Homebrew [WIP]PCHex++ - PCHex with its own gui

4gionz

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Save data filer uses Nintendo's SDK AFAIK, it would be illegal to include it.
No no, they wouldnt have to include it, you(the user) would just use save data filer instead of pk save to export and import the save.

I'm sure it would be more complicated than that since pchex would probably have be modified to be able read the type of save file savedatafiler uses? I don't know but it may be possible
 

ShadowOne333

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No no, they wouldnt have to include it, you(the user) would just use save data filer instead of pk save to export and import the save.

I'm sure it would be more complicated than that since pchex would probably have be modified to be able read the type of save file savedatafiler uses? I don't know but it may be possible
One option would be for them to also include the /filer folder in their code so that PCHex and PHBank look for the titleID of both XY and ORAS in there, then get the main.bin file from that very same folder.
It's the only thing I can think about.
 
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NukesBanana

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One option would be for them to also include the /filer folder in their code so that PCHex and PHBank look for the titleID of both XY and ORAS in there, then get the main.bin file from that very same folder.
It's the only thing I can think about.

I think adding the ability to browse for a .sav file would be nice. Maybe by default it goes to the PCHex folder, but you can then go into the sdvt folder for example and use a sav file from there.
 

Slashcash

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HOPEFULLY some good news here, i may have found a workaround to solve the red screen and re-gain the possibility to directly access the savefile without using PKSave. Could someone with a XY and ORAS copy and a little of patience test this for me?

I need to know:
  • If it does boot up correctly when selecting XY and if it does effectively modify the save
  • Same thing with ORAS
  • If the export function now doesn't produce a crash and effectively works (exported .pk6 should be in /pk/PCHex++/export

Unfortunately i am not at home (and i don't own a copy of ORAS)

Please use the file attached and, as always, delete your entire PCHex++ folder before copying the new one
(obviously don't launch PKSave before PCHex++ or it would be useless, we want direct file access here)

It is better to do a backup before trying this
 

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ekiMheT

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It's always possible to extract savefiles with savedatafiler.
Has anyone been able to inject .pk6 files with the latest build?

I've tried multiple .pk6 files from different sources and also tried on a Pokemon X and Pokemon AS sav file and whenever I select the pokemon file it just freezes.

The only thing I can do is hold L+R+DOWN+B to exit.
yup I've got this same problem.
 

Slashcash

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yup I've got this same problem.

This is so strange, i never experienced a crash on importing but it seems to happen quite often. Would you please try the build i attached a couple of posts before? It does contain some changes to the way it access the sd card it may solve the problem. Of course make sure that .pk6 file are effectively 232 bytes long and not corrupted (.pkm file are not supported)
 

ekiMheT

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This is so strange, i never experienced a crash on importing but it seems to happen quite often. Would you please try the build i attached a couple of posts before? It does contain some changes to the way it access the sd card it may solve the problem. Of course make sure that .pk6 file are effectively 232 bytes long and not corrupted (.pkm file are not supported)
Testing now
 

ekiMheT

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Testing now
Okay, so it loads Y&X and ORAS perfectly, the saves work fine aswell and the exports seem to work but the imports still seem to freeze for me? Maybe something is wrong with the pk6 files I'm using.

EDIT: Okay I just imported the Pokemon I exported and it worked fine, so maybe it was the pk6 files I was using.
 
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Slashcash

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It turned out that some .pk6 files on the internet are 260 bytes instead of 232 (they contain additional informations)

So if the import function does crash is probably because you are using a 260 bytes .pk6, they are not supported yet (as they seem pretty rare) but i suspect they will be supported in the near future
 

NukesBanana

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It turned out that some .pk6 files on the internet are 260 bytes instead of 232 (they contain additional informations)

So if the import function does crash is probably because you are using a 260 bytes .pk6, they are not supported yet (as they seem pretty rare) but i suspect they will be supported in the near future

That explains it. All of the pk6 files I had (mainly the Ditto's from /r/BreedingDittos) were 260 bytes. Do you know how to fix this problem? Hopefully it's just something small, because other than that this homebrew has been perfect so far.

I'm trying out the build you posted above, if I have any problems I'll tell you, but otherwise just assume it works perfectly :)
 

Slashcash

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That explains it. All of the pk6 files I had (mainly the Ditto's from /r/BreedingDittos) were 260 bytes. Do you know how to fix this problem? Hopefully it's just something small, because other than that this homebrew has been perfect so far.

I'm trying out the build you posted above, if I have any problems I'll tell you, but otherwise just assume it works perfectly :)

It was so easy i just fixed that. Don't want to pollute the topic with thousands of different builds so i'm not attaching this here now (i seriously have to start to number them), if you really need the function i could send you the new build somewhere (it seems you have pm blocked ;) )
 
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ShadowOne333

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It was so easy i just fixed that. Don't want to pollute the topic with thousands of different builds so i'm not attaching this here now (i seriously have to start to number them), if you really need the function i could send you the new build somewhere (it seems you have pm blocked ;) )
I'd like to try that build out. :P

BTW I tried the official release yesterday and it's working wonders. :)
All I could really think about to implement would be to be able to change the Species (the pokemon itself to another one) and the Gender of the Pokemon.
That's all :D

Edit: Oh and to be able to watch the stats of the Pokemon, since they're all at 100 locked.
But perhaps you already had that one on the todo list :P
 
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muggy8

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Has anyone been able to inject .pk6 files with the latest build?

I've tried multiple .pk6 files from different sources and also tried on a Pokemon X and Pokemon AS sav file and whenever I select the pokemon file it just freezes.

The only thing I can do is hold L+R+DOWN+B to exit.

It's worked fine for me. I injected a few legends the other day (just 1 cresselia actually).

maybe you just forgot to go back to the save manager and reinsert your modified save data after you're done modding your boxes?
 

NukesBanana

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It's worked fine for me. I injected a few legends the other day (just 1 cresselia actually).

maybe you just forgot to go back to the save manager and reinsert your modified save data after you're done modding your boxes?

Nope, it was a problem with 260 byte pk6 files, see 3 posts above yours.
 

Wire

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It was so easy i just fixed that. Don't want to pollute the topic with thousands of different builds so i'm not attaching this here now (i seriously have to start to number them), if you really need the function i could send you the new build somewhere (it seems you have pm blocked ;) )
Would it be possible for in the future to add the ability to browse for a save file? I use SVDT and it puts the save file in "/svdt/Name of Game/Date Backup Made." So for the time being, PCHex++ isn't a viable option for me because I would have to constantly either use microSD Management or take out the microSD card and constantly move files around which would become very tedious. I understand if this isn't a viably option for your now but it would be a nice feature to have in future releases.
 

NukesBanana

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Would it be possible for in the future to add the ability to browse for a save file? I use SVDT and it puts the save file in "/svdt/Name of Game/Date Backup Made." So for the time being, PCHex++ isn't a viable option for me because I would have to constantly either use microSD Management or take out the microSD card and constantly move files around which would become very tedious. I understand if this isn't a viably option for your now but it would be a nice feature to have in future releases.

The new build just grabs the save from the cart/eShop game the same way svdt does.
 
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