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Everything posted by suloku
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I just read this now. This is ?on ticket for japanesse savegame right? I'll get this fixed tomorrow. Japanesse are different and have been the less tested, sorry for the inconvenience. I'll also check if the problem happens in the nds and wii versions. My time is very limited right now, so not much time to support this tool, but this seems to be a major bug so I'll get this fixed tomorrow night.
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Thank you very much for the functions! With this I can generate values for any given TID and Mirage Spot. I need to test in game, but seems it will work. I don't know what the time call does there, doesn't seem to impact the mirage spot in any way. If someone wants to test, this should produce cresscent isle: TID: 12345 (this is in decimal!) 0x1600: 3C 1C 12 91 (this is direct hex view!)
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I'm a bit confused, I seem to understand that the SaveData::RandomGroup and TID are used to initialize the MersenneTwister algorythm for generating a random value that is used to calculate the daily spot, but I fail to see the role that these play: init_rnc_ctx((int)&ctx); j_getGameTime(savePtr, (int)&ctx); rnd_ctx I've looked at some MersenneTwister implementations and none seem to have an input argument beside getting it seeded, unlike this call j_MersenneTwister((int)&rnd_ctx). Just to clarify, the goal I'm after is to make a function such as this: u32 RandomGroup_MDV (u16 TID, u8 MirageSpot){ u32 randomgroup = 0; for (randomgroup = 0; randomgroup < 0xFFFFFFFF; i++) { //Algorythm that uses randomgroup and TID to generate a value between 1-33 (yes, I know you just posted the algorythm the game uses) if (result == MirageSpot) break; } return randomgroup;}
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So that's what we were missing! Would it be very difficult to get the full asm for the function? I don't know how to get it, but I can probably get the asm into a friendlier C (well, I suppose if you can get the asm you are most than capable of also translating it to C). Also, is it really the current time? the_SLAYER and me got the same islands just by setting the random seed to certain values with TID being 0, that's why we assumed it only used those two. Did we just get unfortunate coincidence? edit: should I just get the code.bin into IDA and look for the function you posted? Does it work that way? (I really have no clue)
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Well, I meant the script itself, no the data that acompanies it, since that is distribution-dependent. R/S Mystery Event is different from wondercard in that sense. I only have this: http://es.pokemon.wikia.com/wiki/Gira_Ticket_E%C3%B3n There's no image that clearly says the contest was for 99, but maybe we migth be able to contact the user who uploaded the promotional scan? It is said to have 5 pages, and only the cover is uploaded there.
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I tend to think that the distro machine/cart/device simply had a selector for the trade # and 151 happens to be the default one and NOI just used this one. The spanish being 99 is supposed to be due to a contest, so who knows. I doubt the event itself is different, it's a script and that is the same even for the WCs we have for the same events: the WC changes, the script remains.
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About the european missing string: in the USA e-reader script, the missing line and following one are the same "Paragraph", so I suspect the distribution tool used by NOE had a bug that skipped that first line due to the "new line" command in the script. Fortunately, the distro still makes sense without that line. If the full script lies in the distribution device used by NOE will probably remain a mistery (but the official distro doesn't have that line, so the legit one is the flawed even if the missing string is there). The official spanish EON ticket has been documented to have been a 99 distribution, but confirming this is nearly impossible, unless getting a legit save with more than 100 times to share, but that is difficult, since that value decreases by 1 each time you mix records, regarless of the other people already having the Eon ticket or not.
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Thanks for the info about how it is generated! The "problem" we have is that we haven't been able to figure out the algorythm that the game uses to output the Daily Mirage Spot. We know the algorythm uses this random value and TID, but the algorythm isn't simple enough to guess it without reverse engineering (something I don't have a clue how to do).
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Please, always keep a backup of your savegames! To know where this comes from, please read this thread: https://projectpokemon.org/forums/showthread.php?46883-GEN-3-Mystery-Gift-Research PC Version: https://github.com/projectpokemon/Gen3-WCTool/releases/ GC/Wii Homebrew: https://github.com/suloku/gba-link-cable-dumper/releases/ NDS Homebrew: https://github.com/suloku/savegame-manager/releases/ e-Reader savegames for Eon Ticket transfer (all regions) via Link Cable with real hardware: EON_ticket_ereader_savegames.zip Sorry, I can't make a propper post right now. I'll try to get this decent tomorrow. There are some readme included. FAQ: Q: What's the diference between using any of these injection apps and sending my cartridge to nintendo? A: None. Q: I have a ESP/GER/ITA/FRE game. If I inject the USA Mystic ticket, will this be legit? A: All evidence suggests that the USA Wondercard distributions were compatible with all non-japanese games. Game release dates make it also technically possible to have received an Emerald Mystic ticket on an European game, and we know the USA Aurora Ticket distribution device is compatible with European games (but it only distributed the english wondercard, fully opetational though). - USA and UK games are the very same game rom, so all the english events apply to both, regarless of being European or USA. - The spanish Emerald Aurora ticket wondercard is fine, Nintendo messed up and left Vermillion city instead of updating the wondercard text to Hoenn. The event was never done in Spain, but it could be received at other countries if you used the spanish cart, so it is totally legit, so don't worry, nintendo was very sloppy with this. - Nintendo also messed up the german Eon Ticket (there is photo proof from oficial german distribution that this was already known). EON_ticket_ereader_savegames.zip WC3Tool 0.1e.zip
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At long last, the price for all this waiting!: https://github.com/suloku/wc-tool/releases/tag/0.1 Yes, there's no FRLG Mystic ticket yet, as you know, we posponed release in an attempt to get the missing events, but seems pointles to keep it anymore since we collected everything we could already (many thanks to Real.96!!). I'm gonna make a thread for the tool, but I gotta sleep so I'll be trying to update it during the week. GC/WII and NDS injection apps tomorrow, sorry for those expecting them (they are ready, but can't pospone sleeping anymore). Please keep anything tool-related here, this thread is for mystery gift research and discussion: https://projectpokemon.org/forums/showthread.php?50474-GEN-III-Mystery-Gift-Tool-Nintendo-Events-Wondercards-e-Trainer-cards-and-e-Berry-editor-(and-more!)
- 1284 replies
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Uh? A friend with a 3ds capable of emunand and buying fielrunners is all you need.
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[FR/LG] How does the game save which starter you chose?
suloku replied to MichiS97's topic in Saves - Research
For gba games it's actually easy to find: 1.- Use a script editor to search the script for the starter, then check how many flags are set or how does it work. 2.- Make a couple test to locate flag diferences in the save file 3.- Hope those flags are what is used to decide the roamer instead of something else set elsewhere. I did this with emerald to change the roaming lati, which also affects which one you get from the event. Alternatively, you could technically use a custom rom with a custom script that toogles the flags for you when talking to an npc (or whatever you asign the script to). (Also, there will be a way to do this without custom roms soon, even with retail carts). I'm not sure if there is a fixed correlation of flag# an save offset, but if it is it would help a lot locating them in the save (but with a little testing they should be easy to find). -
You are right. Maybe it learns poison/steel attacks? In any case no stab so...
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I coded this really quick, should be user friendly enough: https://github.com/suloku/gen6_safari_mirage_tool/releases/tag/0.1 It also has the friend safari unlock for XY By the way, when coding it I realized that the u32 value at 0x1600 (MDV) is the only thing that get's checksummed in the whole block, unless I trusted the wiki too much, because I haven't really tested the tool on my 3DS, I just saw changes were correctly made with an hex editor.
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Colosseum - Shiny Ageto Celebi possibility?
suloku replied to mariosmentor's topic in Event Pokémon News
For reference, Jirachi on Pokemon Channel (the european distribution) is also shiny locked afaik, only the US one can be shiny. -
Emulating the Mobile Adapter GB
suloku replied to Shin-Chan's topic in Systems, Flashcards, and Emulation
If the information that the eggs in the international versions were the same ones, but with different probabilities then what hacky did would reproduce them. Here's the dissassembly code for the odd egg in US crystal, there you can see that there are only two possible DV combinations (non-shiny or shiny) and that the only thing that differentiates an egg from another is species ID and DV, which I guess is what the server sent?:https://github.com/pret/pokecrystal/blob/700321a7fb2d6c852ffc91cc0b8867526cb76813/data/odd_eggs.asm#L105 -
Kaphotics explained this on irc: TID+SID are still 4 bytes total, a formula is used so an ID ranging 0-999999 is displayed, so nothing really changed, it's just how the ID is displayed. Also, if I remember correctly the new formula makes the latest ID (I don't exatcly remember, they were post-99xxxx) 0.023% rarer than the others.
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Well, the anti timetravel, for what I know, stores the difference between real clock and raw rtc. I guess we could calcuñate the value and search it in a savegame, the the plugin would fix the value in the save bwfore loading, but for what I saw ctrulib doesn't have the functions to tingle rtc (either real or raw). I guess we are stuck to the dev app. The little demand is because only a few game have anti-timetravel. Also, tested TID 1 and 0x1600 zeroed, output was map 197 (0x0f if the output should be the same as streetpass)
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Maybe it is modulus 32 -> value range 0-32 (33 possible values) + 1. But as you said, being able to edit the passed spots in batches of 10 is great. Maybe we could even make an ntr plugin to eaaily change the first passed island, the values are near the eon ticket "herpesvalue" so it should be easy to find on a memory dump.
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[Black 2/ White 2] Save Editing - Extremely trivial details
suloku replied to a topic in Saves - Editing Help
1) Ain't those decor only viewable in dream world? Unlocking them has no effect on the ds game right? The other only thing the connected to dream world flag is used should be the medal for waking a dream pokemon right? The medal should be able to be edited into the save anyways. 2) Check this: http://pkmnclassic.net 3) Would need research, should be doable with 2 consoles. 4) I was researching it, but no time right now. There's an AR code though. -
The 12 quickballs download code will also be distribute with preordered games by the GAME stablisments in Spain. There will be 10.000 codes available.
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Well, you may test by enabling 11 islands (10 hexed + daily), then streetpass with a oras save that has a daily spot that isn't any of the other 11. But if that was the case, there's no reason you couldn't unlock all spots via online pss, just leave the console there and eventually you have the 32 other spots? Makes sense they limited it to 10+1 daily, to keep the luck factor, or getting crescent isle would be too easy EDIT: You are right about deciphering tid and dmv outputing 0x20. For reference, FF FF FF FE also produces 0x20 with tid 0. EDIT 2: I've been thinking, and since we know (or suspect) the output, seeing what 00000000 and TID 1 produces might help. Also, if it works like passed spots, the output can't be 0, so maybe it is adding +1 after the calculus, or it can't output 0 at all.
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I'm pretty sure they go bay map# except crescent isle being the first instead of the last. Back to padding... I think it is padded due to being a "decrypted" version of what lies at 0x1600. Now we know the output for crescent isle is 01 00 00 000 and have these TID/0x1600 combos for it: TID 00000: FF FF FE FF TID 61931: 76 CC C9 91 Edit: also, my tid&0x91C9 = 0x91C9, which seems suspicious but we'd need anither save with crescent isle as dayly spot to see if this is mere coincidence (I don'tthink so...) Of course now endianess and maybe using the low/high bytes might come at play if 0x1600 is an encrypted u32 with the TID (an u16). FF FF FE FF unlocking the isle suggests the value are two u16 (I may be wrong though). Also, for things like this I recall GF using a modulus, here's what they did in swarms for DP (also check the safari formula): https://projectpokemon.org/wiki/Pokémon_DP_Save_File_Structure#Swarm_Pok.C3.A9mon_-_0x72D4 I made some tests, they are in this order:
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Great! I'm gonna quote IGN: "Only one random Mirage Spot can be discovered within your own game each day, but up to ten more can be sent over via StreetPass or Passerbys on the Player Search System." I had previously read you coul unlock all spots, seems I was fooled. Don't know why they added two padding bytes, but seems we won't get anything else from streetpass. But seems we almost cracked the spots, only piece remaining would be 0x1600 and TID, since that spot is the only one with hidden items, but maybe hacking in the mirage spot just for the hidden item is quite pointless, as since you are hacking the spot just for the hidden it, you might hack the item