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Showing results for tags 'checksum'.
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According to http://projectpokemon.org/wiki/Pokemon_NDS_Structure,the bytes 0x06 & 0x07 are used for the checksum. Along with the footer, pokesav seems to get these bytes wrong. I need someone to give me a more in-depth algorithm for the checksum. This is the one provided on the link: The checksum is calculated in three steps: 1. Split the unencrypted data from offsets 0x08 to 0x87 into two-byte words, 2. Take the sum of the words, and 3. Truncate the sum to 16 bits. On step 2, what do you meen by the sum of the words? Is it the sum of the values of the words. On step 3, I learned from school that truncate means to cut the size of the numbers after the decimal (rounding). eg. 16.634 truncate 2 = 16.63 Does this version of truncate mean only save the most signifigant digets? I am planning to make a small program that will take a pokesav *.pkm, and fix it so it is byte-for-byte perfect. Sorry, don't have time to test it myself, and probably won't be able to go back online for a few days. Thanks to anyone who answers :bidoof:
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Just as an FYI to all those out there, this project is long dead. You can see my new stuff here: http://projectpokemon.org/forums/showthread.php?20984-PKMDS-Code-Library-Gen-V Hello once again! I have written a small application to fix the checksums in the save files for Pokémon Diamond and Pokémon Pearl. Platinum support is on the way. This program is for Windows only. Please note that you need the latest .Net framework (3.5 SP1) for this application to run. The primary purpose of this application is to allow people to futz around with the hex in a save file, fix the checksums with this program, and then be able to load the altered data without the game interfering due to corrupted data. If there are any problems or questions, let me know! CHANGES: 5-27-09: Added a viewer and copier for the Trainer Card signature in the loaded save file. Huzzah! And thanks to Jiggy-Ninja for deciphering the data structure. PKMDS_Checksum_Fixer.zip
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Hello guys Does anyone of you now where I can find the checksums of the GBA save files (especially Ruby, Saphire, Emerald)? And how can I calculate it? I think it's located at 0x7042 but I'm not sure...
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Does anyone have VB code for making checksums and PIDs. Any thing helps.