Pokemon HeartGold and SoulSilver problems?

Discussion in 'NDS - ROM Hacking and Translations' started by Kroatien99, Mar 14, 2010.

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Mar 14, 2010
  1. Kroatien99
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    Member Kroatien99 GBAtemp Regular

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    Please Post just ideas how to solve problems. <img src="style_emoticons/<#EMO_DIR#>/yaywii.gif" style="vertical-align:middle" emoid=":yaywii:" border="0" alt="yaywii.gif" />
    - It works 100% on AKAIO RC 1.6
    - Tried to apply the JP fix : Fail
    - Tried to move US files to JP one, to use that JP fix : Epic Fail
    - Tried to patch ARM7 with JP HG/SS one, Platinum one, D/P one : Fail
    - Tried to patch ARM9 with JP HG/SS one, Platinum one, D/P one : Fail
    - Defined "events" as "when you enter/exit a building/stairs/door or save or encounter a wild pokemon or start a trainer fight or end a battle (get back to the game) or when you end a cutscene"
    - The number of events "needed" before the game freezes depend of the number of badges you have
    - Replacing all the 00 00 00 46 in the rom by 00 00 00 00 : Fail
    - Tried a lot of AR codes : Some from JP, K fix... No one working
    - Unchecking DMA and reset : Fail
    - Inserting patched JP overlays : Fail, but increase the number of events before freeze
    - Deleting overlays : Fail
    - Dissect the AKAIO firmware and find out how theirs works: Fail-encrypted
    - You replace x with the number of badges you have, and you find : 0 badges 24 events, 1 badges 21 events, 2 badges 15 event, 3 badges 3 events, more badges you have a negative value and the game do not want to load the save
    - With this "events" needed we can think there is a countdown, each event add -1 to a var who doesn't support value below 1, that can explain the countdown crashes and the fact that the game won't start if the value is negative. If it's right, a AR code who lock
    - No$gba:
    Pokemon HeartGold (U) black screen fix code:
    020DD9E4 E1A00000
    020D3820 E1A00000

    Pokemon Soul Silver (U) black screen fix code:
    020DE16C E1A00000
    020D3FA8 E1A00000
    This list was made by Ribesg

    <!--coloro:#000000--><span style="color:#000000"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Information from Ribesg added by Hadriano<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->


    <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>THE RECAP POST - UPDATE</b><!--sizec--></span><!--/sizec-->

    What was tried, what we know :
    Warning: Spoilers inside!
    Some of what can be done :
    Warning: Spoilers inside!
    What can be usefull (Or not) :
    Warning: Spoilers inside!
    Warning: Spoilers inside!
    Warning: Spoilers inside!
    Warning: Spoilers inside!
    Warning: Spoilers inside!
     


  2. rockstar99

    Member rockstar99 Hi

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    no u
    go to the other thread
     
  3. eugene222

    Member eugene222 GBAtemp Regular

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  4. Kroatien99
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    Member Kroatien99 GBAtemp Regular

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    It is closed.
     
  5. rockstar99

    Member rockstar99 Hi

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    lol it ran outta pages [​IMG]
     
  6. Bumpman

    Member Bumpman GBAtemp Regular

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    As soon as you start the game, search for the value 18 in a debugger, to see if it decreases as you do events
    18 = 14 in hex
     
  7. atenzor

    Newcomer atenzor Advanced Member

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    Did anyone tried this (cause this is strange):

    The US roms have two EXTRA files added:
    \heartgold\data\a\2\6 - - 4
    \heartgold\overlay\overlay_0128.bin

    What happens if you remove them and re-pack the ROM? Does it fix the problems?
    Can someone try or did someone try?
     
  8. Donixs

    Member Donixs GBAtemp Regular

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    Already been tried, it failed.
     
  9. Kroatien99
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    Member Kroatien99 GBAtemp Regular

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    You try it.
     
  10. Shady Guy Jose

    Member Shady Guy Jose GBAtemp Regular

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    Maybe try that and THEN apply Japanese AP patches?
     
  11. Kroatien99
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    Member Kroatien99 GBAtemp Regular

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    Has anybody compared Jap AP and US AP.
    Maybe thay have used different AP on same place.
     
  12. atenzor

    Newcomer atenzor Advanced Member

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    I discovered something else, the ARM9 and some other binary files have different Byte size than JAP roms?
     
  13. Bumpman

    Member Bumpman GBAtemp Regular

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    Yes, many times
    The JAP AP is extreamly sporadic, while the US AP happens after 24 events befor eyou get the 1st badge
     
  14. Shady Guy Jose

    Member Shady Guy Jose GBAtemp Regular

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    Yes. They're different. US one is the same as KOR one, and that one hasn't been cracked yet.
     
  15. atenzor

    Newcomer atenzor Advanced Member

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    Yes, maybe...
     
  16. eugene222

    Member eugene222 GBAtemp Regular

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    Kroation pls update the first post with this:


    - It works 100% on AKAIO RC 1.6
    - Tried to apply the JP fix : Fail
    - Tried to move US files to JP one, to use that JP fix : Epic Fail
    - Tried to patch ARM7 with JP HG/SS one, Platinum one, D/P one : Fail
    - Tried to patch ARM9 with JP HG/SS one, Platinum one, D/P one : Fail
    - Defined "events" as "when you enter/exit a building/stairs/door or save or encounter a wild pokemon or start a trainer fight or end a battle (get back to the game) or when you end a cutscene"
    - The number of events "needed" before the game freezes depend of the number of badges you have
    - Replacing all the 00 00 00 46 in the rom by 00 00 00 00 : Fail
    - Tried a lot of AR codes : Some from JP, K fix... No one working
    - Unchecking DMA and reset : Fail
    - Inserting patched JP overlays : Fail, but increase the number of events before freeze
    - Deleting overlays : Fail
    - This match with the equation -(1/2)*x^3 - (5/2)*x + 24
    - You replace x with the number of badges you have, and you find : 0 badges 24 events, 1 badges 21 events, 2 badges 15 event, 3 badges 3 events, more badges you have a negative value and the game do not want to load the save
    - With this "events" needed we can think there is a countdown, each event add -1 to a var who doesn't support value below 1, that can explain the countdown crashes and the fact that the game won't start if the value is negative. If it's right, a AR code who lock this var must work...

    This list was made by Ribesg
     
  17. banditkeith

    Newcomer banditkeith Advanced Member

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    So is this the discussion thread until that one unlocks?
     
  18. Kroatien99
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    Member Kroatien99 GBAtemp Regular

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    That will maybe work.
    Has anybody tried it.
     
  19. Bumpman

    Member Bumpman GBAtemp Regular

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    Yup, and if mods can merge, they should merge this one with that one afterwards
     
  20. Luna

    Member Luna GBAtemp Fan

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    Has anyone seen this yet?

    EDIT: Added the AR code.
     
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