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Kaphotics

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Everything posted by Kaphotics

  1. Thanks, I've added the notes and identified the c bit-field structure. https://github.com/kwsch/PKHeX/commit/2b25cd1e18113678782493770c48a4d36e1d00b1 I don't think it's worth my effort to add in GUI editing, since it's a really niche thing.
  2. Thanks, implemented in latest commit. https://github.com/kwsch/PKHeX/commit/07584a8774fe63bbb56d32785a468f097a767bdb
  3. The offset in the save file is constant, but the value you've highlighted in blue is not present in all save files. I suspect you've highlighted the object header for the block, which is not saved in the SAV. What is the offset this data is at in the save file?
  4. ty, fixed in latest commit: https://github.com/kwsch/PKHeX/commit/d21c1fb135685afc00d8b3af05f8e4c3229a3a83
  5. > Is there any way to maintain the Nature/IV/Ability of this pokemon without changing the TID/SID in the process? No, unless you change it to an egg-origin which has no PID-IV relationship.
  6. There's nothing level 50 there. https://bulbapedia.bulbagarden.net/wiki/Three-Point_Pass Please do more research before you try blaming PKHeX for your inability to fake data.
  7. There's no downside to having counts too high, but there's an issue where you have too many pokemon in the box and too few counts to add up to the total present in the box. Hence it incrementing regardless of it replacing anything.
  8. fixed in latest commit, ty 4 report https://github.com/kwsch/PKHeX/commit/2bfcdaf1481804eac779d0ca1b3037d695fbf379
  9. Holding control when clicking give all will only give TR flags for the currently known moves. There isn't really a need for different orderings...
  10. Scroll to 0x1000, and to other parts of the save file. The Box data segments might look random-ish, but the other save blocks are much less "random" in appearance. Dumper/cart is bad (fake cart / repro?)
  11. Whatever you uploaded is just random garbage; check it out in a hex editor. PKHeX rejects it correctly.
  12. At that point, the question becomes "y tho"; most edits don't need the time investment / bloat that a GUI requires, if they're just simple one-off edits that not many people use.
  13. Read the changelog and the first post in this thread. Working as intended.
  14. ty, fixed in latest commit https://github.com/kwsch/PKHeX/commit/aaae94b739f5715895e2eb69e9e088324b1439ca
  15. You'd need to influence the vblank to occur at a different time while the game code is executing. Emulators don't all behave the same way (timing/efficiency). Different inputs on prior frames may cause extra/less code to be executed, altering the timing in which the vblank interrupt occurs relative to the PIDIV loop code. Think of it as two parallel processes; vblank and game-loop. vblank executes X frames per second, and the game loop gets paused whenever vblank is triggered, and a rand call happens. There is no reliable advice besides input spam on prior frames, to shift when a vblank happens. Nobody has profiled the game loop to show what player inputs can modify the assembly instructions executed per frame, or estimating when a vblank will occur based on the game loop code.
  16. Thanks, fixed in latest commit: https://github.com/kwsch/PKHeX/commit/a450b56878394e6cefdbdcd88c891901182c88f3
  17. Stop using old DLL files with the latest releases.
  18. Is the Desktop a OneDrive folder?
  19. Thanks, an updated download has been posted.
  20. Launching the program correctly will cause the backup location to be right next to the executable. Not sure what you've done wrong.
  21. No; you'd have to modify the ROM to not recalculate stats on level up, which isn't really a good thing. Just use EVs or use an overleveled pkm.
  22. Probably handwritten into a blockquote Basically, there's a correlation. Each wild encounter has a 32bit seed, which generates the EC, PID, IVs, Height & Weight. We can easily derive the EC by reversing the algorithm to get the seed, then we can run it forwards to make sure the seed yields all the resulting features. If it doesn't match, you get the error message. If you're curious how the logic is translated in PKHeX's code: https://github.com/kwsch/PKHeX/blob/223b56d779c11019482f8b97cfcf62312342b867/PKHeX.Core/Legality/RNG/Overworld8RNG.cs It's similar to Gen3/4's PIDIV restrictions, hence the same error message.
  23. Those PIDs are incorrect for the in-game trade. PIDs don't magically change on evolution.
  24. https://github.com/Bl4ckSh4rk/PKHeXFeebasLocatorPlugin
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