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KazoWAR

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Posts posted by KazoWAR

  1. Yeah, I extracted the folder with WinRar and launched A-Save.exe

    (The antivirus is suspicious about file [which is damn weird because it didn't found any viruses. It's suspicious ONLY because "low reputation/prevalence of the file"] and was analysising it for good 2 minutes and... longer, so I had to restart PC and then add the file to the white list so it wouldn't analyse i-

    ...

    FREAKING ANTIVIRUS. DON'T TELL ME HE IS SUSPICIOUS ABOUT THE PICTURES TOO?!

    Ugh!)

    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.

    KazoWAR, can I ask you to take a look at my Pokemon Liquid Crystal save? It's basically a ROM hack of FireRed and I can't find an editor that can write successfully, but they can read them fine. Some editors like Pokemon Encyclopedia can open them, but they complain that they are invalid and load the data anyway just fine. But, when it comes to saving, none of them, not even yours could write the modifications to the save file correctly. I think it might be related to the checksums being invalid. If you want to take a crack at it, please reply. I'll upload the saves and some information for you. It would be cool to see ROM hacks work with this editor successfully.

    seems the game is using its own form of checksums that PSavFix can not correctly fix in any of the modes.

  2. Weird, it fails to load the pictures and icons for me... even though A-Save works for me (it didn't before you updated it to work with Microsoft .NET 4.0)

    Clicked Party/Storage; Changed Box

    System.IO.FileNotFoundException: Data/Images/Icons/412_00_0.png

    w System.Drawing.Image.FromFile(String filename, Boolean useEmbeddedColorManagement)

    w Pokesav_Advance.Party.UpdateIcon(UInt32 Slot, UInt32 Pokemon, UInt32 Frame)

    w Pokesav_Advance.Party.LoadBox()

    w Pokesav_Advance.Party.Pokemon_Load(Object sender, EventArgs e)

    w System.Windows.Forms.Form.OnLoad(EventArgs e)

    w System.Windows.Forms.Form.OnCreateControl()

    w System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)

    w System.Windows.Forms.Control.CreateControl()

    w System.Windows.Forms.Control.WmShowWindow(Message& m)

    w System.Windows.Forms.Control.WndProc(Message& m)

    w System.Windows.Forms.ScrollableControl.WndProc(Message& m)

    w System.Windows.Forms.Form.WmShowWindow(Message& m)

    w System.Windows.Forms.Form.WndProc(Message& m)

    w System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

    w System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

    w System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    Hovered over Pokémon in Party

    System.IO.FileNotFoundException: Data/Images/Sprites/RSE/412_00_0.png

    w System.Drawing.Image.FromFile(String filename, Boolean useEmbeddedColorManagement)

    w System.Drawing.Image.FromFile(String filename)

    w Pokesav_Advance.Party.UpdateQuickLook()

    w Pokesav_Advance.Party.pictureBox5_MouseEnter(Object sender, EventArgs e)

    w System.Windows.Forms.Control.OnMouseEnter(EventArgs e)

    w System.Windows.Forms.Control.WndProc(Message& m)

    w System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

    w System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

    w System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    Spinda spots from Pokédex

    System.IO.FileNotFoundException: Data/Images/spots.png

    w System.Drawing.Image.FromFile(String filename, Boolean useEmbeddedColorManagement)

    w Pokesav_Advance.Spinda.Spinda_Load(Object sender, EventArgs e)

    w System.Windows.Forms.Form.OnLoad(EventArgs e)

    w System.Windows.Forms.Form.OnCreateControl()

    w System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)

    w System.Windows.Forms.Control.CreateControl()

    w System.Windows.Forms.Control.WmShowWindow(Message& m)

    w System.Windows.Forms.Control.WndProc(Message& m)

    w System.Windows.Forms.ScrollableControl.WndProc(Message& m)

    w System.Windows.Forms.Form.WmShowWindow(Message& m)

    w System.Windows.Forms.Form.WndProc(Message& m)

    w System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

    w System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

    w System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    In the end, the error message also says something about JIT (just-in-time) debugging.

    are you extracting the data folder with the exe?

  3. When you edit Ho-Oh's nickname and click on species name, the – in his name becomes a ?.

    28ceq2t.jpg

    ok fixed

    First, I would like to thank KazoWAR for creating and releasing this program. :biggrin:

    On another note, Evandixon brought this cut-off issue up before, but I'm still experiencing it even when using version 1.17. Is anyone else still having a problem like the attachment when editing storage and party pokemon? I'm using this program on Windows 7. The screenshots are taken from trying to edit an existing storage Pokemon from a Pokemon Ruby SAV file.

    try the new v1.18

  4. Locations:

    0xFD = EGG obtained (gift)

    I load 2 more saves of Emerald (USA-Japan) and eggs obtained as gift (Wynaut EGG) as showed as Japanese. In-game are showed with the correct language. Its a bug or Nintendo make all eggs as japanese in Gen III?

    PD. Wynaut EGG: USA box 4, JPN box 1

    Edit: More USA saves checked (LeafGreen and Ruby) and EGGs obtained as gift are showed as Japanese.

    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.

    Haha, when was all that RTC stuff found out about?

    I had to restart my Ruby save file because I had ran into that problem a few years ago.

    Similarly, I Pal-Parked several Pokémon a while ago, then when I backed up my Emerald save file and loaded it in VBA; The Pokémon I had Pal-Parked showed up in my box even though they shouldn't (they didn't show up on my retail cartridge) and they caused a Gen IV game to say "Save error..." when I tried Pal-Parking them via DeSmuME.

    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.

    I get the message that it is no allowed win32 application :frown:

    Known problem ?

    EDIT: I use WinXP to run it.

    do you have latest .NET? http://www.microsoft.com/en-us/download/details.aspx?id=30653

  5. might be the game marking the data as "empty" but not clearing it, then A-Save re-saving it without that "null data" flag or whatever?

    sorta like how data can still exist when you "delete" it.

    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.

  6. 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.

    Another bug, now in Emerald, after load my save 4 missingno pokemon (?) in Box 14.

    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?

  7. Oh, I hadn't seen that at all! I've tried it now and it worked! I can't believe it, finally!

    (I'd need more time to test and see whether the berry master gives out berries again, but the rocket launch center is back to 0 and the berries grow, that's all I wanted! :D)

    Thank you so, so, so very much for all this, for creating the tool, sharing it, replying to all the feedback/requests and actually implementing the RCT thing just because I asked for it. Thank you so very much!

    Now I can finally go back to simply playing the games instead of having to worry about corrupt save files and dead berries. Thank you so very much! I will make sure to spread this information to others in my situation, as this is a fix for both the situation after having replaced the battery as well as after having played and saved in VBA (Visual Boy Advance) with the real-time clock set to on.

    Again also a big thank you to everyone else who replied to my posts and provided information and insight. I'm sorry for taking up so much space of this thread with my problem(s) but now it finally works again and I can leave you to other things. :)

    I'm off to grow some berries now! :D

    one last request, can you send me a sav file that was created and set the clock on a game with no battery?

  8. Thank you very, very much, that site seems to have found the very heart of the problem, and even proposes solutions. Sadly, so far I haven't managed to get it to work.

    I replaced both the time stamp value (and later also the starting adventure time stamp value) with 0 (all 5 bytes). I used Psavfix to create valid checksums so the game wouldn't say the save file is corrupt. I tried it on two games and it didn't work. Berries don't grow. The guy at the rocket launch center still tells me that 9999 rocket launches have happened so far so whatever the VBA did to the save file is still not undone.

    Also, I looked at the save files of new games I started and played a bit (started with working battery, then saved without battery, than replaced battery and played on, to create the same situation I have with the other games; no VBA to mess things up involved). Their time stamps are all zeros anyways, so I don't know what I could change there to make them work again. Is there some other value I could change the hex code to? I have no idea how the time (and date?) are converted, and if this is explained on the linked website, I didn't understand it.

    Can anybody tell me if I did something wrong or could try something else? I feel like I'm so very close to the solution but something keeps me from doing that one thing I still need to do.

    If all fails, I guess I'll have to find a GBA flash card somewhere and use the program that the guy wrote to change the clock settings, not the save file time stamp. But even with this, I'm not sure I'd be able to change it to a date that will work with the extreme time stamp(s?) the VBA put onto my saves. :S

    In any case, thanks a lot to everyone so far for investing time and energy into this. I am very, very grateful.

    have you tried the RTC editor in Trainer info? i added to v1.11?

  9. I only have one Emerald game, it’s German and the battery is still working. So for getting a battery-off new game save, I'd have to disable its battery. I'm afraid I can't do that at the moment as it is my only remaining game where the battery still works and I use it to grow berries. If that game stopped working as well I'd be very sad.

    Does it have to be Emerald, though? I can offer (English) Sapphire (see attachments), and could also do (German) Ruby, and Japanese Ruby and Sapphire. If it has to be Emerald, I'll see what I can do.

    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?

  10. Thanks so much! <3

    According to the (not really informative) replies in this thread, VBA messes up the time in save files when you transfer them to your cartridge. I checked, it actually changes things but I have no idea which things exactly.

    If it helps, I could upload different versions of a save file I used to experiment and look at the hex code. I started a new game, then copied that save file and did some things with it (always using the 1st save file to do something else):

    • a new game (cartridge)
    • a 2nd save in that new game with the battery on (cartridge)
    • a 2nd save in that new game with the battery off (cartridge)
    • a 2nd save in that new game with the real-time clock on (VBA)
    • a 2nd save in that new game with the real-time clock off (VBA)

    The 2 '2nd save' files from the cartridge only differ in 2 hex locations. The 2nd save file with the real-time clock off from the VBA also has changes in 2 hex locations when compared to the battery-off cartridge save. The 2nd save file from the VBA with the real-time clock on has 19 or 20 differences when compared to the cartridge save files which I guess is what 'messes up' the time events when playing on the cartridge.

    However, the time-based events didn't work right after replacing the battery (with no VBA influence at all) either. So even if I say that I just need to not use VBA at all, I still need a way to make the game re-enable time-based events as it won't do it on its own.

    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?

    I have all correct locations for Colosseum/XD if you want. But need implement a new system like PokeBoxGBA, in this take the old values +255(0xFF) for make a new values for those locations (i.e. 1+255= 256 new value (0x100)). Besides the Colosseum locations aren't the same as for xD, i.e. Outskirt Stand (Colosseum)/distant land (xD) Location Value: 3 +255= 258 (0x102) new value.

    sure send me the list

  11. Wow, very cool! I have been waiting for something like this for ages. :)

    One question: Can you use this to re-enable time-based events in save files to use on GBA games? I have been trying to get my GBA games to work properly again after replacing the battery without having to restart the game, and while there is lots of information on all kinds of things you can change by manipulating your save file (after you have sent it to your PC), I haven't found anything so far on how to simply tell the game that time-based events should work again, now that the battery is working again.

    I guess you have invested lots of time into understanding the save file structure. Do you know what one would have to do to tell the game that time-based events should work again? If your save-game editor could also take care of this (or if you could tell me what to change in the save file hex code), it would be amazing.

    (When I transfer my save file from the GBA cartridge to the PC and use it with Visual Boy Advance with the real-time clock running, it works fine. But when I then transfer and use the same save file on my GBA game, it doesn't work – the clock is running but berries don't grow etc.)

    I will see what I can do.

  12. 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.

  13. Another bug:

    The Pokedex editor is corrupting the Poke Balls bag.

    If I hit "Seen All" and "Own All" my bag looks like this.

    55shslcg.png

    If I only click "Seen All" it looks similar but there are also some berries added into that bag.

    This happened in Ruby, Sapphire and Emerald. FireRed and LeafGreen are fine.

    It already happened in that Ruby save file above but I didn't notice.

    ok fixed.

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