Jump to content

Kaphotics

Helpful Member
  • Posts

    8128
  • Joined

  • Last visited

  • Days Won

    504

Everything posted by Kaphotics

  1. I checked the save data in a hex editor, it doesn't have any of the "POKE" magic markings that a normal Stadium 2 save file would have. I tried force loading it as a Stadium 2 save file, and the data was junk. Are you sure that this was exported from a Stadium 2 game? Does it work on another emulator when imported?
  2. Assuming you are using a save file that has been correctly saved within the game, PKHeX should be able to open it regardless of byte-swapping. We cannot provide assistance beyond telling you to double check that your exported save data is correct (open in a hex editor to ensure data is actually present), as you have not posted the save file for others to inspect.
  3. I've locked this topic. If anyone is still interested in describing how to set up PKHeX with Macs, please create a new thread-tutorial. If you are a regular user looking for help, please do not make a new thread asking for help. It is not something that I am supporting.
  4. https://bulbapedia.bulbagarden.net/wiki/Obedience
  5. Kaphotics

    Coliseo pkhex

    Redownload the latest release. Money/Coin editing is no longer reset to 0.
  6. Can't replicate on my end; did you let the csv finish saving before closing the window?
  7. 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.
  8. Thanks, implemented in latest commit. https://github.com/kwsch/PKHeX/commit/07584a8774fe63bbb56d32785a468f097a767bdb
  9. 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?
  10. ty, fixed in latest commit: https://github.com/kwsch/PKHeX/commit/d21c1fb135685afc00d8b3af05f8e4c3229a3a83
  11. > 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.
  12. 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.
  13. 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.
  14. fixed in latest commit, ty 4 report https://github.com/kwsch/PKHeX/commit/2bfcdaf1481804eac779d0ca1b3037d695fbf379
  15. 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...
  16. 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?)
  17. Whatever you uploaded is just random garbage; check it out in a hex editor. PKHeX rejects it correctly.
  18. 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.
  19. Read the changelog and the first post in this thread. Working as intended.
  20. ty, fixed in latest commit https://github.com/kwsch/PKHeX/commit/aaae94b739f5715895e2eb69e9e088324b1439ca
  21. 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.
  22. Thanks, fixed in latest commit: https://github.com/kwsch/PKHeX/commit/a450b56878394e6cefdbdcd88c891901182c88f3
  23. Stop using old DLL files with the latest releases.
×
×
  • Create New...