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Everything posted by suloku
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Yes, the wipe save data basically wipes it, probably by writing all of it as 0xFF (you could also restore a full 0xFF savegame to obtain the same result, a corrupted save might also make the game reset the save on itself). In any case, you might be interested in just restoring a savedata that can distribute the manaphy egg instead of replaying the whole thing, there's one available at gamefaqs, and also at digiex.
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You are most likely injecting the official japanese event into a non-japanese savegame. Use the unofficial one included in the package for non-japanese games, it will enable the event just like the japanese one. Of course the Mew will be considered non-legal, since it was only ever possible to obtain in a japanese game. But you may override the langauge setting and inject the official japanese wondercard into your non-jap save and use it with a japanese rom to get a japanese gen 3 mew. ps: mystery gift can be enabled in the editor via the "extra" menu, for those who don't mind enabling it via save editing.
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Specifically the one I personally use is 0.3.0.RC1 and never had a problem. You would need to setup a WEP network or use a slot2 compatible device for backup/restore purposes, but if you only want to wipe the savedata I think you'll only need to run the .nds file, select the option and follow instructions.
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Didn't kaphotics and SciresM do a lot of reversing to the demo and final games? They even left nametags in the demo, which made it easier (or so they said), I don't know about the final games, but probably the code in the demo matches most of the final version.
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It's a wild encounter, that's impossible unless the save where you capture it has the correct data. I guess this could be achieved by the script...maybe change OT and ID when the mew is captured and after it's captured recover the original OT and ID? It should be possible, I've suggested it in the comments of the video, let's see if MrCheeze reads it.
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Trying to create a Pokemon FROM Dream World/Dream Radar
suloku replied to lvlann's topic in Pokémon Legality
You may use the following tool to introduce dream world pokémon into your black and white/black and white 2 savegame. It has a "legit" mode, in which you directly select those pokémon that were available in Dream World, taking into account the region too (i.e. jap only releases can't be put into non-jap savegames). Of course, it's easier to download the pkm files and edit them (if needed), as theSLAYER suggested, and don't require the BW/BW2 games at all, as you seem to be interested in having them on gen 7. For dream radar pokestock has an editor, but it is in japanese (I should investigate and make an editor for this too...) -
Well, this is unexpected, I thought the game would just be some species IDs and maybe some byte that decides if the pokémon stays or leaves, but if they are uncompleted pokémon, getting them edited this way is only editing the species, most of the relevant data is already generated... The game probably uses the same method to generate them from a species table, so I guess it should be safe, but for example entralink forest in gen 5 was more simple and in fact properly editing makes them fully legit (or legal, I always confuse the terms). In any case, good findings! ps: I think I'm still missing some pelago mons, I'll upload a full collection for anyone interested when I have them all, and as suggeste I'll use pporg.
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You may use a NDS flashcart or a 3DS that can run hombrew or has custom firmware to mingle with NDS carts save data, as sugested by ThisIsDaAccount Maybe you can find how to reset the savefile in the game's manual, just like the main series games can: http://www.nintendo.com/consumer/manuals/ds.jsp
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I've been collecting lots of pelago mons in my sun, I think I have one of each by now, but I only used the pelago after beating the elite 4, so all is 50+ level (including two kadabra). Maybe someone is interested in a collection of pelago pk7? I don't really think there's much to them besides the pelago being met location (the most interesting for me was trevenant, as that is a trade evolution).
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So it's stored in the save? Then a single person can go and retrieve all the wondercards in one go via save backup/restore, I hope someone goes.
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I wonder how that works...it stores mac address? Trainer? Will it use the ID 0 wondercard? This seems like the gen 3 egg wondercards: you could toss the card to get another egg (no time limit though).
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Here are the savestates. I've included a readme about how to use them and how to use VBA to change OT/TID/SID. They are for japanese emerald, of course. Flawless_Mew_savestates_japEmerald.zip EDIT: Also, I've looked into clearing the flags for the static encounters via a wondercard script, and so far it worked fine for rayquaza, a regi and mew. I'm not sure if I feel like searching for groundon/kyogre right now, but I'll see if just clearing the encounter flag is enough for the event to be re-played. REBATTLE FLAGS -------------- 0x1BB : Player has encountered Regirock 0x1BC : Player has encountered Regice 0x1BD : Player has encountered Registeel 0x1BE : Player has battled Kyogre 0x1BF : Player has battled Groundon 0x1C0 : Player has battled Rayquaza 0x1C1 : set after voltorb pokeball new mauville 0x1C2 : set after voltorb pokeball new mauville 0x1C3 : set after voltorb pokeball new mauville 0x1C4 : set after electrode pokeball new mauville 0x1C5 : set after electrode pokeball new mauville 0x1C6 : Player has battled Sudowoodo Battle Frontier 0x1C9 : Player has encountered Lati Southern Island 0x1CA : Player has battled Mew 0x1AD : Player has battled Deoxys Source: https://www.pokecommunity.com/showthread.php?t=330008 (the flags are the same ones for any game region, unlike AR codes which are ROM specific). EDIT 2: seems groudon/kyogre need an additional variable: "setvar 0x4001 0x1" --> this re-enables the kyogre/groudon post-game "roaming caves", so it is needed in addition to the encounter flags to actually be able to re-battle them (unless you warp to them map, but the point is re-enabling the battles with a wondercard. I should see what the game uses to see if elite 4 have been beaten and add it to the script, I don't want to enable kyogre/groudon before post-game (or maybe the game already handles it by itself...), in any case seems there's already a flag for that used in secret bases so... EDIT 3: the savestates need this emulator (re-recording, which also supports lua scripts). I'm linking the one I used, but I'm not sure if it's the latest one (works for our purposes though): http://adelikat.tasvideos.org/emulatordownloads/vba-rerecording/vba-rerecording-svn480-win32.7z
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The "official" nintendo SDK "CONFIG" app can change the raw rtc clock, thus not triggering the games "time protection" (or whatever is called). (Also, why not just use a cfw?) I have a question of my own: is rufflet/vullaby available in the pelago for moon/sun respectively (they are version exclusives, but I'm not sure about the pelago...)
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I could craft a custom wondercard that re-enables all battles in emerald, easier than AR codes and can be traded over wifi adaptor too. I misscalculated yesterday, but frame 174 million now, so almost there. EDIT: hit 176, but I must go, I'll rng it in about 5 hours. I'll upload the savestates and offsets for TID/OT then.
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Did you build the script from scratch? The export and import as XSE file are only really meant to export a wondercard script, edit it and re-import. they expect a .gba file with the 4 first bytes being a pointer to the offset where the script is in the gba file (the same offset shown when you export for XSE). The non xse script import/export expect a 996 byte file or less, the script starting at the begining of the file. XSE is though for roms, and for some reason you can't rename a script file to gba, load it on XSE and set offset 0x000000 for editing, the minimum seems to be 0x0000004, so in order to edit a plain script you need to add a 4 byte padding, and in order to import, you need to remove that padding. I could make it so when importing the program skips all 0x00 bytes on the file, assuming that the first non 0x00 byte is where the actual script starts in the file, but this would only remove the need to manually delete the padding. As an alternative, get a wondercard, export the script as XSE and use it as a template: in xse remove the script and put your own, this way you will be able to import back with your script. The scripts found in the rom are a little different from the final scripts nintendo used for distribution (just some word changed here and there). In fact, for example, they messed up the Spanish Aurora ticket from emerald: it still tells you to go to vermillion city, while the one found in the rom is correct. This seems to indicate that they used the FRLG wondercard as template for the emerald cards (also explains why the official cards talk about the man in green, while he wears blue in emerald), and they didn't notice because the distribution wasn't actually held in spain (but could be downloaded at some later events in germany, or sending to nintendo of italy which is what we did). In the rom there's also the egg present scripts (which are embedded in the editor for easy usage) and some others, like the altering cave event script, which was probably scrapped due to only being able to hold 1 wondercard at a time and it works by changing the pokémon in the cave each time you talk to the deliveryman (I guess they should have hardcoded the event and just use the wondercard to trigger a flag as a solution, but meh). I should include an altered cave wondercard maybe...
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General Events Help, FAQ and Discussion Thread
suloku replied to Ahito95's topic in Event Contributions
Yes, the entire files are in the "dl_regulation" files (albeit the latest ruleset is NOT there, but the other 2 previous are, so I imagine the one you uploaded is outdated). EDIT: we still would need a way to use them in the future, that's why I asked about how other regions name the files in extdata. -
General Events Help, FAQ and Discussion Thread
suloku replied to Ahito95's topic in Event Contributions
I've seen those, but they are actually different from what you actually get downloaded on your 3DS. Unless there's a way to set a local broadcast server at home from which one can download the rulesets, those files can actually be directly used. I've only downloaded 3 rulesets so far, and according to serebii only 3 have been available. All 3 are still downloadable, so we can still get them in all languages. I've tried comparing some of the files you got from boss with the actual rules stored in my 3DS and I've found a match for two of the rulesets in the dl_regulation_EU_S file. The third ruleset (alola friendly competition) is missing, so my guess is that they update the dl_regulation files when new rulesets are added. What I get from this: - We can dump the rulesets from the dl_regulation files - We need to know if all region use the same filenames in the extdata (012, 013 and 014 for current downloadable rulesets) - The dl_regulation files should be update when new ruleset downloads become available. If you have a 3DS with a game set as non-spanish region (japanese or USA would be the best), could you post the contents of your REG folder in the EXT Data? You may browse them with FBI, this way we can see if they use different filenames for different region rulesets or the filename is tied to the ruleset as some kind of ID ( I haven't been able to find any relationship with the filenames within the regulation files). -
There's a sample old sea map wondercard for all non-jap emerald games in the download. It uses the script found in the english rom, you may edit the WC text to your liking. I didn't do one for each language because it is not an official thing and the english one works just as fine for all the other languages, so for those who only want to get the Mew should be more than enough. When exporting the script for XSE you get a GBA file (to load into XSE) and popup window with the offset you need to input in XSE.
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Frame 130 million. I expect to hit 175 million in about 10 hours. I never realized this same frame/seed could be used to get any other of the emerald legendaries... unfortunately the savefile I'm currently using already caught rayquaza, but re-enabling the event in the savestate would be quite easy. In fact, I don't know why there's nothing to re-enable legendary battles on gen 3, they are only some flags that can easily be found with a script editor. I may research this at some point, now I want a shiny flawless rayquaza for the battle tree (still need to get myself to beat it, I never really bothered with the battle towers/zones, but this time there's a passport seal so...)
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I think for the mew, 45 days is somewhat reasonable, but half a year... I may check gen 4, which may have an easier way to get a flawless ditto. BTW, fram 104 millon right now, so maybe tomorrow night...
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General Events Help, FAQ and Discussion Thread
suloku replied to Ahito95's topic in Event Contributions
Remember when I suggested that downloadable tournament rulesets should be preserved, since they are stored locally in the Extdata folder for Sun/Moon and can be used in local combat? Well, I tried restoring with no luck with JKSaveManager on a 3DS with new SD card, but manually copying the ruleset files into the Sun/Moon Extdata "reg" folder did the trick. I used FBI for this, but since this is userland, we could use the old exdata app for 3ds, since it copyies things to exdata given a text file with the paths and instructions (or someone could go and fix jksavemanager...). In any case, the rules are downloaded in each console depending on the region of the game, so here are the 3 downloadable rulesets that have been available for the spanish language. SunMoonRulesets_Spanish.zip -
Yes, it's not exactly 60hz (which is also why the gameboy player on NGC repeats a frame every so often (to sync) and feels so sloppy, something that homebrew is able to do better, check out Game Boy Interface by extrems). Currently on frame 86 million, so almost halfway trough, should have the save state ready for the end of the week. Also, I've been keeping savestates around every 8 hours, which may come useful for other crazy frames like this one. ps: do you have any frame for RNG a flawless ditto? I'm really interested on this one. BTW, I'll use this oportunity to get them from gen 3 up to gen 7, then compare with pkhex conversion 3->7, si if the same file outputs (since it's a pain, I'd prefer to get as many as possible to gen 7 at once).
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Excuse me sir, but the first Toys R Us distributions (the YOSHIRA/YOSHIBA OTs) did use trading based distribution, I personally contacted two former employees that confirmed this (each by his own), and the Mew from the "Mew machine" is nicknamed, while the cart based ones aren't. You may check yourself here: The distribution in spain also was a direct trade (although there's obscure data about that one...) Also, nobody really knows how those "send nintendo your cartridge" distributions worked for gen 1. They might have had just a cart full of mews and they traded over manually... who knows. ps: Also, at the very first Mew machine distribution in the US, the very first day, since the machines were still under testing, the employees got the mew transfered to their cart, then they traded it via link cable to the attendants (I guess this didn't last much, but as a curiosity even mew machine mews were officially distribute via trade). ps2: yes, I still need to write my document about everything I've learnt about the mew distributions (it's not much more than what I've already posted here and there, but I want it compiled and for anyone interested to check). ps3: do you know if japanese Mew Machine mews also had the "fixed DVs" ?
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- pokemon distribution
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