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suloku

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Everything posted by suloku

  1. jksavemanager automatically deletes securevalue, but that's for cfw only. There's a way to delete secure value from *hax, but the app hasn't been released yet (the functions are there in ctrulib, but nobody has gone and publicy used them).
  2. Link to the (supposedly latest) english pockestock: https://www.dropbox.com/s/kd6z86ciu9pt7bh/PokeStock2_ver3_7_eng.rar?dl=0
  3. So does the game re-use flags? I was surprised a flag related to battle maison was set so early in the game.
  4. Oh, I assumed nintendo had been weightening the pokemon structure each gen. Thank you for updating pk2pk! ps: is there a way to contact SciresM? I've tried multiple times in this and other forums without reply to ask him if he could upload wc6 editor's source, but I never got a reply
  5. I already made some changes, gonna make a pull request: I just added 2 options under Tools->Other menu: - PK2PK Gen IV: prompts for a folder, will convert any suitable .pk3, .pkm or .3gpkm in that folder to .pk4 - PK2PK Gen V: prompts for a folder, will convert any suitable .pk3, .pkm (gen 3 or 4) or .3gpkm to .pk5 I know pkhex is a genVI focused tool, but I don't think these two options make an impact on it's current functionality, and there's no need to keep two tools updated. Of course if pk2pk gets the new classes pkhex has, updating both tools would still be easy. But well, pkhex is your tool, so do whatever you feel like. ps: BTW, on loadBoxesFromDB() (f1-Main.cs) you are missing a "PK4.SIZE_PARTY".
  6. Does that mean there are no glitches for gen 3->4, gen 4->5 and gen 3->5 transfering? Or is above's issue (pokeball lost in gen 5,6 trasnfering) one of the solved glitches in pkhex? I think I may have a solution to integrate pk2pk gen 3->4, gen 4->5 and gen 3->5 in pkhex even if it is used for primarily for Gen VI. The current code converts secuentially, so when converting gen 3 to gen 6, at some point a gen 4 pokemon structure and a gen 5 pokemon structure are generated, so here's my idea: 1.- Add a toogable option to pkhex (default disabled), something like "PK2PK mode" ON/OFF 2.- a) If PK2PK mode is OFF, pkhex behaves as it does now (convert any -pkm to pk6 and add to savefile). b) If PK2PK mode is ON, when a not gen VI pokemon is detected, ask the user when the code converts and generates a gen IV or gen V pokemon, prompt the user if he wants to save the .pkm file Example: PK2PK ON, want to convert a gen 3 .pkm to gen 5 After drag and drop to pkhex, the gen 3 .pkm is converted to gen 4. Before the code continues the conversion process and gets it to gen 5, a prompt appears: "Do you want to save generation IV pkm file?" YES/NO. Click NO. Conversion code continues normally, and after it is converted to generation V prompt the user again. I think this is a good solution to take advantage of pkhex's pk2pk updates while still mantaining the other generation conversions. Since pkhex is already generating genIV and genV pkm structures before converting to genVI it should be trivial to write them to the disk. Or instead of PK2PK Mode ON/OFF, a couple toogles: PK2PK gen IV (output any drag&drop as gen IV, ignore/error gen IV,V and VI pkm/pk6 files) and PK2PK gen V (same as before, but not ignoring gen IV files). ----- I've been looking at the code, and I think it would be easy (for someone who can handle C#) to add a couple menu options (Gen III->IV and Gen III/IV->V) that open a file selection window that accepts files and outputs them in the same directory as .pk4 or .pk5 files (one could always use a mass renaming tool to use with other save editors). I may attempt myself, If I get something usable I'll make a pull request.
  7. I made a new XY savegame and played a little (got to first town and saved in pokemon center) and opened it with pkhex and noticed the flag "50: beat chatelaine" is enabled. Then I got a previous save from this same gameplay (just after getting pokedex and being able to save) and the flag is off. Maybe it's wrong, maybe it's the default state until reaching battle mansion, maybe it is used for seomthing else, but I'm a little confused about this flag. I haven't used pkhex or pokemon bank on these two savegames I've checked.
  8. Thank you very much, seems great and very well implemented! I'll try to make some tests this week, if I find something wrong I'll let you know.
  9. I guess I should make such a tool when I get time...
  10. @BlackShark a friend lend me a white 2 cartridge and I did the key transfer thing, here are the saves (I searched a little and found no info aside the AR codes): Pokemon white 2 no keys receiverd: https://www.dropbox.com/s/0npkxfv33ramad5/POKEMON%20W2.0.sav?dl=0 Pokemon white 2 after receiving challenge Key: https://www.dropbox.com/s/b1dw2qyf99zzsbk/POKEMON%20W2.1_afterchallengekey.sav?dl=0 Pokemon black 2 no keys received: https://www.dropbox.com/s/f9xi6ysshsc4ado/Pokemon%20-%20Edicion%20Negra%202%20%5BS%5D-42_afterleague1.dsv?dl=0 Pokemon black 2 after receiving help key: https://www.dropbox.com/s/9pet69eav42wx8h/Pokemon%20-%20Edicion%20Negra%202%20%5BS%5D-42.5_afterleague1_helpmode_keytransfer%20%28test%29.sav?dl=0 Pokemon black 2 after receiving all 3 keys at once (from the no keys received save): https://www.dropbox.com/s/aedjcjgal5dyfjn/Pokemon%20-%20Edicion%20Negra%202%20%5BS%5D-43_afterleague1_all_keytransfer.sav?dl=0 note: "Pokemon black 2 after receiving all 3 keys at once" save has been generated with a different white 2 save, which already had all keys. The challenge and help keys were received in white2 and black2 respectively in a reciprocous way. I took a look at the differences in hex viewer, without decripting, and unfortunately more than one section of data was changed. I guess decrypted data will make more sense. Do you have a decriptor/encriptor for genV saves? I do have the code I used in entralink forest tool, but only works for that black/white data block , it would be useful to have a tool to decrypt and re-encrypt the full save.
  11. I transfered a gen 3 spanish and english colosseum celebi trough pokemon bank, so they don't check TID/SID unless they added these unreleased ones... which I doubt since the spanish one has OT "Ágate" and the "Á" character gets corrupted when transfered to gen IV since they changed the encoding for the "Á" character (they have kept the change from gen IV to gen VI).
  12. Sorry, I missed the conversation notification in my email. I transfered data to empty black2 saves (used a tool to erase the savegame, all save is 0xFF). I didn't make anything besides entering and exiting entralink, as far as I recall. Decryption key being different might be because it is as if it were transfered anew, so a new key was generated? I keep a lot of saves from the same gameplay at different story points, so if you want some specific test I'll try to get the saves.
  13. Yes, I noticed it was different from yours. Here's my full black 1 save used for the transfer:https://www.dropbox.com/s/kqg23vlgi4oi5id/Pokemon%20-%20Edicion%20Negra%20%5BS%5D-49.sav?dl=0 edit: wait, I think your file is from white/black 2 right? I got confused, Black_spanish_memorylinkdata.sav is 0x7E000 to 0x7EA1F from a Black 1 savegame, not black 2.
  14. A little reviving. I've reached this by trying to find the reason why I'm unable to unlock the "Farewell, Beloved Sister" memory after doing memory link. I have all props in black 1 (got them today, my trainer card changed colors after getting the last prop). Seems there might be something else about how to unlock that memory. I think I've never actually used the entralink, also I've never entered dream worls since it was already closed when I started my savegame, but I found a gamefaqs thread with this very same problem and it is from 3 years ago so it might not be that... I'll try tomorrow after messing with the entralink, see if that's what I'm missing. Also, I was aiming to obtain all possible memory link data prior to starting my black 2 savegame, so when I get to know how to unlock that memory I'm missing I'll post the data, as it also contains pokedex diplomas and subway trophies. EDIT: I've found the answer, seems that having put a pokemon to sleep is also a requirement. The question then is, how do I get a pokemon to sleep with dream world down? EDIT2: I'm really happy to say that having a pokemon tucked in / have accessed dream world/gamesync was not the requirment for that link memory unlock: the requirement is having entered entralink at least once. I can finally start my black 2 savegame! Also, I'm attaching the following memory link data from spanish black (essentially the same as in the first post, but with pokedex and trophies, no dream world related stuff, but again, it is closed now), and also two blank spanish black 2 savegames with only the memory link data transfered, one with the "Farewell beloved sister" memory not listed and one with it listed. Surprisingly, the memory link data from pokemon black savegame is exactly the same, so that block of the savegame isn't the only that the transfer tool checks when unlocking content. @BlackShark maybe you are interested in checking those save differences
  15. @Kaphotics are there any plans to implement all the form-dex information at some point? Not that I'm demanding anything, I just want to know if it is on the to-do list or you decided to not implement pokedex form handling in pkhex.
  16. suloku

    pokédex editor

    Try with PKHeX (01-10-16).zip
  17. I think the best tool is this one: http://projectpokemon.org/forums/showthread.php?43835-Gen-1-2-3-Pokemon-Editor-and-Converter-for-Windows-Mac-OS-X
  18. Ok, I checked your wondercard again and it seems that somehow I opened the USA one instead of yours when I checked and made the post. I'm really sorry for all this trouble and confusion I've caused. ps: @theSLAYER sorry also for all this mess with the spanish WC; just to not mix it, what I posted about the french WC stays (I've re-checked the WC just in case I also messed up like with the spanish WC)
  19. No, I did not say that your card isn't legit, the only thing I'm saying is that your card is the spanish version of the USA distribute hoopa (original trainer Mac), and it should not be confused with the hoopa being distributed in spain (original trainer Harry), which is the WC I attached. Date is actually irrelevant, if my 3ds was set to 2017 and received a WC, the wc would have that date. I just mentioned it because you obtained the WC before the spanosh distribution started (although spanish Harry's hoopa could be obtained trough other european distributions, like the belgium one)
  20. The used card is actually correct (except the fact that it is marked as used), I guess the game "fixed" it after being used. I've fixed the card, I tink this is the one that should be included in the wc6 compilation (as it is the very same as any other european (or even korean) card, but with french text. EDIT: also I just wanted to note that this Hoopa is the McDonalds distribution Hoopa in spanish language, not the spanish/european distribution one (Harry's Hoopa). I'm attaching a 100% legit Spanish Harry's Hoopa wondercard (this has been contributed before, but was via belgium nintendo zone spoofing, so the WC date does not match Spanish distribution dates).
  21. I was checking the delibird cards in hex for other reasons and I've noticed that you card is significanly different than every other shared wondercard from this event. Even Korean distro only differs in the WC title (and the japanesse one in title and OT), but the one you uploaded has selveral differences: mod edit: thank you so much for pointing these out. Users are not supposed to edit the wondercard before submission.
  22. Cool research, too bad we can't check if those bits were set randomly or were pre-assigned for each pokemon when downloaded from dream world. But well, if they are just animation, it doesn't have any major impact (I'm thinking about dream pokemon recreation trough entralink forest injection).
  23. Oh yes, I actually noticed that too when I was looking into this, but totally forgot about it. I'll put it in my list to check what those bits do to a generated pokemon by obtaining that pokemon with those bits set and unset. Maybe it really is some kind of animation? Woops, seems like I forgot to add the footer, I use sav files and drastic (android emulator) accepts dsv files without the footer so I didn't notice. EDIT: I wanted to code a dsv<->sav conversion tool too So, those 4 bits can range from 0-15, but from the looks of it they seem like flags, since there's no odd number the last bit is not being used? Haven't looked into it, but I wanted to. I don't recall if the forest data was exactly the same for BW2, but anyway first I should find a way to identify if the save file is from B/W or Black 2/White 2, since both savefiles are the same size. If the forest structure is the same for bw2, it would be very easy to make it work with their saves. EDIT: just looked at the save structures and I think that reading the bw1 checksum table and seeing if it has the correct checksum, then testing for the bw2 table and assume that if it is correct the save is from that game is safe enough. I guess checking ALL sections would be better though, since identifying a BW1 save as a BW2 save should be almost impossible.
  24. Interesting, maybe those last bits are the shiny modifier? Or fateful encounter flag? Or maybe they are some kind of perfect IV markers? Have you noted which pokemon are the ones with those bits set? EDIT: About stationary pokemon: I don't know about that, but what Entralink Forest Tool does is dump/inject the whole forest data from a black/white game. The included forest is a totally legit one, so if there are stationary pokemon, that's normal behavior.
  25. Thank you, let's see if I get the time to get a propper medal editor, all the info has gathered. I'm worried about event triggering when adding the medals to the save, but it'll probably work out just like kaphotics AR code... ps: how come memory offsets for B2 and W2 are different? Shouldn't they be almost exactly identical?
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