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Everything posted by BlackShark
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There is no flag. All you need to do is copy the Eon Ticket script in section 4 from 0x810 to 0xBFB. The first 4 bytes is a simple 32 bit checksum of the following 1000 bytes.
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The script for Berries is definetly there. English Ruby v1.1/1.2 #org 0x8154989 '----------------------------------- special2 LASTRESULT 0x32 compare LASTRESULT 0x0 if == jump 0x81549D2 ' Equal To checkitem ENIGMABERRY 1 compare LASTRESULT 0x1 if == jump 0x81549D2 ' Equal To checkiteminpc ENIGMABERRY 1 compare LASTRESULT 0x1 if == jump 0x81549D2 ' Equal To compare 0x402D 0x0 if == jump 0x81549D2 ' Equal To msgbox 0x81C5586 ' DAD: Hi, \v\h01!\pI ... callstd MSG_NOCLOSE ' Non-closing message setvar LASTRESULT 0x1 return #org 0x81549D2 '----------------------------------- setvar LASTRESULT 0x0 return #org 0x81549D8 '----------------------------------- copyvarifnotzero 0x8000 ENIGMABERRY copyvarifnotzero 0x8001 0x1 callstd MSG_OBTAIN ' Obtained the XXXXXX! compare LASTRESULT NO if == jump 0x81A02BB ' Equal To setvar 0x402D 0x0 release end #org 0x81C5586 = DAD: Hi, \v\h01!\pI just received a very rare BERRY.\nI'd like you to have it.
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There's nothing that looks like a script, only other text which is used by NPCs in Lilycove is nearby the Eon Ticket text. Right before it is the text said by the Lottery girl. After the Eon Ticket text is only the text the sailor says when driving to Southern Island and back as well as the text that is written on the sign at Southern Island.
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Unfortunately the script isn't at the same location. If it is really still in the ROM it is somewhere else and just pointing to this text. The offset I mentioned above is from the 1.2 version. In 1.0 it is at 0x1C5033. 1.1 is the same as 1.2. Here are other languages. [b]Spanish[/b] (0x1C9D63) PAPÁ: ¡[NAME]! ¡Qué alegría verte! Por cierto, tienes una carta. PAPÁ: Creo que es un TICKET para un barco, pero nunca lo he visto antes. Deberías averiguar qué es en CALAGUA. [b]Italian[/b] (0x1D6C49) PAPÀ: [NAME]! Che bello vederti! C’è una lettera per te! PAPÀ: Sembra il BIGLIETTO per una nave. Ma questa nave non l’ho mai vista. Dovresti scoprire di cosa si tratta ad ALGHEPOLI. [b]French[/b] (0x1CD1E0) PAPA: [NAME]! Content de te voir! Tu as du courrier, [NAME]. PAPA: On dirait un PASSE pour un bateau. Mais je n’ai jamais vu ce bateau. Tu devrais aller à NENUCRIQUE, pour savoir de quoi il s’agit. [b]German[/b] (0x1D1D1F) VATER: [NAME]! Schön, dich zu sehen! Hier habe ich einen Brief für dich. VATER: Das muss ein FAHRSCHEIN für ein Schiff sein. Aber für welches? In SEEGRASULB CITY kann dir bestimmt jemand mehr dazu sagen. [b]Japanese[/b] (0x196968) パパ『[NAME]! よく きたな! [NAME]あての てがみが とどけられたぞ パパ『わたしも みたことのない ふねの チケット だな ミナモに いってみると いいだろう
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So, I have some news! It seems there is some text for the Eon Ticket script in the ROM! I already searched for it a few weeks ago but couldn't find it. Well, the reason is maybe because it is different to the one which was officially released. And they used PASS instead of TICKET....... At offset 0x1C5049 in the English version of Ruby you can find this text. DAD: [NAME]! Good to see you! There’s a letter here for you, [NAME]. DAD: I guess this is a PASS for a ship. But I’ve never seen this ship before. You should find out what this is about in LILYCOVE. Right after this there's the text the sailor in Lilycove says if you have the Eon Ticket "The ferry to SLATEPORT is... Oh? That PASS..." Besides the Eon Ticket there's only the S.S. Ticket which you will get from Norman. But this text doesn't belong to that ticket. Here's a quote http://bulbapedia.bulbagarden.net/wiki/Norman#Littleroot_Town Also if you compare this text to the one from the Eon Ticket e-Card you should notice some similarities! DAD“[NAME]! Good to see you! There’s a letter here for you,[NAME]. DAD“It appears to be a ferry TICKET. but I’ve never seen one like it before. You should visit LILYCOVE and ask about it there. I am currently not sure if the script is also in the ROM though.
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The codes below will insert a special Trainer into your game against who you can battle in the house with the locked room at Mossdeep City (south-east of the Pokemon Center). All the codes are to be used on the Action Replay v3/4 English Ruby/Sapphire (any version, v1.0/v1.1/v1.2) These codes are also working on other European and American language versions (English/French/German/Italian/Spanish) but introduction as well as win and lose phrases might be grammaticaly incorrect for some Trainers in non-English games. Japanese Ruby/Sapphire Remove Trainer data Ruby/Sapphire (ENG) 2210F546 4E758A05 3A8313FA 554F4427 Ruby/Sapphire (JAP) A63C0E19 C80ADDD1 3A8313FA 554F4427 Master Codes I won't port any of the above codes to Emerald or FireRed/LeafGreen. They won't work properly since Trainer sprites have different indexes in Emerald and in EU/US versions the Trainer names also have the same restrictions as in Japanese versions (only 5 characters allowed). If you want to port these codes or make your own feel free to do so! Trainer data structure Documented by Adam from Furlock's Forest Trainer Classes: RS, FRLG, E (couples and special NPCs like Team Aqua/Leaders/Rivals don't have their proper overworld sprite) RAM offsets
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- action replay
- mossdeep
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From what I've seen they are using bits to store the data in the 32 bit value little endian. Both Pokemon and move index would never need more then 10 bits in 5th generation. Electrike (0x135 -> 0000 0001 0011 0101) Female (0 -> male, 1 -> female) Ice Fang (0x1A7 -> 0000 0001 1010 0111) In the save: 00 2D 39 35 -> 0000 0000 0010 1101 0011 1001 0011 0101
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It should load them if you select the correct area with the buttons on the left. Besides what is on the wiki there isn't much documentation, at least not at a central place. On the forums you can find some threads about save structures here and there. For example the Black City/White Forest structure was documented by Kaphotics here http://projectpokemon.org/forums/showthread.php?16080-White-Forest-Black-City-Trainer-Save-File-Offsets Here is C-Gear skin structure http://projectpokemon.org/forums/showthread.php?22962-C-Gear-Skin-Editing and a bit about Pokedex skins and the DLC sav regions http://projectpokemon.org/forums/showthread.php?23068-PokeDex-Skin-Editing-other-crap-%28dlc-sav-regions%29
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There is a major difference between those cards for Ruby/Sapphire and those for FireRed/LeafGreen/Emerald. While the RS cards modify the trainers in that house at Mossdeep City the cards for FRLGE modify the trainers that appear at Trainer Tower/Trainer Hill which does not exist in RS. International versions have them already coded into the ROM. The structure is described on bulbapedia http://bulbapedia.bulbagarden.net/wiki/Trainer_Tower_data_structures_in_Generation_III The save data structure of Japanese versions is similar to that. Even though the RS cards don't work with FRLGE you could extract the data from RS saves and inject them into FRLGE saves. That will work.
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Wow, you did quite interesting research the last few days! Entralink still exists in BW2. You should take a look at PokeCGear it can edit Entralink data. Download is at the bottom of first post http://projectpokemon.org/forums/showthread.php?13832-PokeStock-BW-%28Updated-for-B2-W2!%29 The English translation is crappy and it's a bit buggy sometimes but it might help you anyways.
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Those demo discs should also send an Zigzagoon over to Ruby/Sapphire with a working battery. You only need a free space in your party. It also doesn't matter which language your game is. All American/European languages do work. Furthermore you can receive multiple Zigzagoon on the same cart/save.
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The item is directly in your bag after mixing records. I just searched the ROM for the text strings but couldn't find anything.
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Here it is. The Eon Ticket is in an area (Section 4 0x810 - 0xBFB) where theoretically any custom script up to 1004 bytes could be saved. Those could even be assigned to a different NPC. More about that here: http://forums.glitchcity.info/index.php?topic=7114.0 Since the values needed for record mixing are right after this area I thought I could just extract them too. That's why this file has 1012 bytes. Eon-Ticket GER.zip
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I have the German one which is available from the Ruby Debug ROM. It is not the same as the one distributed at the Pokemon Day 2004 but if it's needed I can share it later today.
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Bulbapedia is missing some distribution dates. For example the Mystic Ticket was also available at San Diego Comic-Con in July 2005 http://bulbanews.bulbagarden.net/wiki/San_Diego_Comic-Con_attendees_to_get_Mystic_Ticket It seems it was possible to send in your game carts in most European countries. Here's somebody talking about Nintendo of UK http://www.gamefaqs.com/boards/925601-pokemon-diamond-version/45982313?page=15#154 And this is from Nintendo of Spain https://web.archive.org/web/20050806011320/http://www.nintendoplaya.com/plantilla_correo.html Nintendo of France and Nintendo of Germany probably also offered a service like that. Did you already ask Nintendo of America? If not you could give it a try.
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I have some interesting news! Actually the tickets seem to have been available to all European/American languages at each event. Here is an offer of an US Auroraticket distribution cart on ebay http://www.ebay.de/itm/Pokemon-Aurora-Ticket-Deoxys-Distribution-GBA-Cartridge-NFR-Not-For-Resale-/281700682645 Most interesting is the following sentence "The cart distributes the Aurora Ticket to all European languages and American languages FireRed or LeafGreen carts . I haven't tested it with Japanese carts. It doesn't work with Emerald because it was released in 2005, but the event was held in 2004." The Eon Ticket was also available for all languages except Japanese. Here is a picture from German Pokemon Day 2004. You can see the language selection screen on the distribution device. Maybe this was true for all the Ticket distributions. I don't know about other events, but the seller I metioned above also sold an UK 10th Anniversary distribution cart and didn't write anything about it beeing compatible to other languages. So other distributions were most likely region locked. http://www.ebay.de/itm/Pokemon-10ANNIV-Distribution-GBA-NFR-Not-For-Resale-Cartridge-Rare-/281656738440 Well, if it is true that the tickets were distributed to multiple languages the trash bytes could be a result of bad programming which resulted in sending to much data. But that's just a guess and seeing that those trashbytes were also found at Japanese wondercards makes me doubt my guesses... I have just seen a post from October 2014 on some Italy forum where someone wrote a mail to Nintendo asking them if the tickets are still available. http://www.pokemonmillennium.net/forum/topic/69862-biglietto-eone-e-biglietto-aurora-ancora-disponibili-al-download/ The rather unexpected answer was a detailed description on what he has to do and where he has to send his cartridge to.
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I don't have the text but I found the distribution dates. It was available at Moviplaya 2005 (Spanish equivalent of the Pokemon Day) that toured through Spain from June 28 to August 28 2005. The second one isn't a distribution device that uses the Mistery Gift feature. It is just a normal game cart which boxes were filled with Mews. You had to trade with an Nintendo employer to receive them. Also...remember that sharing ROMs would be illegal.
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long checksum(int length, int *data) { long chk,i; length = length>>2; chk=0; for(i=0; i<length; i++) chk += data[i]; chk = chk & 0xFFFFFFFF; return chk; } Here is some information about the data structure http://furlocks-forest.net/wiki/?page=Mossdeep_Trainer_Data
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Are you sure? It shouldn't be in section 2. Anyways this is again some interesting info though! Thanks. I guess the mentioned codes are also something that was never released? I never heard about something like that. About wonder news there's also only very little information to find... But a few days ago I found this one on neoseeker. It's an announcement for that Deoxys movie. It seems the wonder news were very similar to the Holo Caster feature in 6th generation.
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Team Fail did some work on e-Reader Trainer Events http://projectpokemon.org/forums/showthread.php?46216-GEN-3-e-Reader-Event-Injection He tried getting the Japanese e-Reader to work on other language version games. Anyways all the scripts for the event are still inside the ROM. They even translated the dialogs with the old man in that house, except those that would be seen during the tranfer of the data. If you get the trainer data via e-card it will be stored at a different location than the Mystery Gift data: Section 0 RS: 0x498, E: 0xBEC, FRLG: 0x4A0 But it might also work if the game finds the data at the location for Mystery Gifts. Though I'm not sure about that.
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If you compare the wondercards for the Old Sea Map and the Aurora Ticket you will see that they are almost identical. Based on how the English Aurora Ticket card looks like the English Old Sea Map would be something like this. OLD SEA MAP Exchange Card 2005 SUMMER Go to the second floor of the POKéMON CENTER and meet the delivery person in green. Receive the OLD SEA MAP and then save the game!! Do not toss this Exchange Card before receiving the OLD SEA MAP!! I thought they were never distributed? Similar to the case of the Azure Flute.
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About the e-card data. It is different to the wondercards as far as I know. The Eon Ticket e-card doesn't have a wondercard and no checksum. Also it is saved to another location which is in section 3. I successfully changed that text without validation needed. The e-Reader trainer data in section 0 is validated by a checksum which is very similar to the one that's used for the save. It is a 32 bit sum of the data summed up as half-words (2 bytes). The e-Reader berries are in section 4, they should be validated as you can see in this thread http://projectpokemon.org/forums/showthread.php?31210-Index-numbers-of-the-eReader-berries&p=171472&viewfull=1#post171472 I haven't looked into it yet. So I don't know if it could help with wondercard checksums.
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Wow, I didn't expect they used something as complicated as this to validate the wondercard data. I also tried calculating the checksum the way Morfeo described it. But I'm getting a false checksum as well, even though it's correct for the example. I doubt the problem is the initial seed. I looped my function through all values from 0 to 0xFFFF (which could have been an initial seed) without getting a matching checksum. I also don't think the tab.bin is incomplete. With the given algorithm you could only get values from 0 to 0xFF, the file contains 256 values. In worst case both the initial seed and the algorithm are wrong...
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The second block from 0x8B0 to 0xC93 (996 Bytes) has to be validated too. Otherwise the wondercard gets corrupted. Probably there's a checksum for both together.
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