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Kaphotics

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Everything posted by Kaphotics

  1. Outdated guides are outdated. Don't change the file format unless you know what you are doing. The dropdown should default to SAV3FRLG, and you overwrite the file you edited.
  2. There's no difference to the ones built into the program and the ones available in the event gallery, because there the same. Hence why there's no need to export them from PKHeX really.
  3. SysBot.NET has settings that creates sprite files/text for what the bot is currently trading. Refer to the wiki.
  4. Ignoring the fact that those EV spreads are absolutely illegal, you can just use whatever template pk3 file and use PKHeX to import the showdown set. It will then update the values of whatever is currently loaded. Creating Pokémon isn't really relevant to this thread, so please continue your discussion/questions of "how do I edit" in the appropriate forum/threads.
  5. Commemorative print - Bulbapedia, the community-driven Pokémon encyclopedia
  6. Programs use whatever data you give it. If the data doesn't match what you're expecting, then you didn't export your data correctly from the console/cartridge.
  7. Fine... added in latest commit GUI: swap gen3 marking visual order · kwsch/PKHeX@6fd6440
  8. You shouldn't be renaming the file when you export from PKHeX. Keep the original file name. If it was a .sav then it should stay as .sav The first option retains the file extension, and the second allows you to specify whatever file name you want. All you should be doing is opening the dsv from the folder in PKHeX, then exporting it and overwriting the original file. Alternatively, you export the .sav from desmume's export dialog menu, then import the edited file.
  9. thanks, fixed on latest commit: https://github.com/kwsch/PKHeX/commit/a02712e375051d3cd28595063bfe990f94961a84 https://github.com/kwsch/PKHeX/commit/747d0839751849255210fc2db5a71355f1ae7992
  10. Emulators do not accurately mimic the hardware timings and can result in impossible PID/IVs that can't be found on legitimate hardware. The program is working as intended.
  11. Did you save while inside the room? The NPC won't respawn if you load up the game while already inside the room. Exit the room then return.
  12. Clear flags are different from Disappear flags. It's a different flag.
  13. Thanks, fixed on latest commit: https://github.com/kwsch/PKHeX/commit/a54861464638d064713b9be60d6fd0b5b42c29c7
  14. Same issue as others are having with whatever dumper/transfer method that drops 0x1F bytes at the start of the file/inserts 0x1F bytes of data in the boxes. main
  15. Restore your save file correctly. Do not put unrelated files in the save data folder the game loads, otherwise it will indicate the container is corrupt. Try restoring the save file to your 3DS; this is user error.
  16. Works fine on the latest development build: Rearrange gen3/4 deferral enum · kwsch/PKHeX@b4edc38
  17. 1. Trash bytes can exist in any text, if the game doesn't clear the data before writing the new text value. Not all GUI locations support editing trash bytes, but you can try via ctrl-clicking the textboxes to see which ones support it. 2. Correct, you can apply nicknames multiple times, from long to short. 3. Things can legally have trash bytes; depends from game to game. PKHeX defaults to the currently loaded save file when you are generating from a template, if there is no trainer in the trainers database that is better suited. Japanese is just the first language. The dropdowns on the side are to apply Species names to the trash bytes for specific languages as an under-layer.
  18. Update your plugin. Old releases of the program are not intended to be used.
  19. I can see where this would happen in PKHeX's logic, but I never set negative IV values lol. @codemonkey85 seems like an underflow via GUI, which sets values to the higher bits, unintended. I'll revise PKHeX's code for better range checking, but you should probably have some negative value prevention in the GUI if the GUI interaction can impact other value setters.
  20. Trim it yourself, it's not one of the standard sizes.
  21. Import your save file correctly. If the save file shows your changes in the program, then they should reflect in the game.
  22. You should not be using Pokemon obtained from cheats, glitches, or anything as a result of external modification in tournaments, as it is against the rules of both the tournament and our site. Re-enabling unique encounters can be detected if said encounters leave traces in the save file (such as roamers), and if it originated from your save file and doesn't match that retained data/another "unique" same encounter is present, it is detectable. Official tournaments have disqualified players from having multiple unique encounters from the same save file. Additionally, unique encounters can trigger other events, which can upset the logical flow of story progress/game state, resulting in unintended/impossible behavior and resulting encounters. There are examples, but it varies from encounter to encounter if it actually triggers unintended behavior. Pokemon may be legal in isolation, but the secondary effects might not be apparent/overlooked until someone actually looks. Will they look, and what will they look for? Too general to answer.
  23. There are only 65536 possible spreads. For 2 natures, that's approximately only 5,000 results. You can't be picky because there's very few spreads possible.
  24. not a valid dump; open it in a hex editor and you'll see it looks nothing like a valid save file Save states: these are just RAM dumps from the emulator, so the save file is not present in RAM; box data is only pulled in when needed. You can technically pull out data from the RAM dump but I don't think it's worth the trouble:
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