Jump to content

codemonkey85

Innovator
  • Posts

    1162
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by codemonkey85

  1. Sorry, but I've been a bit busy with other things lately. I don't really have a ton of time to write a command line tool, but there are a fairly good number of examples in my code library. Do you have a specific question or point of confusion?
  2. So what happens when you find that Pokémon and download it? I guess it's still sitting on the server waiting for a valid trade, huh?
  3. This isn't research. Thread moved.
  4. That's odd. Pretty sure that was a problem with sharing permissions. Also I can't attach .cpp files here (forum won't let me), but the latest ones will always be on my Drive account anyway, so try getting them directly from these links: pkmds_g5 pokeprng EDIT: For whatever reason, pokeprng.cpp has no preview, although pkmds_g5 does. So here's a Pastebin, since the PRNG isn't changing anytime soon anwyay: http://pastebin.com/ZwSFnEdu Additionally, if you have a Google account, I can just add you to the share list so you can sync these files to your computer.
  5. Not sure how helpful this would be, but just FYI, I have all of the code necessary to decrypt and unshuffle PKM data in C++, which should be close to identical to Java. Check out the pkmds_g5.cpp and pokeprng.cpp files in this source folder.
  6. I don't know if you're doing this manually or programmatically, but if you are doing it programmatically(which I highly recommend), then I would create a struct to contain all the data if I were you. It makes accessing that data much easier, without having to remember offsets and junk. In which case, feel free to peruse the PKMDS source code in my signature, which does all of this (and more). Otherwise, I have no idea what you're doing wrong.
  7. No, you should not. Which game is this for?
  8. Are you reseeding the PRNG with the next Pokémon's checksum? Or are you just continuing the PRNG based on whatever seed you got from the previous Pokémon?
  9. Wow. Amazing work Kaphotics. ROM editors tying this in with their take on the new games are going to have a field day.
  10. If you'd like, you could trade me some common Pokémon and I'll figure out your secret ID. PM me if you want to do that. Beyond that, no need for this thread to be here, I think (it more closely belongs in the RAM editing section anyway, since your primary request was for an AR code).
  11. Just an FYI, I have changed directions for PKMDS once again. I've been coding a new library using Visual C++ (in the hopes to gradually drop the Visual part) and am now hosting most of my source code on Google Drive. My PKMDS source on Google Drive! If you use Google Drive, you should be able to add that folder to your account and sync it to your PC, at which point you can do just about whatever you want with it. I ask only that you link back to me as the original creator. If you have any further questions, feel free to contact me at my Google+ page (or send me a PM here).
  12. Funny you should mention this, because I've made enough progress with my PKMDS C++ code library that I can do this very thing. In fact, I tested it just the other day, using a file naming convention that uses the box + slot + PID. It only works on Windows right now, because I am using the .Net framework, but if anyone wants it I'll post it up. I majorly want those in full sized versions. Do you have them?
  13. Closing this thread because the question is answered, and because that last post came a bit close to breaking rule 1.
  14. Not sure what your aim was, but I'll tuck it away for R&D purposes. Thanks!
  15. Thanks guys... I'm falling asleep at my desk right now, but I'm definitely going to give this a shot in the next couple days. Pory - long time no see.
  16. I am interested in the 64 bit version (as I have a 64 bit machine). Also, I guess I could just (attempt to) compile it from source, if that's any newer / more stable.
  17. Actually, what I do (which is essentially the same as what I used to do in VB.Net) is I write out a serializable structure for the Pokémon data. After I read the raw data from the save file, I decrypt and unshuffle it, and then deserialize it into my Pokémon object. After messing with the Pokémon object's data in whatever way I see fit, I calculate and update the checksum, shuffle and encrypt it, and serialize it back into the save file. I find this approach makes it easiest to work with the raw data while coding up the functions to make sense of said data, since you're calling on a variable instead of having to remember what each offset is for. Plus, I can use the Pokémon structure within the save file structure, making it way easy to reach a Pokémon within a save file. Speaking of which, I uploaded all my old VB.Net source code to Google Drive, so enjoy that.
  18. That is incredibly interesting. Please tell me that version of desmume is still in development...?
  19. This interests me. I assume you have to have a particular wifi card on your PC to do this?
  20. What do you mean by "coded database"? You mean hard-code all the data into your program? Because that would be insanely difficult to do, use, and localize.
  21. That's awesome. If you like, I can dump some of my research / code in there or another shared folder as well. FYI, I still highly recommend you try out veekun's SQLite database, since it contains roughly all of the information you would ever need. There have been some slight differences in his index numbers (like with Abilities), but he also keeps it up to date, so there's that.
  22. You found three entries for your OT name in Unicode? I would expect two (one in the "current" save, one in the "backup" save). Not sure where the third one would be. As for the trainer ID and SID, I would expect those to be stored pretty close to your OT name.
  23. I would absolutely worship you if you could keep all of your research notes on a service such as Google Drive, so that other software junkies (like myself) could peruse them and / or add our own notes.
  24. Well, look at that. You're right. It wouldn't hurt terribly if you put up what you find, though. HxD is a great program for this sort of thing. Between that and Pokegen, you can copy a save file, edit the copy, and compare the two to see where the changes lie. (However, I'm sure any hex viewer / editor will work just fine.) Or, if you understand how the game's RAM relates to the save file (I don't), you could use NO$GBA or another DS emulator and try to decipher the RAM as the game is played. (We are of course assuming you use your own backed-up game.)
  25. What do you mean by "label the offsets"? Are you just wondering where the data is stored? I believe some of that info is documented on the Project Pokémon Wiki.
×
×
  • Create New...