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  1. Hi everyone is there someon e here who can make black 2 play as red with all overall sprite? Trainer card/ Mugshot battle/ xtranceiver. ETC HElp me please i really want to play as red in pokemon black 2
  2. Hello fellow Project Pokémoners, I've come here in the hopes of finding help on fixing my AS save. In short I've found myself in a situation where my e-shop AS save is "corrupted" after a system transfer from a stock O3DS to a stock N3DS. Here's the breakdown of what happened: So, my AS save is now "corrupt" because its secure value doesn't match up to the N3DS's secure value. And now I'm here because I'm a bit lost as to how I can fix my save, I think I get the gist of it, but I have some blanks to fill in. To fix this I need to update the old savefile's secure value to match that of my N3DSXL, and to do that I need to have a way to decrypt my savefiles. Which means installing homebrew and then using either svdt/savedatafiler/suloku's anti-savegame patcher/manual Hex editing? In terms of Homebrew options here's what I have: My O3DSXL that I transferred from (source). No homebrew installed. Ver. 10.7.0-32E My N3DSXL that I transferred to (target). Again no homebrew. Also Ver 10.7.0-32E The SD card from the O3DSXL with everything intact (including the old (encrypted) AS save). So, I should be able to run OOTHax (via Powersaves+OOT retail cart) and then install a9lh. But being the noob that I am, I'm a bit confused about some things (and thus I have some dumb questions): Do I need to homebrew both of my consoles? If so, in what order? (E.g. do I start with getting the secure value off the O3DS or the N3DS?) Since it's the same NNID on both consoles, does that mean that only one console can be homebrewed at a time? Once homebrewed, can a console be restored to stock and still use the fixed save? Many thanks in advance.
  3. 33 FF FF FF... Wait a minute... these values look pretty familiar! Aren't these exact the same values like in Morfeo's example? O_O I have a guess... Maybe we should try to compute the checksum for the script first, the checksum could be the seed for the Wonder Card checksum. Just an idea... I can't try it in the moment so it would nice if someone else could do this. About the Japanese Wonder Cards, they need less space because Hiragana & Katana are based on syllables and therefore need less characters. Maybe they just reserved more space for the Wonder Cards in the west because they needed more space for the text... These are good informations lostaddict, thank you so much. Some great NEWS I also have something to share, something very interesting regarding the Wonder Card Egg Events. One of the Egg Events of the Tools from the Japanese Site which I mentioned before was a an obvious hack. Inside the Egg was an Pichu with Surf, the PID method was A-B-D-E. The cool thing is, it's not always the same Egg you get, it's generated right when you pick it up. Everytime I picked up the Egg from the 2F Guy in the Pokémon Center the PID and IVs was different. So it's possible to RNG here. On the Site there is another Tool for the PokéPark Egg Event which seems pretty legit. Even Taka said he didn't went to this Event and just reconstructed it, he did a great job, the Wonder Card matches exactly the one from the official Page. He has found the script before during is his research as you can see in my post above. You can find this Tool here and here are the PAR Codes for them. In this Tool you can simply chose which of the Eggs you want, which is pretty cool. But one thing that got me really interested about is the PID method. I was always sure that the method for the PokéPark Eggs is "Common GBA (Restricted"). But then I found this Thread and this Thread in the forum. In fact, every Egg I picked up had the PID method A-B-D-E. Which confirms that all the Eggs from the Mystery Gift Events made use of this Method. Since this whole script is an exact replica of the Original Egg Events and I guess it's found somewhere inside the Rom. But this doesn't means that all GBA Common Eggs are hacks. I also have a theory why some of the PokéPark Eggs are B-A-C-D (Restricted). And this is maybe why this is a bit confusing... According to Bulbapedia they were also distributed to Ruby & Sapphire who didn't had the Mystery Gift System. So the PID & IV were generated by the Distribution System and in their case just like other Events GBA Common (Restricted). But for FireRed, LeafGreen and Emerald when they were downloaded via through the Mystery Gift System, they were generated ingame and GBA Uncommon. This is huge because it means we could basically reconstruct the PCJP2004 Event and just if we manage to find the script in english, even the PCNY/Wish Event as an addition to the Ticket Events. But I can't promise it at this point now, For this it would be good to know if they had Wonder Cards as well. From my understanding of the functionality of the Myster Gift Events they should. But there is still a lack of informations and if I recreate these Events I would like to make them as legit as possible. If someone has informations about this, please post your informations to this Thread. Thank you.
  4. I did some research on Morfeo Algorithm. It's a CRC16 checksum algorithm with a lookup table. It's seems to be a common checksum computation algorithm. The bad thing is that there are a lot of variations of the algorithm... Including custom lookup tables (using different polynomial to generate them), in some cases different computation functions (but similar ones) and even different initial crc value (seed)... E-Reader uses a similar algorithm (CRC32) for checksum computation. Here you can find very interesting information regarding E-Reader and an implementation of the CRC32 algorithm (under technical details) https://www.caitsith2.com/ereader/index.htm I think we should try to use the same algorithm and in our case... You never know... EDIT (1/9/2015): No News on checksum but here is some text i found regarding the Delivery Man dialog: Egg: Thank you for using the MYSTERY GIFT System. From the POKéMON CENTER we have a gift - a POKéMON EGG! Please raise it with love and kindness. Oh, your party appears to be full. Please come see me after storing a POKéMON on a PC. Tickets: Thank you for using the MYSTERY GIFT System. You must be {RED}. There is a ticket here for you. It appears to be for use at the VERMILION CITY port. Why not give it a try and see what it is about? Thank you for using the MYSTERY GIFT System. Oh, I’m sorry, {RED}. Your BAG’s KEY ITEMS POCKET is full. Please store something on your PC, then come back for this. Altering Cave: Thank you for using the MYSTERY GIFT System. Recently, there have been rumors of rare POKéMON appearances. The rumors are about ALTERING CAVE on OUTCAST ISLAND. Why not visit there and check if the rumors are indeed true? And some really interesting ones: Thank you for using the MYSTERY GIFT System. By holding this WONDER CARD, you may take part in a survey at a POKéMON MART. Use these surveys to invite TRAINERS to the SEVII ISLANDS. …Let me give you a secret password for a survey: “GIVE ME AWESOME TRAINER” Write that in on a survey and send it to the WIRELESS COMMUNICATION SYSTEM. Thank you for using the MYSTERY GIFT System. A TRAINER has arrived in the SEVII ISLANDS looking for you. We hope you will enjoy battling the visiting TRAINER. You may invite other TRAINERS by entering other passwords. Try looking for other passwords that may work. Thank you for using the MYSTERY GIFT System. Your BATTLE COUNT CARD keeps track of your battle record against TRAINERS with the same CARD. Look for and battle TRAINERS who have the same CARD as you. You may check the overall rankings by reading the NEWS. Please do give it a try! Thank you for using the MYSTERY GIFT System. Congratulations! You have won a prize for winning three battles! We hope you will be inspired to battle some more. Old Sea Map (Emerald): MYSTERY GIFT System. Let me confirm--you are [PLAYER]? We received this OLD SEA MAP addressed to you. Source: http://iimarck.us/dumps/dfirered.txt
  5. Nice work! I've actually been working on the same thing but for different games for quite a while now. It's great to see things moving on the Pokémon e-Reader front as well. CaitSith2's nedcmake and nedcenc can do this for you. Nedcmake takes vpk data and header info, and creates a bin file with header, and can create raw and bmp (!) files as well. Nedcenc can transform bin files to raw and vice versa. Personally I've found nedcenc is a bit more reliable when dealing with multi-card applications. Is there an IRC channel for this?
  6. So let me see if I understand this correctly... If I buy a Japanese version of Colesseum and a Japanese e-reader. Then print out the cards I need for the e-card room, I would be able to get in without using any hacks? Also can someone send me the files I will need of the cards for the 3 e-Pokemon to get. In essence the cards I will need to print, can I get a download link to them?
  7. So, I have some news! It seems there is some text for the Eon Ticket script in the ROM! I already searched for it a few weeks ago but couldn't find it. Well, the reason is maybe because it is different to the one which was officially released. And they used PASS instead of TICKET....... At offset 0x1C5049 in the English version of Ruby you can find this text. DAD: [NAME]! Good to see you! There’s a letter here for you, [NAME]. DAD: I guess this is a PASS for a ship. But I’ve never seen this ship before. You should find out what this is about in LILYCOVE. Right after this there's the text the sailor in Lilycove says if you have the Eon Ticket "The ferry to SLATEPORT is... Oh? That PASS..." Besides the Eon Ticket there's only the S.S. Ticket which you will get from Norman. But this text doesn't belong to that ticket. Here's a quote http://bulbapedia.bulbagarden.net/wiki/Norman#Littleroot_Town Also if you compare this text to the one from the Eon Ticket e-Card you should notice some similarities! DAD“[NAME]! Good to see you! There’s a letter here for you,[NAME]. DAD“It appears to be a ferry TICKET. but I’ve never seen one like it before. You should visit LILYCOVE and ask about it there. I am currently not sure if the script is also in the ROM though.
  8. Hey all! I thought I'd share something really cool and that is... Legal PokeDex and Bag inventory hex codes! That's right! I've been working on this on the side since the PGL banning took effect, and have been researching what is out and what isn't. If you know if something is released or not that I haven't included in the Dex or inventory, do post about it. If you haven't noticed, I've not included some past gen Pokemon: mainly Mythical Pokemon with Chinese entries as it's a newly added language this gen and those Pokemon would need to be released as an event. !USE THESE AT YOUR OWN RISK AS GAME FREAK AND NINTENDO MAY NOT UP TO DATE WITH WHAT IS RELEASED THEMSELVES! Pokemon Sun and Moon PokeDex legally complete (Start-Offset: 2A88 End-Offset: 32E7): Item Pouch all legal Items x900 (Start-Offset: 0 End-Offset: 6B7): Medicine Pouch all legal Medicines x900 (Start-Offset: B48 End-Offset: C47): Berry Pouch all legal Berries x900 (Start-Offset: C48 End-Offset: D67): Pokemon Ultra Sun and Ultra Moon PokeDex legally complete (Start-Offset: 2C88 End-Offset: 34E7): Item Pouch all legal Items x900 (Start-Offset: 0 End-Offset: 53F): Medicine Pouch all legal Medicines x900 (Start-Offset: B74 End-Offset: C63): Berry Pouch all legal Berries x900 (Start-Offset: C64 End-Offset: D6F): Here are the legal Key Items and Z-Crystals lists on Bulbapedia: http://bulbapedia.bulbagarden.net/wiki/List_of_Key_Items_in_Generation_VII http://bulbapedia.bulbagarden.net/wiki/Z-Crystal To break it down: What Key Items you can permanently have when post game Sun and Moon: DNA Splicers Enigmatic Card Exp. Share Fishing Rod (SM) Forage Bag Gracidia Key Stone Lens Case Makeup Bag (Only if playing as female character) Sun Flute (Pokémon Sun only) Moon Flute (Pokémon Moon only) Oval Charm Prison Bottle Reveal Glass Shiny Charm Z-Ring Zygarde Cube Ultra Sun and Ultra Moon: DNA Splicers Exp. Share Fishing Rod (SM) Forage Bag Gracedia Key Stone Lens Case Makeup Bag (Only if playing as female character) N-Lunarizer N-Solarizer Oval Charm Prison Bottle Rainbow Flower Sun Flute (Pokémon Ultra Sun only) Moon Flute (Pokémon Ultra Moon only) Surge Badge Z-Power Ring Zygarde Cube Z-Crystals unreleased for Sun and Moon: -All known Z-Crystals are legally available for these games as of Sept. 19, 2017! Z-Crystals unreleased for Ultra Sun and Ultra Moon: -All known Z-Crystals can be obtained through in-game methods! Simple Instructions 1) First off download a hex editing tool, I recommend HxD as it's user friendly and advanced. You can download it by clicking here. Note: If you have a Mac, try running it in Wine or use Hex Fiend. (Won't be able to properly assist you if this is your setup.) 2) Open your save file (the main file) in the hex editor. 3) Press Ctrl+E. 4) Enter the following values for the Start-Offset and End-Offset listed for your desired option and press OK. (eg. Enter 2A88 for Start-Offset and 32E7 for End-Offset if you want the legal PokeDex for SM, or 2C88 for Start-Offset and 34E7 for End-Offset for the legal PokeDex in USUM,) 5) Highlight the entire block of values under the spoiler tag of your desired option and copy it. 6) Go back into the hex editor, Right-Click on the highlighted area and select Paste Write. 7) Save the file by going into File then hit Save or just press Ctrl+S. Open your save file you just hex edited in PKHeX and save it over the file you just created. (This will correct the checksum, which will allow you import your save that's been hex edited without any corruption.) 9) That's it! Just re-import your save back to your game with your 3DS save tool of choice and enjoy!
  9. Yeah, I just found it, too... too bad, it seems there is none for the Dolls. I looked for all strings starting with "Dad:" (or "BEBBBEF0" in hex...) But still very cool! We could use these scripts to make the Eon Ticket available for all Ruby & Sapphire versions. The same goes for the e-Card Berries! This is BIG! Edit: I just recognized that the Eon Ticket script is still incomplete, so we have to do a bit more research for this. We need to find a string, the text the dad says when the "Key Item" part of the bag is full. Which is unlikely to happen, but for making this script complete it's necessary tho'... I'm trying to find it, but it's a bit difficult... would be good if we find out what he said, it would make the whole search a lot easier... Also, we should look if we can find a pointer to the address with text strings of the Eon Ticket Event. I wished I had more time. There's a lot to do. I will let you guys know if I found something. Edit 2: I found this post by Team Fail, could be useful: http://www.pokecommunity.com/showpost.php?p=8782746&postcount=703 I didn't found a string like this in the ROM, but maybe I overlooked it, so I will check again. There should be a string like this, also for the S.S. Ticket. Maybe it's even one and the same, would make sense. I can't even find the script for the S.S. Ticket which is pretty weird! Edit 3: Well I think I found something that "goes to" the address with the Eon Ticket text! :biggrin: It's located at Offset 0x1DF855.
  10. You should look at rxTools, which looks like it can boot into emuNAND as long as the system firmware is 9.2. There's also MT Card's emuNAND, but I think that needs firmware 4.X, which may require a downgrade (which is a little dangerous). Setting up emuNAND with either, and updating emuNAND should let you still use the eShop and the browser exploits, just make sure it's the emuNAND being updated (only done through system settings, ensuring the proper prefix in front of the system version, GW3D, MT, or RX-E.)
  11. I might be coding this, but I'm no experienced coder at all, less in C# and windows forms, so since this is how I did it and it works, I'm not changing it Btw, here's the RS script for regidolls from Morfeo: '--------------- #org 0x4 setvirtualaddress 0x8000004 lock faceplayer virtualmsgbox 0x8000080 '"PAPÁ["][player]! Me alegro de vert..." checkflag 0xFB00 virtualgotoif 0x1 0x8000035 callstd 0x4 giveitem3 0x76 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 setflag 0xFB00 virtualcall 0x8000037 callstd 0x4 checkflag 0xFB01 virtualgotoif 0x1 0x8000055 giveitem3 0x77 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 setflag 0xFB01 giveitem3 0x78 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 clearflag 0xFB00 clearflag 0xFB01 virtualmsgbox 0x800014A '"La nota del paquete dice:\nSi dese..." callstd 0x4 release killscript '--------------- #org 0x35 callstd 0x4 checkflag 0xFB01 virtualgotoif 0x1 0x8000055 giveitem3 0x77 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 setflag 0xFB01 giveitem3 0x78 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 clearflag 0xFB00 clearflag 0xFB01 virtualmsgbox 0x800014A '"La nota del paquete dice:\nSi dese..." callstd 0x4 release killscript '--------------- #org 0x77 virtualmsgbox 0x80001B8 '"¡Que mal! No tienes especio para o..." callstd 0x4 release end '--------------- #org 0x37 checkflag 0xFB01 virtualgotoif 0x1 0x8000055 giveitem3 0x77 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 setflag 0xFB01 giveitem3 0x78 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 clearflag 0xFB00 clearflag 0xFB01 virtualmsgbox 0x800014A '"La nota del paquete dice:\nSi dese..." callstd 0x4 release killscript '--------------- #org 0x55 giveitem3 0x78 compare LASTRESULT 0x0 virtualgotoif 0x1 0x8000077 clearflag 0xFB00 clearflag 0xFB01 virtualmsgbox 0x800014A '"La nota del paquete dice:\nSi dese..." callstd 0x4 release killscript '--------- ' Strings '--------- #org 0x80 = PAPÁ["][player]! Me alegro de verte!\nPero seguro viniste solo porque ya\pte enteraste de que me llegó un\npaquete para ti de parte de MORFEO.\p¡INCREIBLE!, contiene estos POKé DOLL.\n¡Solo míralos!, aquí tienes... #org 0x14A = La nota del paquete dice:\nSi deseas contactar a MORFEO,\ppuedes escribirle a su correo:\n["]pkmnmorfeoœgmail.com" #org 0x1B8 = ¡Que mal! No tienes especio para otro\nPOKé DOLL.\pPrimero haz espacio en tu PC y\ndespués regresa conmigo. From what he did, I've deduced how to create the script and make the pointers relative to the script, so with XSE it will be a piece of cake. Also, it seems morfeo didn't know there's a command to check if the dolls are already in the decoration inventory, as he sets some flags to make sure he gives the 3 dolls instead of doing it the "right" way. Also, the checksum used in mistery event for Emerald is the very same used for wondercards. GF probably implemented it on emerald and used it for ME too. EDIT: Re-reading this: http://forums.glitchcity.info/index.php?topic=7114.0 What I thought to be some kind of header for the script in mistery event, may be the person to whom the script is associated: Offset Len Description $00 1 Map bank $01 1 Map number $02 1 Person event number $03 4 Pointer to script start $07 4 Pointer to script end I may be wrong, but advancemap (an editing tool) may tell us if Norman at petalburg gym has something to do with "33 08 01 01" EDIT 2: After comparing USA save after transfering enigma berry with e-reader: Section 2: 0x41A bit 0 has been set (changed from 0x00 to 0x01) --> maybe this is the flag that triggers norman to give an enigma berry Section 4: 0x2E0 - 0x80F e-Card Berry data inserted. There's no more changes, gonna see if that bit in section 2 really is a flag for enigma berry.
  12. Um guys I did everything right and i till have no genning on my ds could someone please help me figure this out? I put the files in my e which is my sd card in the base folder opened my game checked the box and did the load code nothing.
  13. I just defeated the E4 round 1 on version 1.4 (e: 1.3? whichever one was before 2.0). My team was: Ferrothorn@Leftovers/Iron Barbs Leech Seed Stealth Rock Power Whip Iron Head Rotom-W@Leftovers/Levitate Hydro Pump Volt Switch Shadow Ball Will-o'-Wisp Blaziken@Blazikenite/Blaze Bulk Up Stone Edge Flare Blitz Hi Jump Kick Latios@Soul Dew/Levitate Calm Mind Draco Meteor Psychic Ice Beam Garchomp@Assault Vest/Rough Skin Crunch Dragon Claw Earthquake Stone Edge Crobat@Nothing!/Inner Focus Acrobatics Thief Cross Poison Toxic I'll be attempting Round 2 after the Delta Episode (and probably updating to the 679 or Leveled version, as leveling new team members takes an absolute age of running around rematching trainers). I wonder how different the E4 is from Round 1. Since I've nominally completed the game, here's my review: It's excellent! Any and all problems I had with it were related to things that are completely fixed by the 679 build. I did end up spending the majority of my money on healing items, largely Max Potions, and holding a few Full Restores and Revives in reserve. I didn't end up using any Revives on the E4/Champion but they were very useful for earlier gym leaders or Ace Trainers when species availability was limited. Basically, the increase in cost on Revives and Full Restores completely succeeded in its goal, along with the easy availability of Sacred Ash reducing frustration and tedious running back to Pokemon Centers. EV training, hunting for high IV wild Pokemon, and looking for the correct Nature didn't seem to matter much; two team members were fully EV trained and the others just naturally gained EVs throughout the game, and I couldn't really tell you that there was a dramatic difference in performance (since it seems that opponents mostly have perfect IVs and will outdo you anyway). Great romhack all around! According to my Trainer Card I have 120 hours played at the start of the Delta Episode; I would estimate I played probably 90-100 hours of that time and left the 3DS open while doing something else for the rest of it. It also took just about a month of occasional play to enter the Hall of Fame for the first time (from March 15th to April 11th). Question: I remember something about the first three players with to beat the E4 round two (with proof) replacing an NPC or something like that. Is that still on, and if so, does the battle style have to be set to Set or can it be left on Shift?
  14. HERE ARE THE DETAILS EDIT: I've tried with another SD card, and for it is working. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.FileNotFoundException: Unable to find the specified file. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.WriteCore(Byte[] buffer, Int32 offset, Int32 count) at System.IO.FileStream.Write(Byte[] array, Int32 offset, Int32 count) at System.IO.File.InternalWriteAllBytes(String path, Byte[] bytes, Boolean checkHost) at System.IO.File.WriteAllBytes(String path, Byte[] bytes) at PKHeX.Form1.B_SaveBoxBin_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- PKHeX Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/follette/Desktop/PKHeX.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36286 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36251 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.36241 built by: FX452RTMLDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
  15. On your SD card, go in to the Nintendo 3DS folder, then in the alphanumerical folder, then another one, then for OR, it is title\00040000\0011C400\data, for AS, it is \title\00040000\0011C500\data. So, for example, your Omega Ruby save would be E:\Nintendo 3DS\*\*\title\00040000\0011c400\data\00000001.sav Assuming your SD card is drive E, and those two asterisks are a bunch of letters and digits.
  16. If you've ever tried to make Emerald run on a 3DS in the native GBA VC, you know that it doesn't want to save initially. If you're using Ultimate GBA VC Injector, which was the only option for the longest time, you have to do some funky hex editing to your rom to get it to save properly. Plus, you have to SRAM patch your game to get it to work. So much nonsense. WRONG. DON'T FOLLOW THIS GUIDE. (the one that tells you to do the nonsense) So here's the issue: First off, but unrelated to the current situation: you don't need to SRAM-patch 3DS CIAs. The GBA hardware on the 3DS supports every save type, as long as the save file is large enough for the game in question. Now, here's the thing: Pokemon Emerald uses a 128kb-large Flash save file. The CIA we made using Ultimate VC Injector, despite the fact that we specified FLASH-type memory with RTC, only makes a 64kb-large save file. Whoops. Fun fact: did you know that Pokemon games actually store two save files? They keep track of the latest save, and the save before that in case of save corruption. Problem is that both of those take up, in total, more than 64kb of space. You should start to see the problem here. The funky hex editing from the guide above is, to simplify, making the game forget where to write the backup save file. That way, you never run over the 64kb of space you have! Easy fix! The only thing you're left with is a perfectly-functional save file and an annoying message of the game complaining that your game is secretly screwed. FR/LG doesn't need all 128kb of space, so it never becomes an issue there. Once the backup save is deleted, it happily fits itself within the 64kb of allotted space. Emerald, however, is a bit of a beefier boi. Through the normal game, nothing seems wrong. However, once you become the Champion of the Hoenn region, guess where the hall of fame data has to go. That's right, the latter 64kb of save. (Also mystery gift and battle records, but those only become accessible in the postgame, so you're going to encounter the HoF roadblock first.) Since the game only has access half the save data it thinks it has, when it tries to write the hall of fame data to the other half of the file, it actually wraps around and overwrites some of the main save data. The game's data storage keeper-tracker-of system gets replaced with the name of your Pikachu, and it can no longer see your 200 hour grinding spree as a valid save file. And since we stopped the game from keeping a backup earlier, your character just ceases to exist. So let's fix that, shall we? (sidenote: I totally get why some recipes have those three-page essays in front of them now. stories are fun.) You will need: A hex editor. I use Hex Workshop, which is currently free and, as far as I can tell, virus-free. If you're using Hex Workshop, you can download this character filter for it, which lets you read the hexadecimal garble as plaintext on the right side. Also, give the guy some love. To install it, put the .map file in your C:\Program Files\BreakPoint Software\Hex Workshop\CharMaps folder. If you're using another hex editor, you can see what hex values correspond to each letter here. Just CTRL+F for "Finding Pokemon". A clean Pokemon Emerald ROM that hasn't been hex-edited with the guide at the top. I trust that you have a legitimate copy of the game that you used a ROM-ripper on, and didn't pirate it you cheaty cheater mccheaterson. PKHex, a save file editing program. Since part of your data definitely got deleted, be it your Bag, your Party, or a PC Box, you'll probably need to use this to get it/them back. New Super Ultimate Injector for 3DS. Basically, better UGBAVCI. Unfortunately, it only comes in not-English, so I'll give the instructions for generating a CIA with it as well. (And please give the creator some love; the non-English programming community doesn't get nearly enough respect, and this is an awesome tool for the community.) (And yes, it is also virus-free.) Steps to Make a 128kb CIA: Open New Super Ultimate Injector for 3DS. It's in Spanish, I know. Just bear with me here. (EDIT: Turns out you can go to "Herramientas" > "Opciones" and change the language there. Set "Idioma" to "English" and click "Guardar" in the bottom right, then click "Yes" in the popup to restart the program in English.) At the upper-left corner, click "Archivo", then select "Nuevo" > "CIA de Game Boy Advance". (AKA File > New > Game Boy Advance CIA) A new tab will open in the program. Right-click the name of the new tab, then select "Cargar ROM...". (AKA "Load ROM...") Navigate to the .gba file you definitely got through legitimate means, and click "Open". (AKA "Open") Since this ROM wasn't hex-edited, pretty much all of the data should autofill. All you need to do is set the icon and 3D banner images for the home screen. "Descargar" means "download", "desde" means "from". You should be able to figure out what the rest means. Also, you can click the "Virtual Console" nameplate thing to change the text displayed there. Once you have it customized to your liking, right-click the tab again, click "Guardar" to save the project, then click "Exportar CIA..." to get your CIA file. (AKA "Save" and "Export CIA".) After we finish with the save-editing stuff, put the CIA on your micro SD card and use FBI to install it. Steps to Fix the Save: Follow this guide to dump your Emerald save using GodMode9, and open it in the hex editor of your choice. If you're using Hex Workshop, click the dropdown near the top that says "Legacy ASCII" and select "Pokemon FireRed". Scroll to the end of the file, click the blank value at the very very end, and add 65,536 bytes with the value "00". In Hex Workshop, you can right click and select "Insert". This is to make the file 128kb long. Go to offset 0x0FFC (search bar at the top middle in Hex Workshop) and copy that byte and the byte after it. (Each byte is two numbers, e.g. 00 or B2.) This is your save index, AKA the number of times you've saved the game, which is how the game distinguishes between "main" and "backup" saves. Paste those two bytes you just copied into offsets 0xBFFC and 0xCFFC. Go to offset 0xC000, and replace the data from there to 0xC0B4 with 00. Basically just the whole block until you hit the next wall of 00s. Don't use "delete" on the data, since that will straight-up delete the bytes from existence instead of zeroing them out. If you're in Hex Workshop, you can highlight all of them, right-click, select "Fill", and fill it with "0". Otherwise, you just have to type the zeroes by hand. If you're using the character filter I mentioned before, you should be seeing some familiar names here. This is the hall of fame data, just in the wrong place in the file. Go to offset 0xBFF4 and remember the number it holds. Add 1 to that number and put it in offset 0xCFF4. Then replace the next two bytes with 00. For the addition: 01 would become 02, 09 would become 0A, 0A would become 0B, and specifically 0D would become 00. Now, the number you just wrote down is the ID of the section that got overwritten. GBA save data is stored in chunks, and depending on which chunk got overwritten, you'll have to do different things to recover it. NOTE: All but 02 are just theories right now. I'm currently working on testing each individual case. If the overwritten section was 01: Your team, bag, and Pokedex data has been deleted. Use PKHex to recover them, and you should probably be good? I'm working on testing this case right now. I'd recommend against loading the save file with no Pokemon. NOTE: No one's 100% sure how the Pokedex part works. It's apparently stored in multiple places, so there's a chance the save won't load if everything doesn't match. I'm working on this one right now. 02: This section stores the game flags, including gym badges, event triggers, and berry trees. This is probably the easiest part of the core data to resolve, since everyone's at the same point in the story here. Highlight everything from offset 0xBFFD to 0xCFF7 inclusive (meaning including those offsets, not just the stuff in-between) and paste the following over it. (NOTE: Make sure not to insert.) After you've done this, you'll want to open up this save file in in PKHex and change them back to however they were. For example, if you haven't caught Rayquaza yet, you can edit the flag for that in PKHex. You can get your hard-earned berries back that way too. 03/04: I can't find any info on these sections, so if someone could help that would be awesome. 05-0C: You lost a PC box. Use PKHex to recover your missing Pokemon. 0D: You lost a PC box too, but you also lost your box names and wallpapers, so there's one more step before using PKHex here. Highlight everything from offset 0xBFFD to 0xCFFA inclusive and replace it with the following: 00: This is, or was, your trainer data. There's a lot of stuff in the game's code that ensures that we can't just paste in someone else's, so we need to make a new save file and copy all of our old data to this new one. NOTE: All of my attempts ended up in the G L I T C H Z O N E, so you'll probably have to do research yourself to get this to work. Steps: Load up the 128kb VC game we just created and create a new file. Play until you can save, save once, then close the game. Export the save file using GM9 and load it up in a hex editor alongside your broken save file. You'll need to identify the save data blocks in the old save by their footers, and copy them over to the new one accordingly. See the "File Structure Info" section for more details. After you're done patching your save file, follow the steps in the second half of the save-dumping guide to inject your save back into the CIA, and you're good to go! File Structure Info: GBA saves are divided into 13 sections, 00 to 0D, each one with its own section ID. The sections are stored in the file in order, but the file doesn't necessarily have to start with section 00 and end with section 0D. For instance, it could start with section 04, then halfway through the file reach the end of section 0D, and then the rest of the file would be sections 00 to 03. Basically, it's a loop, but thankfully the sections are still in order. Each Section is identified by a footer, not a header. The footer format is ID ## ## ## 25 20 01 08 SAVEINDEX. After the save index, there is a 00 00 00 separating sequential sections. This does not apply to the second save file when there isn't a second save file. The three 00 bytes are FF when there's only one save present in the file. In order for your save file to validate, the save index needs to be the same across the board. That means if we copy-paste a block of sections, we have to go back over it and make sure all of the save indices are the same. keywords for time travelers: pokemon ruby and sapphire, pokemon generation 3, save corruption, elite four, save corrupted after beating elite four, save corrupted after beating champion, pokemon emerald, gen 3 save, 3ds, virtual console, save deleted after beating game
  17. Web injection exploit allows you to modify any 6G savefile at will (or so) using PKHex, needing only an active internet connection and a firmware below 9.5.0-22, so you can't use that on your 3DS because you're on 9.5.0-23. Gateway is the equivalent of a linker for 3DS games. It allows you to do a lot of things, including playing games with it. You can access the savefile from any game you play on it, and modify it at will using PKHex. But you need a 3DS below 9.2 firmware to set it up, so this won't help you either. Cybergadget is something like a card reader, that allows you to read your savefile and modify it through PKHex. It only works for japanese games, which you can only play on a japanese 3DS (or anything in the same region) so you can't use it with your european 3DS (I know it's an european 3DS because of the letter E at the end of your firmware, US have U and Japan has J). With your current console, the only cheating device you can use is Datel's Powersave. It's a cartridge reader which allows you to modify your save through a bunch of codes provided by Datel. Unfortunately it doesn't allow you to retrieve your savefile and modify it with PKHex, but you can still do things like cloning or maxing IVs easily. Don't know if I answered your questions, tell me if you have more precise questions. Also, I assume you know about PKHex since you posted in its dedicated forum, that's why I didn't explain it to you.
  18. this works with my retail pokemon Y but not with my gateway oras rom.. I am on system nand 9.2.. I am not running any type of emunand and when I get to the step where the web browser is supposed to crash .. my web browser just freezes even tho on th e bottom screen it says loadcode loading .. I am doing every step very carefully and this does work with my retail pokemon y .. can anyone confirm it doesnt work with roms on gw? note: checked my sd after i forced my 3ds to shut.. it did create "injectiondebug.bin" on the root of the sd card.. and yes I tried clearing history and cookies and initializing save also when I load up the injectiondebug.bin in pkHEx it does appear to be the pokemon that I created.. the problem is the web browser freezes every single time and no combination of buttons or amount of time unfreezes the system. it requires a full force shutdown.. any feedback would be appreciated again I am on system nand 9.2 with no emu and it is a rom
  19. Seems to be more too it. I just got the Streetpass and the Eon Ticket wasn't spread, so just a Wonder Card with the E-ticket is clearly not sufficient. I'm not far enough through to verify that the Eon Ticket is non-functional but since it isn't streetpassing it seems like a fairly safe bet. ETA - Going to try one more streetpass in case the save reflection to Streetpass didn't work properly the first time but I'd say that odds are that there's more to this ETA2 - I know its going to be available by code in Japan which suggests a Wonder Card as the medium but it might require a Wonder Card with a particular ID or something (like an unusual number of items for the Eon Ticket) (unless they've introduced an additional mechanism). So as far as Wonder Cards go it seems likely that we'll have to wait for the event to happen in order to be able to check. I might try messing around with event flags and seeing if that does anything but given the number of flags it seems like something of a fools errand. ETA3- Upon checking the official site I see notifications it won't be out until the 26th. I wonder if the Eon Ticket code in the game is locked and requires a patch hmmm. ETA4 - Realized I skip a step in my thinking. If you check the official site: http://www.pokemonrubysapphire.com/en-au/story/obtain-the-eon-ticket , you can click on the arrows under the 1st post and see an event thats supposed to follow you getting the Eon Ticket, getting the Eon Ticket via my Wonder Card didn't result in that event happening, so there's definitely more to it. Short of aimlessly trying varying combinations of WC IDs and item quanities it seems all that can be done is to wait to the 26th and hope someone submits a Coro Coro card or that it is patch locked and will be unlocked on the 26th, in which case I'll retry the wonder card then. As an alternative you could dump the ROM and decrypt it and comb through the data looking for aything to do with the Eon Ticket event.
  20. I've parsed out a few things about Trainers and their Pokemon that were missing from above. I'm just gonna repeat some of what you've already written above, just so I can make complete thoughts. It's possible some things are off, like what I've assumed to be the first and last entries of a data set. Any static values might also actually have some meaning, but they're impossible to figure out just from looking at the raw data. One thing I realized is that, if string IDs are really 4 bytes long like you describe in your tutorial part 2, then they're probably 4 bytes in all other structures too. I was able to use the Dolphin debugger to test this, changing an NPC's string ID from 0000NNNN to 1000NNNN and when I tried to speak to them they didn't say anything (the dialogue window flashed briefly, like it wanted to print but didn't have anything to print). You also said, StarsMmd, that every 7 entries is the team for a different Trainer, but it turns out that's not strictly true, because one of Ein's teams starts at 2814 and then Eagun's starts at 2822 (everything after that then continues the pattern of 7 entries per "team"). I kind of wonder if, when the game loads a team, if it just reads the first 6 Pokemon entries from that index, or if it reads to the first "empty" entry, or what; I wonder what would happen if you tried to put one "empty" entry right in the middle of a "team", or if you didn't put any empty entry for like 20 entries. At any rate, it's apparent that the game doesn't strictly care what index you give it to start (though it may care what comes after that). Also, the early Trainer/Trainer Pokemon indices may get used for externally sourced data, like e-Reader card Trainers and versus battles, given the strings associated with those Trainers. Trainer class data: In: common.fsys\common_rel.fdat Start: 0x90F70 Entry size: 0x0C (dec 12) Entry count: 42 Offsets... Trainer data: In: common.fsys\common_rel.fdat Start: 0x92ED0 Entry size: 0x34 (dec 52) Entry count: 819 This data could possibly start one "entry" farther back, at a "round" 0x92ED0. All of the bytes for that entry would be 0 except for offset 0x00, which would be 2. I don't know of any way to say for sure that it can't start there... Maybe if I found whatever structure defines which Trainer/team is in a map. Offsets... Trainer Pokemon data: In: common.fsys\common_rel.fdat Start: 0x9FE28 Entry size: 0x50 (dec 80) Entry count: 5510 Offsets... And, just because the Pokemon data uses Natures and I'm not sure of a "good" place to post this... Nature data: In: common.fsys\common_rel.fdat Start: 0x122E60 Entry size: 0x28 (dec 40) Entry count: 25 Offsets...
  21. Don't post based on here-say. Digital copies will never be editable as the NAND stores data from specific E-Shop saves to prevent save file backup/restore; physical cartridges can't directly interface with a computer like an SD card can, so they do not have any anti-restore. Flashcarts don't do 6.0 encryption properly, and they save games with bad encryption, making them incompatible with unhacked consoles (and thus only playable on hacked ones unless you delete the save). -- Please keep to topics directly related to PKHeX.
  22. I've had interest in this for a very long time. I'm still looking to get a printer and Jap E-Reader/E-Reader +. I've got complete English and Japanese saves for Colosseum so I could just scan the cards and finally get these Pokemon. My goal is to eventually just buy the card packs online. If anybody is interested in a complete Japanese Pokemon Colosseum save let me know. I've uploaded it to the internet and used it to get a few Ageto Celebi.
  23. Here are a list of codes that I am currently seeking in order to complete my XML list (all cheats must have a Black 2 and White 2 variant): Always On: Timer0 is displayed on Trainer Card in place of money (no other RNG values needed.) Always On: Game Sync Battery fully charged (to assist with RNGing) Press Select: Erase Game Sync Data (including ID) Press Select: Erase Pal Pad Data (including ID) Press Select: Make Curtis/Yancy appear in your Xtransceiver call list. Press Select: Make Curtis/Yancy trade with you again. Press Select: Set the Pokemon of the Daily Trade with Curtis/Yancy Press Select: Set the Pokemon of the Daily Swarm Press Select: Respawn N's Pokemon in the wild (their IV's are statically near perfect.) Press Select: Respawn #612 Haxorus (Shiny) at Nature Preserve Press Select: Respawn: #147 Dratini / #443 Gible (Shiny) Gift (Black 2) Press Select: Respawn #380 Latios (White 2) Press Select: Respawn #381 Latias Which is listed on another thread: http://projectpokemon.org/forums/showthread.php?26290-Pok%E9mon-Black-2-and-White-2-(U-E)-Action-Replay-Codes
  24. Card Reader e+ was available in a pack with Doubutsu no Mori e+. Searching for that game will pick up further sources to find one. Maybe we could make an Action Replay code to trick the door warp into behaving like Japanese Colosseum? It's certainly possible the PAL version translated the room's text into each relevant language. Super Mario Advance 4 did that despite hiding world-e after all.
  25. I'd really like to see If this goes anywhere or where it goes. I cannot modify my games/disks in any way. Soon as I get A job I'd happily buy A modded disk and high quality printed E-cards though. Right now I'm working on beating the Jap Colosseum to upload my save to some forum to help people get Ageto Celebi using it. That reminded me of this and peaked my interest again.
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