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suloku

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Everything posted by suloku

  1. Really interesting info, I came here referenced via this document (leaving it here for other people, it is an easy to digest info about all gen 2 mistery gift mechanics) https://bluemoonfalls.com/pages/general/mystery-gift Pretty happy to see this finally understood, that explains those 3 afternoons I spent years ago on emulator setup, advancing the clock (years even) without getting any new decoration from stadium.
  2. Many years ago I already tried to use the platinum update with non-japanese games. The thing is there's code running in both wii and nds ends, a modified version of pokémon ranch platinum would be needed. It's "probably" something not really hard to do for someone familiar with wii RE, as this most likely would "only" require removing the region checks, but the nds software probably needs patching... A patched and translated platinum update that works on every region games would be amazing to have. By the way, Pkhex does support my pokémon ranch savedata, haven't checked what edits cane be done though.
  3. May you upload your ranch savefile somewhere? It's been a while but I'll try to see what's going on. Also, you want to be able to withdraw the mon to your pearl right? Do you have any pokemon from pearl in your ranch? May you post your pearl trainer name and TID?
  4. The only way to verify would be to dump the actual savegame and check all the mew's data. This can't confirm legitimacy per se, but can rule out glitch/ action replay mew. If everything matches what an official distro should be, it should be at the very least a clone from an official one. Without dumping the save there are other possibilities: - Get it to level 100% and max EV for everything to calculate DVs. - Get it onto stadium and dump stadium savegame (better jap stadium 2 and not stadium gs, as that would convert into gen 2) Edit: the official mews had fixed dvs, being (5)/10/1/12/5. Given the stats and it only being level 57 it shouldn't have much stat experience, so the stat values match the DV spread, so it looks official. The id number is really high though, but 18k people getting mew at spaceworld seems plausible.
  5. Will see if I can get it updated, it was the first time I worked with a pkhex plugin and was only possible thanks to the examples already available.
  6. https://github.com/pret/pokecrystal/blob/c75d121c78324077bd058c179c94c596c6457f77/ram/wram.asm#L3207 That's the location on wram, I checked and it is saved in the sram (savegame). So yes, the swarm can be edited on savegame/cheatcode. It seems this is noy in pkhex, I can search the swarm locations and try to make a plugin to edit them. If you sre on emulator you could also use a cheatcode, not sure if there's any. Edit: it seems in gold/silver it is a little more complicated as it isn't handles by a single flag and there's grass and fiahing swarms
  7. Yesterday I edited the post with 1.01 thanks to foohyfooh, main improvement is copying to clipboard is optional. 1.01 (improvements by foohyfooh) --------------------------------- Store copy of the Pokémon at the party and boxes indexes Remove extra lines if no viable Pokémon was found Make clipboard copy optional
  8. https://github.com/suloku/PKHeXThreeFinderPlugin This plugin will add a dropdown menu option in "Tools" when a gen 9 savegame is loaded. After clickling, the program will run trough every pokémon in the savegame (party + boxes) in order to find a Dunsparce or Tandemaus whose encription constant is divisible by 100 with no remainder. This means the dunsparce/tandemaus will evolve into the 1/100 rare form (3 segmented / family of three). A simple text output will tell you if any of the rare-form have been found and where. The report will be copied to the clipboard, so you can paste it onto any text editor. note: the case were output is longer than screen height is not handled, if it happens just press enter/escape to close the textbox. You can still check the whole output as it was copied to the clipboard. Since there's no mass release and eggs can't be released, I'm currenty getting a full batch of eggs for dunsparce (all I can get within the 30 minute egg powerup), then checking the save on pkhex. If there's no 3 segmented, I'm restoring my previous savegame and making another batch of eggs, saving a lot of time hatching and releasing. Not sure if this will be useful to anyone, but here it is nontheless. CREDITS Kaphotics for PKHeX and PKHeXPluginExample BlackShark for PKHeXMirageIslandPlugin foohyfooh CHANGELOG 1.01 (improvements by foohyfooh) --------------------------------- Store copy of the Pokémon at the party and boxes indexes Remove extra lines if no viable Pokémon was found Make clipboard copy optional 1.0 --------------------------------- - Initial release DOWNLOAD Get latest version here: https://github.com/suloku/PKHeXThreeFinderPlugin/releases
  9. EDIT: after further testing this method WON'T WORK! None of the batch commands below will work and I haven't found any way to use the batch editor as a means to locate the dunsparce/tandemaus. It turns out when changing species form is by default set to the first one, regardless of the one corresponding to the encription constant, so you won't be abe to use the method I describe below. I'm not sure if there is a way to do this with pkhex batch editor, but in any case I coded a simple pkhex plugin that will easily tell you if you have any dunsparce/tandemause that evolves into the rare form: Thanks for the tip. Even though I'm in the latest version, I can't find that legality information about what it will evolve into, besides changing the species and seeing the form it gets. In any case, using the batch editor (tools->data->batch editor) I found a way to easily identify if one has any pokemon (including eggs) that can evolve into the rare form. ALWAYS BACKUP YOUR SAVES! This is only meant as a means for quick consultation, for example after making 30 eggs, to see if any is the alternate form, no changes to the save should be saved as these will result in illegal eggs/pokemon. The following two batch editor commands need to be input: - First command will turn all dunsparce/tandemaus into dudunsparce/maushold (even if they are eggs) - Second command will give all 3 segmented/family forms a masterball so the pokemon can be easily identified in the boxes. If after running the batch command 0 pokemon have been modified, none were a 3 segmented/family form. (keep in mind that if you already had any rare forms in the save, it will also be modified) note: I'm using species name in the codes rather than pokedex number because it seems pkhex internal IDs and national dex numbers differ. 1st command: =Species=Dunsparce .Species=Dudunsparce 2nd commnad: =Species=Dudunsparce =Form=1 .HeldItem=1 For tandemaus: =Species=Tandemaus .Species=Maushold 2nd command: =Species=Maushold =Form=0 .HeldItem=1 ps: turns out the first tandemaus I caught was a 3 family one...
  10. 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
  11. 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...
  12. 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.
  13. 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
  14. 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.
  15. 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
  16. 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.
  17. 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,
  18. 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
  19. 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)
  20. 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
  21. 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
  22. 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
  23. 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.
  24. 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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