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Pedro250

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Posts posted by Pedro250

  1. Hi. I have transfered to pkn home my gen iv shaymin (from platinum to black2 and then to bank) but it only registered the land forme. 

    I uses sky forme in platinum and in black 2 so i have them in my bank dex.

    What do i need to so fo have the sky forme resgitered in pokemon home dex? Thanks

  2. 1 hour ago, theSLAYER said:

    The mon must have your name in HT_name. When it gets traded to someone else, that field is occupied by their name.
    So when traded back to you, that field gets replaced by your name.

    Besides that, the save also records number of trades, so you may wanna edit that so that it is not 0.

    Thanks.

  3. Hi. I have a question about a trade evolution pokemon. 

    I have a hacked switch with emunnand where i used pkhx to edit the way that trade evolution pokemon evolve (from trade to level 40) in Pokemon sword.

    If i trasnfer a pokemon via pkhex to my sysnand save (where i play online, i found a guide in gbatemp with instructions to backup and inject a save without cfw and I been using for a few months now without any problem or ban) will it have any legality issues because it was never traded to evolve? 

    Is there any flag or byte in the Pokemon code that is flagged when it is traded? 

    Thanks.

  4. hi codr,

    I can do a Portuguese translation for PokéGen if you want.

    I just need to copy one of the language files and translate it right? like:

    "Menu_File=File" is translated "Menu_File=Ficheiro" or "Menu_File_Load=Load" is translated "Menu_File_Load=Carregar".

    Waiting for awser,

    Thanks

    Bye

  5. Instead of asking for someone else to do the work for you, why don't you try to understand it yourself and ask questions specific to what you don't understand? If you don't understand ANY of it, you probably shouldn't be trying to do it anyway.

    Codr, not trying to start a fight or anything but i made both 4º gen and 5º gen evolution editor (along with allot more non-pokemon related programs), i know how to do this things

    I am more directed to ROM editing, not SAVE editing OK? Everyone starts some way, you start your way, i star mine.

    If you don't want to help, don't criticize, if you want to help, just help.

    Thanks

  6. I'm not 100% sure, but I believe the checksum calculation for Black & White is different than the Gen IV games. So I don't think that page is going to help...

    At any rate, here is the code I've been using for DPPt & HGSS:

           Private Function GetSeeds() As Integer
               seeds = New Integer(&H100 - 1) {}
    
               Dim v0 As Integer = 0
               Dim v1 As Integer
               Dim v2 As Integer
               Dim result As Integer
    
               Do
                   v1 = v0 << 8
                   v2 = 0
                   Do
                       If (CType(v1 >> 8, [byte]) And &H80) <> 0 Then
                           v1 = (2 * v1) Xor &H1021
                       Else
                           v1 *= 2
                       End If
                       v2 += 1
                   Loop While v2 < 8
                   result = CUShort(v1)
                   seeds(v0) = result
                   v0 += 1
               Loop While v0 <= &HFF
               Return result
           End Function
    
           Public Sub FixBlockChecksum(ByVal Block As mDPGeneralBlock)
               Block.Footer.Checksum = SaveBlockChecksums(Block)
           End Sub
    
           Public Sub FixBlockChecksum(ByVal Block As mDPStorageBlock)
               Block.Footer.Checksum = SaveBlockChecksums(Block)
           End Sub
    
           Public Sub FixBlockChecksum(ByVal Block As mDPHallOfFameBlock)
               Block.Footer.mChecksum = SaveBlockChecksums(Block)
           End Sub
    
           Private Function SaveBlockChecksums(ByVal Block As mDPGeneralBlock) As UShort
               GetSeeds()
               Dim Data() As Byte = RawSerialize(Block)
               Dim v2 As Integer = &HFFFF
               Dim i As Integer
               Dim v4 As Integer = Block.Footer.Size - &H14
               Dim v6 As Byte
    
               i = 0
               Do While v4 > 0
                   v4 -= 1
                   v6 = CType(Data(i) Xor CType(v2 >> 8, [byte]), [byte])
                   v2 = (v2 << 8) Xor seeds(v6)
                   i += 1
               Loop
               Return CUShort(v2)
           End Function
    
           Private Function SaveBlockChecksums(ByVal Block As mDPStorageBlock) As UShort
               GetSeeds()
               Dim Data() As Byte = RawSerialize(Block)
               Dim v2 As Integer = &HFFFF
               Dim i As Integer
               Dim v4 As Integer = Block.Footer.Size - &H14
               Dim v6 As Byte
    
               i = 0
               Do While v4 > 0
                   v4 -= 1
                   v6 = CType(Data(i) Xor CType(v2 >> 8, [byte]), [byte])
                   v2 = (v2 << 8) Xor seeds(v6)
                   i += 1
               Loop
               Return CUShort(v2)
           End Function
    
           Private Function SaveBlockChecksums(ByVal Block As mDPHallOfFameBlock) As UShort
               GetSeeds()
               Dim Data() As Byte = RawSerialize(Block)
               Dim v2 As Integer = &HFFFF
               Dim i As Integer
               Dim v4 As Integer = Block.Footer.Size - &H18
               Dim v6 As Byte
    
               i = 0
               Do While v4 > 0
                   v4 -= 1
                   v6 = CType(Data(i) Xor CType(v2 >> 8, [byte]), [byte])
                   v2 = (v2 << 8) Xor seeds(v6)
                   i += 1
               Loop
               Return CUShort(v2)
           End Function
    

    FYI, RawSerialize just turns a data structure into a byte array. I'm not sure how you're working with your data, but I'm guessing you're already using it as a byte array.

    Thanks a lote, i will check on this.

    I am hex editing the data, but i am thinking in change the data management , hex editing brings a lot of problems, so it's ok.

    Thanks again

  7. There's active trainers and inactive trainers.

    10 slots for active, 12? slots for inactive.

    There's some problems with 00 being the trainer value loaded (Leo), as his "Talked To" hex is 00. Which means there's no trainer there. (You probably already know this)

    I'll look at it more in depth tonight, thanks for making this!

    It's a ccitt-16 checksum by the way.

    AS i said to you, the program is still a beta, so bugs will happen.

    I will look on that, but first, the most important is the checksum fix.

    Thanks

  8. in Visual.NET (Using Visual Basic 2008).

    The base code (the open and reading/write parts) is already done, it uses a code similar to the one of my evolution editor.

    I just need a checksum fix code and its done.

  9. Hi,

    I already devloped a tool for edit this data, but i am having problems with the Checksum.

    The program is here: [ATTACH]8902[/ATTACH].

    This is just a BETA version, only edit the first trainer. First i am trying to solve the Checksum problem, then i will do the rest.

    It edit the data, but you need to fix the Checksum by yourself, or no change will be showed in-game.

    To fix the Checksum just open PokéGen, load your save on PokéGen, and save it again.

    It worked for me, tested two times.

    If anyone can help me with the Checksum Fix, i would appreciate it.

    Thanks

  10. Hi,

    I cant seem to be able to use you mugshot editor.

    I get the file a/1/8/0 form the rom using NitroExplorer,

    Then i load it on the editor.exe, extract all 44 file and LZ BATCH DECOMPRESS Them (the 000 - 0021 file).

    Then i load the Mugshot editor and when i load the folder with the file, i get an error

    Can you please post a tutorial how to use your tools, thanks.

    Bye

    Edit:

    Before decompress i have 45 file on the folder (the a/1/8/0 file + 44 files from editor.exe)

    After decompress i have 112 file on the folder (the a/1/8/0 file + 111 files from editor.exe)

  11. Hi,

    I played this and, for what i played, it seems very good.

    There are just some thing that you might would like to add to this, to make it perfect:

    - Give the Player all the Badges at the Beginning of the Game.

    - Give the Player a Fully Complete National Pokedex (Just for Fun, nothing more)

    - In some battles, the player team doesn't heal, nothing to worry, but could be fixed (i think).

    - About the items, instead of reviving the items after every battle, what about a NPC on the PokeCenter that give you the items needed every time you talk to him (5 Max Repel, 5 Max Potions, 5 Full Heal and 5 Full Restore should be more that enough for one battle)

    - Also, before starting a battle, when we talk to the trainer, there should be some sort of text before battle, like saying hello to the player or something, because without it, it doesn't seems right, i don't know why.

    Bye

  12. Siam:

    Only way as far as I know is to play the game and check that everything has edited as you want. There's no reference list that I know of, but Pokemon hex numbers are as simple as converting their PokéDex decimal number into hexadecimal with the computer's calculator. Levels are the same.

    Pedro:

    Wild Pokemon aren't affected by the time in B/W, you get the same encounters regardless of whether it's day or night.

    Only places that already have season differences in the game (ie Route 6, Route 7) have separate encounter lists for each season. In those cases, they're located one after another. For example, if you go to Route 6 (0000659C in the a/1/2/6 narc file) then you will be at the first encounter list for Route 6, which is the Spring one. The next is Summer, the third Autumn and the final one Winter.

    Swarms I have no idea, sorry.

    Thanks for the Help, i am trying to make a program to edit the Wild Pokémons, Swarms would be am extra, and i will try some research.

    Again Thanks

  13. bumped the thread cause this game needs codes.

    There are some codes for Pokémon Ranger 3 USA:

    Max Ranger Points

    520D058C 020D59B4

    020D5A44 000003E7

    020D5A48 00000000

    D2000000 00000000

    No Ranger Points Reducted (Free Upgrades)

    520D058C 020D59B4

    020D5A48 00000000

    D2000000 00000000

    Infinite Ranger Sing Time

    520D8008 000000B4

    520D800C 000000B4

    520D8010 000000B4

    020D8008 FFFFFFFF

    020D800C FFFFFFFF

    020D8010 FFFFFFFF

    D2000000 00000000

    Max AP

    94000130 FFFB0000

    920E9272 00000210

    020E9274 0001869F

    D2000000 00000000

    Activate Two/Four Players Switchs Alone

    520EFB24 E1500008

    E20EFB24 0000000C

    E3500001 B28DD00C

    B8BD8FF0 00000000

    D2000000 00000000

    Past Mission Time Never Decrease

    520465C8 C2444001

    020465C8 C2444000

    D2000000 00000000

    1 Loop Catch

    520F2328 E1D01EBA

    020F232C E3A01000

    D2000000 00000000

    X2 Exp

    520E2F98 E0821001

    020E2F98 E0821081

    D2000000 00000000

    X4 Exp

    520E2F98 E0821001

    020E2F98 E0821101

    D2000000 00000000

    X8 Exp

    520E2F98 E0821001

    020E2F98 E0821181

    D2000000 00000000

    X16 Exp

    520E2F98 E0821001

    020E2F98 E0821201

    D2000000 00000000

    X32 Exp

    520E2F98 E0821001

    020E2F98 E0821281

    D2000000 00000000

    X64 Exp

    520E2F98 E0821001

    020E2F98 E0821301

    D2000000 00000000

    X128 Exp

    520E2F98 E0821001

    020E2F98 E0821381

    D2000000 00000000

    Past Missions AP/EXP X2

    520F1BBC E59F0054

    120F1BC0 00002082

    D2000000 00000000

    Past Mission AP/EXP X4

    520F1BBC E59F0054

    120F1BC0 00002102

    D2000000 00000000

    Past Mission AP/EXP X8

    520F1BBC E59F0054

    120F1BC0 00002182

    D2000000 00000000

    Pas Mission AP/EXP X16

    520F1BBC E59F0054

    120F1BC0 00002202

    D2000000 00000000

    Pas Mission AP/EXP X32

    520F1BBC E59F0054

    120F1BC0 00002282

    D2000000 00000000

    Pas Mission AP/EXP X64

    520F1BBC E59F0054

    120F1BC0 00002302

    D2000000 00000000

    Pas Mission AP/EXP X128

    520F1BBC E59F0054

    120F1BC0 00002382

    D2000000 00000000

    Move Speed X1.5

    52102CA8 E59241BC

    02102CA8 E3A04003

    D2000000 00000000

    Move Speed X2

    52102CA8 E59241BC

    02102CA8 E3A04004

    D2000000 00000000

    Move Speed X2.5

    52102CA8 E59241BC

    02102CA8 E3A04005

    D2000000 00000000

    Move Speed X3

    52102CA8 E59241BC

    02102CA8 E3A04006

    D2000000 00000000

  14. Hi, just one quick question: I read in other pokemon related websites that, when a pokemon has the Dream World Abilitie, a flag (one of the hidden values) is activated (to wifi check). So my question is: Does Pokegen Auto Set that flag if i chose a Dream World Abilite, or do i need to hex edit the pkm file to set it.

    Also, another question, if not asking to much, could you have an option on Pokegen to show the hidden values? I know that they are automaticle set, but i think that, having an option that let us edit them as we want (even to make a non-legit pokemon) like pokessav, would be very good.

    Bye

  15. Podias ter dito, a maior cidade de todas. xD

    Mas não consigo entrar em nenhum barco, mas os membros da team plasma já sairam do caminho na 7ºcidade.

    NÃO, não tens de ir para nenhum barco. A partir dessa cidade deves ir para o local que eu assinalei com um circulo azul no mapa (no deserto) e la procura uma entrada, é para la que deves ir.

    Outra coisa, antes de ires para esse local no deserto, na sétima cidade tens de ir para um castelo que tem la, é onde vais encontrar o N com Reshiram/Zeckrom pela primeira vez, esse castelo fica pouco acima do ginásio da sétima cidade, assim que sais do ginásio vai para norte que das com o sitio de certeza.

  16. Boas,

    Depois de traduzir, faço o upload para um servidor qualquer e vocês depois põem lá no github?

    E tipo, preferem que se usem nas traduções "tu" em vez de "vocês"? Eu prefiro usar o "tu".

    Onde é essa cidade?

    Boas, a cidade é a que está destacada na imagem em baixo dentro de um circulo vermelho, e dentro de um circulo azul esta a localização do ancient castle:

    Agora a imagem:

    sekkacityisshumap.png

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