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Everything posted by suloku
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Did you do a save before 00:00 and one after 00:00? I'll do one tonight and post the changed offsets. Also, can the mirage spot be softreseted if sav was fron the previous day? I don't remember. Edit: seems there's a way to softreset mirage spots, that might allow further locating mirage spots "Save before you update your Buzznav then update it every time you start your game. You can soft reset for islands like this."
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I can make the wii/gc injector, I have experience with wii/gc coding and the program to dump/restore saves is opensource. My original wc injection code is written in C, so making the app is not a problem at all. On the other side, a nds homebrew might be more complicated as I don't know if the tools to backup gba saves are open source, but if they are the basis is the same as for gc/wii. Also, for that kind of app I'd like to have the wc for all languages, even if they are re-created and embedd them to the program (I'd update the app if we get more legit wc files). It'll take time, but will get done.
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Edit: I was viewing this video: It is obviously a wc hack (even though he claims it is from a legit nintenso event...) that uses the givepkm script command. What bothers me is that the card is sent by another trainer, but the received card can't be sent. I wonder if there is some kind of share counter byte or it's simply a part of the video. A wc that can be shared only on original device would be great for distribution to other gba trough wireless adapter. EDIT2: I've found it: adding 0x40 instead of 0x80 to the color/distribution byte makes it shareable, but receivers can't share the WC. Also, I've been wondering how the wc that give pokemon get marked as used, since the ticket ones check for the item and event flag for that.k Wonder card news editor is already coded and fully working. It was almost the same code as the normal wc editor, so I thought I might put it already in the editor. I guess next comes mistery event for rs/e, would be interesting to see what happens on non-jap emerald when script from r/s is injected (probably nothing as flags are probably different) That would be the source of the mistik ticket hack probably? UPDATE: I've been playing a little with WC news and comparing the save before and after sending the news. Some data was written to the 4 bytes that go after the mistery gift survey words (which is stored 0x28 bytes after wc data). I haven't checked this region after sending wondercards, but seems related to this in some way. Maybe it's just some kind of statistics of how many trainers you have connected to.
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ORAS -- Korean XY&Z Zygarde, Shiny Xerneas and Shiny Yveltal
suloku replied to HMM's topic in Event Pokémon News
I've askes some people to try get a code for this, but is it to my understanding that all future event wc can be got from nintendo servers without any codes? -
Those that mean that, summing up all different saves, all original 420 mews are "located"? And are those the same uploaded to pokechek? I understand that the saves have their value and would be easy to fool people if it was made public, but what about the mews? They were once available, so what's preventing a reupload?
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I was unexpectedly able to work on this today and finish implementing save block managing (still need to tweak a little so I can handle any block, not just the wc block, but that's minor). Anyway, I think the tool is ready for a first release. Right now it can: * Dump WC3 from savegame (FRLG/Emerald) * Inject WC3 to savegame (FRLG/Emerald) It won't dump anything if there's no wondercard in the save (no wondercard is detected by having a 0x00000000 checksum value). It won't allow injection if the savegame has not mistery gift option enabled. The wc would work even if it is not enabled, but I'd prefer the user to previously enable it in-game for safety. WC3 Editor can: * Change card to distributable/no distributable * Change color * Change icon (still researching, seems like all 65535 possible icon values have an icon, except 0x00). * Change text * Export/dump script so it can be edited with existing scripting tools. Japanesse support shouldn't be hard to add, but unless someone knows how to detect if the savegame is japanesse, I'll have to add a checkbox and the user will have to manually indicate that it is a japanesse savegame. I guess the next step would be to release this alongside the legit .wc3 files we already have + the recreated wc3 files we are missing. By the way, it is important to note that if any contributor appears, it is still far better to contribute the whole savefile rather than just the .wc3 file, unless for some reason the contributor doesn't want to share his save but is comfortable by sharing a dumped .wc3.
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As much as I'd like to dedicate my full time to this project, this weekend I won't be able to make any progress. I hope I can get the save managing code ported to c# tonight to implement wc3 dump/inject into savefiles to the c# app.
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http://puu.sh/ozpcB/85b03b5f2f.png The checksum algorythm hasn't been made public because we don't want fake wondercards appearing as legit. As you can see the tool I'm coding allows fully customization of the wondercard, as well importing modified scripts, so for anyone wanting to make a custom wondercard he'll be able to without knowing the checksum algorythm. I need to port the savegame managing code to c# and add a window to manage the WC in the savegame (just import/export). When that's done, I guess the tool, alongside with .wc3 files will be released. Also, there will be wonder news creation. After that I'll look into R/S EON ticket script injection (basically, re-create what the e-reader does to the savefile) and editing record mixing item. After that maybe I'll add an option to enable eon ticket event in emerald (the same code ajxpkm made for AR). Then we'll try to get a custom script for egg/pokemon receiving, because it's cool. Also if we can I want to make a custom script for WC item receiving (i.e. masterball). Then will come e-trainer and e-berry...if I'm not already bored of this project, as I said my main goal are the wc3 files from legit events and that's already been achieved.
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http://puu.sh/oznnP/a6467b1aec.png Yup, the tools is getting shape. Porting the C code to C# might take a while for a GUI based tool though. I guess I could just call the .exe from the gui...but that'd be a little tatty. ps: I wrote the first that came to mind in the WC, don't judge me, it's been a long afternoon.
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No news on this topic? This seems to have been forgotten.
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He's looking for savefiles, so maybe he is willing to contribute to the project?
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For those asking if a tool has been coded: it has and works fine for FRLG and Emerald wondercards. I'm still deciding the WC3 format, because I don't want to have to change the .wc3 file format later. I'm gonna see what happens to the WC data when you "toss" it from the game, see if there's any other relevant data in the save that is part of the wondercard but is not checksumed. My tool is basically an uglier version of lostaddict's. When I'm sure about the wc3 structure, I'll probably embed the known legit wondercards in the program, so you just have to drag and drop a gen 3 save and select the wondercard you want to inject to the savefile. Of course external .wc3 files will be able to be injected too. I know people are waiting for a release, but releasing an editing tool might (even though it is unlikely) lead to fake wondercards being contributed and I'm sure no one wants that. Can you please tell more about this? If I correctly understand, this video shows a custom wondercard that enables a romaing celebi? I guess the script in the wondercard is probably a modified version of the roaming pokemon event script? Or is this another kind of hack? I don't really know anything about gen 3 scripting, but it seems pretty powerful. That being said, as I've stated before my main goal is a way to dump/restore OFFICIAL events we can get from legit saves. Event recreation and WC editing is a fun side effect of this thread's research.
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Is there a save editor for Japanese Red/Blue/Green/Yellow?
suloku replied to msmbc's topic in Generation 1
Short answer: we have the save with the legit mew, since all those mews are exactly the same one, just use an emulator/another 3ds to transfer it to another savegame (tgbdual/vbalink on pc, my oldboy on android). If you only care about getting mew in your japanesse save, this is the way to go. In fact, it is how the official distribution is done (a 3DS with a save full of mews that get traded). Long answer: The current japanesse mew is well stored and analyzed, I uploaded a file wich contains the mew in ".jpk1" format, which is the same format pikasav uses, but has the correct filesizes for OT and nickname. I also included a "internationalized" version of the mew, meaning it can be used on international games and could theorically be converted back to japanesse. Of course OT and nickname won't correctly appear in the international games due to it conserving the bytes for the japanesse charset. The save format itself is not that different from the international versions, but the different OT/Nickname lengths and box distribution messes them up. I guess the chances that a gen1/2 editor for japanesse games exist is very high, but it is in japanesse only webpages or forums. I tried looking for one with googletranslate with no luck. A native japanesse speaker could do a better search. SciresM was coding a gen 1 save editor, if he ever finishes it and releases the source, adapting it for the japanesse games might not be very difficult. On the other hand, I guess I could code a party editor for japanesse games that can inject/extract jpk1 files, but since the only interesting event that will ever be is this mew, I see no point and right now I'm busy with gen 3 events. -
We could edit a event item script to remove event flags in order to only receive an item, but that's probably what morfeo's berry/doll wcs do. I think I've read you can obtain gift pokemon this way too? Maybe gen 3 scripting can do much more, maybe the wc scripts could be open with existing script editors for gen 3? Editing the wc text, background and icon is quite easy. EDIT: For a full editor, with some template scripts were we just modify the item/pokemon/egg to be receiveid it would be more than enough. We can use morpheo's or the ones in the roms for that, or even write them from scratch.
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It would be certainly possible. I'm not sure about how the sending would work, but we know pokemon box sends a binary to the games so it connects to them, modifying the iso with a custom binary that modifies the save should be possible, but since that would need homebrew to boot the modified iso, directly reading the save and modifying it via GC homebrew is easier. So good news, I have the working checksum algorythm, WC creation/modification is possible again. Still need to know if there's more data besides the icon that is part of the wondercard distribution, but not part of the checksum regions. For now I think I'll extend the WC3 (wc+script) so the wc part includes the data until the icon (348 bytes instead of 332 if I'm not mistaken), I could just add the icon byte, but all the other data seems to be 0x00 and might be part of the WC since the icon comes after it. http://puu.sh/owISL/b7a918be2f.png A morfeo card with different color and no-distributable. Basically we are back at page 4 of this thread, the difference is I don't know how to view/edit the WC or the delivery man scripts. I've found a pokemon script editing tool, so it seems the info is around somewhere.
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Yes, I figured the offsets, as I said my tool works just fine for emerald and fr/lg. I haven't released yet because I wanted to solve the wc3 structure befor that, right now it is wc+script, which leaves out the icon. My concern is if there's any other data besides the icon that was injected in official distribution, because that would have to also be included in the wc3 file. I've finished reading the thread, most important thing is that damn checksum, I'll see if I can figure it out today. Also, I think a file with all saves collected so far with legit distributed wondercards should be done and made available. You are the only one in possesion of all collected events right now, and if something happens it would be a shame we have to start over compilating events. ps: seems like checksumed wc data is 332 bytes after all. EDIT: Emerald offsets (section 4): Wondercard 0x56C (4 bytes checksum + 332 bytes wc data) Blue Man script 0x8A8 (4 bytes checksum + 1000 bytes script data)
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@ajxpkm I think we can trust Dr. Matt on the legitimacy of this one. He claims to have sent his cart to nintendo, and given the fact he has participated in event compilations before I really doubt he would (after all these years) provide a fake wondercard. Also, on my side, injecting/dumping is working fine for FR/LG and Emerald, but the offsets BlackShark provided were wrong for emerald and had to look for them. I really need to verify the boundaries of the wc and script. wc is 336 bytes WITH checksum? I've read a post claiming it to be 332. That leaves the wc icon outside the WC and the checksum. The wondercard works fine, but the icon is part of the wc data in my opinion, leaving it out doesn't make sense to me. Alternatively I can extend the wc to include the icon (348 bytes WITH checksum). I guess I'll run some tests to verify the boundaries myself, but seems like the icon is outside the wc checksum, but if the icon is left outside the checksum, the question would be: is anything else left outside the checksum? I guess deleting the WC data and comparing might help, luckily we have legit saves for emerald and FR/LG. BTW, even without the icon, the injected WC3 works fine, so the WC3 needs to change to include at least the icon. I guess I could check taka's legit tools too, see what they inject to the save and see if I'm missing something. Anyone has jap savefiles that never used mistery event? EDIT: also, any tutorial about the japanesse tools? ps: works too with morfeo's wondercards if anyone was wondering. ps2: after injecting/dumping wc3 is clear, I'll get to the other files (trainer/berry/mistery event) edit: ps3. as curiosity, the event works even if the mistery gift option isn't enabled.
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You want the editor to recreate the missing WCs, that's something that can be done with an hex editor (there are not that many missing WCs) using another WC from the same region, and of course we would have to think something that identifies them as recreated (probably changing the ID/background color is more than enough). Recreating the official cards via hex editing is way quicker than a full editor, and with full editor I mean something that can give you any item, any pokemon, trainer card, berries... etc. That's why my priority would be a way to dump/inject and preserve official events, then comes all the non-released stuff imho. Also, I don't know java (which would be great do to multi-platform), so an editor would be done in c#. In fact, since BlackShark already posted the offsets, the dumper/injector is trivial. I'll add support for all those. WC3 file structure will be WC+Deliverymanscript (.wc3) mistery event structure will be script+item (.me3) wc news (.wcn) still thinking extensions for e-trainer card and e-berry. EDIT: @BlackShark, Mistery event script in emerald is bigger (84 bytes), any reason for that or just nintendo things? I'm still reading the thread.
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1.1: - Added autodetection for Ruby/Sapphire or Emerald savegame if [-r|-s|-e] ar not used. Basically, now just drag and drop a save onto the .exe file.
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Since I was looking at how to auto-detect R/S, Emerald and FR/LG saves, I've added auto detection to the program. It is still text based, but now you can just drag and drop a savefile to the .exe, so no real need to input anything in the command line. The game can still be specified, in which case auto-detection is skipped. MirageIslandValue v1.7.zip
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I've been reading the thread, a dump/inject tools seems easy, given we have the WC3 files. I'll test with the ones I already have and release when it works. It'd be command line for easy GC/Wii porting. After that might come an editor. The checksum routine for the WCs is posted in asm in this thread, I will try to at least code a tool that allows validating an edited WC3. What I'm really interested is in official events, for which a dumper/injector is enough. About the RS eon ticket, I forgot mentioning that I used my spanish save in the usa rom to get the ticket, then after receiving it I mixed records with my emerald as a way to obtain the ticket (which is the only known way for european emerald). What is curious is that when I went to receive the eon ticket with my spanish save, this time using the spanish rom, the text for the eon ticket event was in english. That means there's some kind of script that was injected in the RS eon ticket distributions. I'll look into that too, see if we can get the official RS eon ticket distributions. The problem would be actually checking how many eon tickets remain to be distributed... Dr. Matt, your RS save with eon ticket is one that can send eon tickets via mixing records right? If that's the case, the script for the event might still be in the save. ps: morpheo also has some codes for RS eon ticket, will check them later. edit: first post is missing the EUR MASTER and DMA codes (I think the EUR english rom is the same as the USA rom, explaining why it works with usa e-reader) France Italy Germany Spain
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The eon ticket distributed via e-reader is also re-distributable. Also, are you sure they were 100? I thought they were 50 tickets.
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Using a eur save in the american rom also allows to use the usa e-card for eon ticket. In fact the eur english rom works too.
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I though I had properly credited you in my post (I've edited it), I certainly did in the gen 2 forum. The ID is meant to be the same, maybe the first celebi they distributed was #00000 and they wrote #000001, so they were forced to keep the ID+1 in the certificates. Btw, any chance the certificate could be scanned? That would be awesome. I have a spanish blue cart with a mew, but OT is ASH, so it's probably hacked. The only thing that bothers me is that ID is #00040.
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I have the skills to code an injector extractor even for gamecube since the "difficult" code is open source (gc-gba comunication protocol and gba save block handling), but if I have the skills to figure out the info for that is something I don't know. I don't see what harm would do sharing the info at this point in the games lifetime though, but the script dumps are something great to have.
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