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Posts posted by Lt. Lynx
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Sorry if this is stupid, but I'm a bit lost. Every time I try to roll PID for 3rd gen Pokémon, they turn illegal. As I'm trying to edit IVs, how could I set a proper PID?
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11 minutes ago, theSLAYER said:
that is because those are my saves. the only data from you is the box data.
well, the saves I provided you are only a fraction on the mons. To reclaim the rest, you gotta perform trial and error. (my message above about altenating 0x00 and 0x20 thing)
In any case, you definitely have to play the game over for other stuff, such as progress.
Alternatively, take someone else's save, and change all the trainer details to yours.Yeah I kinda wish that wasn't the case. I've tried overwriting all the pairs of 0x20 to 0x00 and copy and pasting over some parts that look fine-ish, but still nothing.
If we were to verify then copy over every byte, it would be possible to end up with something that looks kinda like your save.
(tho do remember, your TID, SID, OT, Gender and any other important trainer data is gone, since your first 0x100 is pretty much garbage).
In any case, it would be less effort to replay 500 hours, then to check every byte by byte, and see which byte allows the game to loadOh, I get it.
Yeah, I got the trial and error thing. I have to think about that.
Welp, that would be a better chance of revisiting Sinnoh than the remakes IMO.
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50 minutes ago, theSLAYER said:
My bad, I got confused by my own comparison windows. I meant Blastoise
I don't need the files. Was just asking whether you have a working copy of it ><
I had to perform trickery on the data to try to get it to decrypt.
0xFFs are normal, if they're at where they're supposed to be.
What is not normal is having absolutely no 0x00 in your save. Which I figured it was all replaced by 0x20.
The way decryption works is, every bit of data has to be unchanged, in order for decryption to work:
However, there are times where 0x20 can appear 'naturally'. How would I know if that value was meant to be a 0x00 (that got replaced to 0x20), or was already a 0x20 ('naturally' occurring 0x20, not a replaced 0x00)?
Here's an example where using trial and error, and keeping a 0x20 unchanged, and modifying the other to 0x00 led to your Charmander:
charmander.ek4Anyhow, here are two of my saves, each populated with your boxes.
One of it only has pairs of 0x20 changed to 0x00,
and the other has every 0x20 changed to 0x00.
As a result, there would be some Pokémon that appear in one but not another.
(As seen in the image with 2 windows of PKHeX above)
Pokémon Edición Platino dañado.sav 512 kB · 1 download
Pokémon Edición Platino dañado ver2.sav 512 kB · 1 download
The Charmander I provided earlier is one of the mons that are not covered by both versions of the saves, because it has multiple singular 0x20s, where one is natural and one is replaced. So if you want to salvage those mons, you gotta dump them manually and replace the bytes and see if it decrypts via trial and error.Edit: Also, your extracted PKMs won't work in PKHeX, because pokesav dumped the sanity bytes (normally 0x0000) as 0x2020.
[because that's how they're saved in your save. It merely copied the incorrect bytes over.]It is a lot worse that I could have ever think. I'm very thankful to you for trying. Also, now PkHex reads the save files you provided me. I don't know if I'll save all of that mons or if I'll play the game all over again in order to get all the other stuff I had in that save, but at least now I have a way.
Thank you a lot again for your time and patience. It is difficult to let go 500 hours of gameplay and you helped me realize the situation.
Kind regards.
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I think that I've seen a lot of times massive 20 or FF blocks (isn't 20 a spacebar entry?) in my unmodified save files, but I can't understand why they are replaced in specific spots. Also, in PokeSav I can read all the boxes. If I remember correctly, I had every obtainable Pokémon in Platinum through catching, evolving, in-game trading or egg ordered by PokéDex number.
Also, that Bulbasaur was extracted with PokeSav 0.06d (ENG) for sure. I can also attach Ivysaur and Venusar. Whatever you may request from my boxes is backed up.
Edit: attachements got removed.
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1 hour ago, theSLAYER said:
Nope it's not just a header. Stuff like Trainer name and TID were there.
I was also trying to find the party data, and it appears like this:
I'm trying what I can. BTW, were there any blank slots in your party? You remember any PID they were supposed to have?
edit: "pokesav reads it just fine" - that sounds like a lie. I don't see any proper data structure reminiscent of a pokemon..
First of all, thank you for your help.
I opened it again with PokeSav and you are partially right. First Pokémon is messed up. However, in the second place there is a legit Crobat and, in the third one, a legit Donphan. The other three are also messed up. The storage is the thing that is fine 100%. I'm attaching here also the first Pokémon in the storage: a Bulbasaur. The Crobat and the Bulbasaur are mine, so ID and SID are right.
Edit: attachements got removed.
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3 minutes ago, theSLAYER said:
@Lt. Lynx yes, because Pokesav is known for the being the authority of save data /s
Elaborate on what you did to "damage the save".Welp, PkHex refuses to read it at all.
I just used the R4i Save Dongle to backup it (it was a while ago, now I use my NN3DS) and the first bytes got damaged and overwritten. If you use a hex editor, all of the first bytes have been changed for 5's. I think it's just the header, but I lack the necessary knowledge to reconstruct it with proper data and checksum.
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While trying to backup my original save, something went wrong with the first bytes and the save got damaged. Is it any possible way to recover it? I don't mind if I loose a little bit of progression. Also, I have already backed up all my Pokémon since PokéSav still reads them flawlessly.
Any help will be apreciated since I have played that game for more than 500 hours.Edit: attachement got removed.
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59 minutes ago, Kaphotics said:
By researching the changes required to the save file to get the state you want, documenting them, and implementing them into the program? PKHeX is not magic.
I don't have enough knowledge to do that, but I have helped a pair of times with another researches. Could I help with this in any way?
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17 hours ago, Kaphotics said:
Not a bug; PKHeX just prevents you from toggling the Captured/Defeated state back to any of the not-presented states because a simple ComboBox does not handle the changes required to set the requested not-roamed or roaming state.
// CurrentStat:ComboboxSource // Not roamed: Not roamed/Defeated/Captured // Roaming: Roaming/Defeated/Captured // Defeated: Defeated/Captured // Captured: Defeated/Captured // Top 2 bit acts as flags of some sorts for (int i = 0; i < cbr.Length; i++) { int c = SAV.Data[ofsRoamer + 0x2E + i]; var states = GetStates(); if (states.All(z => z.Value != c)) states.Add(new ComboItem($"Unknown (0x{c:X2})", c)); cbr[i].Items.Clear(); cbr[i].InitializeBinding(); cbr[i].DataSource = new BindingSource(states.Where(v => v.Value >= 2 || v.Value == c).ToList(), null);
Then, how could I set it as Not roamed or Roaming? That would be an interesting option.
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2 hours ago, theSLAYER said:
Just to be clear, you're not trying to make it roam before you defeated E4 right?
In your original scenario, E4 was defeated and it was once roaming right?That doesn't matter. Before or after, if one of them is in PkHex selected as Defeated or Captured, the option for Not roaming is not available.
However, in my case, it was already legally captured. I'll show you with some images from a recently started save. It's the same for the save I have.
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14 hours ago, theSLAYER said:
Thanks for reporting. Do you have a "before roaming save" and a "after roaming save" that is directly after the before roaming we could use to document it?
The only save I have has it already captured. However, even with a recently started save, when you mark the roamer as Defeated or Captured and save it, the option for Not roamed disappears.
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I must report again an error I have reported some time ago: if a roamer on the 5th gen is marked as Defeated or Captured, it is impossible to mark it as Not roamed. The option just doesn't pop up.
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8 hours ago, theSLAYER said:
Can't you set it to Not roamed, then go back to the Route to trigger them. Does that not work?
The option of "not roamed" doesn't even show itself once "defeated" or "captured" is selected. I'm trying to say I can only choose "defeated" or "captured" in PKHeX, the option for "not captured" just vanishes.
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I have a problem with Black/White editing. Whenever I check the roamer as "captured" or "defeated", I can't change it back as "not roamed". Is there a way to uncheck it?
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On 4/2/2021 at 9:48 AM, mahler_iii said:
You can use Hall of Fame Extractor to extract and modify your Hall of Fame data in Generation 4 games.
Yeah, but it doesn't work with gen 5 games. Also, it would be great to have all functionalities in one application.
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On 1/1/2020 at 2:12 PM, theSLAYER said:
If it's not made to look like the official event Mew, of cause the glitched Mew is illegal. Because.. it's illegal.
One has to take excessive amount of abnormal gameplay in order to encounter it...
Can you attach some files?
Thanks for your response. I have PM'd you in order to send you the files you need.
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Whenever I try to edit my spanish save file of Blue rescue team, it gets damaged and the game refuses to read the data, even if I don't edit anything and just save it. It happens with the latest version up to this day and also with 3.2 ver. I play on DeSmuME and it reads correctly my raw original save.
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As the last update has closed comments, I'll say a pair of things here. First, this program says that the Mew from the glitch (gen 1) is illegal. Second and last, it can't recognize the spanish Stadium OT name (ESTADIO). Would someone fix that?
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14 hours ago, bayleef said:
Together we managed to fix it. The posting has been updated and contains the fixed version now.
Thank you for your help, Lt. Lynx!
Thank you for your hard work and for sharing the ROM.
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13 hours ago, bayleef said:
I have build such a ROM: mysterygift.gbc
Usage: Use arrow keys to set up trainer ID and item. Note that only one gift per day and ID is possible. Press Start to enable communication. Afterwards, start Mystery Gift on Pokémon GSC (press A when Mystery Gift screen is active). If communication fails, you may need to press Start again in my ROM before restarting gifting in GSC. Don't move the GameBoys and adjust their distance if it doesn't work.
The ROM might not work due to timing issues, because I have only tested it with my Raspberry Pi Mystery Gift Station as counterpart. Timing of Pokémon GSC might be slightly different. Please inform me whether it works for you and whether you want to set up Viridian City Battle Hall data.
I have tried several times and it didn't work with european Gold and Crystal It keeps giving the error message.
Also, I can only change the ID from unit to unit.
However, thanks for sharing I'm sure that it can be fixed. -
I have two GBC and a GB USB Smart Card. Is it possible to create a ROM that gives the prize you want?
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14 minutes ago, Holla! said:
Cool, nice find. Forgot that PKHeX can check for Crystal Event Flags.
As for your problem, I don't think there were separate logs per game from what I've seen. (tho I haven't touched upon Mystery Gift stuff for some months now as you can see, so I'm not really sure.)
And these may be the flags for each decoration item(s) for Crystal if they're consistent with each other, but I'm not 100% certain:
676 = Feathery Bed
677 = Pink Bed
678 = Polka Dot Bed
679 = Pikachu Bed
680 = Red Carpet
681 = Blue Carpet
682 = Yellow Carpet
683 = Green Carpet
684 = MagnaPlant
685 = TropicPlant
686 = JumboPlant
687 = Town Map
688 = Pikachu Poster
689 = Clefairy Poster
690 = Jigglypuff Poster
691 = NES
692 = Super NES
693 = Nintendo64
694 = Virtual Boy
695 = Pikachu Doll
696 = Surf Pikachu Doll
697 = Clefairy Doll
698 = Jigglypuff Doll
699 = Bulbasaur Doll
700 = Charmander Doll
701 = Squirtle Doll
702 = Poliwag Doll
703 = Diglett Doll
704 = Staryu Doll
705 = Magikarp Doll
706 = Oddish Doll
707 = Gengar Doll
708 = Shellder Doll
709 = Grimer Doll
710 = Voltorb Doll
711 = Weedle Doll
712 = Unown Doll
713 = Geodude* Doll
714 = Machop Doll
715 = Tentacool Doll
716 = Gold Trophy
717 = Silver Trophy
718 = Big Snorlax Doll
719 = Big Onix Doll
720 = Big Lapras DollNow I don't think that there are two separate log lists, it may just be a faulty one (second generation games were so unstable). However, there must be another missing list that checks the items received through IR and prevent them from being deleted if you uncheck the flags from 676 to 720. Did you try to unckeck that flags?
And yes, that's the complete list -
On 25/10/2017 at 10:26 AM, Holla! said:
After many days of researching (luckily my college had a strike, so I had more time as well), I've FINALLY gotten the offsets for the starters, static-encounters, gifts and even phone numbers!
There are some things I need to clarify about some Re-Battle Flags:
1) The Sudowoodo Re-Battle Flag works, however, the overworld sprite will be of a little girl NPC.
2) Setting the Red Gyarados Flag and defeating/capturing it will cause Lance to appear at the Lake of Rage up until the entrance of the Souvenir Shop where he reveals the secret staircase, this doesn't mess up any story flags from what I tested, but you'll have another Red Scale. (Only applies if you've already done the hideout quest)
3) The Flag for Crystal's Suicune should only be modified when outside of the Tin Tower; doing so on the 1st floor or descending from the 2nd floor will cause the game to freeze after fighting it.
I also went through a very tedious process of getting all the Decorations through Mystery Gift using Stadium 2 as well as through another 3DS, and I even found out that it logs the ones that you've received so you don't get them again.
What I've drafted:
Decor:
All Original Cartridge w/ Stadium 2 possible: FF FF FF FF FF FF 03
All VC and Korean possible: 7B FF FF FF FF 86 03GS INT: 2673-2679
GS JAP: 2654-265A
GS KOR: 264B-2651
Crystal INT: 2654-265A
Crystal JAP: 2636-263CReceived Logs:
Set bytes to FF for all decor items logged
Set bytes to 26 E7 D3 FE 6F 06 for legal decor items logged
GS INT: BF0-BF5
GS JAP: B5E-B63
GS KOR: FF0-FF5
Crystal INT: BF0-BF5
Crystal JAP: B5E-B63@theSLAYER - If you need them, here are the Crystal roamers:
Roamer #1 INT: 2B5D
Roamer #2 INT: 2B64
Roamer #3 (Unused) INT: 2B6BRoamer #1 JAP: 2AC2
Roamer #2 JAP: 2AC9
Roamer #3 (Unused) JAP: 2AD0Really like to see this implemented into PKHeX since there's apparently a G3 roamer editor now!
PS: And just cause I was determined to do so...
(DPPt)
Constant 48:
0: Not Chosen
387: Turtwig
390: Chimchar
393: Piplup(HGSS)
Constant 48:
0: Not Chosen
152: Chikorita
155: Cyndaquil
158: Totodile(BW/2)
Constant 48:
0: Snivy/Not Chosen
1: Tepig
2: Oshawott(XY)
Constant 48:
0: Chespin/Not Chosen
1: Fennekin
2: Froakie(ORAS)
Constant 48:
0: Treecko/Not Chosen
1: Torchic
2: MudkipI'll be shifting focus back to G7, I have some good news to share tomorrow regarding it!
Well, I was starting investigating this and then I discover that someone got it almost done XD However, I got some curious things, although my knowledge is far inferior from yours.
First of all, sometimes I got an item that I had already received, so I thought that there should be two separate log check lists: one for Stadium 2 and other for IR.
So, I started to investigate with PkHex and the event flags. I discovered that the items started at 0678 with the polkadot bed and checking the consecutive offets (like 0693 for Nintendo 64 and 0703 for Diglett doll) I could obtain all the items. However, if I unckeck these flags, I get deleted all the items that I had from the beggining and the ones obtained from my mother or through Stadium 2, keeping the ones that I have obtained through IR. Could you explain this for me?
Also, congratulations for the great work! Regards.- 1
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No cheats, just dumped from my original cartridge (spanish 1.1). However, it works, thanks
PKHeX 23.01.26
in News Discussion
Posted
Thank you for your answer. It would be nice if PKHeX itself could find a valid PID or tell if there's no valid PID for the stats combination.