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ajxpk

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ajxpk last won the day on August 31

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  1. Well, depends on what you mean with it "seems" to work... at least it does not work in a secure way. Btw. I wonder why people always think these games work different on emulator than they do on the real hardware. An emulator is in fact a virtual machine that (if done properly) imitates what a real machine would do. SRAM bank switching is essential and has to work exactly like on the real hardware, otherwise the emulation will fail as soon as the game wants to switch banks and writes/reads values to/from incorrect locations. If there's really something here that works different my guess would rather be the cheat codes. There's nothing documented about it other than that Z is always 01, I don't think this is for the bank considering that the GB gameshark format predates the CGB hardware... I remember I haven't seen anything GS Ball related in the patch file, it should be in code.bin.
  2. SRAM bank switching works exactly the same way on emulator. As @BERRY Guru said... the only secure way to get to the exact location is inside the SRAM file. Edit: Sorry I always get confused reading information from different sources like Github or Glitch City Laboratories (R.I.P.) back in the days, it's better I read into the asm myself which I just did to refresh my memory. It turns out that it actually doesn't matter in which SRAM bank it is. It's the so-called Extra RAM (0xA000~0xBFFF) which is not to be confused with the Work RAM bank section (0xD000~0xDFFF). It doesn't change the fact that codes should be used with caution though. I also re-confirmed that the flag is at 0xA000 in memory. Háčky posted the asm of the debut function that sets GS Ball Flag a few years ago... SetGsBallFlag: ld a, $05 // GSBallFlag call $2FDA //open ram bank ld a, $0B // GSBALLFLAG ld [$A000], a //GSBallFlag call $2FEA //close ram bank ret With that being said, I don't know where you got that other location from, I can't find anything about it...
  3. The 00185 one looks good, I think it could be real. 45280 is a hack. クッパ is just like ドンキー from Nintendo Space World '97 .
  4. Wow! That's amazing! I also found something a while ago which I forgot to share here for some reason... Source: http://blog.livedoor.jp/sylphwatch/archives/6683625.html I think with this it is confirmed that コロコロ Mew with IDs over 01000 are potentially possible, but this should be taken with a grain of salt. It's unknown from which CoroCoro issue this is coming from, but this article is about all the requests to distribute CoroCoro Mew when they stopped distributing them, so the screenshot was most likely made after the last distribition and before the first Special Machine distribution. Would be good to know from which distribution this is coming from, if this was really from the very first Mew Distribution this is a piece of gold. This sticker looks very familiar, those were also used for the ニンテン Pikachu distribution. The red number has nothing to do with the ID No. though... Source: https://dorao.blog.ss-blog.jp/2010-11-15 Finally we have a proper description about how they had to prepare their game cartridges! Not sure if I would have shared Mew with my friends back in the days... This is from Nintendo Space World '97.
  5. At this point I wouldn't recommend using GameShark Codes in Pokémon Crystal, because the game switches SRAM banks, the activation flag for the GS Ball event is at loc 0x0000 of bank 5 (loc 0xA000 in the SRAM file). Now the problem is you can't see which bank is currently in memory so when you just write 0x0B at memory loc 0xA000 it could end up in any bank and cause chaos. I removed the content of my old posts...
  6. It turns out that the PKR-059 a00's header fields at offset 0x14 and 0x18 are time stamps representing minute, second, hour (u32) and year, month, day (u16). The .tsd and .dat save headers have their time stamps too at field offset 0x8 (minute, second, hour) & 0xC (year, month, day). YMD(u16) is taken from the "PKR-059 a00" header offset 0x18 (default value = 0xFFFF) msh(u32) is taken from the "PKR-059 a00" header offset 0x14 (default value = 0xFFFFFFFF) year, month, day, hour, minute & second are read from the Nintendo DS's RTC *YMD = *YMD & 0xFF80 | year & 0x7F; *YMD = *YMD & 0xF87F | ((month & 0xF) << 7); *YMD = *YMD & 0x7FF | ((day & 0x1F) << 11); *msh = *msh & 0xFFE0FFFF | ((hour & 0x1F) << 16); *msh = *msh & 0xFFFFFFC0 | minute & 0x3F; *msh = *msh & 0xFFFFF03F | ((second & 0x3F) << 6); The field at 0x1A (PKR-059 a00) or 0xE (.tsd & .dat) is the save count. It's 1 when the file is created and each time the file is overwritten it increments, until it maxes out at 0xFFFF (it doesn't overflow). For .tsd & .tsd this would only increment after each second save, if there is one. There is an additional save count for .tsd & .dat at 0x10 (u32), which defaults by two and increments each time the file is saved. It maxes out at 0xFFFFFFFF (again, no overflow). Field 0x14 in .tsd & .dat is used for enabling/disabling a save block, mainly used for the backup where the first time these save files are created an empty disabled backup block is created. Hazel.tsd (used for save states) makes use of this commonly as save states are deleted when they're used. PKR Main Save File header Adrs Description Type 0x00 "PKR-059 " str 0x07 "a00 " str 0x0C Seed u32 0x10 CRC16 u32 0x14 Time Stamp (msh) u32 0x18 Time Stamp (YMD) u16 0x1A Save Count u16 0x1C Fixed Value (0xA) u32 Save Data header (.tsd & .dat) Adrs Description Type 0x00 Seed u32 0x04 CRC16 u32 0x08 Time Stamp (msh) u32 0x0C Time Stamp (YMD) u16 0x0E Save Count 1 u16 0x10 Save Count 2 u32 0x14 Enable/Disable Flag u32 Btw. the seeds for the encryption are created by a combination of a fast timer (REG_TM0D) and a slower 2nd timer. timer0 | ((_DWORD)timer2 << 16)
  7. Btw. recently I found out that when you do something like writing on these encrypted save file chunks the game will delete them. When you for example overwrite the encrypted "PKR-059 a00 " save block (or its seed) it erases the whole save file. And that's for example how you can delete the save game but still keep the special missions... I think the same will also work vice versa, so you can just destroy the data/do anything that the sum check fails. Btw. The field at offset 0x1C is a u32 value and always 0xA, it's set when the game creates the header. Can be used to check whether a save file is already decrypted/encrypted. Also... Offset 0x10 of these other save file headers could be some kind of save count. Looks like the 2nd is really a backup save, its chunk is created when you save for the 2nd time (before that it only has these blocks only have the save file header). Edit: Meanwhile I located the functions for checking the agb ("beacon") & mission data. The first 128 bytes starting from offset 0x08100010 is an array which is reverted for some kind of decompression. Also there are SHA1 checks for the mission data starting at offset 0x08100090, apparently the total size checked is the size of the full data -191 bytes. This seems more different than I expected... a lot research would be necessary to make it work... If someone is interested in it... the initiate BL to the subroutines for the SHA1 and the data transformation is at offset 0x020B0284. The function that makes the .dat save file block and updates the main save (PKR) is at 0x02001D80. I think the best approach would be to figure out how saving works in detail, which would have to be done either way as we need to know more about these other values from the header. At least then it could be possible to go through the process from back to forth.. it would be much easier with the real ZP3J for analysis and then use that to distribute the other missions though... Just for the science I determined where the Special Mission data for siskin.tsd is coming from. Only the spacing of the text is a little bit different. だいじなタマゴを とりもどせ! set_delivery001.dat D001: 50D0-5133 (0x64) Text: D490-D55F (0xD0) デオキシスと わかりあえるか? set_delivery003.dat D002: 1D10-1D73 (0x64) Text: 5874-595F (0xEC) セレビィを すくいだせ! set_delivery002.dat D003: 1BC0-1C23 (0x64) Text: 43A4-4487 (0xE4) まぼろしのミュウを さがぜ! set_delivery004.dat D004: 1520-1583 (0x64) Text: 397C-3A73 (0xF8)
  8. Good work! Now I finally understand why there were 3 functions for decryption. One was for the first two chunks with the save info, the second is a hardcoded decryption function with a * 5 loop to decrypt the first 20 bytes of a chunk, (I guess just for save file checks) and the third one for the rest of the non-static chunks. This is the save data info struct based on my understanding. (Updated! @BlackShark Sorry for the confusion, I think I mixed the numbers up a little, the struct with the save info is complete now...) Save Info Entry (48 bytes) 0x00 file name 0x1E number of copies 0x20 offset 0x24 data size 0x28 reserved space The chunks are essentially files (.tsd) and even have names like siskin, wren & hazel. Btw. the field 0x1F is the number of copies, 0x24 is the total size of the reserved space and so those with 2 have 1 backup save (to determine the offsets divide space by num). These are the static values of these 3 types: file name num size space siskin.tsd 2 0x260C 0x4E00 wren.tsd 2 0x30D4 0x6200 hazel.tsd 2 0x30D4 0x6200 The most interesting one is siskin.tsd, which starts with the setting data, it also includes the ranger id (offset 0x10) and data related to the special missions, like the "new mission" flag (offset 0xA) and manaphy egg information at offset 0x8 (not received yet/received/sent) and the time info when it was obtained year/month/day (starts at offset 0xC). There's also the title and desciption strings, wren.tsd apparently includes player info... the name is at offset 0xE for example. Last but not least, hazel.tsd is used for quick save/save states... And then we have the Special Mission .dat files... the international versions have those localized included in the directory data\mission. file name num size space set_delivery001.dat 1 0xE7E8 0xE800 set_delivery003.dat 1 0x67E8 0x6800 set_delivery004.dat 1 0x4FE8 0x5000 set_delivery004.dat 1 0x57E8 0x5800 Edit: I extracted the special mission .dat files and attached them to this post In addition I attached a thingy table which I made in case you want to look for strings. Pokemon Ranger Special Missions (JP).zip Pokemon Ranger Character Encoding (JP).tbl I still don't know how we can utilize the .dat files at this point... they seem to include all the data that is needed for the missions, including the title and description, but just using them with a ZP3J cartridge doesn't seem to work, I still get this screen when I boot the game with it... I will have to find out in what kind of form it wants to receive the data. I already located the functions (in version 1.1), the Ranger Net jump table function for Slot-2 is in overlay_0009.bin (loc 0x020FC628), there's the call to a familiar function that gets the cartridge data at 0x0209A558 (it's almost identical to the one in Diamond & Pearl ect.). It seems everything is ok, At least it gets the size information from 0x8100000 and the data starting from 0x8100010. Just for some reasons it returns false when the data is checked. Maybe because of failed validation checks. Now if I force it to return true I get this btw...
  9. Meanwhile I did some reverse engineering and I found the encryption/decryption algorithm, it's this function... unsigned int __fastcall PokemonRangerCrypt(int a1, unsigned int s_rand, int size, _DWORD *dest) { unsigned int i; // r5 unsigned int result; // r0 unsigned int rand; // ST04_4 unsigned int h_rand; // r0 for(i = 0; i < size/4;) { rand = 1566083941 * s_rand; // the initial seed is located before the decrypted/encrypted data h_rand = rand; s_rand = 1566083941 * rand; *dest ^= h_rand & 0xFFFF0000 | (s_rand >> 16); ++dest; // this increments by 4 (u32 data) ++i; } return result; } The initial seed for this comes right before the encrypted data itself... for example, the first two chunks include a header with the string "PKR-059 a00 ". Right after that (loc 0xC) there is the initial seed which becomes the first "s_rand" value, the encrypted data follows (at loc 0x10). The encrypted chunk size for the first chunk is 496 bytes, the 2nd chunk starts at location 0x200, size of this chunk is still unknown. We can't just loop through this thing from start to end and have to figure out where each chunk starts and hopefully their seeds are stored there as well, but I think this should be easy from here now and tests should reveal that... It's still unknown how the initial seed was originally calculated... (could be a checksum?). At least the two first chunks are sharing the same seed. It looks like there could be different initial seeds for other chunks, so if something doesn't decrypt properly watch out.
  10. @BlackShark I was looking at those uploaded save files and noticed that you missed out on Japanese Special Missions including the Mew Mission for Pokémon Ranger and Shadows of Almia is completely missing. This website I showed you guys earlier has plenty of really nice save files including Pokémon Ranger save files with all downloadable content. ポケモンレンジャー (Pokémon Ranger) https://ux.getuploader.com/savedate/download/226 ポケモンレンジャー バトナージ (Pokémon Ranger - Shadows of Almia) https://ux.getuploader.com/savedate/download/227 ポケモンレンジャー 光の軌跡 (Pokémon Ranger - Guardian Signs) https://ux.getuploader.com/savedate/download/223 Also it would be really cool to know how you managed to erase the Pokémon Ranger save file with the missions still on them. I haven't found a way to do that in-game... any information about that?
  11. I know that this is an old thread and it's been over two years but I still wanted to inform you that I'm doing some research now. I just figured out that the flags are at location 0x0212E44A, setting each Special Mission's bit sets them back to "NEW!". in my case for example since I have all 4 missions in the game there are 4 bits (0-3), starting with bit 0 for the Manaphy Egg Mission and ending with bit 3 for the Mew Mission. I also learned that they originally planned 7 Special Missions. Edit: I just remembered that someone already figured this out. But it's a different location which is kinda weird...
  12. Sorry for the late relpy. They could win a GB Pocket, Red, Green & Blue and Mew? Cool! Wished there was more information, about the year, month and from which magazine this was... Since the Pikachu version isn't there I assume this is from 1996 or 1997.
  13. @GNSTCDRD The Old Sea Map was only distributed in Japan, that's why we have only this one. As already mentioned a non-Japanese Mew caught in Emerald isn't legal, but if you still you want to do it anyways you can go with the debug Mystery Gift. It works exactly like an officially distributed Mystery Gift would do and it won't corrupt anything, it's just that the Wonder Card isn't that beautiful as it was made for debug. If you don't like the Card you can toss it in-game after you received the Old Sea Map.
  14. Why would you do that? There's a much better and less sloppy way!
  15. Nope, there is no encryption or anything like that and all language versions work exactly the same way.
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