-
Posts
7270 -
Joined
-
Last visited
-
Days Won
362
Content Type
Profiles
Pokédex
Portal
Technical Documentation
Pages
Tutorials
Forums
Events
Downloads
Gallery
Blogs
Everything posted by Kaphotics
-
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
In your case you have strain 1 with 2 days duration on your Drilbur -- when it is cured it turns to 1.0, default=strain1. Strain duration is determined as strain%4+1... 1%4+1=2, so it's a typical gen 5 infection, however strain 1 is just the default strain that AR codes/sav editors use. Light Orange messages are just cautions, not implying something is illegal. -
no. Legal.exe is for gen 4 only and can be usable offline; however it is very limited compared to Pokecheck.
-
I downloaded the wondercard you contributed and checked this is the first card where 0x3C doesnt match 0x5B that isn't an egg looks like whoever made the card (official?) didn't match up the egglevel and metlevel. could be either a bad card or just an oversight on the event's side. right now we're figuring out why, because PokeGen and Pokecheck say it's @ level 100 when in actuality the level is used from 0x5B k Pokecheck is fixed
-
edit: nevermind, we have some re-naming of hex meanings to do this is the first card where 0x3C doesnt match 0x5B that isn't an egg
-
But why would you use the public computers to edit save files or generate AR codes? You can't install programs on them to get codes/saves transferred... slightly related to ibac's statement: In my university's engineering computer lab at they all run XP; the computer science facility used XP as well, but I last was there a year ago. I say you drop XP support but still have a (stable) version downloadable that works for XP -- just never updated kind of like what was done for vers 2.312 or whatever. If XP is holding you back, drop it!
-
offset range: 0x76000-0x7C204, checksum at 0x7C208 unova starter .pds (pokedex skin) haven't done anything with it, just noting that when corrupting this region the dex skin is deleted if I transplant the data of an active dex skin to another with the data included afterwards, the save file deletes itself, so there's other stuff that has to be overwritten, just like the cgear skin; however I'm not really interested in pursuing this further ---- I should also mention that Musical data is in the 0x56000~0x76000 region of the save file. Pretty much all the DLC including battle videos is at the end of the save file. (so far I've seen it as mystery gift -> ??if anything?? -> battle videos -> cgear -> musical -> pdex -> ???) ---- not really dlc, but another observation battle competition (wifi/IR tournaments) are in the 0x20100(?)~0x209FF region it's easy to find this data in the RAM and re-register for a tournament if you un-register via a one byte AR code (not posting that for obvious reasons)
-
enciclopedia pokemon, pokebox gba, ciros pokemon maker etc
-
Need help with a couple Pokemon I'm trying to create.
Kaphotics replied to celltf's topic in Pokémon Legality
Secret ID 12345 really now... egg pokemon when generated have trash bytes. make sure they have the right trash bytes; you didn't even terminate their name field anyways. http://projectpokemon.org/wiki/Trash_Bytes -
Map Coordinates
-
rng helper -- very old version. see first post for most up to date -- RNG location for current game (English White) local rng=0x02216244 -- setup terminology abbreviations local rshift=bit.rshift local mdword=memory.readdwordunsigned -- setup initial variables = 0, rest of script detection will take care of them local initl=0 local inith=0 local adv=0 local total=0 local last=0 local jump1=0 -- setup frame detection function function next(s) local a=0x6C07*(s%65536)+rshift(s,16)*0x8965 local b=0x8965*(s%65536)+(a%65536)*65536+0x00269EC3 local c=b%4294967296 return c end -- Lua script begin! while true do -- setup every loop seed2=mdword(rng+4) seed1=mdword(rng) adv=0 test=last -- display seeds every loop gui.text(1,10,string.format("Current: %08X%08X",seed2,seed1)) gui.text(1,180,string.format("Initial: %08X%08X",inith,initl)) gui.text(180,10,string.format("Delay: %d", mdword(0x023FFC3C))) gui.text(1,170, string.format("M: %d, X: %d, Y: %d, Z: %d", memory.readword(0x0224F92C), memory.readword(0x0224F932,2), memory.readword(0x0224F93A), memory.readword(0x0224F936))) -- copied from map coord Lua -- check to see if the RNG advanced from the last value while seed1~=0 and seed2~=0 do if adv>200 then -- RNG advanced a bunch. Reset script then stop loop. print(""..string.format("Detected a reset or massive advancement. Re-initializing.")) adv =0 total=0 jump1=0 initl=mdword(rng) inith=mdword(rng+4) print(""..string.format("Session Initial Seed: %08X%08X",inith,initl)) break elseif test~=seed1 then -- RNG advanced at least once. Lets advance once and repeat the loop. test=next(test) adv=adv+1 jump1=adv elseif test==seed1 then break -- last frame's advanced RNG value matches the current. Stop loop. end end -- advancement tracking total=adv+total gui.text(1,19,string.format("Frame: %d", total)) gui.text(1,28,string.format("Jump: %d", jump1)) last=seed1 emu.frameadvance() end main use is that it tracks RNG frames after keeping the seeds from the moment the script starts. it grabs the initial seed when the game is reset, or the first seed it can find and keeps it stored as long as the script runs. I may have it write the initial seeds it gets to somewhere so that upon loading a save state it can find and re-determine the frame (session preservation), but this was just for fun
-
http://www.mediafire.com/?0gmiezri2d1 look harder [Edit by evandixon] I don't like MediaFire. It failed multiple times and pretended to be my virus scanner. So here's a mirror: http://www.uniquegeeks.net/Enciclopedia Pokemon - English.rar. I would have attached a mirror, but the forum won't allow anything larger than 1 MB (the file is 1.5 MB), and it also won't allow a 7zip file.
-
beats me, make em really wide and just search the full value of the initial seed instead. Pause the game once the PRNG location is set, enter it correctly and you should get your parameters once the search ends. I've hardly RNG'd on an emu this gen -- almost all of my time emulator RNGing has been on gen 4.
- 3 replies
-
- black and white
- emulator
-
(and 1 more)
Tagged with:
-
1) emulators have their own range. expand range drastically 2) time is the second the game boots. use the Movie function of desmume to specify start time rather than changing your computer time 3) no, RAM watch is used. you have to make one yourself from known addresses 4) we don't support gen 5 emu RNG on the grounds that it is pathetically easy on a DS -- no reason to emulate 5) before the nintendo logo appears right after the boot see 4)
- 3 replies
-
- black and white
- emulator
-
(and 1 more)
Tagged with:
-
Pokemon Emerald (U) Emerald Egg Tracking RNG Suite local rng local timer local offset local pidpointer=0x0203BC78 local pidoffset local pid local iter=0 local base=0 local a local timerseed=0 local stepcounter local nature local ids local tid local sid local lpid local hpid local shiny local naturename={ "Hardy","Lonely","Brave","Adamant","Naughty", "Bold","Docile","Relaxed","Impish","Lax", "Timid","Hasty","Serious","Jolly","Naive", "Modest","Mild","Quiet","Bashful","Rash", "Calm","Gentle","Sassy","Careful","Quirky"} while true do a=memory.readdwordunsigned(0x03005D84) rng = memory.readwordunsigned(0x020249C0) timer = memory.readwordunsigned(0x030022E4) offset = math.floor(rng - timer) pidoffset = math.floor(memory.readdwordunsigned(pidpointer) + 0x988) pid = memory.readdwordunsigned(pidoffset) nature = math.floor(pid % 0x19) stepcounter = memory.readbyteunsigned(math.floor(pidoffset - 0x4,2)) ids = memory.readdwordunsigned(0x020244F0) sid = math.floor(ids / 65536) tid = ids % 0x10000 hpid = math.floor(pid / 65536) lpid = pid % 0x10000 shiny = bit.bxor(bit.bxor(sid,tid),bit.bxor(lpid,hpid)) gui.text(199,140, string.format("TID: %d", tid)) gui.text(199,150,string.format("SID: %d", sid)) gui.text(1,1, string.format("RNG Information:")) gui.text(1, 10, string.format("RNG Frame - %d", memory.readword(0x020249C0))) gui.text(1, 19, string.format("Timer Value - %d", memory.readword(0x030022E4))) gui.text(1, 28, string.format("Difference - %d", offset)) gui.text(1, 46, string.format("tRNG %08X", memory.readdwordunsigned(0x03005D84))) gui.text(1, 55, string.format("pRNG %08X", memory.readdwordunsigned(0x03005D80))) if a == 0 then base = offset iter = 0 elseif a > 0 then if base == base and iter < 1 then iter = math.floor(offset - base - 5) else base = offset end end if a == 0 then if pid == 0 then gui.text(1, 73, string.format("No Egg.")) else gui.text(1, 73, string.format("PID %08X", pid)) gui.text(1, 82,"Nature: "..naturename[nature+1]) end elseif a < 65536 then gui.text(1, 73, string.format("Egg Generating... please advance another frame!")) gui.text(1, 82, string.format("tRNG seeded, no temporary PID testing yet...")) elseif math.floor(memory.readdwordunsigned(0x03007D98)/65536) == math.floor(a/65536) then gui.text(1, 73, string.format("Egg Generating... please advance another frame!")) gui.text(1, 82, string.format("TempPID %08X", memory.readdwordunsigned(0x03007D98))) else gui.text(1, 73, string.format("PID %08X", pid)) -- gui.text(1, 91, string.format("loc %08X", pidoffset)) gui.text(1, 82,"Nature: "..naturename[nature+1]) if shiny < 8 then gui.text(1, 64, string.format("SHINY!!!")) end if iter > 1 then gui.text(1, 110, string.format("stone worked!")) gui.text(1, 100, string.format("approx iter: %d", iter)) else gui.text(1, 110, string.format("stone failed?")) gui.text(1, 100, string.format("first egg PID result")) end end gui.text(1,130,string.format("Step Counter: %02X", stepcounter)) if pid > 0 then gui.text(1,140,string.format("Egg Generated, go get it!")) elseif stepcounter == 254 then gui.text(1,140,string.format("Next Step might generate an egg!")) elseif stepcounter == 255 then gui.text(1,140,string.format("255th Step Taken.")) else gui.text(1,140,string.format("Keep on steppin'")) end emu.frameadvance() end fixed shiny check, fixed walking outside preservation
-
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
generated (unrestricted) PIDIVs aren't being caught if the pokemon is from a gen 4 wondercard. chance of this happening ~ 0 http://www.pokecheck.org/?p=detail&uid=315711 example of something passing that shouldn't http://www.pokecheck.org/?p=detail&uid=804147 this is what the PIDIV should be recognized as -- this thing doesn't have the right PID type anyways -
looks like your issue is similar to this: http://answers.yahoo.com/question/index?qid=20110416114529AAxWtNS get a new rom/emulator, because it should be saving after you beat her
-
load state -> select the .ds1
-
other crap not particularly related to savs/structure: For the C-Gear skin appearing in the memory, at delay 0x94 when booting the ROM the C-Gear skin's .psk is loaded at location 0x0224A444 in my English White version; but only has the tile building region. The final tile of the .psk appears at 0x02150760 as well. That's all of the psk I can find on that delay. It's probably then encrypted away as it's already loaded by the game. so, possible to AR a skin in? possible, but not probable. The sheer amount of lines needed to overwrite 9.5KB.. lol edit: looks like it processes each tile and then stores it away
- 10 replies
-
- black and white
- edit
-
(and 2 more)
Tagged with:
-
.psk Structure: Tile Building Region: 0x0-0x1FDFF 0x20 per tile, referencing a 16 bit color for each pixel. Each tile makes up a 8x8 block of pixels (64 total). 0xFF (255) tiles total. 0x000 - First Tile 0x020 - Second Tile ... 0x1FB0 - 256th tile 0-F to reference 0-F'th color in the color table, build the 8x8 tile (color pixel by color pixel) left to right, top to bottom. Set up the tiles in a 16x16 array, left to right, top down. Color Table: 0x1FE0-0x1FFF Only 16 different colors allowed, 16 bits (1 word) per color. Tile Arrangement: 0x2000-0x25FF Choose tile for 8x8 pixel arrangement. Move Left to Right, at the end of each line go to the next. 16 bits to choose a tile from the array via (x,y) coordinates, when reading as bytes you would read as big endian (y x) sets. still not completely sure on the coordinate thing... viewing as 64 bits per line is the way to see it visually under a hex viewer
- 10 replies
-
- black and white
- edit
-
(and 2 more)
Tagged with:
-
Intro Since there isn't any information posted about how the C-Gear is planted within the save file, I might as well just explain how one would edit it. PokeStock is capable of editing the skin, but it's a pretty weird standalone program -- people may want to have their own program (in english) that can edit it. Plus it's good to know how it works! Background Information The C-Gear Skin is stored inside the save file as a .psk file ("poké-skin") after it is downloaded or edited. It's a pretty big portion of the save file, coming in at 9.50 KB of data -- that's around 2% of the entire save file's size. Visualizing it as an actual image is different, the .psk file format is not a .bmp or .jpg, and this is beyond me... PokeStock is able to visualize it and save it as a view-able image, however. Documentation of Save Structure for C-Gear Skins: 0x52000-0x545FF Contains the .psk data. Calculate Checksum of this region, call it checksum(1). 0x54603-0x54604 Contains the checksum of the .psk data. Overwrite the current value with checksum(1). 0x1C024-0x1C025 This is a Checksum Reference to the .psk checksum. Overwrite the current value with checksum(1). 0x1C02E-0x1C02F This is a Region Checksum of the reference checksums, which must be recalculated. Calculate the checksum of the region 0x1C000-0x1C02B, call it checksum(2). Overwrite the current value with checksum(2). 0x23F40-0x23F41 This is a Checksum Reference to the previous reference checksum checksum. Overwrite the current value with checksum(2). 0x23F9A-0x23F9B This is a Region Checksum of the nearby reference checksums. Calculate the checksum of the region 0x23F00-0x23F8B, call it checksum(3). Overwrite the current value with checksum(3). 0x54700-0x54702 This is a Checksum Reference to the previous reference checksum checksum. Overwrite the current value with checksum(3). 0x54712-0x54713 This is a Region Checksum of a dword which comprises of checksum(3) and zeroes. Calculate the checksum of the region 0x54700-0x54703, call it checksum(4). Overwrite the current value with checksum(4).
- 10 replies
-
- black and white
- edit
-
(and 2 more)
Tagged with:
-
news Black and White Sequels: [Black 2 - White 2] News Thread
Kaphotics replied to Guested's topic in Generation 5
man, that would be a fun thing to hack. -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
Hacked / Event only (19) It also says it's an event move; which it is. The only reason certain events are recognized is because we have the wondercards to check against. If it is not normally obtainable in the handheld DS/GBA/GC series then it is not accounted for and is up to the user to check themselves. Creating an event moveset table is extremely time consuming, this time is much better spent elsewhere. -
Beta: the pokécheck legality checker for generation 5
Kaphotics replied to xfr's topic in Pokémon Legality
thanks, old rod encounter table error or sync&oldrod most likely (here's another one that is presumably legal) edit: it was a problem with RNG reporter old rod method K, it's fixed now!