Jump to content

Kaphotics

Helpful Member
  • Posts

    8069
  • Joined

  • Last visited

  • Days Won

    493

Everything posted by Kaphotics

  1. Every single gen 5 event mon has had a SID of 0. This one is no different Nintendo went back to this simple method they had in gen 3.
  2. It's already out, and I've RNG'd two already flawless. They'll be in Bond697's Competitive GTS Distribution when he next updates.
  3. You could nickname with only your TID. You're right, I totally forgot about that (the reason for SID).
  4. Change the Target Game in PokeGen to any 4th Gen, load the PKM, then change it to 5th gen, then save the file.
  5. No, you need either your Save file (extract it with an external device like SMS4 or NDS Save Adapter Plus), an Action Replay, or using Willaien's GTS to distribute PKMs to your game.
  6. Pokesav is not a Project Pokemon supported software. For questions regarding issues or usage of Pokesav, please contact the original author at http://pokesav.umimi.com/ == Pokegen is the newest replacement for Pokesav and is much better. Pokegen is the only save editor supported by Project Pokemon. Information here: http://is.aweso.ms/pokegen
  7. Gen 4 you have to have the same TID for the Pokemon to be recognized as yours. Gen 5 you have to have the exact same OT/TID/SID/Gender for the Pokemon to be recognized as yours.
  8. It's the Encounter Type hex. read:http://projectpokemon.org/wiki/Pokemon_NDS_Structure#Encounter_Types
  9. http://webcache.googleusercontent.com/search?sourceid=chrome&ie=UTF-8&q=cache%3Ahttp%3A%2F%2Fwww.smogon.com%2Fforums%2Fshowthread.php%3Ft%3D83057 It's the 5th Gen PRNG Information thread, in which RNG Reporter is the program used.
  10. Super old bump there Kazo The Battle RNG calculations probably carried over from gen 3, which you can see at TASVideos by FractalFusion. Gen 3 used the main LCRNG for the battle determinations, and iirc so did gen 4. Gen 5 uses a new seed generated when the battle scene is loaded (after the flash), so it'd be much harder to cheat with. %100 and *100 respectively for accuracy, %16 and *16 for everything not a multiple of 5%.
  11. Make sure you save the settings for your DNS. If you set both the Primary and Secondary to the same DNS and can still can't connect to the GTS, the GTS is down.
  12. Be sure you used the correct code for your version and language. There is one for black and one for white.
  13. It's for the English Version only, and it reverses the "Complete Pokedex" code by setting that area back to zeroes instead of ones. Activator is select, and you have to catch 1 Pokemon as Mewtwo Ex said. Mewtwo Ex posted the White Version of it. ======= White Version of the Code: Black Version of the Code: All it does is delete your Pokedex and put it back to 0 seen. There's no way to revert back to your original dex, you overwrote it with the original Complete Pokedex code.
  14. Anyone gotten the Victini skin from the Japanese DW?
  15. Everything here is RNG'd, not created. I RNG'd that Trainer ID for my game.
  16. OH BOY THAT WAS A HARD GOOGLE SEARCH http://www.youtube.com/watch?v=wvzmLQFcPGw&feature=related
  17. Use PokeGen, PokeSav is not supported here.
  18. V aren't method, you leave them blank.
  19. they have to be be one of the following: 1. Released in the Dream World for receiving in the Entralink Forest (ONLY GEN 1-4 POKEMON) 2. Darmantian/prevo 3. Musharna/prevo There will be no gen 5 DW Pokemon besides Darmantian and Musharna until a special wondercard (highly unlikely) or a new version is released.
  20. most likely.... Pidove, Axew, and Pansage. Just like the Japanese ones, so much for seekret
  21. The headers are the first 8 hexes in each extracted file. I conveniently pasted them in my post when I was analyzing them
  22. May 5th is when the minigame ends and the Eeveelutions will be available for download.
  23. Updated my post with the header data structure.
  24. Header data for the encounter slots... # -- Meaning (Hexes) [b][u]0x0 -- Regular Encounter Tile Type[/u][/b] 00 = 00000000 -- Disabled 03 = 00000011 -- Sand/Cave/Building 06 = 00000110 -- Cave == Force all shaking spots to be on land only. 08 = 00001000 -- Short Grass 0F = 00001111 -- Tall Grass [b][u]0x1 -- Double Battle Tile Type[/u][/b] 00 = 00000000 -- Disabled 08 = 00001000 -- Short Grass 0F = 00001111 -- Tall Grass [b][u]0x2 -- Shaking Spot Enabler[/u][/b] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled (If 0x0 is 06, force all to be land) [b][u]0x3 -- Surfing Tile Type[/u][/b] 00 = 00000000 -- Disabled 03 = 00000011 -- Regular Surfing Waters 05 = 00000101 -- Regular + Deep/Current Surfing Water [u][b]0x4 -- Water Slots Present[/b][/u] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled [b][u]0x5 -- Fishing Tile Type(s)[/u][/b] 00 = 00000000 -- Disabled 32 = 00110010 -- Regular Fishing Waters 50 = 01010000 -- Regular + Deep/Current Fishing Water [b][u]0x6 -- Fishing Slots Present[/u][/b] 00 = 00000000 -- Disabled 01 = 00000001 -- Enabled [u][b]0x7 -- Toggle Flag (Items and Pokemon)[/b][/u] 00 = 00000000 -- Disabled 01 = 00000001 -- Cave Items and Pokemon (Spots, in Cave Only) 02 = 00000010 -- Bridge Items and Pokemon (Spots, on Bridge Only) Raw header data:
×
×
  • Create New...