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Kaphotics

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Kaphotics last won the day on July 1

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  1. No (PLA), because just simply assigning a random PID/EC does not result in a valid correlation. If someone ever had a computer that could bruteforce all combinations, then they could see that it didn't come from a possible seed.
  2. "doesn't seem to work" pkhex literally says that it is uninitialized. Open it in a hex editor. The file is empty.
  3. No. When the game (PLA) spawns a group of pokemon, it has a 64-bit seed, which then creates the first pokemon, and then creates the second, and then... It is mathematically possible to figure out the original 64-bit seed from a first-generated pokemon, but the successive pokemon are infeasible to trace because the RNG (xoroshiro128++) has been advanced a sufficient amount for it to not be feasible to find. If you are fabricating data, it's up to you to fabricate it correctly, if that is what you care about. Programming every single edge case is not in my desire. RNG Reporter was made to help people RNG abuse the games, not to cheat and just generate the Pokémon. Sure, the information is useful to cheat with, but that was not the intent of the program.
  4. "dsz" is not a sav; knowing that the file size is way too small, it is likely compressed. Googling "dsz" and emulator gives a few results saying that it's just a zip file. Change the file extension from dsz to zip, and it can be opened in Windows Explorer. That file is the raw save file, which can be loaded in save editors and loaded back into your cartridge.
  5. That is not a ranch save file. Use homebrew to extract your save data, don't just copypaste files from SD cards. The expected size is 0x54000 or 0x7C000 (507904d); your file is almost 6 times too large.
  6. A point spawner spawns `n` quantity of pokemon. Distortions spawn packs (groups) of pokemon, therefore `n` is not 1. For fixed/static encounters that need a correlation, they are spawned w/ quantity of 1. What's the point? Making sure things are legal. The amount of logic needed to do a "smart" reroll of every single PIDIV for every single encounter is more effort than it is worth -- it is not a simple PIDIV correlation, there can be other values correlated like OT Gender/Version (CHANNEL Jirachi), Height/Weight/Scale (raids), original Nature, ability... just use the encounter database to regenerate from a template.
  7. You need to have the correct file count. Which requires dumping the base game along with the latest DLC contents.
  8. Doesn't sound like a PKHeX issue, more like a how you're receiving it issue. I assume you're using a trade bot, and that bot is applying changes you're not aware of. When in doubt, dump and look at it again in PKHeX.
  9. If you didn't create the folder, then there is no folder. The bak (save files) and pkmdb (dumped entities) are used to populated the database.
  10. The static encounter cannot be shiny. You can still breed for a shiny.
  11. Due to how spawns work in PLA for individual point spawners (imagine little dots scattered throughout the map), the first spawn is generated from a 64-bit seed which can be easily reversed. Spawns that are generated immediately after will reuse the same RNG state, which is an uncertain number of advances past the initial seed, and can't be reverse correlated. Presence of a detected 64-bit seed only implies that it was verifiably from the first spawn; if the spawner can spawn multiple, then it is valid to have a lack of a detected seed. Does PKHeX reroll account for PIDIV, to try to align to a seed or legal value correlations? No.
  12. 1. dump the rom from console, unpack to folder 2. open with pkNX, unpack all archives/etc 3. dump bcat(s) from console to folder 4. use the master dump button to reinterpret distribution raids into the encounter PKHeX legality binaries & parses.
  13. Try it and see? Colosseum and XD are less played games, and thus there is less interest in documenting the structure of the save file. Over the years there have been improvements, and Shadow heart gauge should be working. You can even just transfer PKM between instances of the program to skip the need to purify them.
  14. The bcat does not store pk9 data, it only stores flatbuffer data structures that the game then uses to populate the daily raids. You can refer to pkNX to see how it ingests these files here: https://github.com/kwsch/pkNX/blob/5b5a196bdbea0b4855760b516b186fb8df363117/pkNX.WinForms/Dumping/TeraRaidRipper.cs#L119
  15. First, there is no need to use "PKHaX" when editing save files unless you are looking to edit values without some guardrails. If you've corrupted your save file with cheats, then PKHeX is unable to load your file. It uses heuristics to check if a given file is somewhat valid, and your party data is not stored correctly. By forcing the data to be correct (changing offset 0x2F2F to be 0xFF so that the Party List is valid), your save file loads, but honestly you have zero in-game progress. Start a new game, and try with the development build. https://projectpokemon.org/home/files/file/2445-pkhex-development-build/
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