I tested to see if
@SkyQueen's method for creating these codes in v1.3.0 was identical to
@Falo's method for v1.2.1 (and below.) It appears so which is awesome for the community waiting on codes.
[Always Shiny Star Wild/Egg/Fossil Pokemon (v1.2.1)]
04000000 007702D4 1400003A
04000000 007702E4 14000036
04000000 00780E54 52000C29
[Always Shiny Star Wild/Egg/Fossil Pokemon (v1.3.0)]
04000000 00766844 1400003A
04000000 00766854 14000036
04000000 007773C4 52000C29
The v1.3.0 update did not change how a Pokémon is generated in memory so applying the memory shift (using Windows Calculator) to all the v1.2.1 codes for modifying a Pokemon work with a coversion (as you can see in this photo):
I will share these later as it's a lot of copying and pasting for the other 24 natures and I want to play the game.
@SkyQueen thank-you for hooking us up very fast!!
The memory shift between v1.2.1 to v.1.3.0 for the catch code is huge (which makes sense because there's huge updates to the game.)
[Wild Catch Rate 100% (v.1.2.1)]
04000000 0076CD98 529FFFE0
[Wild Catch Rate 100% (v.1.3.0)]
04000000 0077F6E8 529FFFE0
There's a huge shift (+12950 according to Windows Calculator) for this code due to massive changes to the game. These codes were in-battle codes. The only other code we had for v1.2.1 that I knew of that a memory shift could potentially work for was the Insta-KO.
Unfortunately, the programming code for battles has changed (I assume due for DMax Adventures hides whether a Pokemon is shiny until you catch it
this is confirmed for those not up-to-date) so a straight memory shift of +12950 HEX did not work.
The Insta-KO works
(as it was explained to me) by adjusting all Pokémon in battles' CURRENT HP to 0 so when the game checks for damage of any amount (attacks, weather damage, poison, etc.) it sees the Pokémon's remaining HP is 0 and the game's programming tells it to faint that Pokémon. Since in Raids the Insta-KO knocks out the Raid Pokémon (even though Raid Shields), I tested the memory shifted code in 5 Star Raids.
Unfortunately, the memory shift of +12950 HEX to the v1.2.1 Insta-KO modified the wrong values in memory. :'(
The memory shift of +12950 HEX modifies all Pokémon in battles' MAXIMUM HP values instead CURRENT HP values.
(TLDR: if a Pokémon's MAX HP in battle is 0, it can never faint because it's always at 100% health. In a Raid, this means the Raid never ends.)
Experienced code hunters if you could help fix this:
Here was the v1.2.1 Insta-KO:
04000000 008028C0 7900E808
04000000 008028C0 7900E81F
Here's the +12950 HEX shift which modifies MAX HP instead of CUR HP:
04000000 00815210 7900E808
04000000 00815210 7900E81F
The correct values in memory should be really close to the broken code's location in memory. So, it should be a minor shift for anyone who knows what they are doing (unfortunately, I do not - I understand the logic not the actual code).
The correct code will cause a 5 Star Pokemon to immediately faint once your team has hit it first. Either bring a Lv. 100 super fast mon or us a high speed attack like: Quick Attack/Extreme Speed/Sucker Punch.
A correctly working attack will work for players solo-ing DMAX Adventures to hunt legendaries...
--------------------- MERGED ---------------------------
Works this for Den's too? Or Only Wild Encounter?
The code will force regular Den Raid Pokémon to become Shiny. However, there's an ID associated with that Raid that determines stats including Shiny-ness (which is how all players capture an identical mon) which can be seen by editors like PKHeX which shows you made that hack.
This means that down the road... Pokémon Home could be programmed to detect this type of hacked Pokémon.
There's a chance down the road... you may go to transfer this into Home or it's already there and you find that the servers delete it for being hacked.