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Kaphotics

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Posts posted by Kaphotics

  1. from gen 5 (shouldn't be that much different) from Pokemon ROM Changer

    stat boost/drop codes:

    0,None
    1,Attack
    2,Defense
    3,Special Attack
    4,Special Defense
    5,Speed
    6,Accuracy
    7,Evasion
    8,All

    inflict ailment codes:

    0,None
    1,Paralyze
    2,Sleep
    3,Freeze
    4,Burn
    5,Poison
    6,Confusion
    7,Attract
    8,Capture
    9,Nightmare
    10,Curse
    11,Taunt
    12,Torment
    13,Disable
    14,Yawn
    15,Heal Block
    16,?
    17,Detect
    18,Leech Seed
    19,Embargo
    20,Perish Song
    21,Ingrain
    65535,Special
    

    move categories

    0,DMG
    1,No DMG | Inflict status
    2,No DMG | -targetstat/+userstat
    3,No DMG | heals user
    4,DMG | Inflict status
    5,No DMG | STATUS | +targetstat
    6,DMG | -targetstat
    7,DMG | +userstat
    8,DMG | absorbs dmg & heals
    9,One-hit KO
    10,Effect on the whole field
    11,Effect on one side of the field
    12,Forces target to switch out
    13,Unique effect

    alternatively, from veekun;

    https://github.com/veekun/pokedex/blob/master/pokedex/data/csv/move_meta_ailments.csv

    https://github.com/veekun/pokedex/blob/master/pokedex/data/csv/move_meta_categories.csv

    https://github.com/veekun/pokedex/blob/master/pokedex/data/csv/move_flags.csv

  2. To absolve any confusion:

    ( TID ^ SID >> 4 ) = Trainer Shiny Value

    ( PIDlow^PIDhigh >> 4 ) = PKM Shiny Value

    If both xor'd together = 0, the Pokemon is shiny. It's always been this way; it's just a new fan term for it since it is a bit more abusable.

    The way the games determine if its shiny or not is more or less this:

    (PIDlow^PIDhigh)^(TID^SID)>>3 = 0 -> Shiny [Gen 3-5 origin] (return 0-8191)

    (PIDlow^PIDhigh)^(TID^SID)>>4 = 0 -> Shiny [Gen VI origin] (return 0-4095)

    Without the shifts, pre gen6 the XORs had to return a number 0-7. What we noticed in Gen VI is that shinies exhibited 0-15 results, thus the overall odds were doubled.

    The whole shiny value stuff is a fan simplification since PIDs and Trainer IDs can't be altered by one user, only the OT can be changed (giving a new SIDTID).

    I don't think anyone has bothered checking xor=16, but there shouldn't be a difference between wilds/breeds. They can always roll extra PIDs if it's not shiny (like genV shiny charm or gen45 MM, or g34 everstones... you get the point)

  3. Also, did anybody have a look at this program called "Instacheck" at the smogon forum? They seem to have gotten data called Shiny value from pokemons. I don't think they posted any information or documentation about. Anybody have a clue about this? I see that xfr is credited for the research too

    ( TID ^ SID >> 4 ) = Trainer Shiny Value

    ( PIDlow^PIDhigh >> 4 ) = PKM Shiny Value

    If both xor'd together = 0, the Pokemon is shiny. It's always been this way; it's just a new fan term for it since it is a bit more abusable.

    Nothing new.

  4. But my gamesave is on my Pc... 1MB size without any problems.

    But upon booting the game checks against the save & decryption data stored on the NAND. The next time you save, the previous save file keys will be wiped out. Hence why SD backups of your save are useless unless you can back up/restore your NAND.

    1. open your save file in HxD
    2. open this attached file in HxD
    3. select all of the hex from the attached file, copy
    4. highlight 0x7E000 to 0x7EA1F in your save file
    5. paste in to your save file
    6. save your save file (with a new name)
    7. open new save in pokegen
    8. save save file in pokegen (to fix checksums)
    9. import save file to your cart/emulator.

  5. Start	End	Checksum	Mirror		Description
    1FA00	1FADF	1FAE2		25F56		Fused Reshiram/Zekrom Storage

    The Kyurem just changes form while the fused Zekrom / Reshiram gets stuffed away in the save file.

  6. Pokecheck just checks for a bunch of encounter methods first, such as a normal encounter. When it finds a valid encounter, it stops and says what the possible encounter method is. There's no data stored to indicate the ingame method of encounter (like grass was a radar patch).

    Using the Radar forces the game to skip the encounter slot test or whatever, so there's no need to worry.

  7. Just because they don't originate on a retail cart does not make them illegal. So long as they are legal (ie naturally obtainable in a nonhacked game) then there is nothing to worry about. Illegal moves will likely get your Pokemon blocked. As for the rest, nobody can know for certain; plus you're required to directly migrate from a retail cartridge so any stat/type changes will be removed.

    Happy?

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