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codemonkey85

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Everything posted by codemonkey85

  1. Nintendo 3DS Friend Code: 2750-1320-9316 Pokémon Y Name: Mike Friend Safari Type: Electric Friend Safari Pokémon: Pachirisu Helioptile Galvantula
  2. Seeing as the hexagon is used to represent the Kalos region in other places, this makes sense.
  3. I know a guy who is working on an open source library dealing with save files across every generation. I'm sure his implementation would have no problem handling your use case. https://github.com/ncorgan/Pokemon-sim If you were a programmer, this would be a great place to start.
  4. People, remember what Bond, said. Direct contributions only. This is still a work in progress, and when it is ready for people to use you will know about it. If you don't mind, a better use of your time and resources would be to document the index numbers of new moves and new abilities as you dump the data.
  5. If you're referring to 0x04 - 0x05, I believe those were runtime flags in the previous games that indicated whether or not data was encrypted. One was for box data and one was for party data.
  6. I'm not. Anyway, thanks for this! I threw it into the veekun spreadsheet for the time being - which I highly recommend people refer to when trying to discover new items and things.
  7. The move IDs of moves from previous generations are most likely all the same index numbers as in previous generations (they have been so far anyway). For reference: http://bulbapedia.bulbagarden.net/wiki/List_of_moves However, if you wish to contribute index numbers for new moves, by all means...
  8. Yikes. Thanks for the head's up. Good luck man. I think we're all pretty excited to start getting some real data (well I know I am).
  9. Pretty sure it's 4.0. The backend library is vanilla C++ so I could compile a version for Linux / Mac if people need it. This is just a bare-bones editor for those experimenting with the new format. If you want something polished... wait a while.
  10. Here is a link to the PKX Editor I have created: https://www.dropbox.com/s/bmklyrwq4lwsv7q/PKX%20Editor.exe
  11. Any chance you could upload the straight binary data? I've been curious about these but haven't gotten properly setup to get them. EDIT: In case it's any use to anyone here: as of now the backend functionality for the PKX editor I've been working on is done. All that's left to do now is rearrange the UI and add labels so things actually make sense. I modeled my program after the structure reported by Mat and Xfr, and verified myself that encryption and shuffling work, so anyone who's been able to extract / inject PKX files should find this helpful. The source is on my GitHub (https://github.com/codemonkey85/PKMDS-G5/tree/master/PKX%20Editor). I'll post a binary (for Windows only) later. It will require the .Net Framework for the time being.
  12. Something interesting I noted today - it doesn't look like unicode names like OT name and nickname have terminators (FF FF) anymore.
  13. Well technically... But for the record I think opening this functionality up to the public is a terrible idea.
  14. For that matter I have also added the structure and encryption to my PKMDS library on GitHub. I plan to spend some time figuring out where more of the data is (ribbons, etc.).
  15. Thanks to Mat and Xfr, I have added very early support for Gen VI PKX files - the general structure is outlined and the encryption / shuffling is supported at this time. You can find the structs and methods in pkmds_g6.h and pkmds_g6.cpp.
  16. Well we could just modify some PKX files (the species ID specifically) and send them back to the game and see what happens. If there are any additional Pokémon to be discovered, this seems like a way to get it done. For that matter the same thing applies to items / Mega Stones, etc.
  17. I updated the veekun-pokedex.sqlite file today. Find it at its new home on Dropbox: https://www.dropbox.com/sh/2etuv926vyey5ou/jeAXk1qDXc
  18. Just a quick notice - I updated the Qt application to include some memory fixes (thanks to a Githubber named Antidote). You can grab the update at the usual link.
  19. Just FYI, I removed the SQLite database files from the Git repository to reduce the amount of bandwidth used when initializing a new environment. The databases can be downloaded from https://www.dropbox.com/sh/2etuv926vyey5ou/jeAXk1qDXc. Of course, they haven't changed since I moved them, so you could just copy them to a local directory yourself. Actually, now that I'm thinking about it, I'll add the folder path I was using before to the .gitignore so that current local branches won't break after syncing the change.
  20. Unless he's just upset that hacks might make it in through Bank.
  21. Again, I sincerely appreciate the input. I'll look everything over after work tonight, although if you're planning to continue looking further I might wait until you're satisfied before attempting to merge any changes (development has been on a bit of a hiatus lately anyway). Also, I'm not totally opposed to the idea of using Qt's SQLite implementation, now that I think of it, if it helps with performance and / or makes it easier to coordinate the backend data with the UI.
  22. Wow, a contributor! I very much appreciate your advice. To be honest I used VB.Net for a long time before working on this project, so it is true that I am not used to having to manage memory. I actually have tried to figure out how to free memory, but everything I tried didn't seem to work very well. With that said, it is very exciting to have somebody with Qt experience looking at my source! I will review these patches and make the merges later. Also, I did know that Qt had its own implementation for SQLite but I've chosen to use the library from SQLite.org so that other people that utilize my library don't necessarily need to use Qt.
  23. So you've actually done this?
  24. Just so we're all clear, there is no way anybody could possibly ever know the difference between a Pokémon that was created by Pokégen and one that was made by the game - as long as it's done right. There will be Pokégen Pokémon in the Gen VI ecosystem. This is a fact.
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