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Posts posted by Kaphotics
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KeySAV2 - now supports ORAS (BV or digital SAV)!
KeySAV2 is a conglomeration of two tools (KeySAV and KeyBV) that combines the features and includes more.
Retail Games are supported via: SD Card Battle Videos // PowerSaves/Cyber Gadget
Digital Games are supported via: SD Card Battle Videos & SD Card Save Games
Features:
- KeyBV and KeySAV/Mass Dumping features.
- (Multiple) Box viewing
- Battle Video team viewing
- Dumping of PK6 files (Decrypted Pokémon Files) which can be viewed in PKHeX.
- Dumping to CSV to view all useful info at a glance.
[*]Automatic (empty) box slot unlocking for future use (no need for new keys).
- If KeySAV detects data with it's keys, it will display it and update it's key file.
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Provisional Data (<100%) can be hidden or marked. (Options)
- Once a slot has had 3 different states (Empty/Filled 1/Filled 2), certainty is 100%.
[*]Options menu with customizable output.
[*]KeySAV2 supports all game languages (input files and output data).
[*]Language, Window Size, and Options are automatically saved/loaded.
[*]Automatic Key loading when a Save/Battle Video is loaded (if key exists).
[*]Automatic Save/Battle Video loading when the 3DS' SD card is plugged in.
[*]Archival/Backup of Save/Battle Video files for future use.
[*]Organized storage of Key / Dumps / Backups in folders.
[*]Vivillon Forms are displayed as a part of the Species name.
[*]Drag&Drop support.
- (Multiple) Box viewing
Disclaimer:
Keys/Blanks from KeySAV and KeyBV cannot be used; re-break for the new format.
You cannot use someone else's data.
Extra:
Update: Vivillon forms now appear properly. (80)
CSV output fixed. (80)
31IV / Color Checkboxes now function properly. (50)
fixed ball output... again (30)
Programmed in C#
Inspiration from the various improvement forks of KeySAV/KeyBV and SV Checker.
Key Format:
0x0 - 16 byte ID number (0x10-0x1F from SAV/BV)
BV
0x100 - My Team Key 0x800 - Opponent Team Key (if broken successfully)
SAV
0x10 - 0xE0-0xE3 Blank Data (SAV) 0x1C - Box1 Offset (dynamic for ORAS) 0x100 - Key1 Data 0x40000 - Key2 Data
For the SAV Key Data:
First Break will store all of save1 into Key1, and any differing slot in save2 will be stored in key2.
When data different to either key is found in the save, the key will automatically update and store the new data if key2 is empty.
If key2 is full and the sav data is new, then if the save is detected empty (sav^key1 & sav^key2 are both valid EKX) or if either key is detected empty (one of the previous criteria fails), then the key will permanently store the empty data and always use it in the future (key1(empty) => use key2 always).
TUTORIALS:
Recommended: Extract KeySAV2 to its own folder somewhere -- it needs to make subfolders!
Follow the same breaking process as KeySAV/KeyBV by using the Options Tab of KeySAV2.
ALTERNATE (X/Y only) BUILD - Contains more features, by ViolentSpatula.
ALTERNATE (ORAS/XY) BUILDS:
Cu3PO42's BUILD & GUIDE (double saving not required)
Kaisonic's BUILD (double saving not required)
Download Link:
- KeyBV and KeySAV/Mass Dumping features.
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How did you achieve this? Is there something I'm missing?
Try this method. Even though it fully decrypts the savegame data, it won't decrypt the header data needed for re-signing the save. That can only be done by decrypting with the 3DS's AES engine with the proper key.
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scripts don't set the trainer music, it's dependent on trainer class (nobody knows how to change it currently).
drayano added/edited scripts via raw hex.
http://projectpokemon.org/forums/showthread.php?29456-B2W2-Scripting-Thread
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pretty sure drayano added them beyond the list of default trainers.
http://projectpokemon.org/forums/showthread.php?29170-Adding-New-Trainers-to-List-in-BWTE
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post the following info to receive help:
AR code
what game you're doing this on
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Download Link At Bottom of Post
Drag & Drop tool that emulates:
- Any official transfer method
- Fakes non-official transfer methods (backwards conversion)
Converts a pkm/3gpkm file to any of the forward generation formats, depending on what the user selects.
(beta: 100+ dl's) + 25
Programmed in C#
Generation 3 Transfers will transfer to the 'native game language' using that language's DP trash bytes.
In other words, a JP Pokemon will transfer to a 'fake' JP DP game and won't receive the Nickname flag if its species name matches the nickname.
Transferring to Gen 6 has an option to specify the 3DS Country/SubRegion/GeoRegion and Trainer Name/Gender that receives it.
Want RBY/GSC (Gen 1/2) to Gen 3 transfers? Use Metropolis' Converter.
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So then is there a known way to "take care" of the AES MAC or any way to fully decrypt the game. In PKHeX it shows a button saying "Export SAV" but it is blanked out and doesn't work, on the PKHeX thread it says "Saving changes to a SAV is only available if you can dump your own XORpad and have a 100% decrypted save."
In order for anyone to 100% decrypt a save, they would have to do either of the following:
1. dump the specific AES Key for their savegame, feed it to a hacked 3DS to generate the XORpad, and re-sign/xor when edits are applied.
2. dump the decrypted save in the RAM, then piece back together the save and have the 3DS ignore the bad AES MAC (or re-sign it with custom code).
PKHeX can detect if a save is 100% decrypted or not; if you can't do either of the above methods yourself, then you can't 100%decrypt or inject. You need more than just a Powersaves device... it's not a simple thing.
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Thanks for the help, this isn't 100% decryption, so can I not inject these back? Because I've been trying to do that, and it's fail after re-trying 4 times. I did get at least this working though
Unless you can take care of the AES MAC at the top of the save, there is no 100% decryption or re-injection.
These tricks in the thread allow decryption of the savedata; insertion is not possible.
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just re-save ingame; there is a backup and main save file in every 512KB save.
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be sure the target game is set properly when loading any files.
PokeGen doesn't load gen3 pkm files (afaik).
Gen4 files have to be loaded with the target game as a generation 4 first, then the target game is changed to a genV game.
save files should be 512KB.
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06/28/14 - New Update:
- Fixed: Translation not translating last elements of UI dropdowns.
- Fixed: SAV related buttons are now disabled when no data for them is loaded.
- Fixed: Pokerus infection/curing logic.
- Fixed: Memory loading now doesn't error out with no data, and has all memory types and locations.
- Added: DE/FR (early) language translations.
- Added: Shiny/PKRS Cured/Pentagon sprites to marking.
- Added: Ribbon sprites from ingame; Expert Battler (Super Maison ribbon) now has proper sprite. Also added the 40/8 complete Memory ribbons.
- Added: Base friendships for Kalos Pokemon.
- Added: Clicking Friendship Label now toggles between Base & Max; pressing with Control resets it.
- Added/Fixed: Clicking IsEgg will now set the Hatch Counter to 1 (GTS still tampers with it...).
- Added: Clicking PPups Label now sets all 4 PPUps to 3; pressing with Control sets them back to 0.
- Changed: Gender labels for Pokemon and Trainers now use ♂♀. Clicking will toggle between.
- Changed: Markings no longer display check boxes; instead they act like Ribbons which can be toggled by clicking.
- Changed: When a PID is shiny, it will now display the shiny marking instead of text.
- Changed: Setting a nickname to species name will now depend on the Pokemon's language, not the UI language. Changing the species will also auto fill the nickname the same way.
Source code is now available.
- Fixed: Translation not translating last elements of UI dropdowns.
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google'd "TID frlg rng" and got this as the first result. Scan through and there's a section that covers the TID generation.
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1. get all of the badges
2. be the OT of the pokemon (OT/ID/SID)
foreign traded pokemon will not obey unless you have proven yourself ingame (obtained appropriate badges)
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forward slash, not backslash
\XXXX not /XXXX
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copy the animation from missingno
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http://www.smogon.com/forums/threads/past-gen-rng-research.61090/page-39#post-4370060
60% DWF -> offspring (no ditto)
80% female(dual) -> offspring (no ditto)
50% (with ditto)
B2W2: 100% nonDWF -> offspring (no ditto, everstone)
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I did write a Lua script to view both parties during WiFi battles, the offsets were hard-coded though.
Wouldn't be hard to modify it, but there's a lot of junk to clear up.
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There are no programs that have been posted.
Just open desmume's process with your program, and find the PKM data. Decrypt it then display.
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Out of curiosity, would this be enough, in addition to the GTS hack, or is more still needed?
the authentication addresses are hard coded into the ROM using specific HTTPS urls, so there's no way you can bypass the checks unless you change how it authenticates (with an AR or ROM Hack). If you are capable of changing the ingame code, you are capable of writing to it anyways (save / memory editing).
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These buttons are grey for me. What do I do?
Nothing; reread the red words at the bottom of the first post. The buttons are only usable if you provide a fully decrypted save file to edit from; you can't save a proper save file without a proper save file to start with.
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I'm having a really hard time with this. After I finish editing stuff on the save file, how do I save these edits?
Click the Export SAV button in the SAV tab. Unless you are capable of getting past the AES-MAC signature check; saving with this program will do you no good unless you are capable of dealing with this issue.
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06/09/14 - New Update:
- Fixed: Wrong/missing mini-sprites in box interface.
- Fixed: Nidoran gender symbols appearing incorrectly when viewed.
- Added: Splash screen on load to let users with slow computers that the program is setting up.
- Added: Detection of bad checksum data when loading it to tabs (hardly anyone will encounter this).
- Added: Translation support of all fields/combobox for every in-game language. This includes memories and characteristics. Also...
- Added: Translation support of interface via supplied .txt files. With the above change and this, the program can be fully localized (besides Encounter Types, 3DS Country Names, savegame related UI or popup messages.)
- Added: Appending the exe's file name with -en or any other supported language (ja, ko, de, it, es, fr) will auto-load the program with the language.
- Added: Mass Import / Export of box contents by either dragging a folder into the window or loading/saving-to a folder. PKHeX will allow users to create a database in the same directory as the executable to store all dumped pk6 files, or allow users to specify where to dump/load from.
Reminder: Stuff still cannot be injected to your game yet, unless you can decrypt your save and re-sign it, or inject directly into the RAM.
If anyone is able to find out what offsets 0x16/0x17 are used for (can view via Extra Bytes), please let everyone know!
- Fixed: Wrong/missing mini-sprites in box interface.
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Is somebody working at resigning? And can we manage editing AND inserting via hex editing(on save)?
It's not a priority for anyone, as only Datel can re-sign retail saves. Flashcarts can inject directly to the game instead. You can't just hex edit a save file, the signatures have to be correct. PKHeX can insert to the save file, but the signature will alwayss have to be done by the 3DS. The save interface of PKHeX is still useful to help users see their decrypted data.
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So I can't have a 5th trainer because of the way Download Tournaments are structured?
Correct, there is only space for 4 custom trainers; if you set the custom trainers to ensure they face you on a given round, you'll never face the 5-8 trainers.
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The rest (8 trainers) aren't generated at all; you are only given opponents from the 4 in the Download Tournament file.
(2 first rounders being 3rd/4th place -- you get a random one of these, followed by the 2nd place player in the semis, followed by the first place player in the finals)
Pokebank won't let Legit Fire Red Cartridge Pokemon through.
in Pokémon Legality
Posted
Move1 and Move2 are empty, but Move3 is Flamethrower.
Shenanigans on "not tampering with anything".