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codemonkey85

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Everything posted by codemonkey85

  1. That should be doable. I can't promise an ETA, but I'll start looking at it by this weekend. (Luckily, the way my C++ library is being constructed makes it really easy to export pieces of the save file, like the boxes.)
  2. I was going to offer up the checksum info if needed, but I guess it's not. (I don't think I'd seen that page either... useful.)
  3. If you just need a program that imports / exports boxes between (raw) SAV files for Gen V games, I could probably whip this up pretty quick. I might even be able to batch the trainer names and IDs, if you like. I'll be home later tonight; let me know if you're interested. Side note: I'd probably only be able to build for Windows / Linux, but I could definitely give you the source to compile yourself.
  4. Just out of curiosity, why do you need to use Pokegen? To fix the save file checksums?
  5. There was no female trainer in Gold and Silver, so yes.
  6. Metal generation (Gen II) OT gender info: http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_II#Caught_data (2 bytes at 0x1D) Unown's shape: http://bulbapedia.bulbagarden.net/wiki/Individual_values#Unown.27s_letter
  7. I dunno, I'm thinking that first move is Aura Sphere.
  8. Interesting theory, but I doubt contest stats will be getting a resurrection anytime soon. Also, it would have to be more than that anyway, since maxing out Eevee's beauty is something that could have been done in the last three generations.
  9. I sent you a PM. Also, I'm very curious about what you plan to do with this information, especially considering the (presumably) limited compatible wifi chipsets in your standard consumer PC. EDIT: Nevermind that then.
  10. Which game are you working on? I have a TON of documentation from when Jiggy-Ninja was mapping out the Gen IV Pokédex info... but I'm not sure how relevant it will be in Gen V. See this post for that info.
  11. I dunno about RAM Editing, but here's what I know about GBA saves that should help you solve your problem (writing a simple program or doing it the grueling manual way with HxD): Each block of 4KB has 12 bytes at the end of it that you can identify it by: 0x0FF4 - byte - Block ID (0x00-0x0D) 0x0FF5 - byte - Unknown 0x0FF6 - word - Checksum (total value of first 3968 bytes of block, Modulus 0xFFFF) 0x0FF8 - long word - validation code 0x08012025 0x0FFC - long word - save ID - (highest value is most recent save) (this is stored in little endian so in a hex editor you'll see the bytes in reverse order - the validation code will show as 25 20 01 08 for example.) You have to process the blocks and rebuild the whole file before you can really start looking at the data as certain structures, such as PC boxes, cross block boundaries. When you're rebuilding the file, you just take the first 3968 (0x0F80) bytes of each block and put them all together in order. And when you get that all set up, here's a list of the items in Gen III by index: http://bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_III)
  12. FYI: Just moved this thread into RAM Editing Help, as that's what kind of help this thread is asking for. Carry on.
  13. Each previous generation has introduced no fewer than 100 new Pokémon, so I think it's safe to say we'll get to at least 749. You're probably right about how transfer will work, although it wouldn't surprise me if X and Y were released as downloads as well as carts (like some of the 3DS games have been already). I bet it's either the same or extremely similar, unless they drastically change game mechanics. Don't forget, they still have some room to play with in the available data. I'm sure it is. I doubt it's any of those. Rather, they don't want to reveal additional new Pokémon yet, so they're showing off the starters in battle; it's simply for demonstration purposes. Either that, or it's disabled for the purpose of this trailer.
  14. Maybe they'll release a Z version, and that'll bring the reference together. (But they kind of broke that mold in Gen V with B2/W2 so I dunno.)
  15. I'll take a look at those Bulbasaur to see if I can make sense of them. EDIT: Well, no luck so far. My guess is there's another encryption method on top of the normal stuff. Still prodding away....
  16. I must be confused, because I do not see any questions on how to decrypt that data. Have you not tried the normal methods, using the PRNG?
  17. 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?
  18. 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?
  19. This isn't research. Thread moved.
  20. 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.
  21. 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.
  22. 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.
  23. No, you should not. Which game is this for?
  24. 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?
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