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Posts posted by SciresM
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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.
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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.
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That's good news, I though you weren't interested in gen 2 until a gen 2 re-release for VC. I guess either I was wrong or that changed, but either way I'm happy to hear about it!
That was, indeed, the case, but then I also wasn't interested in adding Gen 1 support to PKHeX
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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
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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.
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Btw, do you intend to implement the Pikachu catch rate issue as per mentioned above by the other poster?
I can't see how it is possible to different a RBG Pikachu from a Yellow Pikachu..
Yeah...I'd be happy to implement it, but I can't think of any sane way to differentiate them?
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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.
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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.
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Saidon
Saidon corrupts saves due to invalid checksum calculation.
That said, I've just added preliminary JP save support to Rhydon. Stuff might be broken -- test it, and let me know!
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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.
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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.
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Next off, BlackShark once mentioned in another thread:
Yeah, that tells me where the party is.
Now I just need all the other stuff listed here, heh:
http://bulbapedia.bulbagarden.net/wiki/Save_data_structure_in_Generation_I
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This came about from my implementing Gen I pokemon reading (so that PKHeX will be able to easily convert from Gen I -> Gen VII when Sun/Moon release), and when I realized that the current Gen I save editors have pretty bad UIs.
Hopefully it's useful to people!
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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:
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Ok so I've recently decided to come back to this right. So I install everything fresh everything is going great, and then I run into this error, [ATTACH=CONFIG]12683[/ATTACH] Any tips?
Re-download from the first post
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Okay, but Im not sure if I can help much.
Fixed -- Updated exes are available in the first post.
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I think the UI being cutoff has to do with the text size setting under control panel -> Display, I had mine on 125% instead of 100% maybe that why the text is partially cut off. No big deal.
[ATTACH=CONFIG]12680[/ATTACH]
Would you mind joining the PPorg irc to help me debug this?
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[ATTACH=CONFIG]12679[/ATTACH]
There seem to be a problem, the updated version gave me an internal error occurred screen where the program doenst detect the dongle. Problem seem to be the modified version, the un mod one work fine.
I'll look into it. What's up with your UI, by the way? The text shouldn't be cut off...here's how it looks on my end:
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Well, I'm sure most of you thought I'd never do it, but I did it. Modified version of CGSE's updated.
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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:
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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.
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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/
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(for example, the 1.4 XY and 1.3 ORAS updates reportedly block the injection game-wise, so even if the game would somehow have those versions on a 9.5.0-22 version the injection would still fail)
Wrong.
I have successfully used ram2sav on AS 1.4 and Y 1.5.
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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.
Pokémon Battle Revolution save research thread
in Saves - Research
Posted
...did nobody read my post that said they're Big Endian PK4s?
That's a well-documented format....there's no need to research how they're stored, I already said that.