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Kaphotics

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Everything posted by Kaphotics

  1. No plan to fix freezing - it is the lack of threading. The programs are open source so you can always improve on the tool (if you wish )
  2. You'd have to check the flag at the start of the script. Check Flag -> Branch to 2 results (flag vs no flag) and handle it. Store Flag -> Compare ~= 1 -> if false goto A... else... B 004C 00 is used for text lines, as text-line variables load from stored variables. I'd check the gift pokemon scripts (probably the Eevee would be best) to learn from.
  3. repeats 4 times as it is giving 4 different forms (seasonal). 00D2 = SetVar Season jump statements are "bytes forward from current position", which is at the end of the (if-then)jump statement.
  4. Please read the forum sticky. ProjectPokemon does not support or encourage cheating for matches online that have legality checks involved. -- 09/22/14 - New Update: - Added: Box Import will start at the current box. - Added: Box Import can be instructed to clear all boxes or just overwrite individual slots. - Fixed: Importing past generation files will no longer fail for valid files. - Removed: Erroneous Mega selection ("Mega Meganium & Mega Yanmega")
  5. A legit pokemon is legal, as it originated from the game. A hacked pokemon can be legal, so long as it stays within boundaries set by the game. Sub regions are things like States/Provinces for a given country. There have been no dumps of subregion text, so they're left generic.
  6. Anything created externally is not 'legit', as legit is 'obtained via ingame without cheats'. If the Wondercard is legal, then you will get legal Pokemon.
  7. 02 00 is "EndScript" 10 00 AA 01 = CheckFlag 0x01AA 08 00 00 00 = Logical Comparison 11 00 01 00 = Value 1 1F 00 FF 45 00 00 00 = IfResult (False 0xFF = -1) then jump to 0x00000045 ... Can always try Spiky's DS Map Editor (SDSME) which should have script editing support; also my edited version of NPRE should show most of the script names (including give pokemon)
  8. Local trading from another cart.
  9. It's not a bug, you have to set the egg location as well or else PKHeX will revert it.
  10. This will be fixed in the next version of PKHeX, which I will post tomorrow. No major changes/discoveries for the next version; most of my attention was spent on smash/XY data dumping these past few weeks as there hasn't really been anything to fix/add with PKHeX.
  11. Try this script to replace all OW sprites on the map with the same one; brute force test - it should help you find the ones you want.
  12. Correct. The script number an overworld will use is then used with the Script's Header to start execution at the desired offset. OW Script# -> fetch Script File (for map/zone) if < 255, else load external (undocumented, really) Script File Header -> get offset of Script# -> start new script @ offset.
  13. That'd be calling another script in another script file. 0x1B5A = 7002 0x07D0 = 2000
  14. Cart commands are serialized; best to look at cyber's source code (decompile) and you'll get a better idea of how they work. Cart ID is returned from one of the specialized cart commands. It's a 0x7E or whatever byte array. Header CRC is one of the returned values from the cart. It's how they can look up the cart NCCH data for the proper game, and reject you if they don't have it.
  15. Try using KeySAV2 to dump out individual Pokemon, whether it be via Battle Videos or via Save Files. By doing that you can view your TID/SID to RNG shiny stuff. Or you can just trade a Pokémon to someone who can dump (nobody here, there's dedicated boards elsewhere).
  16. I do not own X/Y or a 3DS, nor do I own Cyber Save Editor. All of the things I add are based off of the research of others (who I usually advise on what/how to look). If the community wanted it displayed in index numbers instead of bytes, they'd have to figure out what byte sets what, just like every other feature. They would then have to report back with a feature request and the necessary info on how to implement it. Since I do not know what bytes set what, PKHeX just displays the raw bytes and the rest is left to the user.
  17. Try clicking the gender symbol
  18. /a/0/2/0 ********* child pokemon Each pokemon has an entry on what child species will result from an egg.
  19. It's disabled because it's handled by the two above options (hat and hair color). That byte decomposes into the two values for hat and hair color, so it's better to allow editing of the indexes instead of the byte.
  20. PKHeX does scan for block corruption but not out of range corruption. As long as users don't go overboard with edits, it shouldn't happen. It's impossible for me to easily support stuff as I do not own the games and cannot test save edits myself; so things have to be documented well enough before being implemented. You can add the promo video effects by changing the last 4 things in the appearance textboxes.
  21. For those of you wanting a 'new update'; there haven't been any significant changes to warrant the release of one. No new features (in terms of editing, not usage) have been identified, primarily because PKHeX already does so much. I'd much rather use my time for other tools (relative to 3DS ROM editing, which is possible). The game language can be set to any language, but the CARTRIDGE itself (manufactured region) matters. Cyber Save Editor only supports Japanese cartridges (the company's decision); PKHeX supports editing of their decrypted save files, of which they accept and encrypt for you... so long as you're using a Japanese cartridge. PKHeX edits essentially everything in the save file, including Pokemon.
  22. The only decryption/signing/encryption service available to the public is a Japanese hardware tool which only supports Japanese (region locked) games. PKHeX is a save editor, not a crypto program (which is impossible for a portable exe). Yes.
  23. Those gen 4 codes were RAM altering codes, not save editing related. The restrictions come from the ROM not the SAV.
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