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Kaphotics

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Everything posted by Kaphotics

  1. It's part of the History/Memories block of who the OT originally traded away to. Player A hatched egg, becomes OT. Player A trades to Player B, Player B becomes "OT Traded Away To" I don't know if it is updated if it's traded away again. It's kinda like "Entrusted to OT". At least that's what the wiki implies, can't research further without new dumps -- the history block is pretty mysterious. I might rename that label if there's a better descriptor.
  2. Download Location Here PKMs and SAVs can be injected to 3DS games if you have any of the following: Homebrew Menu & any Save Manager App Hacked Console with Custom Firmware JP Cart+JP System using Cyber Save Editor & Dongle NO POWERSAVES. Datel does not allow edited save resigning. NO SKY3DS EITHER. Save files must be decrypted in order to load & save. Methods how to view (not inject) your Powersaves are in the X/Y Save File Research Thread. Complete list of shortcuts and update history is available within program via Options->About. Source code is available on my GitHub. Tutorial Video
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  3. gen3/4 PIDs; PID's aren't checked for FC battles or ingame. pokegen tries to predict the ingame characteristic. I don't think the pid%6 method has been added edit:thanks for the clarification
  4. PokeGen is not a fake GTS.
  5. shininess is dependent on TID, SID, and PID. Changing any of them will usually make it unshiny. Current Level is dependent on experience and the species' growth rate; change the species and PokeGen recalculates the current level. You're likely did something wrong saving (ie, saving a save file) rather than saving from tabs.
  6. pokecheck.org
  7. Just read the thread, I explained how to alter some premade command strings.
  8. it's just a movement instruction for the given NPC's ID. select the NPC, specify length of movement instruction move instruction 1 & iterations move instruction 2 & iterations ... command IDs differ between games but it's really easy.
  9. b2w2 eggs are the same as BW except the first egg uses a LCRNG seed from the save file. there's always 6 calls to the twister first, and then inherited IVs overwrite them. not two. so in that effect, the link you provided is wrong. Also, no the encryption constant has no IV relation. Whatever that link noticed was just coincidence (with the plethora of provided bred PKX's, there's no way there's a relation between IVs and ec)
  10. The whole breeding routine is covered in this post. It always generates 6 individual IVs from the Mersenne Twister, and everything else is from the 64bit LCRNG. Gen5 spots were based on the PID; this gen they aren't. There was no correlation shown in the article. There will be no "new spinda painter" because the spots in gen 6 are now based on the encryption constant, which has no use besides encryption and spots. If you're saying that the Mersenne Twister sets the encryption constant with two calls and the IVs have some sort of derived relation; it's hard to see that given the article is Japanese but we'll see when dumps come.
  11. 6 MT sequences (one per IV) then overwritten by inherited IVs. There are no more PID-IVs. 1 Call for PID 1 Call For Nature 1 Call for DW ability one call per try of inheritance it's a lot of rand calls. They assumed stuff and were wrong.
  12. There are a bunch of inaccuracies regarding the article; they assumed the spot pattern was determined by the PID. They never proved where anything came from - It is hard to believe that they wouldn't carry over their Gen V RNG calculations so that the mersenne no longer set IVs.
  13. Same narc, different subfile. Can always search with google: "rawdb" and "quote" and you should get it.
  14. The PID is used for more things than just shininess (gender for sure and probably initial ability / wurmple evolution too, unless I'm totally wrong). Spinda spots are now believed to be based on the encryption constant (no need to decrypt PKX to make spots). Good luck getting poses and generating an egg to get the 32 bit value. We don't even know if it is modified in any way, or if any RNG advancements were to occur. It's best to find something with a multitude of repeatable random responses; the more the better. In the meantime there's a few better things to do than get your initial RNG state; we have no way to know how it is modified or used when generating Pokemon if we cannot see the raw data in-game. Hence why battle video uploads (to check breeding inheritance/pid/ec) or total dumps are a higher priority.
  15. all gen 4/5 save files even from rom hacks are compatible with PokeGen; base stats are recalculated ingame anyways.
  16. Way too vague.
  17. PIDIVs are not checked for FC battles or transfers. They don't matter, you can use anything.
  18. Asking how to circumvent PokeBank checks is still against our policy; however Nintendo/gamefreak/bank will not block what you have recently posted.
  19. It's 100% fine to battle with friends; it's just illegal. Not telling you why - it's against this forum's (and Pokecheck's) policy.
  20. PID is illegal. Something is wrong with Pokecheck's check (which I won't say); plus it's highly unlikely that a given spread matches the nature/gender locks. Remember, Pokécheck is not for creating hacked pokemon.
  21. The game uses another function to set trainer flags. sc_1239 has all of the logic for disabling trainers and doing battles. You can probably get away with battling a given trainer, and finding what flag is set after you beat them. memory location of flags
  22. IDs and trash bytes aren't required for routine playthrough or vs friends. a legal pokemon must have legal IDs and legal trash bytes, or else it is illegal (not generatable by the game)
  23. add NPC with kazo's NPCE (or with ), assign it a new scriptadd script with hex editing nobody will hold his hand to guide him through the process though. there's a ton of information available, just not a lot of people actively involved in scripting.
  24. Duh. They're generally in order according to species number. Two palettes per sprite (non&shiny).
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