Jump to content

suloku

Innovator
  • Posts

    741
  • Joined

  • Last visited

  • Days Won

    26

Posts posted by suloku

  1. 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

  2. I'm likely to just update pk2pk with the new PKHeX conversion classes. I'd rather keep PKHeX only exporting gen 6 files and have pk2pk be the flexible focused tool.

    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".

  3. pk2pk is out of date and has a few glitches associated with it, nobody should really be using it to transfer to Gen 6.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.

  4. 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.

  5. @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.

  6. Yes, if you edit it to have the correct data to make it appear to be from Gen 3, then it should work. I'm just not sure about the giveaway mythicals, unlike Mew which could've been caught in Emerald. You may need the correct event TID/SID and OT for the Celebi, which is why I'm assuming it may not pass the Transport filter. But like I said, it's known that the hack filter isn't perfect. It's worth a shot though.

    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).

  7. 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.

  8. 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?

    Did you already get the prop case in White 2? You can't obtain it twice. Once you recieve it, through Memory Link or regular, you can't recieve it from Memory Link again. Also, if you're trying to get the prop case from Memory Link from DW, you have to put a Pokemon to sleep from your White game AFTER you get the prop case in White, THEN it will be availible to you in White 2 with all your acquired props.

    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

  9. Does anyone know if a equivalent of this exists that would let me convert a gen 1 .pkm to gen 2? Or just some gen 2 editor that would let me import a gen 1 .pkm

    I have been for old times sakes doing a LiveDex on Blue and would like to bulk import them all into a Silver save to continue the LiveDex but would like to avoid doing that much trading with myself. Plus I wouldn't mind injecting them before playing through to the time capsule.

    Edit: I found a editor that works I had missed it because it is a legacy version and I had tried the newest already with no success so I didn't think a old version would have more features.

    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

  10. I've checked both (Yours and mine) by Hex and with WC editor and the only difference I can see is the receiving date (Both have OT Harry + ID 10235).

    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)

  11. What do you mean? :confused:

    Do you mean that my WC isn't legit because date doesn't match?

    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)

  12. Thank you for the feedback :

    I'm extracted the WC before collect the Delibird in game. Maybe come from here.

    The method used is PKHeX - WonderCard Viewer.

    I upload the WC after collect Delibird but is probably considered as used : [ATTACH]12828[/ATTACH]

    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

    Nintendo Zone's code Spanish Hoopa (Spain)

    As I knows this Hoopa hasn't been contributed yet

    Proofs:

    -----1

    c4f8bf025b86d943c9aa3b8fee2b20ado.jpg

    -----2

    b0cad492efafcf39e34f87e12e86845do.jpg

    -----3

    6318b5d312f00ef1cee4fcef697024f1o.jpg

    -----4

    209d9311029e323277ca246e68e64a1co.jpg

    [ATTACH]12791[/ATTACH]

    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).

  13. French PGL Delibird : 1512 - Un cadeau pour les fêtes !

    86915020151225140119.jpg

    16758420151225140243.jpg

    95930420151225140247.jpg

    Sorry for the huge photos

    [ATTACH]12827[/ATTACH]

    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.

  14. I found out that PokeCGear has a hidden column in the table right after the moves column in which you can see the unknown bits.

    But unfortunately I have still no idea about the meaning of them. In your efd file almost every Pokemon has them set.

    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?

    By the way I noticed your tool allows saves with .dsv extension but only files with 512kb are valid to use. DeSmuME files have a different size due to their 122 byte footer.

    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?

    Also is there any chance you will add B2W2 support?

    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.

  15. 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.

  16. Ok, finally I got all the info about how pokédex handles forms:

    * Male/female forms are ignored in pokédex, i.e. there's no pokédex entry for male and female deerling, while there is for every other pokémon without alternate forms. This is how this is handled:

    - If the first pokémon seen/catched is female, the flag for female (or female *) is set, as it would with any other pokémon. The correspondig form-dex flag is also set.

    - When user changes the displayed pokédex entry to a different form, the generic displayed flag is set to "male", regardless the male form was actually encountered or not; even for flabebé (which doesn't have a male form) the male displayed flag is set (or shiny male if the selected displayed form is shiny).

    * Pikachu in ORAS is a special case: form-dex flags for normal pikachu will be set regardless the gender, and the formdex display flag will be set too, but the generic display flags will be used (as it has male and female forms). This normal-pikachu flag for form-dex is unset if the only pikachu unlocked is cosplay pikachu (but the encountered female and displayed female flags are set for cosplay pikachu).

    * In a similar situation as picachu, encountering/capturing a mega pokemon (including groudon and kyogre) unlocks the corresponding flag in form-dex for the non-mega form.

    * Pokémon with battle-only forms (castform/cherrim/darmanitan/meloetta/aegislash) unlock both forms in pokédex even if the other form has not been seen when encountered in battle, traded or withdrawn from bank.

    Xerneas, even though also has a battle-only form, does only unlock "relaxed form" in pokédex when traded or received from bank (I checked both, encountering in battle does obviously unlock it, since xerneas will be in that form in battle).

    * Any other pokémon with forms only get their current form added to form-dex when traded or withdrawn from bank.

    * Pokémon with forms that can't be stored in pc boxes (shaymin sky form, black and white kyurem, furfrown hairstyles, mega forms, primal froms and xerneas active form) can only be added to form-dex by triggering the transformation in-game.

    I guess this is all regarding form dex. On another topic, is there any info about the two unknown u32 values that appear in http://projectpokemon.org/wiki/Pok%C3%A9mon_XY_Save_File_Structure?

    0x1AA40 - u32 ??? 0? 
    0x1AA44 - Spinda Spot Pattern (First EC encountered) 
    0x1AA48 - u32 ??? 
    0x1AA4C - 0x54 Bitflags - Obtained specimen from Previous Console Era (pre Kalos Game Origin, 1-649)
    

    By the way, in my save spinda patter is at 1AA48, not 1AA44, is the info wrong?

    There's also a similar unknown u32 for ORAS. I'm just curious.

  17. Nice finding with the medals. Are you sure there's no way in any of pokéstock tools to edit the medals? Maybe it is untranslated stuff.

    Anyway, I don't know anything about dlc or online content for gens prior to VI since I stopped playing at III and played them last year. If you provide me a savegame before and after using the cheat code, with information about those medals, what they are for and how to see the medal collection in-game I'll try to look where are they stored. They are probably bitflags, so an editor could be possible (I would need the medal names and such though).

    EDIT: I was checking bulbapedia, how many hint medals are there? Is hint medal a medal or an object?

    eDIT 2: I've looked a little in the forums: http://projectpokemon.org/forums/showthread.php?24541-B2-W2-AR-Codes&p=164781&viewfull=1#post164781

    EDIT 3: I've looked at the pockestock thread, seems like medal editing didn't made it into pockestock, but maybe it's just me not knowing japanesse?

    EDIT 4: Medal data location is already known:

    25300 25797 2579A 25F88 Medal data

    I would just need to see how they are stored, probably something like flag and date... but I think using kaphotics AR code is better since it seems to make the game put all the data for the medals, unless if manually editing the medal data triggers the same in-game events.

  18. OK, here's my current form-dex map:

    form-dex is composed of 4 sub-dexes, each 0x18 for Pokémon XY and 0x26 for Pokémon ORAS

    * Alternate forms encountered: 1 bit is set for each form unlocked, mega evolutions have two forms (non-mega and mega)

    * Shiny alternate form encountered: 1 bit is set for each form unlocked

    * Displayed form:

    * Displayed shiny form: if a bit is set here, it should be unset in "displayed form"

    note: for a form to be displayed, the corresponding form encountered bit must be set.

    note 2: any mega pokémon needs the non-mega bit set as it would be impossible to encounter a mega-evolved pokémon without seeing the non-mega evolved form.

    Unknown (28)
    Deoxys (4)
    Shaymin (2)
    Giratina (2)
    Rotom (6)
    Shellos (2)
    Gastrodon (2)
    Burmy (3)
    Wormadan (3)
    Castform (4)
    Cherrim (2)
    Deerling (4)
    Sawsbuck (4)
    Meloetta (2)
    Darmanitan (2)
    Basculin (2)
    Kyurem (3)
    Keldeo (2)
    Thundurus (2)
    Tornadus (2)
    Landorus (2)
    Vivillion (20)
    Flabebé (5)
    Floette (6)
    Florges (5)
    Pumkaboo (4)
    Gourgeist (4)
    Aegislash (2)
    Xerneas (2)
    Venusaur (2)  --> X/Y Mega pokémon
    Charizard (3)
    Blastoise (2)
    Alakazam (2)
    Gengar (2)
    Kangaskhan (2)
    Pinsir (2)
    Gyarados (2)
    Aerodactyl (2)
    Mewtwo (3)
    Ampharos (2)
    Scizor (2)
    Heracross (2)
    Houndoom (2)
    Tyranitar (2)
    Blaziken (2)
    Mawile (2)
    Aggron (2)
    Medicham (2)
    Manectric (2)
    Banette (2)
    Absol (2)
    Latias (2)
    Latios (2)
    Garchomp (2)
    Lucario (2)
    Abomasnow (2)
    Pikachu (regardless the gender) --> Start of OR/AS forms
    5 unknown bits --> (unused cosplay pikachu formes probably?)
    Cosplay Pikachu (no costume)
    Hoopa (2)
    Beedrill (2)	<-- OR/AS Mega pokemon
    Pidgeot (2)
    Slowbro (2)
    Steelix (2)
    Sceptile (2)
    Swampert (2)
    Sableye (2)
    Sharpedo (2)
    Camerupt (2)
    Altaria (2)
    Glalie (2)
    Salamence (2)
    Metagross (2)
    Rayquaza (2)
    Lopunny (2)
    Gallade (2)
    Audino (2)
    Diancie (2)
    Kyogre (2)
    Groudon (2)
    Arceus (18)
    Genesect (5)
    Furfrow (10)
    1 unused bit
    4 unused bytes (32 bits)
    

    As you can see, it seems like 5 bits were intended to be used for cosplay pikachu, but they decided to not use them (I've tried setting them manually, but they won't appear in the pokedex). I don't think they are used for something else and their location is very suspicious: there are 5 cosplay pikachu costumes, and these 5 bits are exactly between the normal pikachu bit and the no-costume cosplay pikachu bit.

    Also, after diancie I have 4 unmapeed bits which I don't know what they are for yet. I know they must be used for something, since my ORAS savegame (never used pkhex with that savegame) has one of these 4 bits set, but unless I'm missing some forms I'm unaware off, I don't know what that might be. Any clues? I've been using bulbapedia for the forms list, but maybe they are missing some forms?

    EDIT: forgot to mention forms follow the same index as in pokémon structures. For mega evolutions, first comes the normal form, then the mega form. I don't know why they added this extra flag, I haven't checked how the other pokédex entries are handled at all. I need to check if this "normal form" flag is set when encountered or when owned.

    By the way, I though that if I set those bits I'm missing to the displayed shiny flags I'll be able to know what pokémon are those for.

    EDIT2: I've just realized primal groudon and primal kyogre aren't listed as mega pokémon, they're probably that 4 bits I'm missing.

    EDIT3: I was right, the structure is now complete. Now what's left is to check how form-dex and normal dex are flagged toguether. I've updated the beggining of the post.

    EDIT4: from what I can see, the generic male/female/shiny male/shiny female/ are normally set, but ignored when displaying the pokédex (there's no male/fema entries for deerling or wormadan evolutionary lines, only formes). I still need to see how the generic displayed flag behaves when selecting a different form.

×
×
  • Create New...