Please post your BID.nope, they just dont show up
no clue, if i find out ill let you know
Please post your BID.nope, they just dont show up
no clue, if i find out ill let you know
Say what you used to test it or stop talking cuckdoesn't work bro, move on
whats the BID for the homiesfun, version 1.1.1 is out so there goes all the current cheats, good thing i stocked up on items
Ah I see, that's really sad. Well, the plus side is that we can at least catch the first Pokémon hahaha. Thanks for your hard work!The problem is how the game is coded to work.
In earlier games there were 4 slots for pokemon, Player 1, NPC 1, Trainer 1, Trainer 2, so a max of 4 (or in Gen5 6) pokemon could be on the field at the same time and only the data for the current pokemon was loaded. So when the catch code was used, it then catched the currently loaded pokemon.
But in this game (and maybe SWSH too), it was changed to load all pokemon of all trainers at once and only use an index to show which pokemon is on the field.
So when catching a pokemon, the code is only able to select between "Trainer 1 and Trainer 2", and since a wild pokemon will always be at index 0, the catching mechanic only trys to catch the pokemon at index 0.
This is not so easy to change, because the code behind this is the same code that is used for all battle mechanics offline and online, so an ipc based command system does the heavy work of sending the catch command to the scripting system.
Currently i can't do anything to fix this, use the Encounter Code as an alternative.
did it work ?It was worth a shot, atleast the other 2 events should work.
Now i try this with a different option, if i can't change it via code hacking, let's try memory hacking ^^.
I don't have noexes running currently so it's a bit slower, but i guess i have the correct memory location, for now no cheat code, because it could ruin some saves, but here the pointer path:
intValues is a il2cpp uint32 class, so:Code:main.nso + 4E5E160 = MethodInfo_26B6DB0 +0x18 = klass +0xB8 = static_fields +0x0 +0x20 = PlayerWork.fields._saveData.intValues
+0x18 = max_length (should be 500)
+0x20 = m_Items
m_Items[FlagId] should then allow us to modify event flags directly...
if someone wants to try it, i can't because im just after the 4. gym in the story.Code:275 = intValues +0x46C 276 = intValues +0x470 277 = intValues +0x474
is this for 1.1 or 1.0Try these two. They both worked for me. EDIT: I was not the one who made these. I just modified the item codes to the item IDs of the capsule and patch.
[999x Abilty Capsule]
580A0000 0472AD60
580A1000 000000B8
580A1000 00000000
580A1000 00000048
780A0000 00001E5C
680A0000 00000001 000003E7
780A0000 00000008
640A0000 00000000 00010000
[999x Abilty Patch]
580A0000 0472AD60
580A1000 000000B8
580A1000 00000000
580A1000 00000048
780A0000 00004B68
680A0000 00000001 000003E7
780A0000 00000008
640A0000 00000000 00010000
that if you update rom version dont have toofun, version 1.1.1 is out so there goes all the current cheats, good thing i stocked up on items
Same goes for Shining Pearl I thinkPokemon_Brilliant_Diamond_Update_v1.1.1_NSW-SUXXORS is out
[Max Pokedollars 1.1.1]
[Inf Pokeradar Energy 1.1.1]
[999x Masterballs 1.1.1]
[999x All Balls 1.1.1]
[Platinum Female Outfit Modifier 1.1.1]
[Platinum Male Outfit Modifier 1.1.1]
[Members Card 1.1.1]
[Oak's Letter 1.1.1]
[999x Dream Ball 1.1.1]
[999x Beast Ball 1.1.1]
[999x All Berries 1.1.1]
Nintendo EshopWhere can i download the v1.1.1 update?
how would i make a cheat to disable the blur/depth of field effect/filter???? it actually hurts my eyes really bad and its making the game unplayable for me so please any help is appreciated