Jump to content

Kaphotics

Helpful Member
  • Posts

    7839
  • Joined

  • Last visited

  • Days Won

    451

Everything posted by Kaphotics

  1. Via "About PKHeX" -> Shortcuts: Alt-Click a slot to delete the data in slot. Control-Alt-Click a slot to (Clone/Delete) set a Pokemon to every slot in the box.
  2. Fixed in the latest commit. Thanks for reporting
  3. Fixed in the latest commit. Thanks for reporting!
  4. 75% of the dlls were updated (game code modules) tons o bug fixes
  5. The issue has been resolved - the form will now save the current entry when closing. If you don't want to recompile code, just flip to another trainer before closing so that your data saves.
  6. Thanks, fixed in the latest commit. The use of "\" and "[" wasn't noticed; I've since added them to the escape-list for loading & importing. Re-export to be safe; else just compare files (files 201 & 202 are the offenders for the French Language).
  7. I already told you what is causing it; you would have to send whatever text file is causing the issue to me.
  8. Corrected in the latest commit, along with some visual improvements to the Levelup/EggMove editors
  9. if (val == '\\') // Line Break if (line[i + 1] == 'n') { i++; bw.Write(encryptU16('\n', ref key)); } else if (line[i + 1] == 'r') { bw.Write(encryptU16(0x10, ref key)); i++; bw.Write(encryptU16(1, ref key)); bw.Write(encryptU16(0xBE00, ref key)); } else if (line[i + 1] == 'c') { bw.Write(encryptU16(0x10, ref key)); i++; bw.Write(encryptU16(1, ref key)); bw.Write(encryptU16(0xBE01, ref key)); } else { throw new Exception("Invalid terminated line"); } You're likely using \ (forward slash) somewhere; not sure where this is happening. If the game does naturally use the forward slash, I may have to just add the ability to write '\'.
  10. No idea what is causing the moves to not work; would need to have a pastebin that I can step through/debug to figure out what is wrong. Fixed the no-item sets not loading; the initial error checking seeks for the @ symbol for the start of a set; now if that fails it will just run the species/nick/gender check and return if no data.
  11. The popup text is incorrect; it will only change categories if the checkbox is checked. Just ignore what that text says.
  12. Thanks Crowhogan33 for bringing this to my attention: (Randomized Trainer Class fix) ~ Fixed Trainer Class Randomization from screwing up exe in first post has been exchanged with 04-13-15 which also has some new researchy features if you read the source code
  13. either method with PKHeX: load the source dump (pcout/rsavout) dump all boxes to folder (in PKHeX) load the destination game dump import all boxes from folder export new pcin/rsavin
  14. No. First line of the first post: Edited ROMs can only be played on exploitable consoles (Firmware 9.2 and below) by using the Gateway Flashcart.
  15. >Web Injection Patched in 9.5.0-23 exploit that allowed web injection was patched go read the countless replies and repeat questions, it's getting old.
  16. Updated first post with the current compile of pk3DS.
  17. Sure. I want to get O-Power data editing in tonight (viewing was last night), then I'll update the executable
  18. Done! Implemented in latest commit.Old exports can't be imported; so just re-export and use the new one. Importing text would require some text recognition special to each type of export, so it'd get pretty tedious programming and testing all of them. I'd rather people just use the program, it already keeps backups I'd rather just tarball all the GARCs and call it a patch, since pk3DS can edit pretty much every GARC it opens to completion (sans moves, etc whatever). I usually don't like to load multiple GARCs for one form, and I don't know if there's a hard-coded limit on how many levelup moves a Pokémon can have. It's not too hard to add your requested 'egg-level' memory (tutor-memory would defeat their purpose ingame); just gotta know if it's actually feasible.
  19. The Event Constants store 16bit numbers per entry (as opposed to Event Flags which store only 1bit per entry). Event Constants keep track of which starter you have chosen, and many other things the game has to keep track of that isn't as simple as a true/false. Like most flags, those are un-researched. You can access a dropdown preview list in the Event Flag Editor. Based off of my experience with scripting in the DS games, you'd likely see a 0/1/2 stored as an Event Constant as that is what the game uses to switch between the 3 possible starter battles ~ (it has another switch earlier to select Brendan or May).
  20. I was always wondering if anyone wanted that and thought that it'd be nice to have I should have it done by the end of the week, so long as there aren't any other bugs to chase!
  21. Thanks for reporting, looks like quite an old bug where the special character handling never wrote the data. Fixed in the latest commit.
  22. This has been fixed (not sure if this is in the currently posted version. If not, I'll probably get around to posting another update sometime this week. It was just a cosmetic glitch; those abilities are not the ones that the Pokémon will have. Fixed in the latest commit (also with some code cleanup). Thanks for reporting!
  23. We basically just (intelligently) brute forced the save file to get all the hashes, as data outside of the savegame is constant or guessable. The only thing that couldn't be done was regenerate the AESMAC to be valid (because that required a 3DS to be seeded with the right keyslot data and crypto commands) which is what Powersaves' server did for us. At the time they only checked the computer generatable hashes but not the 3DS hash; now they check the 3DS hash to ensure that it hasn't been smartly modified.
×
×
  • Create New...