Homebrew pokeSlow - Gen 1 Virtual Console Pokemon Editor

zaksabeast

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Queno138

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Thanks for sharing that; I read more about it here. This gives me hope for an American release that others can have fun with.

Well, my friend helped me to redeem my ticket for me when they went japan.
The save with Mew is uploaded somewhere XD


Also, I've been hoping for an American release,
but the problem is this event requires one to be at the store to do physical trades,
so chances are, I may not get to attend such an event, as I don't live in the US.

edit:
though frankly, the Gen I Mew isn't that special,
as it only gets pound and is almost identical to the distribution everyone got.

Only good things I can think of the VC Mew is:
1. access to TMs that stopped being TMs in future generations
2. hopefully They'll give VC pokemon second hidden abilities, that'll be fun
 
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zaksabeast

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Well, my friend helped me to redeem my ticket for me when they went japan.
The save with Mew is uploaded somewhere XD

That's awesome! Good on your friend for helping you out! :D

Also, I've been hoping for an American release,
but the problem is this event requires one to be at the store to do physical trades,
so chances are, I may not get to attend such an event, as I don't live in the US.

And depending on the possible release of the NA Mew, an update to pokeSlow could potentially bring this to your game. :)
 

zaksabeast

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well if there is a japanese gen I save editor,
and you can just go ahead download a japanese RBGY onto your home menu.

it'll probably be able to be transported too..

Being transported is a possibility, however I'm interested in the American version for nostalgia purposes (there's just something about holding a video game and the First Pokemon Movie as a first memory that never escapes a person). Having a Gen 1 event on a Gen 7 game would be fun, but I don't find it necessary.
 
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Uziskull

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Since you explained you changed a Pidgey into a Slowpoke by editing its identifier value (0x24 to 0x25), does that mean we can also change that value ourselves? Or do you have a list of Pokémon limiting us to only those values?
One of the things I always have on my R/B/Y cartridges is a live GlitchDex (gen 1 glitched Pokémon ftw), and because of that I like my identifier values to be well over the normal values :P
 

zaksabeast

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Since you explained you changed a Pidgey into a Slowpoke by editing its identifier value (0x24 to 0x25), does that mean we can also change that value ourselves? Or do you have a list of Pokémon limiting us to only those values?
One of the things I always have on my R/B/Y cartridges is a live GlitchDex (gen 1 glitched Pokémon ftw), and because of that I like my identifier values to be well over the normal values :P

Since most people aren't interested in looking up values every time to edit a Pokemon's species, there is a list. (However, I'll explain some fun stuff in a bit.)

While pokeSlow can theoretically identify some already glitched Pokemon, I haven't set it to be able to create glitches. Part of the reason is that I haven't tested how PHBankGB (the bank storage that pokeSlow edits) handles glitch Pokemon, so while pokeSlow can read glitches, passing the glitch from the game to PHBankGB and back may not be possible. If it is possible, updating pokeSlow would usually only mean adding the names of the glitch Pokemon to the list of species able to be set (since that alphabetical list checks against the list of readable Pokemon to find their Index Number to set). The only thing I'm concerned with as far as setting a Pokemon to a glitch species is that specific glitch Pokemon will often have one way to obtain them in the game. Setting their data differently by only editing the species may cause issues within the game. It is interesting though, and something I've thought about.

If I'm being brutally honest: since PHBankGB is open source, in the event it doesn't handle glitch Pokemon, the code to read the VC save file could be put into the pokeSlow code, and pokeSlow could be edited to add custom Index Numbers, or better yet, import gen 1 .pkm files from the SD. The latter would be better, because a save with a GlitchDex online could have the glitches exported as the way the game creates them (which would make them a bit more safe to import). While I don't plan on adding this feature, with the pokeSlow code on GitHub, it could definitely be added for personal use.
 

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Since most people aren't interested in looking up values every time to edit a Pokemon's species, there is a list. (However, I'll explain some fun stuff in a bit.)

While pokeSlow can theoretically identify some already glitched Pokemon, I haven't set it to be able to create glitches. Part of the reason is that I haven't tested how PHBankGB (the bank storage that pokeSlow edits) handles glitch Pokemon, so while pokeSlow can read glitches, passing the glitch from the game to PHBankGB and back may not be possible. If it is possible, updating pokeSlow would usually only mean adding the names of the glitch Pokemon to the list of species able to be set (since that alphabetical list checks against the list of readable Pokemon to find their Index Number to set). The only thing I'm concerned with as far as setting a Pokemon to a glitch species is that specific glitch Pokemon will often have one way to obtain them in the game. Setting their data differently by only editing the species may cause issues within the game. It is interesting though, and something I've thought about.

If I'm being brutally honest: since PHBankGB is open source, in the event it doesn't handle glitch Pokemon, the code to read the VC save file could be put into the pokeSlow code, and pokeSlow could be edited to add custom Index Numbers, or better yet, import gen 1 .pkm files from the SD. The latter would be better, because a save with a GlitchDex online could have the glitches exported as the way the game creates them (which would make them a bit more safe to import). While I don't plan on adding this feature, with the pokeSlow code on GitHub, it could definitely be added for personal use.
Dang, I was hoping to avoid the "personal use" way. Thanks for answering anyway.
The .pkm idea is great though. I might export some of my glitched Pokémon and upload them online somewhere (I'm just missing a few that require gen 1 to gen 2 linking, got them on physical cartridge but I have to dump the save somehow).
 

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yo we can get mews now in sun and moon that are legit since we can create these pokemon nd transfer them to sun and moon
I don't think you understand the concept of "legit". A Pokemon is legitimate (legit) if it's never been hacked - i.e. if it was generated in the official way by playing the game, without using any cheats, and it hasn't been edited with any external tools. If you edit a Pokemon with a save editor like this then that makes it hacked.
 

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  • 151 - Mew {YOSHIRB} {55702} {wilykat}.rar
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zaksabeast

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Adding the .pkm from the Mew's event from Japan, I had it from a Collection that I downloaded a while back, also nice work.

Fun fact: Some Max DV's Pokemon are impossible to get in-game because of how the RBY RNG works: http://www.smogon.com/forums/thread...mpossible-in-most-cases.3573219/#post-6822431

Thank you for the Mew! And I'll take a look into your link a bit more; it looks interesting. Looking through it at a glance, it appears that while the RNG makes some Pokemon not possible with max IVs, due to a few variables (such as the equations for how specific impossible sets would be determined and that some Pokemon are available in multiple areas, making more unique equations to verify all 151 Pokemon), I don't think Nintendo will be checking this. Still, this is a fun find, and I'm glad you posted it! :)

Well, another 3ds based hex editor! (save editors are basically fancy hex editors) and will this support New VC injected gen 2 games ?, Or is it all dependent of PHBankGB ?

Since this project was just a "spare time" deal that I coded every now and then during the past 5 or 6 days (with days missing) with the goal of coding it quickly, I chose for it to be dependent of PHBankGB since I was already using it, and editing the Bank file for that homebrew was much more time efficient than accessing the VC save with a CIA build and editing that.

As for your question regarding gen 2 games; I would think Nintendo will release gen 2 VC games eventually. In the case PHBankGB (or another derivative) was updated/created to read those, I think it'd be fun to allow pokeSlow to edit those as well, considering their data structures are the same (with a few interpretation differences, such as shininess through the IVs). If PHBankGB won't be updated, it may be worth looking into adding VC save reading for pokeSlow, although this update would definitely take some time, should it be done. Since PHBankGB is open source, it may almost be better to edit that to read gen 2 saves, since it would require less (rather than rewriting save reading/editing for pokeSlow with everything PHBankGB already has, and then some, PHBankGB would need less things added, such as a few new checks for VC Identification, as well as not passing gen 2 Pokemon to a gen 1 save, and offset changes to accommodate for the new saves).

Will it be done? No guarantee. Is it possible? Heck yeah! :D
 

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Thank you for the Mew! And I'll take a look into your link a bit more; it looks interesting. Looking through it at a glance, it appears that while the RNG makes some Pokemon not possible with max IVs, due to a few variables (such as the equations for how specific impossible sets would be determined and that some Pokemon are available in multiple areas, making more unique equations to verify all 151 Pokemon), I don't think Nintendo will be checking this. Still, this is a fun find, and I'm glad you posted it! :)



Since this project was just a "spare time" deal that I coded every now and then during the past 5 or 6 days (with days missing) with the goal of coding it quickly, I chose for it to be dependent of PHBankGB since I was already using it, and editing the Bank file for that homebrew was much more time efficient than accessing the VC save with a CIA build and editing that.

As for your question regarding gen 2 games; I would think Nintendo will release gen 2 VC games eventually. In the case PHBankGB (or another derivative) was updated/created to read those, I think it'd be fun to allow pokeSlow to edit those as well, considering their data structures are the same (with a few interpretation differences, such as shininess through the IVs). If PHBankGB won't be updated, it may be worth looking into adding VC save reading for pokeSlow, although this update would definitely take some time, should it be done. Since PHBankGB is open source, it may almost be better to edit that to read gen 2 saves, since it would require less (rather than rewriting save reading/editing for pokeSlow with everything PHBankGB already has, and then some, PHBankGB would need less things added, such as a few new checks for VC Identification, as well as not passing gen 2 Pokemon to a gen 1 save, and offset changes to accommodate for the new saves).

Will it be done? No guarantee. Is it possible? Heck yeah! :D
good to know :)
 
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EDIT:
I found the error and fixed it. Download version 1.0.1 in the attached files for the fixed homebrew.

Original:
I need a few details about this, since I can't recreate the error. How did you edit the Mew in your game? Since this program is an editor and not a genner, it won't edit Pokemon that don't exist. Since all Pokemon in the box already have a trainer name that doesn't get rewritten, I'd like to know the steps you took to get this Mew.

The game not working properly with such a Mew makes sense, considering it looks like it's missing a significant chunk of the data structure.

I'll try recreating it using other methods, but getting your input will be helpful.

I want to post a video about it but I believe its a new glitch discovered. I'll call it "invincible mew."
Ps this glitch can break the game so reset if you see the screen go white or see colors (green,red,yellow,brown)
1) download the program and change pokemon's species to mew. teach it confusion, and max ev's and Iv's and set level to 15. Setting it to level 15 is vital because if you trying to take it out of the pc in rby the game breaks. (stats show it at level 0.
2) use pokebankGb and place mew into game. for some reason the mew wont have confusion but that ok.
3) go to the grass near nugget bridge and battle either a wild bellsprout or oddish (these are the only pokemon so far in which the glitch works.)
4) Use mew first and go to the attacks. the game can crash easily so save before battling.
5) Mew is to supposed have no moves with no pp and it will either say type 9, 99 or 99y9y9. keep spaming a button. The game might crash so this takes a few tries. It will work once the audio dies out
6) clicking the attack that finally works will lower enemy health to red and burns him. This means the glitch works.
7) switch to any pokemon (I use mankey). you wont get hurt, for some reason glitch shit happens and the pokemon will be called trainer mew with some #'s.
8) the enemy will be frozen solid! though it has burn effect and will die.
9) when the burn takes effect, the health bar expands, go to full health and dies slowly.
10) once pokemon is dead you gain 1 level (regardless of exp except 100) and you preform the glitch.
when you walk on nugget bridge all sprites we be messed up until you check pokemon I the start menu
11) congrats if you lear the invincible mew glitch. THIS IS REAL AND HAS HAPPEN TWICE BUT TOOK 100 TRIES TO GET THIS RIGHT. PLEASE TELL ME IF YOU CAN PREFORM THIS IN OTHER PARTS OF KANTO.
 

zaksabeast

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How would this max EV and IVs in Gen1? There isn't EV and IVs, DVs you mean?

EVs do exist (they aren't shown before Generation 6 in game) and IVs are the same thing as DVs. Check this link out for more information on the Gen 1 Pokemon Data Structure: http://bulbapedia.bulbagarden.net/wiki/Pokémon_data_structure_in_Generation_I

I want to post a video about it but I believe its a new glitch discovered. I'll call it "invincible mew."
Ps this glitch can break the game so reset if you see the screen go white or see colors (green,red,yellow,brown)
1) download the program and change pokemon's species to mew. teach it confusion, and max ev's and Iv's and set level to 15. Setting it to level 15 is vital because if you trying to take it out of the pc in rby the game breaks. (stats show it at level 0.
2) use pokebankGb and place mew into game. for some reason the mew wont have confusion but that ok.
3) go to the grass near nugget bridge and battle either a wild bellsprout or oddish (these are the only pokemon so far in which the glitch works.)
4) Use mew first and go to the attacks. the game can crash easily so save before battling.
5) Mew is to supposed have no moves with no pp and it will either say type 9, 99 or 99y9y9. keep spaming a button. The game might crash so this takes a few tries. It will work once the audio dies out
6) clicking the attack that finally works will lower enemy health to red and burns him. This means the glitch works.
7) switch to any pokemon (I use mankey). you wont get hurt, for some reason glitch shit happens and the pokemon will be called trainer mew with some #'s.
8) the enemy will be frozen solid! though it has burn effect and will die.
9) when the burn takes effect, the health bar expands, go to full health and dies slowly.
10) once pokemon is dead you gain 1 level (regardless of exp except 100) and you preform the glitch.
when you walk on nugget bridge all sprites we be messed up until you check pokemon I the start menu
11) congrats if you lear the invincible mew glitch. THIS IS REAL AND HAS HAPPEN TWICE BUT TOOK 100 TRIES TO GET THIS RIGHT. PLEASE TELL ME IF YOU CAN PREFORM THIS IN OTHER PARTS OF KANTO.

I wouldn't suggest hunting for glitches for the reason that your game/system may have some bad consequences. My immediate thought with this is that if it took 100 tries to work twice, it probably isn't a problem with pokeSlow's editing or PHBankGB's import, since they consistently write the same data, while RBY runs with an RNG for the battle you mentioned you have to get it. Considering a few other variables (such as the required bellsprout/oddish only battle), this supports the RNG theory.

Regarding the odd stats of the Mew, I would think that since Mew generally comes in two forms in this game (glitch and event), as well as reading that Mew was coded a bit funny in the first gen, it may be plausible to say that setting Mew with irregularities might not be safe. As a result, I'll look into this with a way to import an Event Mew file from 1999 I have. This will ensure editing a Mew into the save won't cause problems.

I'd like to reiterate the idea that glitch hunting is generally not safe, so please don't do it.
 

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THnx for the concern but it ahs not effect my pokemon yellow in any way and because it took a while too figure out what to do. I figure out the trick but as explained it only works near nugget bridge. This is basically useful foor allowing your party to gain levels easily.
 

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