Jump to content

xyzman

Member
  • Posts

    51
  • Joined

  • Last visited

Everything posted by xyzman

  1. xyzman

    Next major feature

    I have an idea for item-related features: - "All TMs" button - When editing particular category of items ("items", "medicine" etc.), allow only ones that can be put in the corresponding compartment of bag. For example, Rare Candy or PP Max won't work in the Items compartment, and Max Repel won't work in medicine one, so having that fool-proof feature would help a bit.
  2. Right now there are some cards that already fully support B2W2 without any patches. For some reason, pokestation pre-included AP patch screws up the ROM (whenever I try just to extract a002 and a003 and to reinsert them into clean ROM, this clean ROM works fine). I would like either a choice of "just translation"/"translation with AP" or just translation the way it is now. It is not like applying dicastia patch from 2CH with a hex editor is too complicated thing to do.
  3. Well, I was 17 in 2003 and had no clue whatsoever of whether my UI design is good or not Nope, my friend got caught red-handed while trying to sell pirated software and he was stupid enough to tell cops that he borrowed the USB HDD from me. I had no clue what he is up to, but I still have got my PC confiscated for evaluation (whether I have anything illegal there) which lasted like 6 months, but they found nothing. My friend settled out of court by then, so my PC was returned to me... with HDD wiped. During that period, my free hosting account that was used for program home page was terminated because someone reported me violating ToS. I tried to distance myself from any, even small troubles, and seeing as Ciro started working on his PokemonMaker by then, decided to help him instead of continuing development of my own tool.
  4. Back in 2003, there were no save editors. Instead, you were able to create AR codes. Attached is my original "Pokemon calculator" for R/S that was a bit crude, but did its job. It was succeeded by Ciro's Pokemon Maker, as I got in a bit of legal trouble and basically had to get rid of everything even remotely illegal on my PC. Give both a try. Pokemon maker d/l can be found at: http://www.tjsdaily.com/2011/01/ciros-pokemon-maker-download-working.html If you're looking for tool to open your save and get AR codes for pokemon in your box/party, then I cannot recall anything that does it, sadly. rs_calc..zip
  5. Looks that I am using the wrong tool to patch. What shall be .patch file applied with?
  6. Can you give me the checksum for HG ROM this hack is based on? I'm using clean dump from original game and after the file is patched, the ROM stops working.
  7. Sure, I used /etc/hosts change to get here yesterday - the DNS issue is not going away yet. Any other subdomains that share this IP?
  8. Currently I am unable to access site by its URL from 4 different Russian ISPs due to name resolution problems. Google DNS doesn't save the day either. I was able to access site by going to NS tool and finding out the IP from there: http://www.intodns.com/projectpokemon.org (screenshot: http://www.uploadscreenshot.com/image/828300/7531736) Basically it says there that NS server IPs cannot be looked up. Can you please try to fix it?
  9. xyzman

    Next major feature

    Would you mind explaining how would your 'hack' work? Some codes, like shiny encounter one that froze RNG back in RSE times, may affect other in-game things after all.
  10. As of now, the tool works as intended.
  11. Sadly, I am unable to access DW for another 24 hours, so I cannot confirm if there is or isn't a problem with script. But as the tool is coming from outside developer, I doubt anyone would even try to fix it. Some piece of advice though. DW session seem to be invalidated when you finish the session by "waking up" your DW pokemon. Try to visit DW in browser once again and export your cookies: maybe it works this time.
  12. What if I want just to generate a PID without any other secondary effects like saving any files etc? Imagine that you need to water your garden plants. What you are suggesting now is to set your garden fence on fire and call 911 so fire department guys would come and put out the fire, watering your garden in process. I respect your opinion though as it's your program after all. I think I'll just use my old gen 3 "pokemon calculator" just to generate gen 4 PIDs. Or I'll write a Python script for that as it's like 20 minutes to do. Feel free to close this thread if you feel that nothing productive would come from it.
  13. Got it finally, though I see an issue with current behavior. Try to open a SAV file, then - to create a new pokemon without ever using "View Data" option. Fill everything except PID, "Set" it to an empty place, "View data" of another pokemon, then "View data" of pokemon with previously empty PID. It stays empty! So you need definitely to perform "empty PID?" check on "Set". Another question though - why not to place a button next to PID box to force generating PID based on Nature, Gender and Ability only? Or, as I've said earlier, make IVs non-mandatory. Gen 5 makes PID finder a bit of useless with new way MTRNG is used, so you can at least salvage one of the most useful features of your program. Perhaps you can utilize formulas of RNG reporter to make sure PID matches date caught (as some shiny spreads can't be achieved at particular dates at all), but that would be too much to ask you for.
  14. "If you leave this editbox empty? the generator will produce a random PID for you that matches all the criteria you specify." Ok, when exactly does it ("produce a random PID") happen? If I press the "F" button, I get PID finder with either old search results or no results (if I just opened the program). When I press "Search" I get a match for IVs in the left part of PID finder.
  15. I have 3.0.0b31. Sometimes I want to generate a pokemon of hatchable species, to avoid IVs being linked to PID (or B/W pokemon, where IVs and PID are not related as well). In this particular case, pokemon having IVs corresponding to PID would show that this pokemon is most likely has been obtained artificially (not to mention that all the high-IV pokemon out there will have limited set of PID values between them). Is there any chance that in future versions we'll be able to disable IV filter in PID calculator? As well as making the output in random order so different tries to get pokemon with specified Nature, HP and ability would yield different results? If everyone is generating a Skill Link Relaxed Cloyster for battling, it would be great that PIDs of these different Cloysters would also differ.
  16. Well, it's understandable. Gen 4 is dead anyway... Yes, I neglected to notice that Chatot's Chatter can be used not just for frame advancement. Thanks!
  17. I've spent another bit of time on it, and got some interesting though negative results. As a side note, I've tried actually playing the game this time. I've received the "Save file is corrupted" message the second time I booted up the game after poweroff. I just happened to browse Smogon forum and they reported the same problem with bootleg carts. The hardware used in these bootleg carts is fucking unreliable - it utilizes a battery (which is held into position by cart lid and a pair of flexible contacts!) and volatile memory, pretty much like in GB age... I've unscrewed the cart lid and soldered the battery in securely. After that, I was at least sure that I won't get save corruption message because of battery failure. Anyway, I played the game up to the point I get some useful or interesting pokemon to utilize Pal Park, backed up a save file using DSTT, inserted HG into slot 1, went to transfer menu and the game hung. After that, I've accidentally loaded Emerald instead of HG and got the "save file is corrupted" message once again! Repeated like 10 times with the same result. Apparently, Gen 3 save formats recognized by Gen 4 and whatever one this bootleg cart peruses are incompatible. Not only that, but when I imported the save file from Emerald after this crash, I got the random mix of FF and 00 bytes with no pokemon info or trainer info whatsoever. So it seems that this bootleg cart even less useful as a ROM+emulator pair... unless you want to play Gen 3 games on DS and don't have a slot 1 card that supports GBA emulation. I'll have yet try DBB's advice (just for sake of it) but can anyone please look at the attached IPS (CRCs for original/modified ROMs are 1F1C08FB/35E46547) and tell me what the change does? bootleg..zip
  18. Yes, I am aware of Elm calls method, however I wondered if there are other good ones. By the way, did Kaphotics say how does RNG determine the order and values of tiles in this minigame? If anything, we might get a 95% reliable calculator for always winning it
  19. ...instead of catching pokemon and looking at their IVs. Not that I'm much of ASM programmer, but common logic dictates that Voltorb flip minigame board is constructed using several consecutive RNG calls. Since when you lose, the whole board is shown, this can theoretically lead to determine RNG initialization parameters as well which frame you are on (and possibly to advance frames as well). Anyway, is there any research regarding how this mini-game works? 2bit x 25 tiles is 2 4-byte words, plus, I imagine, there is a check for number of 0/1/2/3 tiles for a given level. Though, more likely that there is one call for specific 0/1/2/3 spread(see below) and one to shuffle these tiles to set the board. Some thoughts on how RNG for Voltorb flip might work:
  20. Pokesav D/P never worked well for me in terms of those pokedex checkboxes. Why not to try Pokegen for that? Another reason might be that your save file was not processed correctly. Check if amount of money and pokemon data in Pokesav are showing up the same as in-game.
  21. I've started new game and transferred the save from it to computer(attached). Trainer name: XYZMAN Trainer ID: 00003 (0x0003) Found at offsets 0x8000 and 0x18000 First pokemon in party: Mudkip, named KLMNOP Found at offset 0x9238 and 0x19238. When I try to use this file with ROM1 in VBA, I get the same "Save file erased due to corruption" message. I've turned my DS off, removed the GBA cart for a while, and dumped the save again => save file matches the previous one byte-by-byte. POKEMON_EMER_BPEE00&.sav
  22. Yesterday, while reading this forum, I stumbled upon this thread. It was quite a discovery for me that GBA Backup Tool actually has capacity for restoring game saves back to original carts. I've decided to try it right away. After about 2 hours of trying, I've become frustrated - damn game doesn't want to properly recognize the save! My hardware for the experiment: 1x DSL 1x DSTT 1x Pokemon Emerald cart, bought from Chinese ebay seller for 3 bucks some time ago. Software: VBA (original v.1.7.1) GBA Backup Tool v.0.21 That's what I've done to reach the desired result. Try 1: 1. Dumped ROM image from Emerald cart to DSTT card using GBA Backup tool 2. Opened this ROM (let's call it ROM1) in GBA. 3. D/led an SPS (Gameshark save) file from GameFAQs. 4. Imported SPS file to ROM1 Emerald game using Import->Gameshark Snapshot menu. 5. Saved twice using in-game menu (as some instruction found on Internet suggested). 6. Closed VBA 7. Copied resulting .sav file (let's call it SAV1) to DSTT card 8. Ran GBA Backup Tool with Emerald cart in second slot. R->(selected SAV1)->A. At this point I got a red message saying "The specified SAV file is a file that is smaller than the save area of ROM". Pressed A to "confirm", but nothing happened. 9. Here I've noticed that save type here is Flash 1Mbit, so I've decided to convert 64kb file containing SAV1 to 128kb one by duplicating information (i.e. write file contents starting from both 0x0 and 0x10000 offsets). 10. Copied resulting .sav file to DSTT card and ran GBA Backup Tool again. R->(selected new 128kb sav.)->A->A. Got a nice progress bar. 11. Rebooted the DS without slot 1 card, received in-game message: "The save file is erased due to corruption". D-oh Try 2. I wondered if something is wrong with my ROM image and d/led a clean Emerald ROM off torrents. 1. Re-named the d/led ROM (ROM2) so there wouldn't be any previous save files. 2. Opened ROM2 in GBA. 3. Imported the SPS file from last attempt to the game using Import->Gameshark Snapshot menu. 4. Saved twice using in-game menu. 5. Closed VBA. At this point the save file was 128kb in size (let's call it SAV2)! 6. Copied resulting .sav file to DSTT card and ran GBA Backup Tool. R->(selected sav.)->A->A. Got a nice progress bar. 7. Rebooted the DS without slot 1 card, received THE SAME in-game message: "The save file is erased due to corruption". Next I've tried to substitute saves between two ROMs. ROM1+SAV2 = no error in VBA, ROM2+SAV1 = the same. I've decided to try and repeat the process for both tries 1 and 2, but saving once at step 5 and 4 respectively. ROM2+SAV1 = same result. But the interesting thing, using ROM1+SAV2 together resulted to loading the previous save point (Battle Frontier instead of Navel Rock)! At this point I've tried to see if ROMs differ using GBATA. My dumped ROM: ----------------------------------------- Software Title: POKEMON EMER Game Serial: AGB-BPEE-USA Maker Code: 01 Publisher: Nintendo Version: 1.0 Logo Code: OK Complement: 72h Save Type: FLASH1M_V103 (1024Kbit) (Patched) File Size: 256 mbit (33554432 bytes) CRC32: 35E46547 ----------------------------------------- "Clean" ROM off Internet ----------------------------------------- Software Title: POKEMON EMER Game Serial: AGB-BPEE-USA Maker Code: 01 Publisher: Nintendo Version: 1.0 Logo Code: OK Complement: 72h Save Type: FLASH1M_V103 (1024Kbit) File Size: 128 mbit (16777216 bytes) CRC32: 1F1C08FB ----------------------------------------- Yes, the cart off ebay was not only a fake, but some patched fake. Anyway, I googled the CRC32 values, confirmed that my downloaded ROM is indeed clean, however, I found no mention of patched ROM checksum anywhere. I remembered that in the old Emerald days there were save problems because of non-standard battery file size (or type), which were solved by next VBA update. So I've tried to experiment with VBA. After some time, I found that ROM1 uses SRAM save type (if you select other modes, then the ROM freezes on both save and load) and ROM2 uses FLASH save type. My question is: except of throwing fake game cart away, is there any way for me to progress in making the GBA game see the imported save? While I cannot upload ROMs, I'm attaching both SAV1(trm_pmeu2.sav) and SAV2(trm_pmeu.sav). trm-pmeu..sav trm-pmeu2..sav
×
×
  • Create New...