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Kaphotics

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Everything posted by Kaphotics

  1. PokeMart file# -> ingame location Wasn't completely sure on Aspertia/Floccesy town, so I went with the general naming order in the ROM. They both sell the same things... Additionally there's a double for Victory Road's ball selling, wasn't sure on that one either (pre/post e4?) html page with it parsed for data with each location I think you can have a mart sell more than they allot; but it might be best for an editor to do up to 20 (the location currently with the most items sold in the ROM is the default 8 badges @ 19).
  2. PWT doesn't allow editing. Only saving/inserting.
  3. just enable the RTC on the emulator, change the time via your computer or make a tas movie with a specified start time
  4. Not exactly thread related; but it's having a little bit of issues as of late. Always check back in a few minutes if you can't connect. Also, level matches threshold means current exp exactly matches the level threshold for what level it is currently at.
  5. Didn't see anyone mention PokeBtl. It's a PWT Download Tournament backup tool that just extracts (and or writes) any of the 5KB tournaments (3 total); nothing beyond that as far as I can tell.
  6. 0x37 = 00, so they are anti shiny when they are generated. You have to do the whole egg trade for shiny thing.
  7. I don't have a direct answer for your question~ Tutor move allowance are in the regular Pokemon /a/0/1/6 personal.narc. (structure is here) Tutor Moves (should match your data) are here \ I'm not sure where this was ripped from. Moves -> PKM here. You mentioned PokeMart data; I ninja edited the above thread with that narc (/a/2/8/2 - PokeMart Data)
  8. The relationship isn't traceable, so essentially it's random for generating purposes. the game takes the top 5 bits from consecutive random numbers and then does the PID. smogon research psot
  9. 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.
  10. Again, this event's wondercard has not been contributed.
  11. If OP opened it with a hex editor it would usually default 1 byte view in that order
  12. 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.
  13. fake wireless distro ROM, otherwise no.
  14. 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.
  15. US english=EU english
  16. 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.
  17. first bit is for DW flag, second bit is for N's Pokemon. The darmanitan has both flagged, hence 0x3
  18. 147 395 748 0 m x y z
  19. 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
  20. 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
  21. 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.
  22. 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.
  23. PikaSav doesn't export gameshark codes, but it just edits save files.
  24. OmegaDonut plans to contribute once the event is over. Yes, he has every language ROM on a flashcart
  25. Download PWTE 2.1 by Prof.9 == 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. === 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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