it created a backup. I recently modded my new 2ds (old one broke) and I realized that maybe if I find the old files perhaps I could get my first pokémon game, (besides Yellow), first starter, first shiny, and first event pokémon back. I found the old files and copied the backup to my hshop pokémon sun's checkpoint save. I renamed the new backup and deleted the one that was already there. When I loaded the game, it said the file was corrupted. I'll also say that the backup restored suspiciously fast. I decided maybe I could load the file on PkHex but after renaming it to main, it just said that my file was too big. I was told that I need to decode the file as it's linked to a specific save. Maybe that has something to do with it. I really need your guys' help; I won't stop till my file is restored in some way. Below are two files, the original latest back up and a slightly modified one where I changed the bytes I believe I replaced all the bytes in the copy past 0x9C with FF, as that was something I was told I should do at one point. (Not sure if that'll really help). Thank you!
The unfortunate part of Powersaves is it encrypts the backup save file and that file is backed up is a way that it has to be to the same game card and not another of the same game. So to make it work in the first place you will need to break the Powersave encryption. I've been around here for quite some time and seen similar requests and unfortunately all of those requests remain unfulfilled. What I'm trying to say is don't get your hopes up that someone is going to be able to get your save into a workable state.
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8 hours ago, FishCybil said:
Excuse me, what will happen to the egg obtained date and link trade date if I tansfer it(gen4) to gen6? How will the date change?
What ever date is the egg met date field will remain unchanged. Only the met date changes when transferring to gen 5. The dates do not change from gen 5 to gen 6. So if you’re using PKHeX to go from gen 4 to gen 6 the met location and met date will change to simulate that the Pokémon went to gen 5, but the egg met location and egg met date do not change.
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9 minutes ago, jteamjason said:
Yeah, I should take down that second photo - it's distracting and not helpful.
As you made this post I made an edit to my post that you might want to see.
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@jteamjason
beleive me, in that photo you don't have your Blastiose there. What you have there looks like script that appears in the textbox because:1) Blastiose should not be appearing as plain text so that is why I gave you the hex string to look for.2) Bug Boy is a trainer class in Stadium and should not be appearing anywhere near your Pokémon data.3) If it was Pokémon data ASH should appear closer to the data and before Bug Boy.4) the data values you provided in your most recent post do not appear in the photo meaning that isn't a Pokémon. Found some of the dataTry searching for it's name in hex that I provided for you. You'll have more luck.Was looking at the second picture too much there appears to be useable data here.
--Edit--
0x00 Index number of the Species 1 byte = 1C
0x01 Current HP 2 bytes = 01 35 => 309
0x03 Level 1 byte = 64 => 100
0x04 Status condition 1 byte = 00
0x05 Type 1 1 byte = 15
0x06 Type 2 1 byte = 15
0x07 Catch rate/Held item 1 byte = 5F
0x08 Index number of move 1 1 byte = 5E
0x09 Index number of move 2 1 byte = 38
0x0A Index number of move 3 1 byte = 08
0x0B Index number of move 4 1 byte = 3B
0x0C Original Trainer ID number 2 bytes = 00 B9 => 00185
0x0E Experience points 3 bytes = FB 00 10 => 16449552
0x11 HP EV data 2 bytes = 2C 14 => 11284
0x13 Attack EV data 2 bytes = 69 6C => 26988
0x15 Defense EV data 2 bytes = 6F AF => 28591
0x17 Speed EV data 2 bytes = 6C 13 => 27667
0x19 Special EV data 2 bytes = 6E DE => 28382
0x1B IV data 2 bytes = 6A 3A => Att 6 def 10 speed 10 special 3
0x1D Move 1's PP values 1 byte = EA
0x1E Move 2's PP values 1 byte = AA
0x1F Move 3's PP values 1 byte = D0
0x20 Move 4's PP values 1 byte = C8
0x21 Nickname 6 bytes
0x27 OT 6 bytesHP EV seems low for its level and combined with it's IV does not equal 309 maybe a memory reading issue and the PP of the moves are way higher then they should be. I've sent you a private message with the Pokémon.


Pleass help me save my save file!
in Saves - Editing Help
Posted
For myself I spliced the save into 3 parts: save A, save B, and then the reset of the save. To get a grasp of the situation I spliced both saves into their 14 data blocks. Then I checked the save index of each of the 14 block to see if they were all the same. Save A had 10 matching blocks that had the same save index and Save B had 12 matching blocks that had the same save index. Meaning that save A had 4 blocks that was a duplicate of an existing block in the save and save B had 2 blocks that was a duplicate in the save. For either of the saves to be valid the save will need all 14 blocks and not missing any section ID numbers from 0-13. Do note the blocks are not aways 0-13 and rotate each time you save. So after the first time you save the block order will be 13, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 but all must be present in a rotating numerical order. In your case you were lucky as blocks 0-4 were intact which include trainer info, team/items, game state, misc data, and rival info. If any of those blocks were missing that block would have to be provided from a doner save and you would have to use PKHeX to modify the data to match what you had before. In addition you PC box A was intact with the rest of them being empty. So then I stitch save A back together in numerical order 0-13 to make sure I didn't miss anything and the missing blocks were just PC boxes which I duplicated one of you empty boxes to fill out the save. After that I made sure all the section IDs were in the correct order and updated the section IDs of the added box blocks so all 14 sections were present. Then I placed the save into the save A spot and duplicated it into the save B spot that way both saves were valid and then stitch on the rest of the save that I spliced off. Afterwards I opened it in PKHeX to make sure it loaded and used it to export the save to update the checksums. Then loaded the save on an emulator to make sure it was good to go. For the record this is the first time I did a fix where I had to fix the save blocks so I was learning while I was doing this. All of these steps can be condensed and made more simple.
Edit - Use this to help understand how the save is structured. https://bulbapedia.bulbagarden.net/wiki/Save_data_structure_(Generation_III)