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Kaphotics

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Everything posted by Kaphotics

  1. Compare the save files before and after. Extreme niche edits like this are not really worth the time investment when you can just play the game and inject stuff with similar benefits.
  2. This isn't the place to inquire why hacks are flagged on recent commits when they weren't flagged on prior commits. Online webpages are frequently outdated or incomplete.
  3. Japanese saves have slightly different structure sizes, as noted in a recent PKHeX commit. I don't think changing language will be possible. Plus, gci files have the 4char GXXE etc identifier that Dolphin will probably look at when restoring save data
  4. https://github.com/kwsch/PKHeX/blob/5fe38e1707eaea84921df1f79b135e16172a1748/PKHeX.Core/Resources/text/items/gen2/text_ItemsG2_ja.txt
  5. Have you tried looking in the text editors?
  6. Plugins are unrelated to base PKHeX. Keep in mind that date rollovers advance the RNG seed, so looking at previous-day save files and loading them with a future date will cause the shown results to be inaccurate.
  7. I only post stable releases once things have been determined as stable.
  8. Was reported and fixed yesterday, see more here: https://projectpokemon.org/home/forums/topic/57375-pkhex-new-update-legality-errors-contribution-page/?do=findComment&comment=269388
  9. If you scroll through the attached files, you'll see that none of them contain pk8/etc format data. It's thus inferred that HOME only serves you metadata, and you request different transactions. Besides some surface information, the data never leaves the server unless you're downloading into a secure device (Nintendo Switch), because they need to put the data in the games.
  10. There is no move deleter in Gen1. You cannot get empty move slots if the encounter has been leveled up enough to fill out its moveset. The catch rate is used as the Held Item ID in Gen2. The lack of a value there implies it was transferred to Gen2, which has a Move Deleter. Catch Rates are modified when transferred to Gen2, so having the original catch rate (depending on the value) implies your example was never traded to Gen2, thus, no Move Deleter. Feeling: Thanks, fixed in latest commit. There have been a lot of improvements in memory checking, which didn't reach PKHeX's transfer logic. https://github.com/kwsch/PKHeX/commit/113cd9be4fa14681db100fbe1f78c8e14b3753ef
  11. The download links still work.
  12. Re-read the readme for pkNX. It only supports v1.3 (latest) game backups.
  13. Your first picture clearly shows that the file is NOT in the exefs folder.
  14. Re-read the error message shown and think about it.
  15. Control click any of the Nickname/OT text boxes to view the raw / trash byte editor.
  16. Properly transfer the data. Something is truncating the final few byes off the end, leading to an irregular size.
  17. Kaphotics

    Error pokedex

    Fix the displayed gender in the pokedex.
  18. Slowpoke has 3 base egg moves, with Tackle last. Moves must be pushed out before they can be re-added. To push out 3 base moves to reapply Yawn, parents must have 3 shared level up moves, and Yawn last. The parents only have 4 move slots each, and all 4 have been used. We cannot have ANY egg moves, as there are no more parent move slots (need 3 between them). Working as intended.
  19. The mobile app is a proof-of-concept program; it does not have feature parity with the main application. There is no HaX mode.
  20. By researching the changes required to the save file to get the state you want, documenting them, and implementing them into the program? PKHeX is not magic.
  21. Not a bug; PKHeX just prevents you from toggling the Captured/Defeated state back to any of the not-presented states because a simple ComboBox does not handle the changes required to set the requested not-roamed or roaming state. // CurrentStat:ComboboxSource // Not roamed: Not roamed/Defeated/Captured // Roaming: Roaming/Defeated/Captured // Defeated: Defeated/Captured // Captured: Defeated/Captured // Top 2 bit acts as flags of some sorts for (int i = 0; i < cbr.Length; i++) { int c = SAV.Data[ofsRoamer + 0x2E + i]; var states = GetStates(); if (states.All(z => z.Value != c)) states.Add(new ComboItem($"Unknown (0x{c:X2})", c)); cbr[i].Items.Clear(); cbr[i].InitializeBinding(); cbr[i].DataSource = new BindingSource(states.Where(v => v.Value >= 2 || v.Value == c).ToList(), null);
  22. PKHeX converts between formats automatically, using transfer logic to mimic the games.
  23. Dump boxes->import boxes, or drag and drop individual files. Familiarize yourself with what the program can do.
  24. Use the encounter database. Stop trying to fudge data if you don't know the requirements for the encounter. 1. Should have 4 flawless IVs, not 3. 2. Should have a Dynamax Level of at least 8. 3. Must be ability 1. Changing the PID/EC/IV/Nature for these encounters is traceable, by the way. There's a correlation for Max Lair raids, but its computation is too slow to be done without impacting the program's performance.
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