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codemonkey85

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About codemonkey85

  • Birthday 12/18/1985

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  1. @HomuraAkemi Honestly, you should just use PKHeX. It’s actually being maintained, and it’s better in every way. It also supports all generations.
  2. Maybe if @Grovyle puts the source on GitHub, some enterprising developer will come along and port it to a UI framework that works on macOS... I'm thinking something like Blazor would be nice.
  3. PKHeX is open-source. Anyone could figure out a way to compile it on Android. No doubt a lot of work would go into redoing the UI, but I imagine the core logic would port right over. Best bet is to try something like Xamarin, which is built right into Visual Studio now. https://github.com/kwsch/PKHeX
  4. Couldn't agree more. I know I'm just one voice, but this is what I've wanted to see at Project Pokemon for as long as it's been here.
  5. If you're on Windows, I recommend using HxD to look at the file. Then you'll want to seek out known values, like the Pokémon's PID or moves, etc.
  6. Holy crap dude. Is there a corner of Gen III you didn't touch? Nice work!
  7. If I were you, I'd put the source code on GitHub without the cries (ensuring of course that your code doesn't break without them) and host a zipped file somewhere else.
  8. Hmm, I dunno about WPF, but I know there's no visible lag when drawing Spinda using my hacky LockBits approach in C#. Surely there's a way to do it quickly enough in WPF as well - but you've got the foundation, so at least you can set that aside for another day!
  9. I'm fine with it, as long as GatorShark gets a mention too (since I wouldn't have gotten anywhere without that documentation).
  10. FYI: http://www.freewebs.com/gatorshark/SpindaDocumentation.htm and http://www.freewebs.com/gatorshark/Spinda%20Painter.htm And one way to generate the graphics in C#: https://github.com/codemonkey85/PKMDS-Win32-DLL/blob/81a0900e43b3279342dabd4dc061fb589e0c6333/PKMDS-Win32-DLL/PKMDS_CS/PKMDS.cs#L2360
  11. Stupid question, but are you saving twice in the GBA game before trying to load the save in Pokémon Box? That should guarantee that the 'current' and 'backup' save blocks are identical in case Box is reading the wrong one somehow.
  12. That's easy enough - the last 100 bytes are encrypted totally separately from the first 136. All you'd need is a way to truncate the files to 136 bytes.
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