![]() As a bonus, I've also ported DRI over from mobile, though that feature isn't as useful for people who are already using PSSE to get around farming.PassCodes Like many other Pokémon games, Pokémon SHuffle has got a special PassCode system which allows you to input a special code to get a variety of items. ![]() Though I will suggest nullifying the offset of your console and checking in at least once before shutdown to avoid the hassle if you end up needing to change the clock, as once its nullified on the save file, its pretty much good to go for life. While I'd love to make an update to PSSE to add the feature to make the offset of the save file zeroed out I can't program, so I unfortunately can't. I've also made the comps act like regular boss stages due to not immediately knowing a better solution. So technically its the same preservation that the game would have if you didn't change the clock afterward, I have figured out which values in the save data are responsible for the lockout from changing the time of the system, and changing them to 0 and nullifying the time offset on your console would restore access. I've ported all extdata to the base game. First priority though is making sure the extdata is still accessible to people who wanted to try the game on 3DS after the shutdown happens. Ideally I want to learn to make a code edit to the game to get around the lockouts and the fact that using the mod requires downgrading the save file back to 1.5.0. The rotation that is ongoing right now for specials will last until 2037 if you don't get locked out though, so like 14 years for me to think of a better solution. As a bonus, I've also ported DRI over from mobile, though that feature isn't as useful for people who are already using PSSE to get around farming. ![]() I haven't digged in this for a while so that's basically all I remember for now, I'd have to work again on it if you need more informations.Ĭlick to expand.I've ported all extdata to the base game. This file is divided into one or more chuncks per event level, and though I have managed to properly read it each of them contains two 6 or 8-bytes long regions that I strongly suspect to be dates (because the absolute difference between those numbers often corresponds to 1 or 2 weeks worth of seconds, always matching the announced availability period). I myself won't be able to work on it this WE, so don't expect a release until at least mid/end of next week. I uploaded the commits on github so if you want to test it you can compile it from there, but be warned that it is in an extremely buggy/alpha++ state. It now has the basics functions to handle UX stages, but I have yet to implement it correctly in the editor (I had to manually fix my save after editing it with PSSE to take the pics above). So, as you can see I made a lot of progress on PSSE.
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