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Kaphotics

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Everything posted by Kaphotics

  1. Use the latest commit as of a minute ago https://github.com/kwsch/PKHeX/commit/2cef99e4448d4a0a52e6c4f11b1f1a7c32dbd18c
  2. Gen1/2 do not store 'Language'; it is only derived from the nick/OT data.
  3. @Sabresite No, it's due to the RNG calls before the PIDIV calc not lining up or something. These checks weren't thoroughly tested so they're only 'Fishy' until they're worked on again -- there are a lot of quirks which have to be considered. If the user caught it legally, then it's safe to assume it's legal.
  4. Load a Sun/Moon/USUM save file.
  5. https://github.com/kwsch/PKHeX/blob/22b9da58e221776cb5657b7c3df6a592f08109d2/PKHeX.Core/Legality/Encounters/Data/Encounters3Shadow.cs Pokefinder might be able to search in a user friendly way; try giving that a shot.
  6. Will be available in the next release; was reported & fixed the day after the last one https://github.com/kwsch/PKHeX/commit/c0960fdedbe26e34bd7d974b60a74491de05d661
  7. You need to generate a spread that obeys the nature/gender lock requirements. Those spreads aren't obtainable legitimately, even though the pidiv matches the base requirements.
  8. Double check what version ID the pkm has.
  9. They're separate bytes; just ignore the language portion. 0x12 = language 0x13 = flags Example of an unmodified wild Dratini: 02 is for 'FlagHasSpecies', which is true, the data does contain a species. This is essentially the equivalent of 'sanity' data for future games, as the data is outside of the encrypted&shuffled region, allowing for quick checking if the slot has data or not.
  10. Qwilfish fixed: https://github.com/kwsch/PKHeX/commit/269524849eba049bf68967a7b6993ccd1e5e9822 Annoying to track down, as the GBEra checking path is different from VC due to having access to the Stadium move relearner Thanks for reporting!
  11. Some shinies haven't been released in GO, hence they are flagged as such.
  12. Fixed part 1, was able to find docs on those mystery flags https://github.com/kwsch/PKHeX/commit/5d5259ddd25bcd78eca1b86461a59ef91f055848 for eggs, the localization teams didn't change the string & langID, thus we're left with the silly side effects https://github.com/pret/pokeruby/blob/cbc414c44115550c811d6629c23c2e749d9d7fe3/src/daycare.c#L698-L700
  13. Before unzipping, right click the zip and properties -> unblock.
  14. done https://github.com/kwsch/PKHeX/commit/fc65a65fd95c890164bcddbe48550ec8b29c3672
  15. GO transfer IVs are locked to a specific pattern; hacking the IVs arbitrarily usually won't align with the requirements. Speed is random, defense ivs must be equal, attack ivs must be equal, and every iv except speed must be odd.
  16. Changing AVs requires recalculating CP. You can do this on the most recent commits by doing: .Stat_CP=$suggest
  17. Thanks for reporting, just a few straggler cases that weren't caught https://github.com/kwsch/PKHeX/commit/3038c1eedb1a8f7851ae8c2c543391ec5079cc31
  18. It's that way to prevent save files from having too few encounters/eggs vs stored when compared to total stored in boxes. There are program settings toggles inside the options menu to disable this...
  19. If you feed it a encrypted pkm, it will decrypt it and provide you with values as you ask for them. Most of the shared logic is in PKX.cs, and SaveUtil.cs Basically the program reads the data, then various utility functions bend it into usable shape. Probably, but I'd advise against using multiple languages that you are unfamiliar with in the same project. If 'decrypt' means deserialize, then yes, you could use serialization with the pkm/sav by exporting it to json or whatnot. Sure. Here's an example using LINQPad with a reference to PKHeX.Core.dll: With LINQPad you can also 'Dump' which gives a ton of info about the object that is dumped: ... (cropped)
  20. PKHeX doesn't do full deserialization of the pkm/sav files, it only gets/sets data on demand. PKM.cs is the base abstraction of the PK* format, with multiple different formats of storing the data across generations (ie PK1/PK2...PK7...). SaveFile.cs is the base abstraction of save files, with multiple different formats of storing the data across generations (ie SAV1/SAV2...SAV7...). PKHeX.Core.dll is the class library the GUI uses to power most of the pkm/sav data manipulation. If you add it as a reference to a (.NET language) project, you can use its api to automate your edits. PKHeX also offers plugin capability, where you can program your own toolkit and launch various operations.
  21. Thanks, fixed in latest commit https://github.com/kwsch/PKHeX/commit/77a4691a58cc45f63c904eecf8a6d31a46231d4c
  22. Fixed & Fixed Fixed Download the latest as of a few minutes ago
  23. Yuzu does not support wireless/online communications. You can hack your switch (assuming it is an older model), then edit your save file from your legitimate game.
  24. No, it just doesn't have a list of what gen4 games can receive a given gen4 card. I'm not putting that information together myself; the community hasn't felt it is necessary either.
  25. pkNX has been set up as a class library for easy reuse in other projects. Inside the codebase is re-implementation of various game data structures and file locations. Structures Game File Locations Note: these urls are from when this reply is posted. For the most up-to-date reference, please browse for the files using the current commits. pkNX also includes an example of flatbuffer file conversion using a flatbuffer schema (.fbs), from *.bin -> *.json, and *.json -> bin. Use the provided fbs and bat files, which use the flatc.exe to convert the data. Keep them in the same folder as the stuff you're converting
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