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Iliekmudkips (talk | contribs) (Pointer as to how to actually DO something with this data) |
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This page is beautiful. I was part way into cracking the data structure myself, having finally figured out the character set by making a Pokemon be named ABCDEEEE, and then searching the pattern in memory. I googled to see if anyone else had started documenting it, and I found the page for the 100-byte data structures! Anyways, how can you possible use this thing, with the damned "The save file is deleted" message? Easy: | This page is beautiful. I was part way into cracking the data structure myself, having finally figured out the character set by making a Pokemon be named ABCDEEEE, and then searching the pattern in memory. I googled to see if anyone else had started documenting it, and I found the page for the 100-byte data structures! Anyways, how can you possible use this thing, with the damned "The save file is deleted" message? Easy: | ||
1. Save the game state in VBA - you know the "Save Game - Oldest Slot" routing. The file that it makes is a GZIP'd copy of the GBA's RAM. So to edit it, just ungzip it! | 1. Save the game state in VBA - you know the "Save Game - Oldest Slot" routing. The file that it makes is a GZIP'd copy of the GBA's RAM. So to edit it, just ungzip it! | ||
:'''zcat "Pokemon Sapphire7.sg2" > PS-7''' | |||
Then run your hex editor on the PS-7 file, and then put it back: | Then run your hex editor on the PS-7 file, and then put it back: | ||
:'''gzip PS-7''' | |||
:'''ren PS-7.gz "Pokemon Sapphire7.sg2"''' | |||
A consequence of the fact that the last 20 bytes are discarded when the poke is boxed means you can play with those without triggering the bad-egg problem in the game right away; realistically speaking if the checksum is computed based on the 80 byte value it can't possibly cover the 100-byte value as well, right? More to come... | |||
[[User:Iliekmudkips|Iliekmudkips]] 02:24, 25 September 2007 (UTC) | [[User:Iliekmudkips|Iliekmudkips]] 02:24, 25 September 2007 (UTC) | ||
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