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Kaphotics

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Everything posted by Kaphotics

  1. update your version of Wine; 9.0 is not the latest, and this was fixed by Wine in a later release.
  2. Probably same as: https://github.com/kwsch/PKHeX/issues/4036
  3. File size is not an expected save size; there are 4 bytes too many. Not sure why your dumper is including 4 extra bytes at the end. Open your save file in a hex editor (like HxD) and delete the last 4 bytes. The save file then loads as expected.
  4. Try it and see. The process is the exact same as when you restore your save file to your GBA cartridge; it can only be done in a powered off state, hence the game does a cold boot and loads the save file on startup.
  5. The game only loads the save file when it boots the game; all you're doing is importing it to the emulator, and the emulator isn't soft resetting to have it read your save file changes. PKHeX is working as intended. Save Files are what the game loads when the game starts up. If the game does not (re-)start... should be obvious
  6. Wild Pokemon in Gen3 need to follow one of the H-# correlations and appear with their slot number, otherwise there is no way to encounter a PIDIV on that species. If you find a Method 4 spread, it needs to have H4 frames with the slots 9 or 11.
  7. Pikachu appears on encounter slots 9 and 11; the PID/IV you tried to apply does not yield any encounters (Method H-4) with slot 9 or 11. The program currently has a setting to treat invalid slot checks for gen3 as "Fishy" as it has not been thoroughly tested; in this case it appears the program is correct in flagging it as invalid.
  8. "previous version" please elaborate. Double check that you've installed the required .NET 8 Desktop Runtime as per the stickied threads.
  9. Export your save file. Save states are not save files, they are RAM snapshots.
  10. 1. Importing a folder starts at the currently displayed box, and only overwrites one slot at a time. Try it and see. 2. Transfer logic should match the real transfer logic.
  11. You must export your changes from the program, then import them into your cartridge/emulator environment. It's not difficult to understand. If the emulator does not pick up the changes, then you did not import your save data to the emulator correctly. Restoring save states does not reload the save file, only restarting emulation does -- assuming the emulator's implementation reads the save file from disk at that time.
  12. Try saving on your 3DS instead. This isn't related to save editing at all; if you are having issues with an emulator, go ask where that emulator has support provided.
  13. There's countless things that would have to change to "complete" the story or arbitrary quests; either obtain an already complete save or just play the game. It's not a simple flag you can toggle. It's thousands of things that would need to change, and nobody would bother wasting time documenting and implementing such a thing.
  14. If the file already exists (filename), that's the backup. If you don't play in-game, the program isn't going to save after every modification you do.
  15. I've re-uploaded the exe (hotfix); funny I included it so prominently in the changelog without testing it thoroughly
  16. Thanks, fixed on latest commit https://github.com/kwsch/PKHeX/commit/bf476f4de55217b4713027677b4fc1277a3562c8
  17. You're not exporting a full save file; they're supposed to be 128KB.
  18. The base forms use the Language and Owned flags, forms 1+ just track seen ones.
  19. Working as intended; players could abuse a bug with GO to use the premier ball in situations outside of their normal use. https://github.com/projectpokemon/PoGoEncTool/blob/d67475c26464d8b5fd842b50cef49f526751b1d9/PoGoEncTool.Core/Objects/PogoType.cs#L49
  20. Generation 5 encounters aside from Mystery Gift are generated from two separate RNGs; one for IVs and another for everything else. The range of randomness is sufficient for any value combination to emerge.
  21. Open your save file and open the Trainer Info editor.
  22. The term you are referring to is "PID/IV correlation", which is when the game generates a Pokemon and can reliably be reversed into a starting "seed" that, when run forward, produces all the values expected. For SW/SH raids, the game uses a 64-bit seed to generate the same Pokemon for all raid participants. PID, IVs, nature, gender, height, weight, ability, and level. If the original seed is back-calculated, we run it forwards and check if all the values on the Pokemon match what the correlation gives us. Besides SW/SH raids, there are other encounter types that have correlations, and others that don't; if the game uses the built in cryptographically secure RNG to generate a specific encounter type, each "random" result is effectively unrelated to the previous or next. Wild Pokemon in S/V use the CSPRNG, so therefore are not correlated. However, this does not mean you can use any values you want -- you still should respect the feasibility of probability, in that something with 6 flawless IVs is immediately suspect as "cheated", due to the chances of randomly encountering this result being 1:32^6, or 1:2-billion. It's up to the user to know the differences between each encounter type, and to know the rules and probabilities of how individual Pokemon can be acquired. PKHeX is able to tell you details about the encounter type and seeds it detects if you check the verbose legality report, which can be done by holding control when requesting a legality check.
  23. Editing your Pokemon gives you full control over PKM data; if you change ribbons, only the ribbon byte will change. If you change the string for nickname or OT, then you have to make sure that the data allocated for it matches whatever the legal state should be. Same goes for other correlated properties like PID and IV. PKHeX does a majority of these checks automatically, but some checks like shiny raids take too much time and are skipped.
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