ROM Hack PSSE - Pokemon Shuffle Save Editor

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SaveDataFiler only gets me "arc" folder with about 12 CRC32-style named files and only one .bin (umpatch or something).
None of them are openable in PSSE. Any fix?

You dumped extdata (which are the additionnal files added by in-game updates), not savedata. I don't use SDF but you should be able to dump the game's savedata instead.

@supercarotte Tell me when you have a "stable & complete" release, then I will start the FR translation.

Sure, no problem. My latest commit should be clean & stable enough to be release material, I'll check this tomorrow when I get my 3DS back and if it's okay I'll publish it and tell you :).
 
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You dumped extdata (which are the additionnal files added by in-game updates), not savedata. I don't use SDF but you should be able to dump the game's savedata instead.
Hi,

Excuse my ignorance, found it. Documentation on github would be great.

Cheers for your great work :)
 
Last edited by an07her,
Skill Boosters are officially here and active as well as Special Stages that cost coins to play just they added in Shuffle Mobile a while ago.
 
Last edited by ccfman2004,
Skill Boosters are officially here and active as well as Special Stages that cost coins to play just they added in Shuffle Mobile a while ago.

I'm on it, I know where the "Talent exp" is stored and it's surprinsingly straigthforward. The Exp values needed are based solely on the talent itself (which Pokemon has it doesn't matter), so I guess there should be somewhere in the files where I could find those needed values (I hate overflows :yay3ds:).
 
Should I fork my french translation from your gtihub, @supercarotte or from nicolette's github?
From his github

@supercarotte .. I noticed something using the editor
When I go to the events tab in the editor, it should automatically detect the Pokemon are currently on event right? It's doing that, but the safari it's seeing is an old one. Is that normal?

For whatever reason it's showing an escalation data as well even thought there isn't one right now
 
Sorry for the delay, a new release of PSSE is available here : https://github.com/supercarotte/PSSE/releases/tag/v1.3.10-2

This mostly adds v1.3.10 support, with the new pokemons added and a Bulk Edit code to max the talents levels (maybe a full editor will come later).
As always, tell me what you think about it, and report if something goes wrong.

For those interested, there are 2 arrays relative to talents levels :
  • 0xC9BB-onwards : talents experience, just 1 byte per pokemon, no shift (exp values for talents are much more smaller than for pokemons)
  • 0xAD9B-onwards : talents levels, 3 bits per pokemon, level 1 is default so it corresponds to a 0 value.
Should I fork my french translation from your gtihub, @supercarotte or from nicolette's github?

I'd probably say mine, even if nic0lette's has been proved stable by now it is a bunch of commits behind mine and doesn't support the latest game version. Do as you wish though, I don't think she'd have something against you translating her work :)

EDIT :
From his github

@supercarotte .. I noticed something using the editor
When I go to the events tab in the editor, it should automatically detect the Pokemon are currently on event right? It's doing that, but the safari it's seeing is an old one. Is that normal?

For whatever reason it's showing an escalation data as well even thought there isn't one right now

It's because they are still in the StageDataEvent.bin file, which is only updated with every game update. Btw, the opposit problem is also true : pokemons that are listed in an event stage that should be accessible yet will be considered available (like magmortar can be caught even though its stage hasn't begun yet).
Unless there is a timestamp in this file saying when the stage should start/end, there's not much I can do about it, sadly.

v1.3.10 has the newest event stages list, so Latios's escalation battle is gone (btw that reinds me I should try to fix escalation battles and other event stages being shown as several different stages).

PS : I'll update the readme file tonight with the newest instrucions, but in the meantime you should now that you can click the green check icon to activate (un)safe mode. In safe mode, if you uncomplete a stage it'll uncomplete every stage after it too and if you complete a stage it'll complete every stage before it. Also, stage sprites will be black for uncompleted stages. All of these are deactivated in unsafe mode.

PS2 : oops, forgot to delete the "UNRELEASED" tag in talent+ item's descriptions...:wacko:
 
Last edited by supercarotte,
Sorry for the delay, a new release of PSSE is available here : https://github.com/supercarotte/PSSE/releases/tag/v1.3.10-2

This mostly adds v1.3.10 support, with the new pokemons added and a Bulk Edit code to max the talents levels (maybe a full editor will come later).
As always, tell me what you think about it, and report if something goes wrong.

For those interested, there are 2 arrays relative to talents levels :
  • 0xC9BB-onwards : talents experience, just 1 byte per pokemon, no shift (exp values for talents are much more smaller than for pokemons)
  • 0xAD9B-onwards : talents levels, 3 bits per pokemon, level 1 is default so it corresponds to a 0 value.


I'd probably say mine, even if nic0lette's has been proved stable by now it is a bunch of commits behind mine and doesn't support the latest game version. Do as you wish though, I don't think she'd have something against you translating her work :)

EDIT :


It's because they are still in the StageDataEvent.bin file, which is only updated with every game update. Btw, the opposit problem is also true : pokemons that are listed in an event stage that should be accessible yet will be considered available (like magmortar can be caught even though its stage hasn't begun yet).
Unless there is a timestamp in this file saying when the stage should start/end, there's not much I can do about it, sadly.

v1.3.10 has the newest event stages list, so Latios's escalation battle is gone (btw that reinds me I should try to fix escalation battles and other event stages being shown as several different stages).

PS : I'll update the readme file tonight with the newest instrucions, but in the meantime you should now that you can click the green check icon to activate (un)safe mode. In safe mode, if you uncomplete a stage it'll uncomplete every stage after it too and if you complete a stage it'll complete every stage before it. Also, stage sprites will be black for uncompleted stages. All of these are deactivated in unsafe mode.

PS2 : oops, forgot to delete the "UNRELEASED" tag in talent+ item's descriptions...:wacko:
So why are they in the Stagedataevent.bin if the game has already been updated to the latest? That's why I dont get.

And yeah, I noticed escalations being there as several entries, but I thought that it was meant to be that way.

Thanks for the update. I'll check it out later :)
 
So why are they in the Stagedataevent.bin if the game has already been updated to the latest? That's why I dont get.

And yeah, I noticed escalations being there as several entries, but I thought that it was meant to be that way.

Thanks for the update. I'll check it out later :)

The game has been updated, but PSSE's resource files aren't automatically updated everytime a game update is available. They are extracted from the game's extdata (except for megastone.bin, which is directly in the game's cxi since it hasn't been updated since the 1.3.0 version of the game), each time I release something I include the latest files but you can also manually overwrite the content of the resource folder if you can extract them yourself (that's actually what the resource folder is for).

You are using my previous release, which included the 1.3.9 resource files, so you see 1.3.9 stages. When you'll download my latest release you'll have the proper 1.3.10 stage list (and if you take the resource folder from that release and put it in the same directory as the old one, you'll have 1.3.10 stage list with the old release).

Also, escalation battles probably are in multiple copies because the pokemon you encounter has different stats based on the step you're on. I don't know why do special battles like the thundurus from last week sometimes have multiple copies too though.
 
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The game has been updated, but PSSE's resource files aren't automatically updated everytime a game update is available. They are extracted from the game's extdata (except for megastone.bin, which is directly in the game's cxi since it hasn't been updated since the 1.3.0 version of the game), each time I release something I include the latest files but you can also manually overwrite the content of the resource folder if you can extract them yourself (that's actually what the resource folder is for).

You are using my previous release, which included the 1.3.9 resource files, so you see 1.3.9 stages. When you'll download my latest release you'll have the proper 1.3.10 stage list (and if you take the resource folder from that release and put it in the same directory as the old one, you'll have 1.3.10 stage list with the old release).

Also, escalation battles probably are in multiple copies because the pokemon you encounter has different stats based on the step you're on. I don't know why do special battles like the thundurus from last week sometimes have multiple copies too though.
Thanks, now I understand :)

And yes, that's what I meant by "I thought it was meant to be that way". Because of having different stats on different levels.

Didn't notice thunderous though, now THAT is weird..
 
Well, I finally got to test it out. I maxed out my resources and max leveled all the Pokémon I had. It works like a charm. Although, one thing surprised me: when I max leveled my Pokémon, all the ones that could use Raise Max Levels had max lollipops as well, making my 99 lollipops useless until I get another Pokémon that can use them. Is that normal?
 
Well, I finally got to test it out. I maxed out my resources and max leveled all the Pokémon I had. It works like a charm. Although, one thing surprised me: when I max leveled my Pokémon, all the ones that could use Raise Max Levels had max lollipops as well, making my 99 lollipops useless until I get another Pokémon that can use them. Is that normal?

Yup that's normal. It does makes having 99 lollipops useless but isn't it more convenient to have everything done on the spot rather than letting you give them manually ?

BTW, giving yourself all S ranks with this version make a 42th expert stage appear, featuring pikachu, saying that you need 999 S ranks to unlock it. It's actually because there are dummy data for a 42th (and a 43rd) expert stage in the game's files, I don't know what does GS intends to do with those yet...
I need to code a workaround to skip stages requiring 999 S ranks, that should be easy. It won't be directly implemented in this release though, so just uncomplete event stages 42 and 43 manually in the meantime if you don't want them to appear in game.
 
@supercarotte

I think the latest build has the max talent lvl 5 Asa bulk option only right? Can you add it per Pokemon?

Also, I haven't played much lately, but I believe they only have personalized booster for Grodon, and today's Greninja and Kyogre. So, will the bulk raise to max talent of all Pokemon? Or just the currently released ones?
 
Sorry for the delay, a new release of PSSE is available here : https://github.com/supercarotte/PSSE/releases/tag/v1.3.10-2
.....
I found a small problem with this version:

When I open another save file the items do not get updated with the values from the newly opened save file.

To be more precise:

I open a save file where 10 Mega Speedups are present.
It doesn't matter if I edit anything or I save this save file.
Now I open another save file (from a different shuffle game) where 20 Mega Speedups are stored.
But PSSE v1.3.10-2 still shows 10 Mega Speedups.
When I save this I do unintentionally overwrite the other value, in this case 20 Mega Speedups would be now overwritten with 10.
This is true for all items including the new enhancement items.

This did not happen with the earlier PSSE versions.

And I have a wish:

Is it possible to enable the Tab key to jump from an item field to the next item field?
And Shift-Tab to jump to the previous?
This would make editing item values easier.

Thanks.
 
@supercarotte

I think the latest build has the max talent lvl 5 Asa bulk option only right? Can you add it per Pokemon?

Also, I haven't played much lately, but I believe they only have personalized booster for Grodon, and today's Greninja and Kyogre. So, will the bulk raise to max talent of all Pokemon? Or just the currently released ones?

Yeah I implemented it as a bulk option because it was easiest and quickest, when 1.3.10 had just been released. Adding a per-pokemon viewer/editor is not hard itself, but I'm struggling with design : I can't find a way to show that added NUP box in such a way that it looks nicely for every pokemon (some have lollipops, stones or speedups boxeswhile other don't). I want the box to keep the same position in every case, so I need to find a generic position that always looks nice. :unsure:

Also, while it's true that only some pokemons can drop skill boost items, they already released one Skill Booster as an entry gift, which can be used on the pokemon of your choice because every single one is compatible. So you can't have all your pokemons maxxed out atm because of a shortage of items until some more are released (as prizes in escalation battles or simply by allowing any pokemon to drop them), but technically it's allowed by the game, kind of like how there isn't enough lollipops available yet to maxx out every pokemon. That's why I just made a bulk code that maxxes skills for all caught pokemons (though it's kinda overpowered^_^).

I found a small problem with this version:

When I open another save file the items do not get updated with the values from the newly opened save file.

To be more precise:

I open a save file where 10 Mega Speedups are present.
It doesn't matter if I edit anything or I save this save file.
Now I open another save file (from a different shuffle game) where 20 Mega Speedups are stored.
But PSSE v1.3.10-2 still shows 10 Mega Speedups.
When I save this I do unintentionally overwrite the other value, in this case 20 Mega Speedups would be now overwritten with 10.
This is true for all items including the new enhancement items.

This did not happen with the earlier PSSE versions.

And I have a wish:

Is it possible to enable the Tab key to jump from an item field to the next item field?
And Shift-Tab to jump to the previous?
This would make editing item values easier.

Thanks.

This rings a bell, but I can't remember if I fixed it yet (in a pending commit). I'll lay an eye on it, it shouldn't be that hard to figure out anyway.

Idk if Tab navigation is possible inside the items grid, because it's recognized as a single item by the program and I've no idea how to make it work. I'll try to implement it if I can find a solution on stackoverflow :lol:, but no promises.
In the meantime you should be able to use arrows to navigate inside the grid once it has focus.

PS: I have midterms next monday, so I'll probably do nothing until then.
 
Last edited by supercarotte,
...
Idk if Tab navigation is possible inside the items grid, because it's recognized as a single item by the program and I've no idea how to make it work. I'll try to implement it if I can find a solution on stackoverflow :lol:, but no promises.
In the meantime you should be able to use arrows to navigate inside the grid once it has focus.
....
Using the arrow keys to navigate through the items only works when the item text has the focus. But then I cannot enter or edit any value. When I mouse cklick on the value field I can edit it but then the arrow keys no longer allow to move to the next item.
Again I have to use the mouse.
So, I always have to use the mouse to move to the next item which I want to edit.
This is inconvenient but it is acceptable.
It would be nice if I could naviagte through the items only using the keyboard.
Hence my wish.

Good luck for your midterms.
 
He means the version of your 3DS's program. It's the number shown on bottom-right corner of top screen when you enter the console's parameters.

I take it that your 3ds is fully updated and you have no way to use homebrews at the moment. To get access to homebrews (& use svdt), you'll need one of these games : Cubic Ninja, Ocarina of Time 3D or Pokemon Super Mystery Dungeon.

Cubic Ninja (NinjHax) is "standalone" but is a very rare game that's usually overpriced on the internet,
Super Mystery Dungeon (SuperMysteryChunkHax) currently is only usable if you know a friend with an homebrew-enabled 3DS (& have a cartridge version) or have another entrypoint yourself.
Ocarina of Time 3D (OoT3DHax) is basically the same as SMD, but you also can set it uo using a powersave if you own one.

SO I have access to both PSMD and OoT, and a hacked o3ds with homebrew on it.

I want to try and use this file editor on my N3DS (which is fully updated to the newest firmware 11.0.33 >.<)

Which is the best way, if it is possible, to go about being able to do this?
 
Last edited by Midgetgirl05,
SO I have access to both PSMD and OoT, and a hacked o3ds with homebrew on it.

I want to try and use this file editor on my N3DS (which is fully updated to the newest firmware 11.0.33 >.<)

Which is the best way, if it is possible, to go about being able to do this?

Oot3dhax is not working on 11.0 atm and idk if smdhax works but it cannot be installés using another console so I'm afraid you can't get access to homebrew right now.
Smea Saïd he'll update ninjhax (and eventually oot3dhax), but he's kinda busy so it could take a while.
 
Oot3dhax is not working on 11.0 atm and idk if smdhax works but it cannot be installés using another console so I'm afraid you can't get access to homebrew right now.
Smea Saïd he'll update ninjhax (and eventually oot3dhax), but he's kinda busy so it could take a while.

I thought you could use SMDhax with another system to install it? Oh well... guess I wait.

And I wish I had Cube Ninja >.<
 

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