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suloku

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suloku last won the day on April 12 2021

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About suloku

  • Birthday 05/28/1989

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  1. Thank you very much for your conteibutions. I'll check the trash data assap to see if they match what we know. The pikachu is really interesting
  2. Then I wonder why this "seems" to work on emulator but not on real hardware Not sure if this has any use here, but GB gameshark codetypes come in this format: 0ZYYXXXX YY: value XXXX: address Z: apparently it's the bank? I can't find much documentation about this. Also, I noticed pkhex doesn't support this kind of event flag. I'll check. BTW I recallviewng patch file from the VC versions being online, it would be interesting to see how they exactly they enable the event in the VC versions. I think it just hooks the endgame function and enables the flag...
  3. My main "concern" was changing between languages in a multilanguage pal savegame, which might come useful for some people (wanting some pokemon but not wanting to play the game). In any case I was curious if this feature existed in pkhex.
  4. ajxpk already answered. Probably on emulator there's not as much bank swapping. If there was a way to know which SRAM bank is currently in use...I don't know if GBC gameshark can have button-enabled codes, but if that was the case a more compicated code could be made so that the value is only written when bank 5 is in use.... Not sure if this can be tested on emulator, I don't own any gameshark devices for GB/GBC/GBA
  5. I haven't been able to find it (if it's there) or any mention in the forums. Actually only really interesting for PAL multilanguage version, though it can be made compatible with U and J versions. https://github.com/TuxSH/PkmGCTools supports it, so it's not like it can't be easily done, I was just wondering if the option is in pkhex.
  6. 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
  7. 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.
  8. 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,
  9. 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
  10. 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)
  11. 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
  12. 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
  13. 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
  14. 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.
  15. 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?)
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