Yes it does, as long as you have some way to launch homebrews on 10.3So does this not work with the newest version of Pokemon Shuffle? A friend and I are trying to get it to work.
Yes it does, as long as you have some way to launch homebrews on 10.3So does this not work with the newest version of Pokemon Shuffle? A friend and I are trying to get it to work.
Okay, so for those of you that would be stuck at any point in the new latias challenge, here I am :
Offsets for its "steps" are 0x2D59-0x2D5A, minus the 2 last bits of 0x2D59. Simply enter any number here to get to corresponding step (don't forget about endiannes and those 2 useless bytes), or change those bytes to "C8 00" to get to the 50th step. Beat it and you'll get your latiasite (plus you'll have 100% chance to catch latias if you have 2500 coins to spend) !
If that's clearrer for you :
->take the (decimal) number of the step you want to challenge and convert it to binary
-> move it 2 bits to the left (add 2 0s on the right)
-> convert it to hexadecimal and read it backwards (endianness)
-> copy that number to said bytes.
Oh, and even better : when you skip steps like this, beating the next step will automatically give you every reward you should have had for previous steps ! Try changing thoses to bytes to "FF FF" (should be "9C 0F" if you don't want any overflow, but it doesn't seem to change anything IG) and beat step 999 (you may need a bit of items for this one), and you'll unlock every single reward available for this challenge (basically there aren't any reward past step ~200) !
Edit: It should look like that for the 50th step :
Okay so here is how team data is stored inside savedata.bin, at offsets 0xE0-0xE6 :
Basically, it's each slot's corresponding index number in reverse order (12 bits each), to which you add 3 trash bytes before and 5 after (at least they aren't useful regarding of team slots), then you turn it to hexa and read offsets backwards because of endianness.Code:If hex is "ab cd ef gh ij kl mn" => mn kl ij gh ef cd ab (read offsets backwards because of endianness) => mmmm nnnn kkkk llll iiii jjjj gggg hhhh eeee ffff cccc dddd aaaa bbbb (translate to binary) mmm -> trash bytes m nnnn kkkk lll -> index number of 4th slot l iiii jjjj ggg -> index number of 3rd slot g hhhh eeee fff -> index number of 2nd slot f cccc dddd aaa -> index number of 1st slot a bbbb -> trash bytes
Today I found that data for completed levels is stored at 0x688-0x6DE : don't ask me why, but it seems like it uses 3 bits per level (000 = locked / 101 = completed / 010 = appears as shadow).
Reading is easy but editing it is a bit tougher:
Indeed, you can revert a completed save back to stage 1 (tutorial activates again, even though some things don't play correctly) but you can't just edit those bytes on a blank save to have all unlocked, as it'll say your data is corrupted.
It seems that they are 2 chunks of data, at 0x546-0x5A8 and 0x5D6-0x638 (they are indentical on a legit save), that act like checksums and need to be modified too in order for the changes to work (editing those chunks doesn't do anything if you don't change data at 0x688-0x6DE offsets).
I couldn't find a logical structure yet, but you only need to edit either one for your changes to apply and pasting a chunk from a completed save is okay even if you choose to edit only a few more stages.
Here's what my 100% save looks like:
(easy pasting :
chunkks = "C0 7F E0 C0 FC 0C 00 06 00 00 30 01 1E 60 C2 E1 11 3D F8 1F 00 00 32 77 00 36 00 00 00 0C F7 40 8A 0D FE FB 7F 00 30 1B 00 D4 78 F6 90 E0 01 60 E7 07 3E 5E 0D C0 01 00 80 0F 38 F2 FF E7 A0 D2 C0 1F D5 37 0E 30 00 06 3F 06 1E 0C 0E FF CF 01 02 80 81 1F 3C 18 F0 01 90 FE 83 03 FC 67 00 F8 17 66 01"
stage data = "6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB B6 6D DB 02")
BTW, unlocking all levels that way gives you C rank in all of them (except those you already completed, obviously), but I already found how to modify ranks on previous page if you want. You won't capture pokemons either, so basically unlocking all levels just makes you able to play the level of your choice for those of you that are stuck somewhere.
Hey guys, today I discovered where ranks are stored :
0x987-0x9C1 for normal stages
0xAB3-0xAB9 for extra stages
(both have a lot of free space after in order to keep it growing with the number of levels)
EDIT: Event stages should be at 0xAFE-0xB00 at the moment, I'll check if that changes later
(here I've every Normal/EX stage with S rank except for Chesnaught which is A)
Structure is the same for both cases : 7 useless bits on first byte (so it can only be 00 or 80)and 2 bits for each stage (00 = C / 01 = B / 10 = A / 11 = S) in reverse order because of endianness.
I've been messing a bit with it now and what I observed was :
- Marking a stage as S-rank doesn't make it completed, but the game doesn't "clean" ranks data if you don't improve it. As an example, if you set an S rank on a stage you didn't complete yet, you'll still see no ranks on main screen. But if you then complete it with an A rank for example (you'll see it on results screen), world map will then show an S rank for this stage because A is lower than S.
- EX stages availability is real-time based on the number of S ranks for normal stages. Set all normal stages to S on a blank file and you'll unlock all EX levels at once when you load it (even though you aren't even close to unlocking enough levels to do it normally). Same goes if you set all C-ranks on a file which previously had all S-ranks : EX button doesn't disappear but the EX section becomes empty until you unlock eavery single level again.
Wait, how people can reach level 999 easily?
Wait, how people can reach level 999 easily?
You will need to play with modded APK's (I think you'll have to google that, probably can't link it here). As you might now, there's no way to alter the sav in Android; aside from calling home, Genius Sorority put limitations on how much coins you can earn per level, damage caluclation's get sent to the server due to the existence of Attack Power Up, so if you use a modded APK with high damage and use an Attack Power up item, GS will ban you (item usage is recorded on the servers).So, having to wonder if this will be applied to the Android version? Supposedly there are some out there, but the one I found couldn't even run.
Has something happened since the latest update in the game? I can edit a save but it won't import it successfully.
I guess if they were planning to do something about PSSE, GS would have done it long ago. I just gave it a try and it stilll works fine for me on 1.2.30.
How are you proceeding and what do you mean by "it won't import successfully" ?
I can export, edit the file, but when I import it it doesn't do the usual import. You import and then it skips right back to the main homebrew menu screen instead confirming it imported.
I can export, edit the file, but when I import it it doesn't do the usual import. You import and then it skips right back to the main homebrew menu screen instead confirming it imported.
Don't use save manager, use svdt.If you are using Save Manager, the Shuffle save must be the only save in the save folder.
There is an apk with all the trimmings such as:Hm... that's interesting how GS is handling some cheating on mobile. Still, then is there an APK that will just auto-unlock all Pokemon (Max level if possible) and Mega Stones? I don't care for the extra money/Jems/power/whatever else, that is fine from normal play. It's the grinding and event-locking that I want around.
svdt is preferrable, but it sounds like Brodius had that import problem that Save Manager has with multiple files in a folder.Don't use save manager, use svdt.
I havnt updated yut, and still on 10.3.0-28u, if i update it will block again wont it?Latest update seems to have stopped browser hax again... So I can't check the above advice.