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froggestspirit

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Posts posted by froggestspirit

  1. Let me see if I got this, The en/decryption is done through the reader hardware, or is it sent to a server online? (I never applied cheats yet, only used it to back up saves).

    Secondly, the cheats appear to be downloaded each time the card is connected. Is there any way we can view the cheats (again, through a memory editor?)

    Lastly, is there a way if we can view the cheats, to maybe hack the cheats? (or is that stored on their server again?)

  2. Has been tried, does not work. Datel's setup can't load "corrupted" savefiles; all of their edits are done after their unit decrypts and verifies -- probably outside of their control.

    What about using something like cheat Engine to view the memory while the power save program runs? Or maybe looking at the ASM of the program? (I just got this, and was thinking of trying it)

  3. I like to keep record of my TID and SID's for my games, because I have been known to RNG for matching ones in gen 4. However, I noticed that Bank'ed pokemon from my gen 4 games have matching TID's but the SID is completely different for them (in Y it is 2446 and in gen 4 it was 00468) Other than the obvious change of all SID's becoming 4 digits, does anyone know how this works?

  4. Well, I looked into this myself, and found something interesting...

    http://hastebin.com/vatibovipi.avrasm

    That is what i disassembled, not finished, but it told me some things...

    The probability of continuing a chain seem to be hard-coded.

    If you faint a pokemon OR RESET the radar, your chances are:

    28% for one away continuing

    48% for two away continuing

    68% for 3 away continuing

    88% for 4 away continuing.

    Now here's where it get's interesting... line 465 makes a compare, but normally this value is 1, so we get the above percentages.

    However, if you catch a pokemon, the value gets set to 4, and uses a different set of percentages:

    38% for one away continuing

    58% for two away continuing

    78% for 3 away continuing

    98% for 4 away continuing.

    This is much better, although keep in mind that even if you caught the previous pokemon, resetting the radar will set the percentages back down.

    Also, keep in mind that this seems to be for the patch that you are currently chaining, so if you switch patch types, the probability is probably lower.

    Here's a few Ram addresses i found too

    http://hastebin.com/rikatiyeqa.coffee

  5. Well, after using the PokeRadar a lot, chaining, and having a few chains seemingly break for no reason, I was hoping to find out what exactly makes it work? I'm familair with ASM, but I'm not sure where I'd start with NDS. If anyone has information on solid evidence for how the PokeRadar works (mostly to keep the chain going, like how it calculates the chances of continuing the chain per patch), please post here.

  6. Double post because the site wouldn't let me edit my previous one: After more tedious research, I don't know if the file a/2/4/8 is related. I managed to find out that in the US HG, address 0x021FFAD0 contains a pointer that points to the info that is sent to the walker. I want to say 0x021FFAD4 is the end of that data, and out of all those i've dumped, they are all x28C0 bytes long. This contains (imagewise) (in this order more or less):

    The icon of your route

    Name of your route (sprite text)

    Your pokemon small sprites

    Your pokemon big sprites

    Name of your pokemon/nickname (sprite text)

    group A pokemon small sprites

    group B pokemon small sprites

    group C pokemon small sprites

    group C pokemon big sprites (for if they join you with an empty walker)

    Name of group A pokemon (sprite text)

    Name of group B pokemon (sprite text)

    Name of group C pokemon (sprite text)

    Name of the 10 items (sprite text)

    Keep in mind this data is only present when your DS is waiting to sync with the walker.

    And if any Moderators are reading this, feel free to move it to RAM if necessary. I wasn't sure which approach I'd find when creating this thread.

  7. I think someone should take a look at the NARC in a/2/4/8 it contains 540 or so files, small, and they seem to be compressed. I couldn't find them in the RAM dump though...

    Edit: On HG (us) I changed some spots in the ram, at address 023BF1A8. This is the pointer to the file a/2/4/8, so i changed it to match the pointer of a/2/4/9 (not for any particular reason, just wanted to get to to a different location). And 023BF1AC is the end pointer of a/2/4/8, so I changed that aswell to match a/2/4/9's (for consistency I guess). When I went to the pokewalker option, picked Bulbasaur, and hit transfer, it said Point at the DS card and press select, about a second later, the game froze.

    EDIT:

    Pokemon graphics are in a/2/5/6, and they are loaded into RAM when the DS tries connecting to the pokewalker

  8. I want to say that it's stored on the rom for the reason: if you sync a pokewalker with a game, it will use the language the game is in (the route names etc. are all in there as sprites), that way, nintendo wouldn't have to make the pokewalkers have different innards worldwide. Also, the sprites in the RAM dump I did were rotated 90 degrees clockwise, just incase anyone else searches. I might look for this in the ROM though, because id imagine the pokemon sprites might be located near the folder of the icons and such

  9. Pokemon HG/SS and PT had more battle modes than D/P did, but if the leader was using say HG, and selected a new battle mode VS someone with D/P, D/P would read the rules from HG.

    I don't think this would work on random wifi either, but the main thing is... what if hypothetically, Nintendo released Gray, and it had 6v6 flat battles, and it worked like gen 4, where B/W could read the rules from a leader using Gray? I feel that AR should be able to make this possible.

  10. So, I hacked the pokewalker.... I dumped RAM when I was on the transfer screen, and looked through it with a GameBoy tile editor. I found something interesting... The graphics for the Pokewalker are stored on HG/SS This also includes a DECOMPRESSED sprite of Spinda (because of the way the game handles his spots). So, this led me to conclude, the game transfers the Pokemon sprites when it connects, (and probably the sprites for that route youre on) I'd have to assume that if you transfer your pokemon back. The only time it transfers the menu Icons and misc sprites is the first time you sync it, or after you erase it, then sync again.

    422403_318338404883482_100001219743251_982805_1485454568_n.jpg

    I did this by hacking the sprites with AR, I made a code that will copy data from a hacked gba save file to the RAM.

  11. That's where I got most of the locations, and was my starting point :) But, I have a feeling that it could be the same values for setting the mode on vs people over wifi (more so people with your friendcode). I know platinum had extra battle modes, and if the server game was platinum, and chose a new battle mode, the client games (diamond or pearl) could access that mode. I'm thinking it might be possible to do something like that for black and white.

  12. Hello, I've been looking into making a code to allow lvl 100 or lvl 50 6 vs 6 battles on wifi, and maybe even c-gear. so far, I've managed to dig up this info by looking at battle replays with different modes in Pokemon Black (US). here are my findings:

    0x0226B032:

    00-Battle Subway, Single

    00000000

    01-Battle Subway, Double

    00000001

    04-Battle Subway, Multi

    00000100

    18-Colosseum Single, No Restrictions

    00011000

    19-Colosseum Double, No Restrictions

    00011001

    1A-Colosseum Triple, No Restrictions

    00011010

    1B-Colosseum Rotation, No Restrictions

    00011011

    1C-Colosseum Multi, No Restrictions

    00011100

    28-Random Matchup, Free Single

    00101000

    29-Random Matchup, Free Double

    00101001

    2A-Random Matchup, Free Triple

    00101010

    2B-Random Matchup, Free Rotation

    00101011

    38-Competition, Single, Launcher Off

    00111000

    39-Competition, Double, Launcher Off

    00111001

    3A-Competition, Triple, Launcher Off

    00111010

    3B-Competition, Rotation, Launcher Off

    00111011

    68-Random Matchup, Rating Single

    01101000

    69-Random Matchup, Rating Double

    01101001

    6A-Random Matchup, Rating Triple

    01101010

    6B-Random Matchup, Rating Rotation

    01101011

    98-Colosseum Single, No Restrictions, Launcher On

    10011000

    99-Colosseum Double, No Restrictions, Launcher On

    10011001

    9A-Colosseum Triple, No Restrictions, Launcher On

    10011010

    9B-Colosseum Rotation, No Restrictions, Launcher On

    10011011

    9C-Colosseum Multi, No Restrictions, Launcher On

    10011100

    B8-Competition, Single, Launcher On

    10111000

    B9-Competition, Double, Launcher On

    10111001

    BA-Competition, Triple, Launcher On

    10111010

    BB-Competition, Rotation, Launcher On

    10111011

    0x0226B033 seems to be 02 if the battle is a flat battle, otherwise it is a zero?

    (bits are 1 for the left most, and 8 for the right most)

    first bit appears to be what determines if the launcher is on

    second bit appears to be for rating?

    third bit seems to be for random matchups and competitions only

    fourth bit appears for only colosseum and competition

    fith bit seems to determine if the battle is a battle subway one

    bits 6-8 seem to be the mode:

    0=single

    1=double

    2=triple

    3=rotation

    4=multi

    I want to try and search these after selecting a battle mode, but I cannot get the game to connect to wifi through the emulator. if someone else could use this data to find a code, that'd be swell :)

  13. If I got the source, I'd be glad to fix bugs and add support for B/W. I got all the DS pokemon games, and 3 flash carts.

    EDIT: Forgot to say, message me if anyone is interested

  14. Hi! I've been looking for possible ways to preform a buffer overflow in pokemon black (or white) through save editing. So far, I've come up with this list of possibilities:

    -Pokemon data (part, or box)

    -Names in general (pokemon names, trainer name, box names) (the names end with FF FF, giving a pokemon name with 11 letters is possible, but looks glitchy)

    -Battle replay data

    -mystery gift

    -number of phrases for the trainer card

    -number of pokemon in party

    -items in bag (looked into this, and it doesn't look like this can be manipulated to cause an overflow)

    -mail (looked at this, not in depth, it is custom phrases only, so probably not much potential)

    -Friend roster

    -possible number of pokemon in battle box?

    If you have any ideas on how to achieve this, please post. In the long run, I hope to run maybe some custom ASM, and potentially change around some pre-loaded variables (music table if you're wondering) If you find an address, please list if its for black or white, and any help is appreciated. thank you

  15. Thank you. Sorry for the hassle I gave, I had this completely wrong in my head, but this makes a lot more sense now :3

    Edit: Also, do you know if there is free space in the RAM? I've made a code to load custom music from a re-writable GBA cart using AR, and having the song pointer point to it, but I dont know if it is permanent free space, but so far its worked

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