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codemonkey85

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Everything posted by codemonkey85

  1. Just to be clear london, when you say "game ID", do you mean Trainer ID? If you try to make other edits, does your game crash? You can edit your Trainer ID in a hex editor and then fix the save file's checksums with a tool that SCV has posted.
  2. That's an interesting development. Does this mean they are going to bridge the language gap between the Korean games and everyone else?
  3. Really? I wasn't home when I posted that, so I was using this site to check them... it may be inaccurate. I will look again and get back to you in a minute. EDIT: Yup, the site was wrong. I dunno then. Sorry.
  4. As of June 06, 2009, this should be the last update I make... unless of course someone comes across a bug. I added sprites for the loaded PKM files, which will accurately reflect the sprite used in-game.
  5. Metagross and Vaporeon are both Fateful Encounter. That might have something to do with it...?
  6. The difference being that the Honey Tree Munchlax came from will show up as a route number in the Trainer Memo, whereas any Pokémon caught in the Great Marsh, no matter the area or day, will simply show Great Marsh. So for the Shroomish example, I do not believe there will be any way to tell the difference between one caught on the right day and one caught on the wrong day.
  7. DAMIO NO THEY KNOW TOO MUCH NOW Besides, it's just the principle of the thing. There was no reason to leave this feature out of Pokesav in the first place.
  8. EDIT: And now I did that.
  9. I don't entirely trust Pokesav with my save files, but it's pretty harmless as far as everything else goes. I dunno what would have caused your friend's problem there....
  10. This wasn't really a part of the list, or a goal for this thread, but I figured I'd post it here anyway. I have finally figured out how the Pokémon DS games figure out which Characteristic to display in the Trainer Memo in the case of a tie for highest IVs. Take the PID Mod 6, and that gives you the index number of a stat in this order: HP, Attack, Defense, Speed, Special Attack, Special Defense. In the event of a tie in IVs, the first IV checked is the result of the PID Mod 6. If that IV is not part of the tie, it moves on to the next index number in the aforementioned order. If it goes past 5 (Special Defense), it wraps around back to 0 (HP). When it finds an IV that is part of the tie, that is the IV that will determine the Characteristic displayed. Not bad, eh?
  11. The problem with GBA saves is that they are composed of 16 different blocks, each with its own checksum I believe, and they all rotate apparently. If we knew more about the save file structure and how the game handles these blocks, it would be much easier to write a GBA save editor.
  12. Ahh, ok. So what you're saying is that these ".BIN" files are just encrypted and shuffled versions of the .PKM files. Well that's easy enough to implement. When I get time I will update the program to load / save the files as .BIN files, just for kicks.
  13. Well, it turned out that missing byte is a CRC8 checksum. So it is not in the save file, but rather it is generated during gameplay. That checksum is how the game determines if an FC is genuine or not. By the way, I edited the first post to credit Jiggy for the 'Dex, and to add a bunch of other things to be found.
  14. I can't remember which program it is, but one of the save editors can output .BIN files instead of .PKM files... it might be DSPokeEdit, and I would check right now if I were home. I would suggest attempting to load the .BIN and see if this program will display the Pokémon's name and stuff like it does with regular .PKM files. There's a chance the file structure is the same, so if that is the case, it should work just fine. Does anyone really use that file type for this though?
  15. Just as an FYI to all those out there, this project is long dead. You can see my new stuff here: http://projectpokemon.org/forums/showthread.php?20984-PKMDS-Code-Library-Gen-V Hello people. As you may know, one limitation in adding Pokémon to your game using Pokesav is that you cannot load a PC Pokémon into your party. To be honest, it's a rather silly limitation. Thusly: I have created a tool for converting between the two types of PKM files. This is a Windows application, which requires the latest .Net Framework to run. Thanks go to SCV for clearing up the encryption method of the last 100 bytes in a PKM file; thanks go to Sabre for defining the structure of that data. And just so you all know, this is the first preview of a much bigger project I am working on, which hopefully will also be released (in a beta) rather soon. Feedback of any kind, whether comments, compliments, positive or negative, errors... is all welcome. Post here or PM me. EDIT: .BIN files (encrypted and shuffled .PKM files) are now supported. EDIT: As of June 06, 2009, this should be the last update I make... unless of course someone comes across a bug. I added sprites for the loaded PKM files, which will accurately reflect the sprite used in-game. PKMDS PC To Party Tool.zip
  16. Jiggy, I can't ever thank you enough for the work you are doing / have done. I didn't mean not to credit you there. Also, as lame as it sounds, I'm not doing much research anymore, as I am attempting to put what we do know into a code library for programmers. But some of the little things we don't know the location of, I do plan on getting to myself.
  17. Project Pokémon did not create Pokesav and does not update its programming content. That being said, some of us are working on writing software to replace Pokesav, and the Pokédex structure has been (mostly) reverse engineered, so it's just a matter of time now. If you would like to help us map out the rest of the Platinum save file, feel free to join the thread in my signature. The more help we get, the faster this stuff comes out.
  18. I am not sure why the result would be different, but here's what the VB.Net code converted to C# looks like for me (courtesy of this page.): private string PRNG(string seed) { string temp = ""; UInt64 t = default(UInt64); t = Convert.ToUInt64("0x41C64E6D", 16) * Convert.ToUInt64(seed, 16) + Convert.ToUInt64("0x6073", 16); temp = Conversion.Hex(t); if (temp.Length < 16) { for (t = 0; t <= 15 - temp.Length; t += 1) { //just to add zero temp = "0" + temp; } } return temp; }
  19. I'm not sure if this helps, but I believe you could open Pokesav in Visual Studio and edit the GUI using the IDE. If you have access to VS (or if the Express edition works that way), maybe that would work better for you.
  20. Well, according to the wiki, 0xD4-0xEB are seal coordinates, so that's not a footer. There is no footer as far as I know. In a little while when I have some time, I will run those files through some software of mine. But in the meantime, it looks like the checksum is probably different because the Encounter info is different (the infamous 0x85).
  21. What is it in that section that gets messed up by Pokesav? I get the checksum calculation being apparently wrong, but I do not understand how the moveset values could be incorrect without the user noticing an incorrect Move or PP amount.
  22. In Solaceon Town, there is an NPC who will tell you that "no one has ever seen a Pokémon lay an egg, so no one knows if they actually do lay eggs". Supposedly something could just be leaving the eggs there. Yeah. I know.
  23. Jiggy-Ninja, thanks again for your continued help. I am not sure about the fixing part. All I know for sure is that a copy of the Pokémon is made and reserved in the save file. Perhaps we should try uploading a Pokémon with some kind of error that this "GTS fix" can fix, and compare what was uploaded to what was backed up. I wonder if the backup would be fixed, or if the fix happens when you reclaim the Pokémon instead (meaning the fix happens on the Nintendo WFC servers).
  24. That's because Legality Checker does not check "obvious" things such as moves. PokéMod will check everything, but in the meantime it's pretty easy to check that stuff yourself. ;p I'll take a look at it anyway though. EDIT: Looks all right to me. EDIT 2: Upon closer inspection, it does not look all right. The Egg location should be 2000, or "DayCare Couple".
  25. When you say "footer", what part of the data are you talking about? Also, the size for a party Pokémon should be 236 bytes, not 235. When a .PKM file is generated, all of the data in that file should be decrypted. And I've never heard of Pokesav incorrectly calculating PKM checksums (not that it would surprise me). Can you post a .PKM file where the checksum was incorrectly calculated so that I may see it?
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