isleep2late
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SUCCESS!!! Replace all 29 instances of that ^ with all 0's in the garc located at a\1\7\0 and you will be able to use your Mega Mewtwo's and Primordial Groudons to your heart's desire in Battle Maison (Ignore the "E0 01 07" for ORAS games I guess, as well as X and Y). Have not tested this yet for Sun and Moon but if it was as easy as it was for ORAS then it shouldn't be difficult. I'll bet it'll be the same for Ultra SuMo as well, if not similar.
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Hmm.. Unfortunately this doesn't seem to work. I've tried editing both the entire exefs.bin as well as the code.bin, replaced those respective bytes you mentioned with all 0's (rather than 01 00), and it didn't change anything. In fact, the proof that it didn't change anything lies in the fact that when looking at the banned pokemon which in Sun and Moon is made explicit in a display list, all the Pokemon that are banned are still listed and it continues to recognize those marked as legendary as banned. I did put a lot of thought into the idea that there could be a list of banned pokemon that you simply have to edit, but it looks like even though there is a recognized list of legendary pokemon, this is not what the game references when they identify banned pokemon. The good news, for me at least, is that I finally know how the files identify pokemon lol. I always knew Mewtwo and Mew were "96" and "97", but I just didn't know how the game recognized 3-digit hex index numbers based on this incredibly useful resource. Turns out the first number is made to be the second byte, so that Guzzlord's "31F" becomes under a hex editor (such as HxD) "1F 03" (this isn't banned, just being used for demonstration purposes). Now it's just a matter of figuring out which file (is it still in CRO? Is exefs off the table now?) contains these identifiers. It's not necessarily going to be all nicely adjacent to each other like in exefs.bin/code.bin
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Hmm, I'm not sure if this gets us anywhere, but I was able to successfully edit DllBattlePartySelect.cro and have the game run without the game crashing. The bad news is I got rid of a segment containing "FE FF EB" without any significant changes to the game, which makes me think this is not the likely culprit. Here's what I did... 1) I replaced offsets 000005D0x08 through 000005E0x07 with all 0's 2) Copied and pasted the cro_tool.exe file in the romfs folder, copied and pasted static.crr from the .crr folder to the romfs folder, then clicked and dragged this file onto cro_tool.exe, which supposedly is the way you're supposed to use cro_tools (it helps to have two separate File Explorers of the same romfs folder side by side). By the way, not doing this step will cause the game to not load, which is the original problem with CRO files. 3) Built the rom, then proceeded to test each and every pokemon that is banned in battle maison to see if it was unbanned. Turns out... they're all still banned, lol So in conclusion, it's possible to edit "FE FF EB" successfully, but this likely won't be the solution to removing the banlist. I tested all 31 banned pokemon plus any pokemon holding Soul Dew. All were still banned, but I did not test the egg. However, there being only 31 instances of this sequence and there being 31+egg+Soul Dew doesn't really add up.... Interestingly, the sequence "10 A0 E3" appears 66 times, and that is about how many different banned pokemon there are if you include their forms (ie. Mewtwo, Mewtwo X, Mewtwo Y, Arceus-Bug, Arceus-Ghost, etc etc). But this is again grasping at straws. The good news is that it IS possible to edit this CRO file while successfully getting the game to work. But replacing a large amount of the code with 0's will not work.... so the question is what did I actually affect when I performed Step 1 and how much of that can I do before the game decides to crash. Still, I am interested in your findings @ABZB so keep us posted! As an aside to you btw, are there any iterations of "10 A0 E3" in the SuMo CRO? I'm starting to think that since the data in the game when looking at the Pokemon data in whatever GARC it's in has separate Pokemon identifications for different forms, so is the case for the banlist. (ie. the game distinctly recognizes Mewtwo X as a different "species" than Mewtwo in its code. That's how pk3DS works and that's also how PKHeX works when looking at the source code, and that is also how the ROM data works when unpacking the garc file. PS: If my "10 A0 E3" theory is correct, and I did somehow make a change in Step 1 ("10 A0 E3" is within those offsets), then I would expect that one of the alternate Pokemon forms was unbanned. But I don't have the patience to go through every banned Pokemon form. Not tonight at least lol. Anyone else feel free to test it out. I'll leave this alone for now so it'll give me something to work on over the weekend. If this is the case, then the "FE FF EB" theory is not dead afterall, since it could very well correlate to Pokedex # (which is not the same as Pokemon species if you count megas/primordials as separate). *Edited* Formatting. Also wanted to say that I am now 99% positive that DllBattlePartySelect.cro is the file that contains the banned Pokemon. This is because if you look at my previous post on this thread, the garc file that I thought was the culprit turned out to change the appearance/User Interface of the "Battle Party Select" part of the game. When messing with the garc and messing with the cro I get the same issue of crashing at the same spot, but the garc I now know is responsible for the UI, so the cro has to be dealing with the content of that segment of the game (i.e. determining the legality of a Pokemon). It also fits intuitively with what the other CRO files do (picking out a starter pokemon, etc). And finally, I just want to say that once this is figured out for ORAS, it should not be at all different from SuMo, which I am also most certainly interested in removing the banlist for as well. Baby steps, but we are definitely getting somewhere now.... It's only a matter of time
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Well just today I spent several hours (the whole day pretty much) revisiting this little research project. My fear is that it would be in a .CRO file, because those are obviously harder to edit and have the ROM properly function. So I went through every GARC file in the a folder, basically deleting each of them and building a new rom with a different single garc file missing every time (Citra 3DS was a godsend in allowing this to happen without a 3DS). The reason for this madness was that, IF the banlist was in a garc, I could discover this garc if one of these temporary "test dummy" roms faced a fatal error upon selecting a team of Pokemon during Battle Maison. This might have been how the narc in BW2 Battle Subway was discovered, as I tested deleting a\1\0\6 in Black 2 (thanks to this thread) and running the game. When that happened, the game would freeze at some point talking to the subway worker, so I figured the same thing should happen when talking to the maison employee when the proper garc was deleted. Here are my results: the file in BW2 is roughly 8 kb in size, so I would expect the file, if it were to exist, to at least be 9 kb or anywhere from 10 kb to 20+ kb, but it wasn't out of the question that it could be less than 8. Therefore, I tried to be selective in my decision process as to which garcs to delete. I obviously didn't go through all of them, as this pastebin has 90% of the work cut out, and so anything that was clearly described to be unrelated to Battle Maison I skipped. I believe I had an "aha!" moment at a\1\0\1 but then I realized I reached the fatal error when opening up my party through regular means, meaning that wasn't it. And then at a\2\2\6 I discovered the SAME type of error that was reproduced in BW2 Subway, which made me believe this was truly the garc, since it fit all the criteria being a) not mentioned in the pastebin and b) about 20 kb in size.... So I tried dissecting the unpacked GARC. I can go more into detail with what I did, but suffice it to say at least some of the data involves the UI of the party selection (ironic... because as I'm typing this, that is what I thought DllBattlePartySelect.cro was for, which was the original reason why I moved away from the CRO theory). And so because this garc deals more with the actual interface and design of the Maison party selection screen, I am 95% confident that this was a red herring (Although any one reading this is more than welcome to prove me wrong if you can analyze that GARC a little further). Finally, I decided to give up, and I am back to square one. I guess I should share my garc findings with everyone publicly, so I'll attach the word document I made containing some of the notes I've made on all the garcs (please don't expect something big from these notes... they're very disorganized and anticlimactic lol). There are probably still some garcs left unfinished, so if anyone wants to try this at home... hopefully this document will save you a bit of time. As for what ABZB has discovered, I would say that is a very curious and suspicious finding... I am very reluctant about the FE FF EB thing as well. Now I'm starting to think it was a huge coincidence and that I really should've kept my mouth shut about those hex values or I look like an idiot lol. I've tried many different things, from changing FE FF FB to FE 00 FB or to 00 00 00 and using cro tools and/or doing it without cro tools... I'm not an experienced computer programmer nor do I have very much experience with HEX editing or any of these sort of things (though I have learned quite a bit from this venture). But hopefully everything I have just said and laid out for you guys is something that, for the next person who wants to attempt to remove Battle Maison/BattleRoyal/BattleTree (or whatever SuMo equivalent) banlist restrictions, will bring you one step closer. tl;dr: The banlist might possibly be in a\2\2\6 if it is a GARC but is more than likely still in the DllBattlePartySelect.cro file after ABZB's response, even though I thought that was no longer the case. If the latter is true, then it will be a huge pain in the neck, and may or may not have anything to do with the sequence "FE FF EB". Either way, I no longer have the time to work on this (at least not for the next couple weeks before my exam ) documentation for battle maison readme.docx
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As far as I know, like 99% of these are transferable and even tradable. I don't want to say 100% because I don't think anyone (not even me) has taken the time to officially transfer each and every one of them. And yes, all or most of them should have Pokerus and will either be shiny + every legally possible ribbon OR come from a Gamecube game (I think it's XD?), have those exclusive ribbons, and not be shiny. I only did that for some of them (Spearow I think) because I figured they can learn more competitive moves, or in the case of something like Spearow you already have a shiny Fearow so I thought I'd mix things up. BTW I also have done this for every other generation game but I didn't want to clog up these forums with my stuff (6 other save generations). I shared Gen 3 since I know a lot of people are still on that, but if any of you guys want me to post the other saves let me know! They have the same routine (shiny, competitive, all ribbons, Pokerus, etc...). Also this is the first time coming back to this thread and I didn't realize people were responding to it so thank you Slayer for moving it and restoring the lost files!
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It's also not just the XY&Z legendaries. Also shiny Diancie as mentioned by @phillyrider807 can't be traded (I tested this myself). I have not tested the Alexander Hoopa
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That's exactly what I've been doing too lol! But I know people who did it the Pokebank Transfer method and it didn't work. Let me know how the trades go guys, keep me posted *crosses fingers*
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@theSLAYER Here's my take/modified version of @phillyrider807's Yveltal, with all the adjustments you suggested including Memory/Geolocation. Still no luck. And I think that's about as solid as it gets as far as legitimacy. So my best guess is that Nintendo/Gamefreak straight up forgot about the Xerneas/Yveltal/Diancie event. Btw, the non-shiny Zygarde that went with that event also doesn't work. So it's either something really specific/arcane that the entire ProjectPokemon community overlooked, or a genuine mistake on the part of Nintendo. For what it's worth, I have heard multiple reports of shiny Xerneas/Yveltal not going through from people/friends who've purportedly gotten their events personally. Here's another source/link to another incidence of untradable shiny Xerneas/Yveltal: https://www.gamefaqs.com/boards/2000479-pokemon-sun-moon-trading/74899440?page=6 I'll continue trying to look for anything that would make these Pokemon work, but I am starting to think more and more that this is a mistake on Nintendo, especially considering the fact that Mew apparently can't learn Softboiled + Defog in SuMo, but can in XY/ORAS. 717 ★ - イベルタル - 014B78F40DC9.pk7
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The Xerneas and Yveltal I have are the Japanese events, and they were tradable in Gen 6, so I'm guessing they've just mistakenly shiny-locked Xerneas, Yveltal, and now Diancie. That, or they don't yet recognize those specific events yet. Anyway, per your request, here are the Japanese pk6 files I have that work in ORAS trade (please note they've been edited for optimal IVs and given max contest stats and every possible ribbon haha, but they were legal in ORAS and were tradable ) I've also mentioned this in an earlier post, but I see that you were able to get shiny Mew to work. I eventually figured out what was wrong with my Mew, because I got rid of both Defog and Softboiled and it went from being untradable to tradable, even though Defog + Softboiled Mew was tradable in ORAS. Mew could learn Soft-boiled legitimately as a Move Tutor in Fire Red/Leaf Green/Emerald, and could legitimately be transferred to Gen 4 and learn Defog as HM05 in Diamond/Pearl/Platinum. So that begs the question... is it just specific events that they're not registering or are there a ton more mistakes and they, as @HaxAras put it, royally screw up the legitimacy checking system? 716 ★ - ゼルネアス - 38194CA6756F.pk6 717 ★ - イベルタル - E74F021217E5.pk6
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In regards to my last post (thought I'd update anyone who was mildly interested), it turns out shiny Mew from Old Sea Map can be traded, but it can't learn Defog + Softboiled (even though that *should* be legal/possible). The shiny events Yveltal and Xerneas however won't go through trade, even though they are legitimate events and even for people who've obtained them themselves, untouched. I'm guessing the game considers these 2 Pokemon "shiny locked". Let me know if anyone has had any contrary experience. As someone else has suggested in this thread, it would seem Nintendo still needs to update/fix certain things, such as Gen 1 VC transfer methods and update legality checkers for both PokeTransfer and Wi-Fi trading.
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Has anyone had any success trading Old Sea Map Mew, Shiny Xerneas, and Shiny Yveltal? I'm not talking about Poketransfer, as I've seen people transfer even Permanent Mega Pokemon over. I'm talking specifically about trading these 3 Pokemon through a Wi-Fi trade. Maybe most of you don't have the Old Sea Map Mew, but I tried trading a shiny and non-shiny one and neither worked. I also tried trading an untouched Shiny event Xerneas/Yveltal and those didn't go through either. My friend also said his Yveltal he legitimately got himself from the official event wouldn't trade through (even though he could transfer it). Was thinking maybe the legitimacy checker within the trade system has not been updated to reflect every event Pokemon. However, I've gotten pretty much every other event to work (shiny Arceus, Eruption Heatran, Flying/Surfing Pikachu, Electro Ball Mewtwo, Spacial Rend Shiny Darkrai, Shiny Genesect, Volcanion, Hoopa...) It's rather peculiar that these 3 events don't work. I could understand the Mew maybe not working, but the Shiny Xerneas/Yveltal was a recent event that should've worked for me. If anyone has had successful reports of any of these 3 event Pokemon going through, please let me know. Thanks!
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Not sure if this is the right place as I don't know how much of a breakthrough this is so mods please let me know if this should be moved elsewhere. There's been multiple posts asking about how to remove the banned Pokemon restrictions on Battle Maison in X/Y/ORAS (Some people are even offering bitcoin incentives to have this figured out). I've spent pretty much the entire day working on this/trying to figure this out but for the life of me could not, so to have this day not go to waste I'd like to share some of the progress/things I found out and discovered along the way. Hopefully someone out there can pick this project up and finish working on it. So how do you remove the Battle Maison restrictions? My conclusion, after a lot of experimenting, is that you have to edit the DllBattlePartySelect.cro file. Here are my reasons: 1) After messing with that .CRO file, I rebuilt romfs using PK3DS, loaded the patch using Hans, and my game was running completely fine up until the point where the Battle Maison lady asks me to select Pokemon. The game freezes at a black screen and I'm forced to power off. 2) I messed with DllBattlePartySelect.cro by reading it through a Hex editor. Call me crazy, call this a conspiracy theory, but there are 31 instances of the Hex-value sequence "FE FF EB" in that file, and there are exactly 31 Pokemon banned in Battle Maison. Now I know it's been said before that CRO files can't be edited, and if they do then the game just crashes, but after some research I came across this thread and heard people saying that CRO editing works with Luma3DS (I use Gateway3DS for launching Hans using homebrew). So I spent time setting up Luma and between the CRO resigner and Luma I couldn't get anything to work lol. After patching static.crr with cro_tool.exe the game wouldn't boot so I used the old static.crr, and patching the romfs into a .cia file for Luma3DS didn't work either... So in short, editing DllBattlePartySelect.cro by modifying the 31 iterations of the "FE FF EB" hex values is my best guess at figuring out how to remove Battle Maison restriction (I am using Alpha Sapphire, sorry if that becomes relevant). The million-dollar question is figuring out how to edit CRO files using a Hex Editor without having the game crash. Maybe Kaphotics or SciresM would know how to do this. I know there are some CRO editing capabilities that Pk3DS has, but still no way to edit that golden DllBattlePartySelect.cro file. Edit 9/24: Solved for ORAS. Still need to find the garc location for X/Y (if anyone really cares). As well as for SuMo's Battle Tree. 80% sure this will be the same for Ultra Sun and Moon, but it would be naive for me to say that about a game that hasn't even been released yet. EDIT 9/25: Confirmed working for Sun and Moon. tl;dr: GARC location for ORAS is a/1/7/0, for SuMo it is a/1/3/7. Replace the bytes quoted by Kaphotics with 0's and you're good to go! EDIT 9/26: You can now remove Soul Dew clause in Gen 6 games, rendering the banlist completely lifted! The only type of Pokemon to still be banned in Battle Maison is one whose total EVs exceed 510 (this is allowed in SM, don't ask). (REDACTED BUT EVENTUALLY SOLVED IN 2020) EDIT 6/29/2020: garc location for X/Y found (??), Soul Dew and 510 EV limit removed in ORAS (X/Y/gen 6?). You can also apparently enter more Pokemon than normally allowed (such as 4 Pokemon in a Singles 3v3). [510 EV Limit bypass not reached... sorry my mistake)
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I didn't want to necro this thread but what I found might be useful information to anyone who plays on Battle Subway. Just so you know I've only tested this on Pokemon White 2, but this should in theory work on all other Gen 5 versions (note MeroMero's different narc locations for BW vs BW2). If you follow that thread (and read the replies too), you will see that, for Black 2 and White 2, you have to use a Hex Editor on a\1\0\6 (in this case). In this case, I am using HxD so this next sentence will make sense if you're also using it: After changing all the sequences laid out in that thread, I changed the second "B0 0E" to "00 00". This can be found in Offset (h) row 000000B0 columns 0C and 0D. After you change those 2 Hex values, recompile using PPRE beta 0.14 and try playing in Battle Subway You will notice that Soul Dew is no longer banned and you can use the same pokemon multiple times, holding the same items, and you can even play with 4, 5 or even all 6 of the pokemon on your team. As far as I know, this removes every single restriction on Battle Subway, so you will not only be able to play with banned pokemon, but you can essentially... go all out with whatever haha. Hope this helps!
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I keep forgetting to post this and I don't even have the time to test this out, but when hacking a ROM, if you set fully evolved Pokemon to evolve to themselves at level 100, would they then be considered "NFE" thereby making eviolites give them Def/SpDef boosts? I haven't done any ROM hacking/editing in a while, but I know you can change the way Pokemon evolve and choose what they evolve into. If someone can test this out, it should theoretically work on both Black/White(2) and XYORAS. Otherwise, I guess you could set them to evolve to a dummy 'mon (Mewtwo evolves to Caterpie at level 50). Let me know if this works for anyone
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Hello everyone! I don't know if there was any demand for this or if anyone really cared, but I've spent what little free time I had over the past 6-7 months creating this. It's a Fire Red save file you can open/import in any GBA emulator, and it contains every single pokemon, shiny, with legitimate stats, holding every legal ribbon it can own, having perfect IV's/EVs/ with Smogon competitive movesets. Basically anything you can possibly think of, it's on here. All completely "legal" in the sense that it will (should) pass all legality checkers and will transfer over to the newer generations without any red flags. NFE Pokemon like Charmander are level 98 and Charmeleon 99 in case you want to evolve them. For every non-bred Pokemon, I used the relevant PID Finder Method to ensure legitimate PID values for the designated event. I also gave the trainer 999 of every time, max money, etc etc. It took me forever to make this, but I finally finished it and want to share it with the world! I plan on sharing this via Dropbox to YouTube, but I thought ProjectPokemon should hear about this first, especially if the community might find some use for this in terms of research & development. Here are the files along with a copypasta from the Readme I plan on attaching to the Dropbox: <attachments below> [Mods: I wasn't exactly sure where to post this, since it does contain many Event files but is obviously more than just events. If you need me to move this or remove it, please let me know and I will be more than happy to oblige.] Thank you for your time, isleep2late
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Warning: Please do not get scammed on Wi-fi trades. Anyone who offers you an "egg" of Volcanion, Hoopa, or any hacked Pokemon claiming they can be traded is lying to you. Deeply apologize if this is the wrong place for this, so mods feel free to do what is appropriate. I thought I'd post this in R&D because I have done a bit of research into these two topics and it appears to be of particular interest to many people who have questions about getting a Japanese 3DS and whether a Volcanion, Hoopa, or other hacked pokemon can be obtained by hacking the Pokemon as an egg (as a way to bypass the legality checkers on Wi-fi services). I also feel this has been asked MANY times in other threads and will continue to be asked by newcomers. Here are some clarifications regarding what you can or can't do with a Japanese 3DS and/or using Pokebank if you have the Cyber Save Editor 3DS by Cyber Gadget, and some myth-busting regarding trading hacked eggs: You will need a Japanese 3DS if you: 1. Bought a new Japanese X/Y game so you can initiate gameplay of the game and advance until you get the pokedex (or whatever the checkpoint is to enable use with Cyber Save Editor 2. Would like to trade eggs (for some reason) from your Japanese game to your non-Japanese game (Pokebank will not store eggs) 3. Want to have Latiosite, Latiasite, Soul Dew, Sacred Ash, or any of the other unreleased items (Pokebank does not allow storage of items, held items will be sent to your bag if you try to store them in Pokebank). These items can be traded to your non-Japanese game via local trade. That's about everything I can think of right now. 4. Don't care for trading permanent Mega Pokemon to your non-Japanese game, as this cannot be done via local trade. You can use Pokebank on your non-Japanese 3DS if you: 1. Have a used copy of a Japanese Pokemon X or Y cartridge that has been sufficiently advanced to enable Cyber injecting. 2. Want to transfer permanent Mega Pokemon to your non-Japanese game, as this is cannot be done via local trade. 3. Don't care about obtaining unreleased items on your non-Japanese 3DS. OR you don't care about having hacked eggs (which cannot be traded via wi-fi, more on this next). Now to bust the hacked egg trading myth: <- For anyone that really doesn't believe me when I say it doesn't work, here is proof of it, because a lot of people that come up to me about it want to know for sure (not sure if any of them read this forum).Furthermore, I think hacked eggs can in fact be sent to Wondertrade. However, I have heard that the receiving end of any hacked eggs will get a bad egg that will never hatch. I'm not sure whether this can be confirmed, but my suspicion is that wonder trading hacked pokemon was the cause of all those bad eggs floating around wonder trade last year. I really hope this helps. Thanks for readying.
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For anyone else who struggled with perma-megas (doesn't seem like anyone here had any trouble with it so far, but just in case), it only works when you set the mega-pokemon into one of your PC Boxes (as shown in Kaphotics' video). If you try setting it in your party, the game simply converts it to its normal form. However, you can take it out of the box into your party and it will still retain its mega form. At least this is true from my experience, if anyone else can confirm.
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Hey planetpatrick! If you're asking about how to find the Secret ID for PokeGen, go to the right-most tab labeled "OT/Misc" and you'll see two text boxes next to "ID:" the second box is for secret ID. If you're asking about how to find the secret ID of your actual trainer in the Pokemon Black game, my way might be a bit complicated. The way I find my secret id in pokemon black is to 1) catch a pokemon you don't need in-game 2) trade your pokemon to a ROM (if you're not already using a ROM). This can be done with an R4 DS flash card. 3) open up PokeGen and view your save file 4) look at the pokemon you caught in-game and there should be an "OT" (Original Trainer) tab/section where the program displays both your Trainer ID and your Secret ID. As long as you caught it in the game with the trainer whose secret ID you want to find, it should be the same secret ID. If you don't have a flash card, I believe there are Action Replay codes that help you find your Secret ID, but since you posted under PokeGen I just assumed you have access to PokeGen. A quick google search will get you the AR codes you'll need if that's what you're looking for.