Talk:Pokémon DP Save File Structure
I just updated this page with slightly revised information on how the game determines which save blocks are most current. Turns out even Pokésav isn't programmed to pick up on an instance where both big blocks have the same ID number, which means my programs now read the save file more accurately than Pokésav. Interesting. --Codemonkey85, 02/19/09 4:49 AM EST
Sabresite, I noticed your comment in the Bulbapedia page on the Pokémon NDS save file structure. I'm not terribly competent at wiki markup, so if you want to make either page look prettier, that's cool... as for content, would it be okay to copy the info from this page to the Bulbapedia one? I wrote both (with help from loadingNOW), so I don't see a problem, but I know you guys are trying to keep this wiki under wraps.
GTS Info
Guys, I found something interesting on PokéExperto regarding the GTS (among other things). I also posted a rough translation on the forums. I added some of the data to the page already.--Codemonkey85 11:00, 28 May 2009 (EST)
Okay, I took the data off of the page until I can confirm it myself... having some problems making sense out of how the FC is stored. I edited the "Unknown" Pokémon, by the way, as it is the Pokémon uploaded to the GTS (tried it myself just now).--Codemonkey85 21:52, 28 May 2009 (EST)
Hall of Fame Block
There isn't much data yet on how the Hall of Fame block is read from / written to the save file. Do the save ID / save index numbers only get rewritten when the game saves after beating the Elite Four, or when saving in general? What happens if the checksum is incorrect... does it then move on to a different general block straightaway, or does it fall on the other Hall of Fame block? If we can get more clarification on this, I will go through and add it to this page, since right now the loading and saving procedures detailed on the page are probably inaccurate. --Codemonkey85 8:43, 7 May 2009 (EST)
CheckSum Algorithm
I'd really like to add the save block checksum algorithms, but I can't really do it without either posting it in VB.Net (which everyone hates), or directly plagiarizing loadingNOW by posting it in C++. Unless there's a more language-independent way to format it.--Codemonkey85, 02/26/09 12:22 PM EST
Please post the checksum algorithm in C++-like syntax. The code loadingNOW used was standard pseudo-language. Sabresite 20:44, 4 March 2009 (UTC)
So it's okay to use loadingNOW's example? Otherwise I'll just run my code in a converter and see what pops out. --Codemonkey85 12:01, 6 March 2009 (EST)
I am pretty sure loadingNOW would have no qualms with his code being posted. But we can always ask him. Of course, it might be a good idea to link to his document in a credits sections. SCV 17:43, 6 March 2009 (UTC)
LoadingNOW said its okay to use his document. We can also link to it so people can see the original. SCV 23:59, 7 March 2009 (UTC)
- This is now a moot point since we optimized a checksum algorithm for both games. What we should do is put it into a separate article, so that both DP/Platinum save file structure files can link to it.Sabresite 20:31, 10 March 2009 (UTC)