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Kaphotics

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Everything posted by Kaphotics

  1. gonna elaborate on gen 3 encounter slots (different methods). 1/2/4 methods are used (3 is almost never), backtrack from the first PID call to get a possible nature frame (like encounter slots for gen 4), back one from that is the level calc. Back another calc is the slot calc. There's some crafty stuff that can be done to get unobtainable encounter slots. The game has the capacity to alternate between different methods during the PID generation routine (it needs to do other calcs while doing the %0x19s), and can make some encounter slots from a previous Nature-PID carry over to the next one (which you receive). I'm probably not explaining this well, jussayin that there is an absolutely miniscule chance of having an "illegal" slot/level occur.
  2. As seen on YouTube battler "shofu"'s ujelly video (I gave him the code lol) From my research on Battle Video structure, I have been able to "port" the HGSS customization code to Gen 5. Note this may only work on English White as I do not have anything but English White to test on. English B/W (Select) Background / Tile Changer (VS. Recorder) Instructions: Activate right before you press play on the Battle Video. [video=youtube;CqXSIGq1DK0]
  3. English White (Select) Background / Tile Changer (VS. Recorder) Moved to RAM board as it is unrelated to saves. It's a particular offset in the DBV. Also, the Battle Video has the RNG constants, probably for encryption/decryption.
  4. Figured out how to change the background / pads of the Battle! 0x0226B08C, whole word controls the background. Still haven't figured out how to control it to my desires... Background Decimal Numbers (assorted good looking)
  5. Fooling around with the RAM part 1, translates to the Battle Video data...
  6. When you are at the point where you can press play on the video, you can modify the values of the decrypted battle video. 0xF8 - Battle Duration (Hex Length) Moves are (almost) immediately after, obviously. Turns appear to be 0xB long. Moves: I messed around with 0x14D, and was able to change the move the Pokemon did. 0x0226B0CD = mymove on move 3 0x0226B0F9 = mymove on move 6 These may be different depending on the battle video in question. Some more decrypted battle videos: http://dl.dropbox.com/u/12206225/Battle%20Video%20Research/Leaf%20Blade.DBV http://dl.dropbox.com/u/12206225/Battle%20Video%20Research/Blaze%20Kick.DBV http://dl.dropbox.com/u/12206225/Battle%20Video%20Research/Earthquake.DBV save states They are all from the same battle, except with different endings. For the first one (Leaf Blade), I did not switch and used Leaf Blade to finish off the Pokemon. For the second one (Blaze Kick), I switched to Blaziken. The next turn, I used Blaze Kick to finish off the Pokemon. For the third one (Earthquake), I switched to Gyarados. The next turn, I used Earthquake to finish off the Pokemon. Here's when I modified the 6th turn move: Here's when I modified the 3rd turn move:
  7. http://projectpokemon.org/forums/showthread.php?8325 http://projectpokemon.org/forums/showthread.php?14026
  8. Changing the game code is not legal, it's still gives you illegitimate Pokemon that aren't possible (thus not Legal). There are AR codes that do the anti-shinyprevention now, but this topic is for Celebi!
  9. 1. Don't use PokeSav. 2. Don't use PokeSav. 3. Don't use PokeSav. 4. Use PokeGen.
  10. ya depending on how you make / wait for the game to give you a shiny, you may have overwritten a flag or some dependency that prevents shinies. It's doubtful but we are making 100% sure before we arrive at any conclusions.
  11. AR codes, reverse GTS, or (bestly) Pokecheck.
  12. new research, new viewpoints I haven't updated my site in ages... We can't ever prove the legality of that Celebi, because we don't know the method of generation. All we know is that we can get the game to give shiny ones to us.
  13. <p><p><p><p><p><a href="<a href="<a href="<a href="<a href="<a href="http://projectpokemon.org/forums/showthread.php?15605-BW-Event-Flying-Pikachu&p=130810&viewfull=1#post130810" rel="external nofollow">http://projectpokemon.org/forums/showthread.php?15605-BW-Event-Flying-Pikachu&p=130810&viewfull=1#post130810</a>" rel="external nofollow"><a href="http://projectpokemon.org/forums/showthread.php?15605-BW-Event-Flying-Pikachu&p=130810&viewfull=1#post130810" rel="external nofollow">http://projectpokemon.org/forums/showthread.php?15605-BW-Event-Flying-Pikachu&p=130810&viewfull=1#post130810</a></a>" rel="external nofollow"><a href="<a href="http://projectpokemon.org/forums/showthread.php?15605-BW-Event-Flying-Pikachu&p=130810&viewfull=1#post130810" rel="external nofollow">http://projectpokemon.org/forums/showthread.php?15605-BW-Event-Flying-Pikachu&p=130810&viewfull=1#post130810</a>" rel="external nofollow"><a 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  14. Adamant/Jolly Physically Flawless Hasty/Naive HP Ice (max flawless). Download RAR
  15. Calibrating whatever you are doing for wild Pokemon isn't reliable at all, because Gen 3 games have a method of PID generation that can cause erratic frame results. Method H1/H2/H3 is still not programmed into RNG Reporter. I suggest you backtrack to see what nature frame you actually hit, it's somewhat complex but will allow you to calibrate 100%. Smogon's RNG Research thread (pages 30+) has the information.
  16. What if someone had a nickname to be length 1? Or am I just retarded and don't know how the trashbytes adds on?
  17. <p><p><p><p><p><p>lol I'll vm you the links tomorrow</p></p></p></p></p></p>

  18. adamant RNG'd 31/31/31/22/31/31 ana pikachu..pkm
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