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KazoWAR

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Everything posted by KazoWAR

  1. right click the data folder and click properties. it should say "Contains: 2,662, Files, 5 Folders". if it says less then something is preventing it from extracting completely. seems the game is using its own form of checksums that PSavFix can not correctly fix in any of the modes.
  2. are you extracting the data folder with the exe?
  3. ok fixed try the new v1.18
  4. make sure you extract the data folder with the exe.
  5. ok try new version.
  6. all eggs are set to *Japanese and are given the name タマゴ. the language byte is actually 2 bytes, all languages use 0x02XX, but eggs use 0x0601. i think 0x601 is a special egg font that has the characters for each the region's egg replacing タマゴ. maybe vba or your ROM was set to 64kb saves, so instead of loading slot 2, it loaded slot 1, and also it failed to save trying to write to slot 2. do you have latest .NET? http://www.microsoft.com/en-us/download/details.aspx?id=30653
  7. its not that its making them visible again, they are still not visible ingame. the entire 80 bytes are still stored in the box data, and A-Save sees them in the box. its just seems that palpark is just setting the pokemonID byte to 0, instead of clearing out all the data and the game now ignores that they are really there because the pokemonID byte is 0. I guess i should have A-Save ignore it as well.
  8. that is for time played, when you save in game it shows PLAYER, BADGES, POKéDEX, TIME. its that time. if you want to adjust your ingame clock. reset the RTC load game on cart and save, then edit the initial RTC value, I think for every hour you move to value back, an extra hour passes ingame. I think I will leave it like that, or maybe have them show up as bad eggs? they are perfectly fine Pokemon data, its just the Pokemon id are set to 0 for some reason, so they are not shown in-game. where they there before and disappeared after using my program? or you had no idea they where there? maybe they got changed from AR codes or something along time ago. do you have any backups of the save that was never edited?
  9. send me save file, pls.
  10. thanks, wanted to compare retail no battey rtc value vs vba no rtc value.
  11. my bad i forgot 1 detail, set the clock to 12:00 AM, pls.
  12. one last request, can you send me a sav file that was created and set the clock on a game with no battery?
  13. very cool, wish i was able to attend.
  14. have you tried the RTC editor in Trainer info? i added to v1.11?
  15. thanks, one last request, if any of your games that has a had a good battery for a long time can you send me a sav of it right after setting the clock?
  16. can you start a new game on retail emerald save after you set the clock and send me the save for both battery one and battery off? sure send me the list
  17. I will see what I can do.
  18. After some tests, it seems at creation any extra bytes are random trash bytes. upon evolution all extra bytes are replaced with 0x00. if nicknamed all extra bytes are replaced with 0xFF, even if nicknamed back to the original name. So I will have it fill remaining bytes with 0x00 if the entered name matches the Pokemon's name, if it does not match then fill with 0xFF, and of course, the user will still have the ability to manually set any of the bytes if they wish for any non evolved Pokemon.
  19. The Enigma Berry is a placeholder for the eReader berries. Those berries don't really exist in the game data. when one of the cards are scanned, the data for the new berry is used instead of the data for the Enigma Berry.
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