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suloku last won the day on April 12

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About suloku

  • Birthday 05/28/1989

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  1. Sorry for the necropost, but I think I won't be the only one stumbling into this problem and searching got me to this thread, which doesn't have a clear (user friendly) answer to the issue. Problem is that project64 (and probably other n64 emulators) don't round up savefiles to full n64 savetype filesize. In the case of pokémon stadium 2, as Kaphotics stated, project64 creates a 0x1FF00 file (130816 bytes) while PkHex expects a 0x20000 file for (USA/INT) stadium 1 and 2 savefiles (131072 bytes). One can manually solve this manually with any hex editor or file padder. I went ahead and coded a simple app that will pad n64 savegames to the nearest savetype (depending on the input savefile). Originally I only intended to make it pad the stadium savegames, then I saw Japanese Stadium 1 (or stadium 0) uses a different savetype, so I went ahead and made a more general app that can work with any n64 savegames. Just drag and drop a savefile onto the .exe file and you will get a file with the "_pad" suffix added to it. n64savepad.zip
  2. Seems my program only dumped "Gym Leader Castle" registered teams. For some reason I did find the correct Pokérus byte and caught data bytes, but didn't update the file structure (neither here or in the main.c file), but pk2 dumps should be correct. Thanks @ShadowMario3 for the detailed teams structure. Pkhex now supports all stadium savefiles, including registered teams, but I tested it earlier and seems to have some bugs (I tested registering a celebi, then dumping and the dumped file became japanese somehow). I'll post an issue in pkhex's github, for now I've updated the dumper code to dump all registered teams, both in sk2 (direct dump pkhex compatible) and pk2 file format. EDIT: seems the bug in pkhex was related to importing sk2 files when it couldn't decide if the file was jap or international (OT and Name both being lesd than 5 characters). Seems it is already fixed at github.
  3. I still need some dragons and ice pokemon, but I'm not in any hurry. Also, it will most likely come out with bad IV...this game needs bottle caps so much,
  4. It have been brought to my attention that the gameshark code doesn't work on real hardware, which I find really strange. I do not own a gameshark, is there anyone around here witha gameshark and hardware to transfer savegames to PC? If someoen is interested I can analize the savegame after the code is used and see what may be failing on real hardware, Or if someoen knows why the code works on emulator but not on real hardware... I'm puzzled there. @ajxpk
  5. Since I did stumble upon prop case flags while trying to improve memory link, I decided it wouldn't hurt to code a simple prop case editor since pkHex doesn't seem to have one. https://github.com/suloku/BW_tool/releases 16 march 2021 17:45 (BUILD 2021316_17468) * Added Prop case editor for BW and B2W2 (thanks to bulbapedia for listing them in order and hosting the sprites) * Fixed crash when changing flags in Memory Link * Grotto table images are now embedded (no need for grotto tables folder and files)
  6. A wild update appeared! EDIT: I found where props are stored, so I went and added an unlock all button for memory link and props will be imported from BW savegame (if for some reason you wouldn't want every prop...) Some fixes I got pointed out, dream radar and memory link should properly work now. I may look into prop case editing since I've noticed pkhex is missing it (or maybe I just couldn't find it). No promises. Unfortunately, medal editing and join avenue are as buggy and incomplete as prior release. https://github.com/suloku/BW_tool/releases
  7. So I've been researching a little. Fortunately pkhex already has starter editing for bw which made my life easier to locate starter in memory link data. About block 38 decrypting code in BW being commented out: if I recall correctly, I copy pasted code fro B2W2, which were the games I was interested in when I coded the functionality (or more like copied from pkhex). To be more precise, I was interested in entralink forest. Since each encrypted block needs some known data to be decrypted (start, lenght, and seed position) and I did not know where those were for BW the code was left commented. I have now enabled it and seems they used the same structure for BW1 and BW2, so it should work now. I want to test a little more the memory link feature, I was reported some strange behaviour and want to make sure cheren and bianca team's change when I change the starter pokémon in the edited memory link, afterwards I'll update the app at github. BTW, doesn't pkhex have support to edit the info in block 38 anyways? Also, keep in mind that I coded this mainly for myself and there are a bunch of "features" coded in for research purposes. Join Avenue and Medal editting would require more research and work. The other editors should work as intended, but don't expect them to be bug free. I'm not a programmer, everything I have coded has been for fun and self interest, whith a mindset of "making it work". The code is hacky, ugly and poorly documented, and I'm sorry for anyone trying to understand it. Just use pkhex whenever it's possible. Of course the best route would be to recode everything as pkhex plugins, but I don't have neither the time or skill to do so. ps: if for some reason you need to decrypt block 38 right now tell me via pm and I'll send some binaries, but it shouldn't take long for me to update on github EDIT: https://github.com/suloku/BW_tool/releases/tag/20211313_21124 @Jollygator
  8. I simply did not have any information about which blocks where encrypted or which weren't for BW1 or BW2. The ones I knew were encrypted are hard coded to be able to decript and re-encript. If you have a list of which blocks are encrypted for bw (and bw2) that would be helpful. I was reported the memory link feature is missing the starter pokémon data and I'm trying to find where it is stored both in memory link and BW1 savegame, so I could uptade to support all known encryped blocks for bw and bw2
  9. As I wrote in my last update, you can convert a save to work on a jap my pokemon ranch, then update to the platinum update, but once the pokemon ranch save has been updated to platinum there's no going back.
  10. I can't remember, are all dv combinstions for shiny mew possible or is it locked to a fixed shiny dv? (I recall celebi not being shiny locked, the machine determined normal/shiny/shiny mew, then start rerrolling if shiny?)
  11. Thank you very much for this contribution. As someone who never got a legit mew or celebi myself back in the day (got traded a most likely glitched/sharked one), it is always a joy to see more of these rare mew getting preserved, and the feeling of getting yet another one (and an european one to say the least!) is still as fresh as with the first one.
  12. You can use the english events, in fact we have reports from mexico, were the games were sold in english and the event there was held in english, that it could be received in spanish cartridges (the event being still in english). The reason is because mexican people often imported spanish language games from europe. We also tested this with a different event rom. Only incompatibility is japanese<->other languages.
  13. Did you use any kind of cheatcodes at any point?
  14. It was on pokémon stadium 2 and gen 2. 0 catch rate due to item used/removed, nicknamed due to a "bug"(?) in stadium 2 (and I think stadium 1, but I have yet to test it) not reading the full name, but stopping at the first 0x50 terminator. When pokemon comes back to the GB cartridge data present alredy in the box/party gets "added" to the remaining characters. This doesn't happen with OT. EDIT: also, YaniM told me that the mew had been in stadium 2 and gold before I even asked about it. When trasnfered to gen 2 mew holds a bitter berry. The mew was used and brought up to level 100, being confused at some point is very likely (and thus the item being consumed).
  15. So coincidental this has been brought back. I already made all those calculations some years ago and also came to the conclusion that the NINTEN mew in the picture did not have the standard DVs. Only piece of evidence I have is in this thread at Azure-Heights, the information being in the second post made by MewtwoSama: https://www.math.miami.edu/~jam/azure/forum/tuff/ultimatebb.php?ubb=get_topic;f=1;t=000106 User ryuko2002 (who has recently contributed de Spanish EUROPE and australian NAL mews) was registered there, I asked him to reach MewtwoSama in the hopes he still has the mew/backed up the savegame/calculated the DVs. There are other possible explanations: - Nintendo Power Magazine actually used gameshark to get the screenshots ( I think it may have been common practice in order to easily get trough the games and get the job done) - It was a test mew just for the magazine? - The NINTEN mew MetwoSama owned did have the normal stats, but it reached level 100 before being fully EV trained, thus preventing stat updates (read more here: https://www.math.miami.edu/~jam/azure/compendium/boxtrick.htm) ryuko2002 has tried in my stead to reach MewtwoSama at AzureHeights, let's cross fingers.
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