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Posts posted by Kaphotics
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Also, to this, the last move is an egg move
Again, this event's wondercard has not been contributed.
All gen V events are checked against a contributed Wonder Card.This event's wondercard data has not been contributed, so it's left to the user to check.
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It's not randomly doing anything. The data indicates the unicode value of that character.
Also, Kaphotics, I have no idea why you decided to reverse the byte order.
If OP opened it with a hex editor it would usually default 1 byte view in that order
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This is not a bug.
When trash bytes match a unicode character, PokeGen displays that unicode character instead of displaying hex.
\FFFF = FF FF (not a unicode character)
\0211 = 11 02 (not a unicode character)
A = \0041 = 41 00 (a unicode character!)
It just so happens that the trashbytes match a unicode character, that's all.
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Like I said, the European English B/W is the exact same cartridge that was sold in the US (english).
We don't support PokeSAV, use PokeGen as it actually is a competent save editor / code generator.
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US english=EU english
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you can set the starting frame above the max to get beyond that.
also, the RNG is circular, any seed will reoccur in FFFFFFFF iterations.
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147 395 748 0
m x y z
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no
you can just mod your m,x,y,z to the doors of the tower, but there's really nothing special about unity tower anyways
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A minor problem with the trash bytes here.
http://www.pokecheck.org/?p=detail&uid=1886644
It says "This Pokémon is missing HGSS hatch trash bytes." all I did was send it to Platinum and evolve it.
Orange just means that it's something to be weary of; it's not saying that it is not legal.
Typically users hatch on the game which the egg is generated on, what you did was atypical. Since it doesn't have any trash bytes, it could either be name rated for a new name or whatever.
Not a false positive
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So long as you're resetting on the first encounter, you should be ok.
The way it works is that the game randomly generates the Opposing Trainer's ID/SID and uses that for shininess rather than your own. So if it appears shiny when you battle it, it's shiny for the opposing trainer and not you. Only when you capture it will your ID/SID be applied, and then you'll see if it's shiny or not -> reset.
If you kept this up you would eventually find a shiny shadow pokemon.
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A minor error in this pokemon
http://www.pokecheck.org/?pk=1436990
The pokemon is legal event
All gen V events are checked against a contributed Wonder Card.
This event's wondercard data has not been contributed, so it's left to the user to check.
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PikaSav doesn't export gameshark codes, but it just edits save files.
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Was anyone able to attend the event though?
OmegaDonut plans to contribute once the event is over.
Yes, he has every language ROM on a flashcart
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==
So far there have been 4 download tournaments and one secret relic tournament locked away in the ROM; I might as well explain where it's at and how most of the important stuff is stored. I spent a little bit of time figuring out enough to get meaningful data out like text and teams, nothing more than that... so here's what I've found so far.
PWT download events are set into the save file in the latter half along with all of the other downloadable content like mystery gifts. The tournament region is 0x7A000-0x7DFFF, for 0x1400 bytes for each tournament * 3 tournaments. By just looking at a downloaded tournament, it's hard to visually see the general structure via a hex viewer because it doesn't display Japanese characters... for visual help, you can use /a/2/5/8 from B2/W2's files, as this was their hard-coded test tournament that has a bit of English text (and wasn't removed for retail release).
0xA-0x54: Tournament Name
~afterwards, there's text for describing the tournament
PKMs are set up to be as compact as possible, skipping nonessential stuff kinda like battle pkms. 52 bytes per PKM (0x34), one after another to make 6.
Structure of PWT-DLC PKMs: 0x0-0x1: Species 0x2-0x17: 11 character namefield (after names, they are usually 0xFFFF aka terminators, not characters) 0x18-0x19: Held Item 0x1A: Shiny Flag (00 or 01) ~ unconfirmed, hasn't been used except for the ROM tournament 0x1B: Ability 0x1C: HP EV 0x1D: ATK EV 0x1E: DEF EV 0x1F: SPE EV 0x20: SPA EV 0x21: SPD EV 0x22-0x23: Move 1 0x24-0x25: Move 2 0x26-0x27: Move 3 0x28-0x29: Move 4 0x2A: gender? ~ unconfirmed. may just be bitflags for stuff 0x2B: Nature 0x2C-0x2F: IVs (stored same way as pkms) 0x30: ??? always 0. might be secondary sparkle like N's 0x31: Ball 0x32: Current Level 0x33: Happiness
0x270: Start of Trainer 1
PKM1: 0x274-0x2A7
PKM2: 0x2A8-0x2DB
PKM3: 0x2DC-0x30F
PKM4: 0x310-0x343
PKM5: 0x344-0x377
PKM6: 0x378-0x3AB
0x3AC-0x3C1 - Trainer Name ~ not sure on the lengths of these
0x3CC-0x3DD - Trainer Class ~ as I haven't seen longer name/classes
Trainer win messages or something afterwards, didn't care enough to determine how they worked.
Next trainer:
0x650: start of trainer 2
0x654: pkm data....
0x3E0 between each trainer block, always 4 trainer blocks
(0x270, 0x650, 0xA30, 0xE10)
0x1400 next tournament... repeats...
0x1670 trainer 1...
0x1A50 trainer 2...
etc.
that's all I know, however there's certain bytes somewhere which make the game use other stuff in the ROM instead of the programmed PKMs or trainer name/class. I just wanted to get the important team sets out so I didn't bother figuring out the entire structure.
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resources~
Excel Parser ~ paste in tabulated data strings into the proper cells. PKM related lookup tables from Bulbapedia & pkmcodedepo and character tables from here.
Ripped Tournament from the region I mentioned above (7A000-7BFFF). "PWT Download" for the file extension naming
example results from parsing stuff & (rom example)
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Is this a correct one ? here are the screenshots of pokecheck
yes
pretty much every wondercard gift mon (not manaphy) has xFFFF trash after the terminator to fill up the rest of the nickname
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spinda spots are variant based on PID so I'd assume the images display the spots as they would be in the game
ComeMst2 is the Hometown lookup (game originated in)
~ なし = None, usually implies its hacked
~ 不明 = Unknown, as these ones weren't used to ID any game.
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0x87: 250 <= x < 256
135d
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NARC file order (CLICK THIS FOR HUGE LIST OF NARC LOCATIONS):
Notable files for ROM Hacks: /a/0/0/3 - Story Text /a/0/0/8 - Maps /a/0/1/1 - battle backgrounds /a/0/1/2 - ZoneData /a/0/1/6 - personal.narc (pokemon editing) /a/0/1/8 - level up moves /a/0/1/9 - evolutions /a/0/2/1 - Move data (type, bp, etc) /a/0/2/6 - title screen /a/0/3/0 - Start Menu Sprite /a/0/5/6 - Ingame Scripts /a/0/6/5 - Move Animations /a/0/7/1 - Animated Trainer Sprites (front, vs) /a/0/7/2 - Animated Trainer Sprites (back, send out) /a/0/9/1 - Trainer Data /a/0/9/2 - Trainer Pokemon /a/1/2/4 - Egg Moves /a/1/2/6 - Overworlds /a/1/2/7 - Encounter Tables /a/1/6/3 - In Game Trades /a/2/6/7 - Trainer Mugshots /a/2/7/3 - Hidden Hollow Encounter Table /a/2/8/2 - PokeMart Data /a/2/9/1 - PWT Board Trainer Sprites /a/2/9/6 - Pokedex Ingame Locations
/a/0/1/6 indices and structure (personal.narc):
thanks to Codr and magical: 1-649: normal forms 650-652: ??? (Kyogre's stats, but steel/flying) 653-684: Pokéwood stuff (all-100 stats, varying types etc) 685: Deoxys attack 686: Deoxys defense 687: Deoxys speed 688: Wormadam sandy 689: Wormadam trash 690: Shaymin sky 691: Giratina origin 692: Rotom heat 693: Rotom wash 694: Rotom frost 695: Rotom fan 696: Rotom mow 697: Castform sunny 698: Castform rain 699: Castform snow 700: Basculin 701: Darmanitan 702: Meloetta 703: White Kyurem 704: Black Kyurem 705: Keldeo Resolution 706: Tornadus Therian 707: Thundurus Therian 708: Landorus Therian 709: REGIONAL Pokedex indices (999 indicates the Pokemon isn't in the regional Pokedex.) personal.narc struct { u8 stat_hp u8 stat_atk u8 stat_def u8 stat_speed u8 stat_spatk u8 stat_spdef u8 type1 u8 type2 u8 catch_rate u8 stage //not really struct { u16 effort_hp:2 //lsb u16 effort_atk:2 u16 effort_def:2 u16 effort_spd:2 u16 effort_spatk:2 u16 effort_spdef:2 //msb } u16 item1 u16 item2 u16 item3 //dark grass u8 gender_rate u8 hatch_counter u8 happiness u8 growth u8 egg1 u8 egg2 u8 ability1 u8 ability2 u8 ability3 //dream world u8 escape_rate u16 form_stats_start u16 form_sprites_start u8 form_count u8 color u16 base_exp u16 height u16 weight u32 tms[4] u32 tutors_starters u32 tutors_shards[4] }
Encounter Table:
Now has 135 locations. Here's their entry->ingame location:
Exact locations not known (for dungeons), but this is where they generally are: Location 0 Striaton City Location 1 Castelia City Location 2 Icirrus City Location 3 Aspertia City Location 4 Virbank City Location 5 Humilau City Location 6 Dreamyard Location 7 Dreamyard Location 8 Pinwheel Forest Location 9 Pinwheel Forest Location 10 Desert Resort Location 11 Desert Resort Location 12 Relic Castle Location 13 Relic Castle Location 14 Relic Castle Location 15 Relic Castle Location 16 Relic Castle Location 17 Relic Castle Location 18 Relic Castle Location 19 Relic Castle Location 20 Chargestone Cave Location 21 Chargestone Cave Location 22 Chargestone Cave Location 23 Twist Mountain Location 24 Twist Mountain Location 25 Twist Mountain Location 26 Twist Mountain Location 27 Dragonspiral Tower Location 28 Dragonspiral Tower Location 29 Dragonspiral Tower Location 30 Dragonspiral Tower Location 31 Victory Road Location 32 Giant Chasm Location 33 Giant Chasm Location 34 Giant Chasm Location 35 Giant Chasm Location 36 Giant Chasm Location 37 Castelia Sewers Location 38 Castelia Sewers Location 39 Castelia Sewers Location 40 Castelia Sewers Location 41 Castelia Sewers Location 42 P2 Laboratory Location 43 Undella Bay Location 44 Floccesy Ranch Location 45 Floccesy Ranch Location 46 Virbank Complex Location 47 Virbank Complex Location 48 Reversal Mountain Location 49 Reversal Mountain Location 50 Reversal Mountain Location 51 Reversal Mountain Location 52 Reversal Mountain Location 53 Reversal Mountain Location 54 Reversal Mountain Location 55 Reversal Mountain Location 56 Reversal Mountain Location 57 Reversal Mountain Location 58 Reversal Mountain Location 59 Reversal Mountain Location 60 Reversal Mountain Location 61 Strange House Location 62 Strange House Location 63 Strange House Location 64 Strange House Location 65 Strange House Location 66 Strange House Location 67 Strange House Location 68 Strange House Location 69 Strange House Location 70 Strange House Location 71 Victory Road Location 72 Victory Road Location 73 Victory Road Location 74 Victory Road Location 75 Victory Road Location 76 Victory Road Location 77 Victory Road Location 78 Victory Road Location 79 Victory Road Location 80 Victory Road Location 81 Relic Passage Location 82 Relic Passage Location 83 Relic Passage Location 84 Clay Tunnel Location 85 Clay Tunnel Location 86 Clay Tunnel Location 87 Underground Ruins Location 88 Underground Ruins Location 89 Underground Ruins Location 90 Rock Peak Chamber Location 91 Iceberg Chamber Location 92 Underground Ruins Location 93 Seaside Cave Location 94 Seaside Cave Location 95 Nature Preserve Location 96 Driftveil Drawbridge Location 97 Village Bridge Location 98 Marvelous Bridge Location 99 Route 1 Location 100 Route 2 Location 101 Route 3 Location 102 Wellspring Cave Location 103 Wellspring Cave Location 104 Route 4 Location 105 Route 4 Location 106 Route 5 Location 107 Route 6 Location 108 Mistralton Cave Location 109 Mistralton Cave Location 110 Guidance Chamber Location 111 Route 7 Location 112 Celestial Tower Location 113 Celestial Tower Location 114 Celestial Tower Location 115 Celestial Tower Location 116 Route 8 Location 117 Moor of Icirrus Location 118 Route 9 Location 119 Route 11 Location 120 Route 12 Location 121 Route 13 Location 122 Route 14 Location 123 Abundant Shrine Location 124 Route 15 Location 125 Route 16 Location 126 Lostlorn Forest Location 127 Route 18 Location 128 Route 19 Location 129 Route 20 Location 130 Route 22 Location 131 Route 23 Location 132 Undella Town Location 133 Route 17 Location 134 Route 21 thanks to xfr for the process to determine location names (zonedata submap)
Poké Mart Locations:
1 Stock No Badges 2 Stock 1+Badges 3 Stock 3+Badges 4 Stock 5+Badges 5 Stock 7+Badges 6 Stock 8+Badges 7 Accumula Town Upper Cashier 8 Striaton City Upper Cashier 9 Nacrene City Upper Cashier 10 Castelia City Upper Cashier 11 Nimbasa TM Department 12 Driftveil City Upper Cashier 13 Mistralton City TM Dept. 14 Icirrus City Upper Cashier 15 Opelucid City Upper Cashier 16 Victory Road Upper 17 Victory Road Upper? 18 Lacunosa Town 19 Undella Town 20 Black City 21 SM9 Top Right Cashier 22 Driftveil City Herb Shop 23 Driftveil City Inscense Shop 24 SM9 Bottom Section 25 SM9 Middle Right Cashier 26 SM9 Middle Left Cashier 27 SM9 Top Left Cashier 28 Aspertia City? 29 Virbank City Lower Cashier 30 Seigaiha City Upper Cashier 31 Floccesy Town? 32 Yamaji Town Upper Cashier
Credits & Thanks To: personal.narc identification and structure: Codr and magical Location Map of encounter slots: xfr File identification: Kaphotics, magical, Bond697, Codr, veekun, Sanky, Jerry, Andibad
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http://www.pokecheck.org/?p=detail&uid=1540003
B2W2 Swalot swarms at route 19,
marked as Unknown encounter.
Swarms are currently unsupported at this time. We're waiting on the possibility of that data being found in the ROM rather than just adding by hand.
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Hi,
It definitively doesn't work on my R4SDHC...
I've followed the instructions, patched a clean rom, then put the correct dat files in TTmenu...
I'm also using YSmenu 6.80 (latest build).
But when I open pokemon black 2, it stuck on the loading bar at the bottom...
read the 2nd post of the thread, it's known that the r4sdhc doesn't work.
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/a/0/2/6
crystaltile
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oh ok, I used ze-ku-ro-mu (without the hyphens) and it worked AFTER changing the language back to katakana. I tried the number, zekrom and reshiram passwords multiple times still in hirigana (English), and none of them ever worked, but I tried the zekrom password right after changing the language and the game recognized it.
it's probably checked by the ingame script without referring to the text file then.
PIDs and IVs in the fifth generation
in Pokémon Legality
Posted
Yes. The game uses two different RNGs to determine PIDs and IVs for everything but wondercards.
The IVs are set by a 32 bit Mersenne Twister; the rest is determined by the "PIDRNG", which is a 64 bit Linear Congruential RNG.