Jump to content

SciresM

Innovator
  • Posts

    214
  • Joined

  • Last visited

Posts posted by SciresM

  1. Hey, there.

    I've started the process of implementing Gen II support in PKHeX, following my just adding Gen I support.

    I'm currently working on implementing save file loading/reading for GSC saves -- this is easy for English games, because bulbapedia documents save offsets well for those here.

    However, Japanese offsets are not so well-documented; I'd like to ask, then, if people could help out by documenting them while I work on implementing the other features required for PKHeX's Gen II support.

    The Japanese offsets that need documentation for full PKHeX support (both GS and C need offsets):

    -TID

    -OT Name

    -Daylight Savings

    -Time Played

    -Player Palette

    -Money

    -Johto Badges

    -TM Pocket

    -Item Pocket

    -Key Item Pocket

    -Ball Pocket

    -PC Item list

    -Current Box Number

    -Pokedex Owned

    -Pokedex Seen

    -Player Gender (Crystal only)

    Strictly speaking, Checksums also need their offset located, but I can take care of that when the time comes.

    • Like 1
  2. I am new to encryption and what-you-have, but I have a question.

    Is there anything that could be done to help with this? I would like to see a PBR Pokemon/save editor someday.

     

    Someone just has to make an editor, really.

    As I commented on reddit, Pokemon are just 140-byte unshuffled, Big Endian PK4s.

    Also their checksums are different, but you could surely reverse that with dolphin if you were so dedicated.

  3. Have you considered adapting Rhydon and converting it into a gen 2 editor? By keeping the overall structure of the program it shouldn't be too difficult to do and it would help in eventually getting it into pkhex. In fact SciresM has started adding Rhydon into pkhex.

    Pkhex is becoming the tool. Centralizing all efforts into a single program seems way better, as multiple developers focusing on the same program will most likely lead to a better application, even if some developers only focus on some generations.

    Just a suggestion, I've wanted to attempt forking Rhydon to make "Rhypherior" (seemed a good name for gen 2 editor), but my free time is pretty low right now.

    I wouldn't bother -- I will be adding Gen II support to PKHeX following my finishing Gen I support.

    I'd also like PKHeX to be "the tool" -- and so the more people wanting to improve it the better :)

  4. Really sorry to bother you again but I was wondering, is this project finished? PKHeX is expanding the gens it can edit in the nightly builds and it may include support for editing Gen 1 and 2 in the future. It got me curious as to what's going on behind the scenes and if this great program will be updated again. I'm sorry, I'm just concerned that nothing has happened in nearly two months. You're likely busy or something and that's fine, but I'm anxious.

    I mean I'm not opposed to updating it, but I'm also not really sure what there is to add? I'm pretty satisfied with Rhydon.

    Behind the scenes, PKHeX may or may not get Gen I/II support, but I'd bet against it.

  5. Yes, which also means that nobody can create the same OT, since 0x00 byte isn't use and cannot be chosen in the character menu.

    (unless someone has some way to glitch their system into changing their trainer name and mew's nickname to containing the 0x00 characters.)

    edit:

    also, if they keep the same type of shiny generation (not sure if they will, since there's no VC Gen II games),

    no Gen I event Mew can be shiny ><

    edit2: thanks for the quick fix!

    it's all working now.

    Also, you've kept the 0x00 for mew right? (just that we can't see it)

    If you edit the nickname/OT, the 00 bytes will go away (and the mew will become illegitimate).

    If you don't touch the textboxes, the 00 bytes will be preserved.

  6. Whoops, didn't realize.

    been mainly using it as a reader, and was trying to get the japanese text implementation to work.

    I got as far as to reading the text (PC entries), not so much editing it.

    Glad to hear the implementation :)

    edit:

    btw there's a save which the program seems to ignore, but emulators doesn't.

    Is this checksum related? (other saves from emulators work fine)

    (this is a VC pokemon green save after receiving the Mew. emulators also run this save normally)

    Haha, not a checksum issue. I recognize saves by checking whether or not their boxes are valid -- turns out this fails if you've never switched boxes.

    Now recognizes by Party/Current Box validity.

    Re-download and it should work. I attached the mew from that save, by the way -- interesting that it has all 15 for DVs.

    I am very amused by the idea that any mew with less than perfect DVs in a Gen I save is illegal.

    There's also the neat fact that its name/OT has 00 bytes between the JP characters and 0x50 terminator -- that's not the case for any game generated pokemon.

    tl;dr: Mew glitch Mews are differentiable from event ones.

  7. That was quick! Almost all data has been found. Daycare offset is missing too I think

    For pikachu's friendship offset, it should be easy to figure out exploiting the friendship bug, were using a potion on pikachu will increase its friendship by 1 even if its health is full.

    Also, what's the pk1 format structure? I'm asking mostly because even though this is a gen 1 save editor, people might want to import pk1 files into a gen 2 save and I wonder if you mirrorred pikasav's pkm file structure.

    Also, I suggest using jpk1 for japanesse pkm files.

    I don't know how pikasav does it, but I implemented a pk1 as a pokemon list of capacity one. That seemed the most straightforward way to do it, to me.

  8. This is great, lots of thanks SciresM!

    I think the problem is more related to OT/NICKNAME having only 5 chars + terminator and the japanesse games having different amount of pokemon in each box (and different amount of boxes) than locating the offsets.

    Eh, those problems are way easier for me to deal with than the lack of offset documentation.

    I wish I was joking.

  9. Rhydon_1.png

    This is a new save editor for Pokemon RBY, loaning its design (and a lot of its internals) from PKHeX.

    Open or drag/drop a Gen I save file or a .pk1 Pokemon file, edit, then export the sav/pk1.

    Currently (as far as I know) only supports US save files, from game cartidges, emulators, or the 3DS VC re-releases. If someone can link me to documentation of the JP save offsets, I'd be happy to add support for JP games.

    Using the original RBY-style sprites can be toggled from the options menu.

    Source Code is available here: https://github.com/SciresM/Rhydon

    And you can download it here: https://github.com/SciresM/Rhydon/releases

    More images:

    Rhydon_.png

    Rhydon_3.png

    Rhydon_4.png

    • Thanks 1
  10. Right, I should probably pay attention to this :)

    Anyway, .img is the same as in previous games, FARC struct is update (no more file name tables :( ) so my extractor doesn't work for all files. A hack got it working, but the files aren't in any meaningful order...needs some work.

    I still need to update CGSE before I can seriously take a look at this stuff (and I'm kind of swamped with work...it might be a week or two), but in the mean-time:

    ArLwjSR.jpg

    eNlsXYR.png

    dOrol4D.png

    BZAuvs7.png

    w9f8j17.png

    lcqE7sP.png

    F6pvJoe.png

    ml6GoZc.png

    bZEEs6B.png

    ZCtaubs.png

    E4enn4d.png

    d4Pa6yy.png

    A0VyVAc.png

  11. We don't know when or if a new modified editor will be made. It will require a talented volunteer to donate their time to the project. If the original authors are willing, it may be a long time before they have enough available free time for the task. Alternatively a new author may step forward and follow in the footsteps of the original authors to create the modified editor.

    The third possibility is that those with the talent to make a modified editor are either too busy or aren't interested in donating their time and effort, and a new modified editor is never made.

    Literally all that needs to happen for a new version of the modified editor to be posted is "have someone contact SciresM on the pporg irc". I didn't know there was an update, so I haven't updated the modified program. I'll go do that now.

  12. Portraits are stored uncompressed in face_graphic.bin.

    I can't figure the correct image format for some reasons.. I've had similar results when trying to figure out PXD's portraits formats. But for some reasons I can't get those to work..

    Examples (Archen is the first portrait in the list for some reasons..):

    [ATTACH=CONFIG]12496[/ATTACH]

    As you can see, there is something odd going on here..

    In that image the portrait was interpreted as a 64x64, rgb24, tiled 8x8, vertically flipped image.

    But the rows are all weird...

    Any suggestions ?

    I already have a complete FARC extractor and .IMG converter...I made it forever ago when I uploaded all of GTI's portraits to vg-resource: http://www.spriters-resource.com/3ds/pokemonmysterydungeongatestoinfinity/sheet/63215/

  13. I wouldn't doubt your judgement SciresM, but isn't it odd that those three all have random met dates that didn't even pass yet?

    Also, I figured the shiny would have a different PID, no?

    No, all pokemon have that magic PID value. It's not actually used. There's a byte that determines PID generation, and that value is only used if the PID generation byte is set to "Custom".

    And the dates are random because the sources I got them from actively try to avoid matching the eventual powersaves date.

×
×
  • Create New...