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Jiggy-Ninja

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Everything posted by Jiggy-Ninja

  1. Here's what I know so far. Each seal takes up exactly 3 bytes of information. 1st byte tells what seal you're working with (01h = Heart Seal A, 4Dh = Mystery Seal), the 2nd byte is an X coordinate, and the 3rd byte is a Y coordinate. For the coordinate system, the origin (00h,00h) is the upper left corner. The actual area that the seals can be in is an oval shape 120 units wide and 116 units tall. The X value ranges from 82h to FAh. The Y value ranges from 0Ah to 82h. I'm using No$GBA and a RAM viewer to try and pin down all the boundary units, though I wish my printer was working so I could print out some graph paper. I'm better with visuals. In a raw .sav file from No$GBA, the information for the first capsule in your PC starts at 0x00006050, the second at 0x00006068, etc. (24 bytes apart) Each capsule can have 8 seals, and they all fit snugly together within the 24 bytes. When a Pokemon has a capsule attached to it, the byte at 0x8D is set to 01h. It's 00h otherwise. The seal and coordinate information is stored directly on the Pokemon's. It doesn't appear to be linked to the PC. Now that I think about it though, I only tested assigning the first capsule to a Pokemon. It's probable that the value at 0x8D is the number of the capsule you assigned to the Pokemon. (EDIT: Yep, that seems to be the case.) If that's the case, I wonder what would happen if the Pokemon's capsule information didn't match with what's in the PC for that capsule. EDIT: That's a Diamond save, btw. I haven't done Platinum yet. Because of a bug in No&GBA, I can't work on Plat until my computer's sound is fixed.
  2. I think there should be a screen keyboard for typing odd stuff like Japanese kana, the card suits, and that sort of stuff into name areas. Also, Eng and Jap games have a different font for their English characters, and separate values for them. I have a partial list of the Hex values made somewhere, if you want it.
  3. Do you have data on this already? I've started getting curious about Seals and will be researching this. I'd be more than happy to share the results.
  4. The Section B part was referring to the page I linked to. The game splits a Pokemon's data up into sections in order to handle it better. I'm using an editor called HxD. CodeMonkey linked to it in one of the research and development forums.
  5. It's definitely the Alternate Forms area. http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_the_DS Section B, 0x40-0x41. When I open your Arceus file in a Hex Editor, the value at the area is 0x004C. When I Open it in Pokesav and save it (resetting the Arceus to normal), that value changes to 0x0004. It's the only value that changes, too. (Aside from the checksum of course, which is expected) That same area controls the forms of Rotom, Unown, Giratina, Shaymin, Wormadam, and Shellos. I would bet that other values would change Arceus into different types. This is cool.
  6. It's specific to the Action Replay DS. http://doc.kodewerx.org/hacking_nds.html#arcodetypes I could write a totally comprehensive guide about this, if anyone wants.
  7. It seems to be related to the "Alternate form" area. When you open the Arceus in Pokesav, it shows the following: Unown Shape: J Burmy/Wormadam Form: Plan Shellos/Gastrodon Form: West Deoxys Forme: Normal Rotom Forme: Normal Giratina Forms: Another Shaymin Forme: Normal If you press OK and then Edit again, the Unown Shape changes to A.
  8. A mod. Your Larvitar's EVs are the only problem I can see. That had to have been what tripped the Vs. Recorder. And why are your EVs so all over the place like that?
  9. It usually helps to know if this is for D/P or Plat. I'm in too good of a mood to do something snide like post the Japanese DP code or something. Here's both Eng Plat and Eng DP. Plat DP I feel your pain dude. I hope the doll is worth all of that.
  10. Pokemon caught in the Wild have a relationship between IVs and PID. Bred Pokemon and Mystery Gift Pokemon do not. For Pokesav, the first column is the PID value. The second column is labeled "アルゴリズム", a Japanese phonetic spelling of "algorithm", probably referring to the algorithm used to generate the PID-IV relationship. DP Pokemon I think are all Type 1, but I'm not sure. 3rd column is Nature. 4th column seems to be the Pokemon's class, which is related to its Ability. 5th column is Gender. ML = Male, FL = Female. This column will show - as the value if there isn't a Species selected. Last column is for shinyness. NS = Not Shiny, and I assume the other value is S = Shiny. And finally, that might be a problem with my code, or you're using it wrong. I'll double check it. And no, it won't conflict with those codes.
  11. Yes, using IV Mod on any Pokemon that doesn't have an IV-PID relationship won't screw anything up. You could use it on any Pokemon so long as you change it's PID to match. I actually used that code as the base for mine, so yes, it's functionally identical. The only different between that code and mine is that mine's better.
  12. Has to be. It's not possible for a Pokemon to have an IV value outside of 0-31.
  13. He he, you're talking about my code, aren't you? There's no relationship between a hatched Pokemon's PID and IVs. Thus, there's nothing that would tip people off.
  14. The difference between legit and legal is nothing but semantics. It's impossible to objectively tell them apart. As for Teddy's issue, there is no relationship between a hatched Pokemon's PIDs and IVs. Using that code won't cause any trouble. Likewise, the offspring of hacked Pokemon will always be legal.
  15. Yep, that's exactly what your problem was. Without going into too much detail, there's a reason those 0s were there. You're only fix is, as derrick said, to make a new code and keep the 0s.
  16. I used the Wild Pokemon Mod to hack a Level 100 Arceus to get through the boring storyline easier. It obeyed me just fine, from before the first gym to the end.
  17. Have you tried the "New Forms allowed on Wifi" code?
  18. I'll pick up where the other guy left off. "Export to ARDS" makes an XML file containing the code that will make the modifications you chose to the game. You need to drag that XML file into the ARDS Code Manager to use it. You can make a copy of the current codelist on you AR on your computer, then copy and paste the Pokesav code into a new code in that codelist. Then, copy it back to the AR. Yeah, that's how it works. Too many details is usually much better than too few.
  19. I think I heard that it works against D/P users. It shows the normal sprite but the Pokemon keeps everything else.
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