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Kaphotics

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Everything posted by Kaphotics

  1. Verify the quantities that you see when opening your save file compared to what you see in game. Quantities don't magically revert in data.
  2. The program isn't forcing anything. Gen1/2 do not store the version the Pokemon originated from in its data, therefore the best we can do is match whatever properties available. The Mankey can be from an egg, or it can be from a wild encounter. The program has to decide which one it matches, so it stops on the first valid encounter it finds. The encounter generator is entirely separate from the legality check matched encounter. If you generate an encounter that is later in the list of everything that is possible, the program will always stop at the first valid.
  3. Again, it will not update the 3DS region on trade within Generation 7. The value is set when it is imported via Transporter. Therefore, it is subject to the region lock restrictions of the console. PKHeX will indicate accordingly.
  4. No, it doesn't change. It first entered the 3DS era on a Japanese console. Japanese Blue can only be obtained on a Japanese 3DS, therefore it can only enter the 3DS era on a Japanese console. Gen1/2 games cannot be obtained in different regions, and Japanese games cannot trade with international games.
  5. Console region does not update after it enters a 3DS environment for the first time. 3DS virtual console games are region locked, meaning that Japanese Gen1/2 can only be transported to Japanese 3DS consoles.
  6. Is there any reason why it shouldn't be recognized as from that version, besides the user knowing it was actually obtained on a different one? The legality checker checks for legality; if it compares the Pokemon to a list of encounters, it stops on the first one that sufficiently matches. It's not going to collect a list of every single encounter it could have originated from.
  7. Outdated guides are outdated. Don't change the file format unless you know what you are doing. The dropdown should default to SAV3FRLG, and you overwrite the file you edited.
  8. There's no difference to the ones built into the program and the ones available in the event gallery, because there the same. Hence why there's no need to export them from PKHeX really.
  9. SysBot.NET has settings that creates sprite files/text for what the bot is currently trading. Refer to the wiki.
  10. Ignoring the fact that those EV spreads are absolutely illegal, you can just use whatever template pk3 file and use PKHeX to import the showdown set. It will then update the values of whatever is currently loaded. Creating Pokémon isn't really relevant to this thread, so please continue your discussion/questions of "how do I edit" in the appropriate forum/threads.
  11. Commemorative print - Bulbapedia, the community-driven Pokémon encyclopedia
  12. Programs use whatever data you give it. If the data doesn't match what you're expecting, then you didn't export your data correctly from the console/cartridge.
  13. Fine... added in latest commit GUI: swap gen3 marking visual order · kwsch/PKHeX@6fd6440
  14. You shouldn't be renaming the file when you export from PKHeX. Keep the original file name. If it was a .sav then it should stay as .sav The first option retains the file extension, and the second allows you to specify whatever file name you want. All you should be doing is opening the dsv from the folder in PKHeX, then exporting it and overwriting the original file. Alternatively, you export the .sav from desmume's export dialog menu, then import the edited file.
  15. thanks, fixed on latest commit: https://github.com/kwsch/PKHeX/commit/a02712e375051d3cd28595063bfe990f94961a84 https://github.com/kwsch/PKHeX/commit/747d0839751849255210fc2db5a71355f1ae7992
  16. Emulators do not accurately mimic the hardware timings and can result in impossible PID/IVs that can't be found on legitimate hardware. The program is working as intended.
  17. Did you save while inside the room? The NPC won't respawn if you load up the game while already inside the room. Exit the room then return.
  18. Clear flags are different from Disappear flags. It's a different flag.
  19. Thanks, fixed on latest commit: https://github.com/kwsch/PKHeX/commit/a54861464638d064713b9be60d6fd0b5b42c29c7
  20. Same issue as others are having with whatever dumper/transfer method that drops 0x1F bytes at the start of the file/inserts 0x1F bytes of data in the boxes. main
  21. Restore your save file correctly. Do not put unrelated files in the save data folder the game loads, otherwise it will indicate the container is corrupt. Try restoring the save file to your 3DS; this is user error.
  22. Works fine on the latest development build: Rearrange gen3/4 deferral enum · kwsch/PKHeX@b4edc38
  23. 1. Trash bytes can exist in any text, if the game doesn't clear the data before writing the new text value. Not all GUI locations support editing trash bytes, but you can try via ctrl-clicking the textboxes to see which ones support it. 2. Correct, you can apply nicknames multiple times, from long to short. 3. Things can legally have trash bytes; depends from game to game. PKHeX defaults to the currently loaded save file when you are generating from a template, if there is no trainer in the trainers database that is better suited. Japanese is just the first language. The dropdowns on the side are to apply Species names to the trash bytes for specific languages as an under-layer.
  24. Update your plugin. Old releases of the program are not intended to be used.
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