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YoshiOG1

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Posts posted by YoshiOG1

  1. Hey guys...

    I've searched Google and these forums for an answer, but is there a way to read Pokemon B2/W2's RAM live from an emulator such as DeSmuME to display the party Pokemon team in a GUI? I'm asking this because I'm doing a live stream of a randomizer Pokemon Black 2, and I want to show my party in real time. I know TwitchPlaysPokemon has something like this (see below).

    pokemon party viewer tpp.png

    Any help would be appreciated. Thanks in advance. :redface:

    EDIT: I hope I'm not in the wrong forum or anything, so please don't close this thread yet.

    583dcff272844_pokemonpartyviewertpp.png.

  2. Is it possible to use someone else's PowerSaves save file to overwrite that file to a different cartridge? Like, if someone's save file has Hoopa/Volcanion (obtained with a modded 3DS or whatever), and they back up that save using PowerSaves and then send that file to me, would I be able to put that in my PowerSaves folder and restore that backup?

    Just an idea, I guess.

  3. Guide to getting your save file open in PKHeX:

    Make a backup with Powersaves.

    Make a copy of that backup, and replace all of the bytes in the copy past 0x9C with FF: http://i.snag.gy/lem0O.jpg

    Next, download my Datel checksum corrector ( http://www.mediafire.com/download/kn2am0u4ae66s21/Datel_Checksum_Fixer.zip ). Open it up and open the edited copy, then hit save. (Remove the " - [fixed]" from the savename so that powersaves will see it.).

    Now, open powersaves, and restore the edited FF save file. (You should see two saves with identical names, it's the second one.).

    Put your cartridge into your 3ds, and go to the main menu. Then, close the game and put the cartridge back in the powersaves dongle.

    In powersaves, apply the "Slot 1 x999 modifier code." After doing that, remove your cart from the powersaves dongle, then stick it back in. Now make a backup of your cartridge's save file.

    At this point, you can restore your original save file backup.

    The backup you just made after applying the code, removing the cart, and putting it back in has garbage default data in SAVE2, but a completely blank SAVE1 -- this means it is just your xorpad for save1.

    At this point, make a copy of the backup you just made and rename it save1keystream.bin for easy remembering ability.

    You can now use this to open a save in PKHeX! If you want to open a save, XOR save1keystream.bin with the powersaves backup of whatever save you want to check out (I recommend http://www.nirsoft.net/utils/xorfiles.html ), and then delete the first 0x9C bytes in a hex editor (I use HxD). Save the file with the 0x9C header removed, and you can open it in PKHeX totally fine: http://i.snag.gy/x2jJ8.jpg

    This worked for me, but where it said You should see two saves with identical names, it's the second one, the first one was the one that worked for me (the second one was the unedited one for some reason). Thanks for the guide; now I can extract PKX files without having to move the Pokemon to a specific box.

    pkhex works like a charm.png

    Works like a charm!

    Also, I edited a Magikarp in one of my boxes to be shiny (I think) and have a bad word as a nickname, and then I exported it to a PKX.

    583dcfeaf1ac7_pkhexworkslikeacharm.png.1

  4. Most likely he (or a group) created a save editor for private testing; not meant for public use.

    Nuff said.

    So you're saying he might know how to re-insert edited PKX data back into the game? If so, then that would be great, because (some day) I'd love to be able to have hacked nicknames / egg names (eggs that have their Shiny Values written on them, or maybe an egg nicknamed "Good Egg" that hatches into Xerneas).

    (Note: I don't intend on using hacked Pokemon to cheat in battles, scam people, etc.)

  5. Assuming egg names work like they do in previous generations, you should be able to nickname it with hacking- there were plenty of "named" eggs on Pokecheck, and if I recall they retained their names on being sent to a game. That being said, I have no idea if Datel's device allows you to modify eggs like that, or even if it lets you change a Pokemon's nickname.

    As far as I know, there isn't yet a code provided by Datel to do that (and there might never be one), so that's why I was asking about progress on sending PKX's back to the game.

  6. Hey...

    I recently got an AR Powersaves Pro for my birthday, and by now I know how to dump PKX files from my save, as well as obtaining Egg Shiny Values using KeySAV.

    But I've been wondering: how close might we be to being able to apply/insert edited PKX/EKX Pokemon into a save file? I would love to be able to have custom names for Eggs, if possible, considering that different-language Eggs can have different names like Œuf, and labeling Eggs with their SV's would be really cool.

  7. Hello.

    This may have already been asked, but I'm still wondering... Is it still impossible to re-insert PKX files back onto a Pokemon X/Y save file?

    I have an AR PowerSaves Pro, and I'm still wondering how I could put a Pokemon onto a copy of my save file, because I'd love a hacked Zygarde egg, or possibly just any sort of injected Pokemon. Could someone point me to some sort of save file editor or PKX/PK6/EK6 injector or something, or is this still not yet done?

    Thanks in advance, and please don't infract me if I'm somehow doing something wrong... This is my first post in a LONG time... (EDIT: Looks like this is my 100th post; yay!)

  8. to be honest I've worked on this one and as turns out C-Gear skins are essentially images in which when rendered or transformed into AR would be too huge or I should say too lengthy, think of the wordercard codes that mystery gift editor would render for pokemon black and white... Its about time 2 or 3 times of that length. so ar codes for the c-gear skins is impractical

    By "too lengthy," do you mean that the game could crash from such a code?

    I mean, I just wish I could have custom C-Gear skins without having to transfer the save file to an R4 or something... Because if one could generate AR codes for C-Gear skins, then so what if it's lengthy? As long as the codes don't crash the game or slow it down so much, we could just copy-and-paste the codes if we have the AR Code Manager.

    So it would [sort of] be nice to have a program to generate C-Gear codes, I guess...

  9. Your server works for me :)

    Is it only for getting one pokemon? Because that is all it let me have.

    That's weird.

    You're supposed to be able to get as many Pokemon as you want by re-connecting, as long as the server is online... Hmm...

    EDIT: I just turned the server off for the night. Wait until tomorrow afternoon at about 3:30-ish Eastern Time.

    I wonder if the server is affected by my computer going into screensaver...

  10. Okay so... Here's what happened with me;

    After some initial trouble getting my 3ds to connect to my ip address (local, me only)... I finally got it to work, I messed around with the ports and stuff and it finally connected.

    However! When I enter my IP address as my DNS address, and I goto the GTS in game like normal... I get the normal GTS, not my GTS.

    Any Thoughts?

    I don't think ShinyGTS/DTS can work locally. I think you need to make your server public by using your public IP (the one that isn't 192.168.___.___).

  11. I just wish someone could create a program to export custom C-Gear Skins as AR codes. That is, if the skins have to do with the RAM, which I'm pretty sure of.

    There's a program called PokeCGear that can change the C-Gear skin in the save file, so I'm assuming that the skins are saved to the RAM, not the ROM.

    So, could someone try to figure out how to create C-Gear skin AR codes? Even if they're super-long?

    (If this post is off-topic, please don't report me!)

  12. It is possible, but I'd have to modify the code. It was not designed to send & receive at the same time; there's a reason for that.

    Ok.

    P.S. Could someone send me a download link with the source code of ShinyGTS/DTS? Or maybe somehow give me a Microsoft Visual C++ Express project file with the source code? (I understand that the source code can be found on the ShinyGTS page on Google Code, but I don't want to download each file individually.)

    I'd be totally fine with a ZIP folder containing the source code files.

  13. BIG UPDATE:

    The server is receiving Pokemon instead of distributing. Send in your Pokemon from your game, and I'll distribute them starting October 15, 2011.

    Here's how it works:

    1) Connect to the fake GTS via the DNS given on the main post of this thread.

    2) You won't get a free Pokemon, so select "Deposit Pokémon"

    3) Select the Pokemon you want to send a copy of, and offer it, requesting a legendary Pokemon that's Lv. 9 and under (or something like a Lv. 9 Samurott).

    4) If it's not holding a special ribbon, you should get an error message saying "That Pokémon may not be offered for trade!" with the error code 13266. But you can't send Pokemon holding a ribbon like the Classic Ribbon or Premier Ribbon.

    5) Wait until October 15 for your Pokemon to be distributed. If you want, I can make your Pokemon shiny. Just ask.

    Please be aware that you will not receive free Pokemon while the server is receiving, and have a nice day!

  14. Now distributing Alder's Volcarona! Also, the last day of the Victini event is Sunday, October 2, 2011, so you better hurry and try to get it!

    Also, should I distribute by looping through my distro folder instead of distributing randomly?

    ------

    For example:

    Instead of distributing randomly like this:

    Volcarona_3428828215.pkm

    Latios_Shiny_Request.pkm

    Reshiram_93852656.pkm

    ...and so on...

    Maybe I could distribute in alphabetical order by the names of the PKM files, like this:

    Caterpie_randomspot555.pkm

    Celebi_Shiny_Event.pkm

    Foongus_Shiny.pkm <-- (Tarnpignon)

    So, should I? Oh, what the heck. I'll do it!

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