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Found 38 results

  1. Hey there! Thank you for all the help from you guys especially @lostaddict, @BlackShark, @suloku and everyone who contributed their Mystery Events and Mystery Gifts. Now it's about time to share everything we have learned from the research. Mystery Event Activation RS: Section 2 - 0x03A9 - bit 5 RS: Section 2 - 0x05C0 - bit 1 (Flag for the NPC?) E: Section 2 - 0x0405 - bit 5 Notes: In Ruby & Sapphire Mystery Event can be activated by the NPC at the 1F of the Pokemon Centerin Petalburg City, right next to the PC. The requirement for the activation is beating the Gym Leader Norman and getting the Balance Badge from the Petalburg Gym. To activate it you have to tell him a specific phrase using the easy chat system. In Emerald Mystery Event can be activated by answer the questionnaire in the Pokemon Market. The only requirement is that you have received the PokeDex. The phrase that activates the Mystery Event feature is: Japanese: ふしぎ できごと わくわく ドキドキ English: MYSTERY EVENT IS EXCITING French: EVENEMENT MYSTERE EST PASSIONNANT German: GEHEIM GESCHEHEN IST JIPP!JIPP! Spanish: EVENTO MISTERIOSO ES DEMASIADO Italian: EVENTO SEGRETO È FANTASTICO e-Berry Data Structure RS: Section 4 - 0x02E0 E: Section 4 - 0x0378? 0x000 - 0x006 berry name + 0xFF string terminator 0x007 firmness 0x008 - 0x009 size (in mm) 0x00A max yield 0x00B min yield 0x00C - 0x00F berry tag line 1 RAM offset 0x02028D50 (US) / 0x02028AB0 (JP) 0x010 - 0x013 berry tag line 2 RAM offset 0x02028D7D (US) / 0x02028ADD (JP) 0x014 growth time per stage (in hours) 0x015 - 0x019 flavor 0x01A smoothness 0x01B 0 0x01C - 0x49B berry sprite (4bpp) (48 x 48 px) 0x49C - 0x4BB palette (16x2 Bytes / 5 bits per color) 0x4BC - 0x4E8 berry tag line 1 0x4E9 - 0x515 berry tag line 2 0x516 - 0x519 effect in bag 0x520 - 0x527 filled with 0 0x528 - 0x529 effect as held item 0x52A - 0x52B filled with 0 0x52C - 0x52F checksum Effects as held item 0x00 no effect 0x04 cures poison 0x05 cures burn 0x06 cures freeze 0x08 cures confusion 0x17 restores a lowered stat 0x1C cures infatuation The size is ‭1328‬ bytes. Berry Checksum unsigned long berryChecksum(char* berry) { int x; unsigned long checksum = 0; for(x = 0; x < 0x52C; x++) if(x < 0xC || x >= 0x14) checksum += (berry[x] & 0xFF); return checksum; } Mystery Event Data Structure RS: Section 4 - 0x0810 E: Section 4 - 0x08A8 Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Mystery Event Space 1000 bytes Note: Total size is 1004 bytes. The Checksum at Offset 0x0 protects the data between the Offsets 0x4 - 0x3EB. (1000 bytes) Eon Ticket Event E: Section 2 - 0x049A - bit 0 Note: Unlike in Ruby & Sapphire the Eon Ticket Mystery Event is hardcoded and activated by a flag. Officially this was only used in Japan but the flag exists in all localized versions as well. When it's set the delivery guy appears at the 2F of the Pokemon Center, when you talk to him he will give you the Eon Ticket. Sending Item via Record Mixing RS: Section 4 - 0x0BFC E: Section 4 - 0x0C94 Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Distribution Limit word 0x5 How many times word 0x6 Item Index Number word Notes: Total size is 8 bytes. 0x0 appears to be the checksum. The number at 0x4 is the Distribution limit, the number of times you can send the Ticket at 0x5 increases even if you don't send the item. The Eon Tickets from the Official Events could be exchanged 151 times, while in case of the e-Card version 30 times. If the sent item is an Eon Ticket the activation flag for the Event is automatically set by the receiving game. e-Trainer Data Structure RS: Section 0 - 0x0498 FRLG: Section 0 - 0x04A0 E: Section 0 - 0x0BEC 0x00 - Battle Tower Type 0x01 - Trainerclass sprite indexes differ between the game versions 0x02 - Battle Tower Lv 0x00 => Lv 50; 0x01 => Lv 100 0x03 - 0x00 0x04 - Trainer Name RS (US/EU): up to 7 Bytes + string terminator 0xFF RS (Jap), FRLG & E: up to 5 Bytes + string terminator 0xFF 0x0C - Trainer ID default: 0x0000 0x0E - Trainer SID default: 0x0000 0x10 - Intro quote 6 x 2 Bytes 0x1C - Win quote 6 x 2 Bytes 0x28 - Lose quote 6 x 2 Bytes 0x34 - 1st Pokemon 44 Bytes 0x60 - 2nd Pokemon 44 Bytes 0x8C - 3rd Pokemon 44 Bytes 0xB8 - Checksum 4 Bytes (all 184 Bytes of the trainer data added together as words) Pokemon structure (44 Bytes) 0x00 - Species 2 Bytes 0x02 - Item 2 Bytes 0x04 - 1st Move 2 Bytes 0x06 - 2nd Move 2 Bytes 0x08 - 3rd Move 2 Bytes 0x0A - 4th Move 2 Bytes 0x0C - Level 0x0D - 0x00 0x0E - HP EVs 0x0F - Atk. EVs 0x10 - Def. EVs 0x11 - Init. EVs 0x12 - SP.Atk. EVs 0x13 - SP.Def. EVs 0x14 - ID 2 Bytes 0x16 - SID 2 Bytes 0x18 - IVs 4 Bytes 0x1C - PID 4 Bytes 0x20 - Nickname up to 9 Bytes + string terminator 0xFF 0x2A - 0x00 0x2B - 0xFF The size is 188 bytes. Mystery Gift Activation FRLG: Section 2 - 0x0067 - bit 1 E: Section 2 - 0x040B - bit 4 In Mystery Gift can be activated by answer the questionnaire in the Pokemon Market. The only requirement is that you have received the PokeDex. The phrase that activates the Mystery Gift feature is: Japanese: ともだち いっぱい ふしぎ つうしん English: LINK TOGETHER WITH ALL French: CONNEXION AVEC LES DRESSEUR German: LINK MIT ALLE ZUSAMMEN Spanish: CONEXIÓN CON TODOS Italian: INSIEME IN LINK ! Mystery Gift Data Structure Base Offset FRLG: Section 4 - 0x02A0 E: Section 4 - 0x03AC Wonder News Data Structure Japanese Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Wonder News ID word 0x6 Send Wonder News byte 0x7 Wonder News Graphic byte 0x8 Wonder News (Header) 20 bytes 0x1C Wonder News (Line 1) 20 bytes 0x30 Wonder News (Line 2) 20 bytes 0x44 Wonder News (Line 3) 20 bytes 0x58 Wonder News (Line 4) 20 bytes 0x6C Wonder News (Line 5) 20 bytes 0x80 Wonder News (Line 6) 20 bytes 0x94 Wonder News (Line 7) 20 bytes 0xA8 Wonder News (Line 8) 20 bytes 0xBC Wonder News (Line 9) 20 bytes 0xD0 Wonder News (Line 10) 20 bytes Notes: Total size is 228 bytes. The Checksum at Offset 0x0 protects the data between the Offsets 0x4 and 0xE4. (224 Bytes) We still don't know what Offset 0x4 is for but assume that it's the Wonder News ID and it's a 16bit Integer. To make the Wonder News sendable to other Players a bitflag at Offset 0x6 can be set. (0 = OFF, 1 = ON) Offset 0x7 is for the Wonder News Graphic, there are 8 different designs for Wonder News in total. 1: 0x00 2: 0x01 3: 0x02 4: 0x03 5: 0x04 6: 0x05 7: 0x06 8: 0x07 International Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Wonder News ID word 0x6 Distribution byte 0x7 Wonder News Graphic byte 0x8 Wonder News (Header) 40 bytes 0x30 Wonder News (Line 1) 40 bytes 0x58 Wonder News (Line 2) 40 bytes 0x80 Wonder News (Line 3) 40 bytes 0xA8 Wonder News (Line 4) 40 bytes 0xD0 Wonder News (Line 5) 40 bytes 0xF8 Wonder News (Line 6) 40 bytes 0x120 Wonder News (Line 7) 40 bytes 0x148 Wonder News (Line 8) 40 bytes 0x170 Wonder News (Line 9) 40 bytes 0x198 Wonder News (Line 10) 40 bytes Notes: Total size is 448 bytes. The Checksum at Offset 0x0 protects the data between the Offsets 0x4 and 0x1C0. (444 Bytes) We still don't know what Offset 0x4 is for but assume that it's the Wonder News ID. It's 16bit. To make the Wonder News sendable to other Players a bitflag at Offset 0x6 can be set. (0 = OFF, 1 = ON) Offset 0x7 is for the Wonder News Graphic, there are 8 different designs for Wonder News in total. 1: 0x00 2: 0x01 3: 0x02 4: 0x03 5: 0x04 6: 0x05 7: 0x06 8: 0x07 Wonder Card Data Structure Japanese FRLG: Section 4 - 0x0384 E: Section 4 - 0x0490 Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Wonder Card ID dword 0xC Graphic + Distribution byte 0xE Wonder Card (Header 1) 18 bytes 0x20 Wonder Card (Header 2) 13 bytes 0x2D Wonder Card (Center 1) 20 bytes 0x41 Wonder Card (Center 2) 20 bytes 0x55 Wonder Card (Center 3) 20 bytes 0x69 Wonder Card (Center 4) 20 bytes 0x7D Wonder Card (Footer 1) 20 bytes 0x91 Wonder Card (Footer 2) 20 bytes 0xB2 Pokémon Icon word Notes: Total size is 168 bytes. The Checksum at Offset 0x0 protects the data between the Offsets 0x4 and 0xA8. (164 Bytes) Wonder Card ID is located at Offset 0x4, it's a 32 bit value that is separated into 2 16bit integers, similar to a Trainer ID. Known official Wonder Card IDs are 01000-65535 from the Aurora Tickets, 01001-65535 from the Mystic Tickets and 01002-65535 from the Japanese Old Sea Map. The Wonder Card Graphic shares the same Offset 0xC with the send functionality of Wonder Cards. Just like Wonder News there are 8 different designs... Although they are mapped in a different way with the help of bit flags. 1: 0x00 2: 0x04 3: 0x08 4: 0x0C 5: 0x10 6: 0x14 7: 0x18 8: 0x1C Adding bit 6 (+0x40) makes Wonder Card sendable, the receiver will get the Wonder Card without this flag activated. Adding bit 7 (+0x80) makes Wonder Card sendable, the receiver will get the Wonder Card with this flag activated. International FRLG: Section 4 - 0x0460 E: Section 4 - 0x056C Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Wonder Card ID dword 0xC Graphic + Distribution byte 0xE Wonder Card (Header 1) 40 bytes 0x36 Wonder Card (Header 2) 40 bytes 0x5E Wonder Card (Center 1) 40 bytes 0x86 Wonder Card (Center 2) 40 bytes 0xAE Wonder Card (Center 3) 40 bytes 0xD6 Wonder Card (Center 4) 40 bytes 0xFE Wonder Card (Footer 1) 40 bytes 0x126 Wonder Card (Footer 2) 40 bytes 0x15A Pokémon Icon word Notes: Total size is 336 bytes. The Checksum at Offset 0x0 protects the data between the Offsets 0x4 - 0x150. (332 Bytes) Wonder Card ID is located at Offset 0x4, it's a 32 bit value that is separated into 2 16bit integers, similar to a Trainer ID. Known official Wonder Card IDs are 01000-65535 from the Aurora Tickets, 01001-65535 from the Mystic Tickets and 01002-65535 from the Japanese Old Sea Map. The Wonder Card Graphic shares the same Offset 0xC with the send functionality of Wonder Cards. Just like Wonder News there are 8 different designs... Although they are mapped in a different way with the help of bit flags. 1: 0x00 2: 0x04 3: 0x08 4: 0x0C 5: 0x10 6: 0x14 7: 0x18 8: 0x1C Adding bit 6 (+0x40) makes Wonder Card sendable, the receiver will get the Wonder Card without this flag activated. Adding bit 7 (+0x80) makes Wonder Card sendable, the receiver will get the Wonder Card with this flag activated. Mystery Gift Data Structure FRLG: Section 4 - 0x079C E: Section 4 - 0x08A8 Offset Content Length 0x0 Checksum word 0x2 Padding word 0x4 Mystery Gift Space 1000 bytes Notes: Total size is 1004 bytes. This is the actual Mystery Gift, the structure is exactly the same like an Mystery Event. The Checksum at Offset 0x0 protects the data between the Offsets 0x4 - 0x3EB. (1000 bytes) The Mystery Gift Data Header at 0x04 is always 33 FF FF FF, the game is looking for these bytes to check if there's a Mystery Gift. Mystery Event/Gift Checksum Algorithm unsigned int __fastcall MysteryEventGiftChecksum(int a1, unsigned int a2) { unsigned int v2; // r2 unsigned int i; // r3 v2 = 0x1121; // This is the seed for ( i = 0; i < a2; i = (i + 1) & 0xFFFF ) v2 = *(unsigned __int16 *)((char *)crc16_ccitt_table + (2 * (v2 ^ *(unsigned __int8 *)(a1 + i)) & 0x1FF)) ^ (v2 >> 8); return ~v2 & 0xFFFF; } crc16_ccitt_table.bin Mystery Gift Samples Extracted Mystery Gift Data from the ROMs (Includes Samples) Mystery Gift Data.zip Other sources -TOOLS- Other Threads related to this Topic: CURRENT RESEARCH STATUS: I would like to analyze the functionalities of the Aurora Ticket Distribution ROM and it would be cool if someone experienced with debugging could help with this Thanks for all the great support, effort and dedication to the project
  2. HELP! Just injected a GBA rom of Pokemon FireRed as a VC cia to my o2DS, running cfw 11.6 and god mode 9. I've fixed the save error you get at the beginning of the game (but message still appears as per usual), and used gm9 to dump the save file to my SD card. I tried to open the save file (linked here) to edit using PkHex but I get this error message, and it just opens to my default save (pokemon sun). I've tried changing the file extension to .pk3, .sav (instead of .gbavc.sav) and even .pk7, but I still get the error. I was hoping someone would know a way of fixing this, or otherwise another way to edit my gba vc save. Cheers 00040000002DEE00.gbavc.sav
  3. I play Gen 3 alot and I decided hoarding Pokemon and items was a pain when storage space was so limited, that and trading takes forever. So I created a PokeBank-like program for hoarding, trading, and managing Pokemon, Items, Pokeblocks, Mail, and Decorations. Trigger's PC is a tool designed for legit purposes. There really aren't enough tools for legit-play out there sadly. However, note it does extend some of the boundaries of the game to increase replayability and customization. Image Album | News: Release v1.0.1.1 is Here! (7/18/16 8:05PM) Big thanks to everyone who helped improve Trigger's PC during beta in order to make it into what it is now! Please read the following documentation before using Trigger's PC: Safety Guide Troubleshooting and Bug Reporting Guide Links: Trigger's PC Wiki GitHub Repository Smogon Forums Page Suggest Achievements for Trigger's PC! Project Goals for Later in Development: In-Tool Mart for all currencies. Use items and feed Pokeblocks to Pokemon. Ability to write mail. Show other miscellaneous stats in the Trainer Info tab. Achievements. Statistics Page. Long Term Project Goals: Add support for Gens 1 and 2 (Especially since trading between those games is even more of a pain). This will include trading Pokemon up to gen 3 permanently. Changelogs: Download: Trigger's PC Release v1.0.1.1 (Recommended) Some Saves to Try Trigger's PC Out With Some Secret Bases to Import Previous Downloads: Enjoy!
  4. Hi everyone, my friend and I are starting a new project, since we didn't know anything about programming, we decided to go simple by replacing original Ruby pokémon with fakemon. I hope we can give you a demo sooner, let me know what you think, thank you
  5. Version 3.12 beta

    409 downloads

    A tool to decrypt or encrypt Action Replay, Game Shark and Code Breaker codes for the Game Boy Advance. Author: Parasyte
  6. Title pretty much explains it. I'd like to change Brendan's name to Sapphire, and Wally's to Emerald. I'm sure it could probably be accomplished via hex editing, but I don't know if there would be a character limit, like a rename for Wally could only have 5 characters to keep from messing up the text boxes. I wouldn't imagine that would be the case, since the text boxes seem to be generated to accommodate the length of the player's name (i.e. adding an extra if the you used all ten spaces when naming the character, as opposed to three or four, pushing the dialogue after the player's name forward, if that makes any sense) but I'm not entirely sure. Coding pros, got any suggestions?
  7. So I've injected a region-free cia of FireRed into my system, and it works fine (aside from the obligatory 'save file is corrupted' message that does nothing at all) But when I go to back it up via JKSM to do some editing, I get an error stating 'error opening save archive'. I tested with a USA version of LeafGreen, and got the same result, however the cias of Yellow and Crystal work just fine. I also have a cia of Emerald that I have yet to test, but I'd imagine it would get the same result. Is it something about the GBA games that messes things up? How can I fix it? EDIT: I managed to somehow get it backed up (through a slew of error messages) and got my editing done, but now I can't figure out how to import it back in. I probably just suck, and the solution is simple, but for the life of me I can't get Decrypt9 to cooperate. EDIT 2: Apparently the Decrypt9 error message means nothing, because it imports regardless. Well then. At least I know what to do now.
  8. Hello RNG'ers! Today, I have prepared a save file for those looking to RNG Japanese Emerald's Mew for me. It is a copy of the HaxAras ticket save, but with both ID numbers changed to a special set that makes the only timid 6iv flawless method 1 spread shiny after 176+ million frames. (Refer to my earlier posts and threads for my desired hex PID of 7942EF72, with TID 60510, and 31337.) Anyways, this save file is ready to catch mew when using frameskip 9/10, turbo mode, 1000%, and vblank patching (all from reddit and bond697) to speed the game up to the only flawless frame at 176,000,000+ frames, which, instead of 817 hours or 5 weeks, would, after skipping frames this way, would only take 23-24 hours to hit the frame on a fast PC. This allows Mew to be obtained. If HaxAras's save is unwanted due to cheating, just use Glitzer popping on InsaneNutter's Used Emerald Cart save to change both ID numbers before getting Mew if you abhor cheats. You can trade the Mew to an English RS with Pandora's box TID/NAME/SID/Gender manipulation to trick the name rater into allowing a legit 10 letter english Name before pal-parking without save flashing. Before I forget, on VBA-rr, audio must be off, and the frame counter script for JP Emerald must run, while in addition, the GBA bios is needed for timing accuracy and legitimacy purposes. The desired frame to jump to is frame 176,562,489, which has this PID. You can refer to my first and second threads for the info on these facts, and you can get more info from HaxAras, Ammako, BlackNight(???), suloko, SciresM (possibly), the_Slayer, trigger_death (for GBA RNG info,), and my theories/observations in the connected posts. r/pokemonrng on reddit may help. My earlier wish for an RNG'd 3GPKM is renewed, due to the info found on reddit which, with the battle video method, significantly makes this more doable on console after using an emulator to store the frame counter in the battle video using that namesake glitch on reddit, which allows you to hit the frame on console after save flashing to a JP emerald. This allows shiny 6iv flawless "event ID" method 1 pokemon to be legitimately caught on console with assistance from a wii with fix94's save dumper tool. With school, I have little chance or explanation to waste 24 hours waiting for mew on rng, so I leave the process of procuring shiny event legends with longer names to those in need. Interestingly enough, the Hadou mew can be made using these 2 id numbers into a fan event, which is nicknamed to 10 letters, because the word "Hadou" is 5 characters or less in Romaji and Japanese. This means a hybrid JP event mew is makeable by RNG users due to GEN 3 oversights. Have fun RNGing!
  9. Version 1.0.0

    270 downloads

    Hello readers! Here is another file by me for rom hacking. It is a hybrid Parody of the Windows 8 Internet Explorer logo and the GBA e-Reader logo. As both things died out with a bad reputation, and are significantly different from this, I did no wrong. I also used a Public Domain Wikipedia version of Internet Explorer's Metro Logo, which I modded in GNU Inkscape with 2 simple polygons, (a circle and rectangle,) so as to resemble both logos as an allusion to the Mobile System GB, which had webmail ability. I feel that this makes a perfect joke, and I colored it to black to avoid robots falsely flagging it as copyrighted, when I made it using PD resources to resemble abandoned tech, therefore resulting in no legal trouble. It is in SVG vector format at 256x256, so it will need to be rasterized and recolored to blue to work in a hack before resizing. It cannot go as small as the original, but it is still able to go down to 32 or 64x instead of 16x. It also works at 1bpp, so use as you wish. I offer it as Public Domain under Creative Commons CC-0 PD Dedication. Use it for making distro cards, custom pokedex cards, DS homebrew for Lites with E-readers, and Gamecube Homebrew with anything you want on the cards. This will disclaim it from a real card due to its shape.
  10. Hello readers! About a year ago I found on an archived Geocities Page linked via a strange Pokemon forum a zip file which contained a readme, and a strange binary file called colbtl.bin that is to be used to replace Pokemon Colosseum NTSC-U's copy with a program, that instead of GBA trading over the link cable, flashes any region of RS with a self-contained save file that is expanded. The gba displays info with a splash screen, while the Gamecube appears to fail the trade. I have painstakingly dumped this save file via FIX94's tool. You need to extract this zip file, grab colbtl.bin, put it into a Legit US (or possibly British/Aussie) Colosseum ISO (using GCISOTOOL, GCISOREBUILDER, or GCMTool, maybe wiiscrubber), and replace the file. You also need a way of loading the iso, so either PSO, XenoGC, Wode Jukebox, Swiss, Nintendont, Devolution, Wiikey/Wasp Fusion, QOOB, or other loaders/chips. No actual Nintendo rom code is in the zip file, all of it was freely given as public domain by an ancient hacking group. I suspect FIX94's PokeLoad Gamecube HB exploit for Colosseum and GoD, would be able to allow a talented GC hacker to make some sort of .dol executable on a memcard, that has Ralf@gc-forever's Colosseum Codes for enabling, farming, and Swapping the Ageto Celebi Event out for a selection of events, or allow them to hex it in, along with patching and loading colbtl.bin from the card's dol to trick Colosseum into flashing duplicate saves. There is no current way to set the save file in the colbtl.bin file. Hopefully some data can be found so that the data can be swapped like how Decchi.bin has swappable wondercards. Here is the zip, which also has my personal save file. That one has the word current in the filename. colbtlsv.zip
  11. I need help on where I would be able to buy a "Flash Cart" (I'm not really sure what it's called. Basically I want to use it to play GBA games on my Gameboy SP so ya...anyone know where I can buy one?
  12. ok, apparently if you hack a gba pokemon, then pal park it, you get unknown gba type in the legality checker. but i swear it said something were if i evolve it (an unhacked gba pokemon) it can sometimes go to unknown gba type? and unknown gba tpe doesn't mean it's a hack and nothing else? it could be legit? so i could evolve my hacked pokemon, and people might think it's legit? it is legal by the way, just not legit. thanks, ifyfg.
  13. Okay so here's the problem. I'm trying to migrate my Pokemon from my US Leaf Green onto my Jap Platinum which is on my AceKard 2. I've already made the .sav file from LG, and when I try to migrate it to my Jap Plat, it doesn't show the option to Migrate from my game. So I'm wondering why it does this, and is there a way to migrate without me having to buy a Jap version of the 3rd gen games and use my US games.
  14. is there any existing program that can edit pokemon into a gba game? if not, is there any chance of one being created any time in the future? i would like to be able to modify my gba games with a pokesav-like program.
  15. PokeStock 11.6 Hello guys I found this tool searching in Google and it´s awesome!. I mean, it has everything you need to edit 3rd and 4th gen save files The only problem is that it´s in japanese :frown: (since it´s a brand new uptade). I remembered having the v6.4 in English... so I think that if someone that has acknowledgement of Japanese and soft hacking made a translation it will be great!! This is the project website: This is the download link: PASSWORD: amu It took me a hell of time to found this password... I spend a whole day searching in the PokeStock ugly Japanese forum in order to found it. I didn´t upload this tool because I don´t want to break any rules, (I´m in Emuforums and the guys are very strict about this things... fools). If it´s ok uploading this tool... let me know it. I managed to translate some txt files of this tool, but I couldn’t make them to fit in the GUI interface that the program have. I attached the txt that are translated by me or don´t need translation, and the others txt files that need translation. This txt files goes into the "POKEMAIN" folder. Sorry for my bad english. (I open these thread in these two sections: Save Editing and Save Research & Development, because I don´t know which is the proper one... sorry) DONT NEED Translation.zip NEED Translation.zip
  16. Just wondering cause once my r4 arrives, I plan to attempt to dump my games so I don't have to carry around anything but my ds, and of course heart gold and soul silver. I DO NOT want any links to roms. Also I WILL NOT be uploading anything I dump. (HERE, or ANYWHERE for that matter) I only want to know what the proper sizes clean roms can be, so I can make sure that when I dump, I dump clean. (Mainly pokemon, but also any game since pokemon arent the only games I own) So far I have: GB/GBC: 256-KB, 512-KB, 1-MB, 2-MB, 4-MB, 8-MB GBA: 4-MB, 8-MB, 16-MB, 32-MB NDS: 8-MB, 16-MB, 32-MB, 64-MB, 128-MB, 256-MB 512-MB I think I have all the sizes on gameboy/color/advance. But the ds I only estimate from some of the things I have read. any help is appreciated thanks -cbowling
  17. one question can make backups with Action Replay Max GBA / DS pokemon platimun and I've not let me try and tell me that there is no game cart inserted someone could help me thanks
  18. That big gameshark-like attachment that you swiped cards with codes on them in order to play special mini games? Most of them were pokemon-related, so I thought it'd be fun to discuss, haha.
  19. What's the best GBA flash cart? Preferably one that works in the GBASP. Also, sorry all I do on this forum is ask questions.
  20. First Hi to every1 in this forums, second...i just downloaded some GBA events from pokemon database or something.....and i hope some1 will help me edit them slightly ....v Ho-Oh----->Adamant Nature +Switch the Attack IV With The SpAttack Iv Lugia----->Sassy nature + Switch The HP IV With The Attack IV + Reduce Speed To 17 LATIAS---->Modest/Mild Nature + HP to 22 +SAttack to 24 (IVs Ofcoure) LATIOS---->Timid nature + SpAttack to 23 + HP to 25 (IVs Ofcoure) And also what is this "Normal NDS or GBA A-B-C-D" ?? And Lastly Plz if you can make it as they were migrated to Sinnoh (Platinum) Plz Do !!....... Thanks, Sarutan PS:If You can't do what i said above just make them appear legal or edit that stupid hidden value..... PSS: When i said switch i meant to it like this ( Spd IVs= 31 / HP IVs= 20 ------> Spd IVs= 20 / HP IVs= 31 ) Get It ?? EDIT: I give up !!, I think i'll stick to HG/SS.....<<< GBA EVENTS.rar
  21. does some1 know where i can buy a good gba flash cart? please with these feature IF possible. action replay feature. and it works with GBA SP.
  22. I tried making a gengar, legit, and good enough to sweep through the battle frontier. I downloaded the PKM file from the PKM files list. After I made the necessary adjusments, the legality checker told me it was an uncommon GBA pokemon, that came from Platinum. Is this legit? Online legality checker report: ( [file] => ./tmp/gengar_d8623022a269c4e1c06119e84cbb06d0.pkm [pokemon_id] => 94 [pokemon_name] => Gengar [pokemon_data] => Array [checksum] => 0xEC23 - Valid [pokemonid] => 2516448991 - Mild, Male, Ability 2, Not Shiny [ivs] => 31,15,20,30,30,30 [trainerid] => 46176 [secretid] => 5146 [trainersex] => Male [hiddenpower] => Fighting - 67 [fateful] => No [gendercheck] => Valid [ev] => Valid [nicknamed] => No [hometown] => Sinnoh [Platinum] [countryorigin] => UK/US/AU [type] => Uncommon GBA )
  23. Does anyone know how to make cheats for Pokemon Gba games like Emerald?:confused:
  24. All I can seem to come up with is (Unrestricted). I really want a Timid 10 Aniv Celebi, anyone have any luck coming up with one? :bidoof:
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