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Changelog
Bernardo Giordano edited this page Jan 1, 2019
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- Fix various offsets used here and there in the application. This is critical and updating to this version against v6.0.0 is strongly suggested.
- Fix party generation.
- Fix transfer code from gen4 upwards.
- Disable nature edit screen for Gen4, as it is linked to PID
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Game support has been extended to cover every functionality from Generation
4 to LGPE. This includes, among the others, Storage, Editor and
Scripts.
- This means that Editor and Storage are now available for DS games. More on that later.
- This also means that Editor is available for LGPE.
- The title loader has been completely redesigned to highly improve the user
experience.
- The user interface is now more Checkpoint-esque. PKSM will automatically retrieve any valid title (cartridge and digital) that is currently available in your console.
- Title loader now supports cartridge hotswapping. You can now remove the cartridge while in it and put another one. The title list will automatically reflect the changes in the interface.
- Title loader is now able to load the save file for a certain title
from both the actual save archive and the SD card.
- This means that you're now able to load any save file for a certain game, provided they're located in a folder specified in the configuration file (more about this later).
- PKSM automatically adds Checkpoint's working path to the list of valid folders to look for save files. This means you'll be able to directly edit your save backups you made with Checkpoint.
- While the main title loader interface lets you only work with save files you have games for, how do you work with save file you don't actually have games in your console? You're welcome, we thought about this too. Title loader now has an additional tab in which you can choose save files for not directly available titles, giving you the opportunity to edit whatever you want. What has already been said about SD card save backup loading also applies to this menu.
- It's now possible to return to the title loader once you're done making changes to a save file, instead of having to close PKSM and boot it back up.
- You can edit PKSM's configurations by pressing
SELECT
, which will let you enter the configuration menu before the main menu is even loaded. More about configurations will be said later. - The title loader has now a wireless loading feature, with which you can
load a save file from your local network, that can be sent back when you're
done applying your changes.
- This directly allows you to load LGPE saves over the network using Checkpoint for Switch.
- Warning: once you enter the wireless loader (you'll be prompted before entering it, to make sure you don't misclick on it) you won't be able to return back without receiving a save file. If you're in this situation and don't know what to do, rebooting your console will be mandatory.
- The Storage functionality has been completely redesigned. It's now
possible to browse Storage for every game, from DPPt to USUM.
- It's now possible, among the already available functionalities, to clone from the Storage itself.
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Transfer through generations is available. This means you can perform a
complete Gen4 <-> Gen7 swap in freedom.
- Transfer through generations needs to be specifically allowed from the
configurations, because it changes the original pokemon data. The option
to allow is
Edit during transfers
(or the equivalent in the language you're familiar to). - Please note that conversions are still experimental and there will be edge cases not covered. Please always make a save/storage backup using Checkpoint.
- Transfer through generations needs to be specifically allowed from the
configurations, because it changes the original pokemon data. The option
to allow is
- Box renaming is available for both save and storage boxes.
- Storage size expansion has been enabled once again. Default Storage size is still 150 boxes, but the upper limit is now set to 2000.
- The Editor has been completely redesigned as well.
- Supports every game from DPPt to LGPE.
- Hex Editor and QR Code scanner are also available from DPPt to USUM.
- Party editing is now possible.
- Cloning is possible by pressing
X
. - Box renaming is available here, too.
- You're now prompted if you're exiting a pkm edit session without saving.
- A Bag editor has been included. You can now edit most sections of your
bag, for every game supported by PKSM.
- You're allowed to change the item by tapping on the dedicated button, and increase or decrease the amount using the touch screen.
- Dynamic addition and removal of items is also available.
- The Event database has been finally updated to include all the latest
wondercards.
- New wondercards will be automatically fetched from the EventsGallery when you compile PKSM from scratch, or we push a new release. This means manual work is not required anymore to include wondercards.
- Dumping wondercards you own is possible by pressing
X
in the event list. - QR code wondercard injection is available as well, and has been extended to support all wondercard formats from Gen4 to Gen7.
-
Scripts have been greatly enhanced as well. We'll be short but this
describing the latest changes would require a dedicate changelog.
- Default scripts are now built-in. Thanks to the recent work by many
scripters, there are now more than 800 scripts available for everyone to
use.
- This means every new PKSM update will always contain default scripts. Placing default ones in the SD card is not required anymore.
- Support for scripts written in C. PKSM now has a built-in C
interpreter which will allow you to write more complex scripts directly in
C.
- This directly means you're allowed to use standard library functions in scripts, create variables, doing math operations and work with pointers. Good stuff.
- Some APIs you can use in your scripts are directly provided by PKSM, and they focus on user interaction, keyboard access and utility functions.
- You can always request some more if you're about to develop a new script which requires a functionality not yet available from PKSM.
- Support for folders. Scripts are now organized in folders, to make the UI more elegant and accessible.
- You're allowed to place your own scripts into the SD card and switch between built-in and your own from the UI itself.
- Default scripts are now built-in. Thanks to the recent work by many
scripters, there are now more than 800 scripts available for everyone to
use.
- The QR code scanner has been vastly improved to allow for a smoother experience. This will allow you to scan big QR codes faster then ever before.
- The Configuration menu has been vastly redesigned to get rid of the
unintuitive hex editor-like user interface.
- Interface language can be changed in real time.
- This version of PKSM ships with English, Italian, Spanish, French and German already supported. Other languages haven't been contributed by native speakers yet, and we hope to support more languages in the next updates.
- Default values like the
OT Name
can now be edited through the keyboard. - Some more options that affect all the other section of the application are available.
- Interface language can be changed in real time.
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PKSM now relies on extdata to store important data, like the storage and
configurations.
- This means you can now use Checkpoint to make a proper and easy backup of your relevant PKSM data, like the whole storage file and configurations. Sharing your data is now more convenient, too.
- You're also allowed to move the storage data to the SD card.
- Warning: proper extdata support for PKSM is only granted from Checkpoint 3.6.0 and above. Don't try restoring a PKSM save backup with a version inferior to the one suggested.
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Support for *hax (also known as just homebrew) has been dropped. PKSM
only works under a Luma3DS environment.
- Specifically, PKSM will check for the
hb:ldr
port, which is available, for example, through the Rosalina system module. - If you try booting PKSM under *hax, it will return to the homebrew launcher.
- This also means PKSM will not work in Citra.
- Specifically, PKSM will check for the
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PKSM now supports audio playback. Audio will start once boot is completed.
- There actually is no way to stop the audio playback, so turn down the volume in case it starts getting annoying.
- It's possible to provide your own audio soundtracks by placing
.mp3
files in thesdmc:/3ds/PKSM/songs
folder. - It's suggested to provide relatively small sized files. We generally suggest tracks
with a length of no more than 4 minutes, single channel, with a sampling
frequency of 44100Hz and a bitrate of 96kbps.
- These characteristics are not actual constraints: you can throw whatever you want into the SD card and PKSM will mostly be able to work with it fine.
- You can convert a track to get these characteristics through ffmpeg.
- A search function for species has been implemented so you're now able to search a Pokemon with your keyboard rather than scrolling the entire list while generating one or changing the species.
- Tons of other stuff. Really everything changed from the latest release.
- Last but not least, a whole documentation in
.html
format explaining in details how PKSM works! The documentation will be bundled with every release, and the most up-to-date version will always be accessible through the *Github wiki for this project.
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