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suloku

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Everything posted by suloku

  1. It's for the sake of completeness. The pokemon are the same, but the text that appears when receiving is different. The same goes for wondercards, if you have an italian ds and ORAS save and inject a english eur wondercard, you will receive the same as if using an italian wondercard. There's still the possibility that they do different distributions depending on region (I don't think so though) The steelix/glalie are always the same on those files, since they get generated in the demo, not when receiving them in ORAS. ps: I'll add the italian file later. I could technically generate the other missing languages, but I see no point in doing that.
  2. Could you share the method you use to identify a rs/e save? Or is it savegame detection?
  3. Oh, I missed that post. Anyway, if I had the technichal information and the wondercard files I could program a pc tool to inject (and extract?) the wcs, then port the code to gc/wii.
  4. That would be really easy to do given the code to dump/restore is already available, but is the needed data/information available? I haven't seen any pc tools on the thread besides taka's, which only work with jap games.
  5. 1.0b: - Fixed bug that made listing tiles from seed always print tile 447, printing 7 possible tiles for majority of seeds I dunno how I missed that, just noticed because I wanted to catch a feebas on my emerald save.
  6. Do you have any way to dump that mew/the save? Alternatively, if it is already at level 100, could you check if it is fully EV trained (checking if stats change after beating elite 4 only with mew should be enough to know) and post the data? That way IVs can be calculated and a pkm file created. If it is at level 5, untrained, checking the stats after using several rare candies should allow to calculate the IVs too. It would be great to have another gen 1 legit mew data if you are willing to share. I myself I'm on the process to try getting a legit spanish gen 1 mew (the only one distributed in spain, but unlike the usa mews I suspect this one having random or other IV data)
  7. Japanesse 2016 mew has been contributed: https://projectpokemon.org/forums/showthread.php?48113-Gen-VI-Event-Contribution-Thread-2016&p=213690&viewfull=1#post213690
  8. I've used your data to make a "jpk1" file, which includes OT and Nickname mirroring what pikasav does for party pkm files. I think it's better to have all the data in a single file, rather than just the 44 byte party structure. I've also included some pkm files built from that mew for anyone looking for them even though they are not legit; and a jap->international conversion of the mew. Theoretically, the mew can be used on a USA/EUR gen 1 game, get it trained, with custom moves and to level 100 and it could still be converted back to japanesse. I've tested and the game works fine (besides OT and nickname not being readable).
  9. No, japanesse pokemon only have 5+1 characters for OT and Nickname, that's were the problem resides. I see no problem uploading the whole save though, unless it is his personal save and he doesn't want to make his OT number public, but that can be solved by trading the mew to a new save in a pc emulator (tgb dual)
  10. Yes, japanesse saves are different. I know someone who has researched jap save structure a little, I'll ask him. Can't you just upload the whole savefile until we can get a pkm file (if you already have it)?
  11. Those are really great and bad news . Maybe he can use the system settings windows server instead? Even on o3DS he can use a shortcut to access that new 3ds only app. I'm really curious about the catch rate byte, maybe they put a lucky egg or something there as special gift for gen 2/7 transfer? I've also had problems with ftpony, the list can't be retrieved on most android clients, dunno why, but you can actually send files to the 3DS root (not that this helps though).
  12. There should be no reason for yellow incompatibility
  13. Thank you, I'll check what gets changed at the savefile for event enabling since I doubt the address is the same for spanish version (but I'll try anyway) edit: the code works for spanish version too EDIT: about a year later (march 24th 2017), but set byte 0x3E44 in the savegame to 0x0B to enable the event via savegame editing for any non jap savegame. Gonna look at jap savegames EDIT 2: for japanese savegame, set byte 0xA083 to 0x0B
  14. My work in progress editor can, but there's no binary right now and I can't provide one until saturday. github.com/suloku/BW_tool
  15. Is there such a code for other regions? I know there's a patch for usa crystal that makes the game auto-enable the game when it is created, so you receive the gsball after you exit the pokemon center, and i guess all it does is get this value (what the code you posted does) on the save game upon new save file creation.
  16. Another option to be sure to not mess the savefile is to trade it with tgbdual or myoldboy (android).
  17. I speak spanish, but can't do anything until saturday
  18. ram2sav is a really bad way of exporting savefile, since it is not a 1:1 copy of the savefile, in fact it misses a lot of data. It was useful for pokemon extraction/injection, but not for save editing purposes imho. svdt is the way to go in userland, and now the problem with 9.6+ encryption has been bypassed. If you can install CIA files, use jksavemanager. Also, I recommend you to setup a 10.7 emunand and never use your 9.2 sysnand.
  19. Be my guest: https://projectpokemon.org/wiki/6th_Generation_Pokemon_Link_Map The pokemon slot structure is mostly the same as the one in wondercards, so my idea was to copy the layout of wceditor with a slot selector (and a list of what is in each slot) and add the items, pokemiles and battle point fields. Ps: [MENTION=27612]Conri[/MENTION] the file you uploaded is the same as the onr already contributed (same checksum)
  20. I've wanted to code such an app for a while. At first I didn't have the skills to do it, now I think I do, but unfortunately I don't have the time for it (my current c# and windows form knowldege might require a lot of debugging until the tool is actually useful). The information needed to code it is available to everybody though.
  21. Would you mind explaining what was the problem and how you managed to solve it? Might help other people.
  22. No, if you use OOT3D hax you will need to manually change the payload in the OOT3D savegame. If this is your only entrypoint and you don't have access to any other method to re-install OOT3Dhax I suggest to way until official release and installer, since if you mess up you'll lose homebrew until a new entripoint is available to you.
  23. I just came across this: https://www.reddit.com/r/pokemon/comments/1ulqhw/found_my_old_gen_1_team_with_legit_mew_put/ So, OT: LINKW ID: 28664 DVs: (5)/10/1/12/5 ? Distribution level: 5 (135 exp) I guess, like every other mew on gen 1. Moves: Pound The stats shown on the mew are possible with those DVs, which seem to have been the standard for US mew distributions. In any case those are not stats for a full exp level 100 mew. There's really no way of telling, but I think chances are high those are correct values. BTW, current gen 1 mew distribution going on japan: OT: ゲーフリ ID: 22796 DVs: 15/15/15/15/15 (perfect FFFF) Distribution level: 5 (135 exp) Moves: Pound This has been confirmed. The only that that might (but isn't likely to) be different is catch rate (which converts into item when transfering to gen 2).
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