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Kaphotics

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Everything posted by Kaphotics

  1. 0x42 = 1 is the flag for "Has a dream world ability, don't use the ability from PID". Whatever you thought it was, it's incorrect.
  2. Seems like a 12 year old zipped that together with those names. Search EnciclopediaPokemon and PokeBox GBA
  3. no such thing, never will be because they are fking huge and stored in your save file.
  4. Ever think of using this website? Second video has the hexes...
  5. It's not hard to change the activation button for AR codes...
  6. Following your example AR code faospark, I adapted my temp fix for white to work: Basically it's just +6 off of the last one, and a halfbyte. Here's the complete code: 94000130 FFFB0000 B2000024 00000000 0004FD78 000000XX 0004FD7C 000000YY 2004FD82 0000004B D2000000 00000000
  7. keep them to yourself, the only uploads allowed are those that you have obtained from your own dream world.
  8. its the moves, shininess, PIDability mismatch or something else painfully obvious also
  9. The Battle RNG seeds (64bit) are located at 0x0226B070 in the RAM (white) right before the standard RNG constants (64bits) of Gen 5. When the battle begins playback it is then loaded to the main Battle RNG interpretation region (used for everything ingame as well), and is advanced there. So far everything lines up with ingame battle RNG, so I might as well link to it here. I'm kinda going away from Saves towards RAM because in the RAM it is decrypted... ~Encrypted Zone~ 0xCC = Battle RNG Constants (16 bytes) 0xDC = Background/Pad #1 (4 bytes) 0xE0 = Background Pad #2 (4 bytes)
  10. you obviously didn't read the OP, and no, you can't do this without access to your save file.
  11. pokebox gba, there's an english translation on our forums pretty sure IR-GTS can transfer 3rd -> 4th, but it's best to pal park em on emu.
  12. pokebox, enciclopediapokemon so yes
  13. The halfword after the Tile/Pad words has some effect on brightness, it's probably related to when the battle took place (timestamp), and changing it allows you to make the scenery bright or dark depending on if the scene allows it (Beach is an example). I have an internal code 0x0226B090 = 0x004B, which causes the background to be bright. 0x0000 and 0xFFFF is dark.
  14. no duh, when it hatches it takes his game's TID/SID, not yours. PID PID PID PID
  15. 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.
  16. 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]
  17. 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.
  18. 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)
  19. Fooling around with the RAM part 1, translates to the Battle Video data...
  20. 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:
  21. pokegen
  22. http://projectpokemon.org/forums/showthread.php?8325 http://projectpokemon.org/forums/showthread.php?14026
  23. 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!
  24. We don't support PokeSav here
  25. 1. Don't use PokeSav. 2. Don't use PokeSav. 3. Don't use PokeSav. 4. Use PokeGen.
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