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Everything posted by codemonkey85
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Well that wouldn't make it impossible - just really super hard. There have to be developers with debug kits, which means those kits will end up in the hands of enterprising hackers eventually, which is one avenue of exploration. Technically we'll have some control data to look for once we can transfer from Gen V (PIDs and such) so there's that too.
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But either way, my point is that the code for encrypting / decrypting save files is probably not part of the ROM, whether eShop or cartridge, but rather part of the 3DS firmware itself.
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Correct me if I'm wrong, but I don't think the decryption is part of the ROM but rather a 3DS system function.
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As one of the researchers (who doesn't work on Pokegen though...), I would be glad if you posted these save files. As Guested pointed out, they could help with research.
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I think some of you might take some interest in the forthcoming update: There is obviously still a lot of work to be done, but the underlying mechanics have been pretty much worked out - once I build the interface it should be pretty easy to use. You'll be able to choose which columns to display, filter and sort results, etc. Woo!
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Some minor additions: Hidden Power Pokerus Images for TMs/HMs and other previously missing items Box "grid" colors Also, you can now click one of the box grids to select a box. Plus, when you change a box, the list focuses on the one you switched to, and frames it. Yay? Oh, plus... some degree of Mac OS compatibility:
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As I said to Lego (via PM), if you think the colors are cool now - just wait until they make it into release. I spent about 20 minutes with my emulator, Snipping Tool, and MS Paint and got the real hex codes for the actual colors used in the game.
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I love being me. By the way, the colors are just the beginning. There's planned functionality too, of course.
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You're gonna want to start here: NDS: How to Backup/Restore your retail cartridge save file for DS games http://projectpokemon.org/forums/showthread.php?t=16601
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You said this program was exactly what you were looking for. Have you ever edited a .SAV file before? Are you using a retail cart?
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Come and get it folks - PKMDS Desktop is now ready for use! Currently editing of Pokémon and changing the current box are the only real features. Importing, exporting, and removing Pokémon is next, probably closely followed by moving Pokémon around in the boxes and party. NOTE: After thorough (and needlessly arduous) testing with the retail games, I can say that this application is correctly writing data to the save files and updating the checksums as necessary. However, feel free to inform me of any bugs encountered. Also, you'll notice Ribbons are not yet implemented, there are no contest stats (does anyone care?), and the Misc. tab only contains a read-only PID for now. This application is still in-progress, mind you. Get it while it's hot - https://www.dropbox.com/s/gt5rgv80rj72ajq/PKMDS%20Desktop%20-%20Qt.zip
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All righty folks, I finished the origins page. So now I guess most of the basic editing you'd expect is present. Next on my list of goals is importing / exporting / deleting Pokémon, and then moving the Pokémon around in the boxes and party. I've updated the .exe and the .zip files.
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Very kind of you! But I actually have all that info in the SQLite database I'm using; I just haven't written the queries yet. Also of potential interest to folks: I uploaded a (semi) working build for Linux (specifically Ubuntu, if that matters?): https://www.dropbox.com/sh/knfycny5t8nh2ih/aTo-8YG8oQ
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FYI, here are the update links: The exe file: https://www.dropbox.com/s/94fsbpzhlb1jfcc/PKMDS_QT.exe An update to the database file: https://www.dropbox.com/s/lilo409wcj2ad1j/veekun-pokedex.sqlite An update to the image database: https://www.dropbox.com/s/rtp7g052ise4lnv/images.sqlite I'll simply have a link to both the zip and the .exe, and explain that they should start with the zip and download the .exe going forward. Actually, I'd really like to figure out how to get the app to update itself, but one step at a time. :-) Fixed. Fixed. I'll have to look for these. Not sure if they're missing from the code, the database, the images, or some combination. EDIT: I see what you mean. I'll have to see if Qt supports data bindings like Visual Studio, so I can use the database value instead of the selected index (which is what I currently use) so I don't have to pull in these "blank item slots" to keep everything lined up. The TMs and HMs I'll actually have to do "manually" (a couple database calls to get the type of the move in the given machine and then the image for that type), but I haven't gotten around to it yet. The others I'll look into. EDIT: Pretty sure I took care of the key items with a database update. That's... odd. I'll check it out. It might be stored that way (incorrectly perhaps) in the database. I'll look for that. EDIT: Fixed with a database update. Fixed.
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I already wrote the code to show the PID as either decimal or hex. :-P The real trick is going to be figuring out how to allow the user to enter only valid data. I've updated the .zip in my Dropbox. Thanks to a program called 'upx' the binaries are considerably smaller, so I would suggest downloading it once more, then in the future I will post only the updated .exe file (and the databases if I ever update those).
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Just so you know, I fixed a good portion of the issues you brought to my attention. Thanks again for the input! I won't pretend I care all that much about SE Pichu, but I will admit it doesn't make a lot of sense to have just dropped it. What game are you playing, Nintendo? That's not a bad idea. I'll have to squeeze it in somehow. Actually, the problem isn't so much generation (which I haven't even started thinking about yet), but the value of a PID takes up four bytes, which is just beyond what the number picker can handle. I'm going to have to either subclass it and use uint32 for the value instead of double, or I'm going to have to use a text box and figure out how to restrict entry to numbers. Well thank you!
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EDIT: Added bugs to the bug tracker on Github. https://github.com/codemonkey85/PKMDS-G5/issues?labels=bug&page=1&state=open Wow. You are thorough. I don't mind telling you, I think your input (and that save file) is going to be a tremendous help. Just remember though, this is a very rough application in progress. Let's see.... I will look into that. I'm pretty sure I already knew I didn't implement that, but now that you have me thinking of it I might as well get it in there now. Very odd, I'll check it out. See my response to Arceus. I'll look at that. I was just going to ignore this but I suppose it wouldn't be that hard to implement a fix for Spiky-Ear Pichu. At the very least I could simply show the normal sprite. This was my next task, and as a matter of fact I'd already finished it in the VC++ sister project. N's Pokémon will go in origins, Pokestar might be totally ignored like the contest stats. Is it really important? I suppose I could add it. Ribbons are likely the last thing I'll do, because they will be a nightmare. I have all the assets, just have to do the work. Moving Pokémon around in the boxes / party is a top priority, but I have to figure out how to do it in Qt (I'm going to do drag and drop of course). Creating Pokémon is a mite trickier... people might forget the little details, so I am thinking of a way to help make it easier. Or I guess I could just let the user do it the hard way. Oh, I have something in mind for that all right. Not sure where I want to put this yet. Unfortunately this is harder than it should be (because of how big the PID actually is). Gonna have to make a custom control in Qt, I think. Haha, wow. I didn't expect something like that to show up in a SAV file. Well I can't pretend it's not there, can I? What if you have one of these in a box, but it's invisible... what happens if you fill the box with other Pokémon? Do I now erase Brycen-Man? But I also have no intention of supporting such things, especially since they're not a part of the backend database I'm using. I'll have to give this some thought... maybe for cases like this I'll just show a ? and let the user do what they like with that.
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I believe I figured out the problem - a couple of the required DLLs had to be in a subfolder. That seems to have done it for my work computer anyway. If you would download the new zip and try one more time, I would really appreciate it. :-D
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If you downloaded that DLL from a DLL hosting site, you're gonna want to delete it. Instead, make sure DirectX is installed and running the latest version. Also, I just updated the zip file, so if you don't mind, please download that and try running it.
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Ah, what the heck, why not. It's not nearly finished, but it seems to be doing everything it does correctly. Do me a favor anyway and tell me if you have any problems running it - you might need to install the VC++ runtime, but this is as good as any a way to be sure. You can download it from my Dropbox: https://www.dropbox.com/s/gt5rgv80rj72ajq/PKMDS%20Desktop%20-%20Qt.zip
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It is still a work in progress, but there might be a little more.... EDIT: I was playing around with release builds today and I have to say, the Qt application is much faster. Not sure if I can do much to speed up the Visual C++ version, so maybe I'll have to take another stab at distribution of the Qt app after all.
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I'm not sure I'd consider the current build ready for use just yet. I still need to try it on my retail cart to make sure it's writing the data correctly. However, you are free to get the source from GitHub and compile it yourself. You can do that with no coding experience whatsoever.
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Well I didn't exactly do the math, but you get the idea. The rosters will expand with every generation, and if they plan to keep the service going they need plenty of space. Besides, I personally don't mind extra storage, as I like to breed a bunch of Pokémon with good natures and moves. Anyway, back on topic... who's that Pokémon?
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The question was "how many boxes are in the game", meaning are we getting gimped in-game storage that merits the need for so much external storage. To that I say: don't forget this is supposed to be a long-term service compatible with future titles. They need enough storage in there to assure you won't run out of space when you collect all 2,000 Pokémon available in Gen XII. I'm sure the games themselves will keep expanding storage options though, like in past generations.
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