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#276 |
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Join Date: May 2010
Posts: 18
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Sorry if this is a stupid question, but how do you find what dates and times are needed for those seeds?
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#277 |
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ACUPRESSURE
Join Date: May 2007
Posts: 1,508
Cambridge, England
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RNG Reporter's Seed to Time function ;)
Remember, you need a delay of 0; I'm pretty sure the spreadsheet gives the year required to do this for each spread. |
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#278 |
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Join Date: May 2009
Posts: 596
Germany (GMT+1)
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Information regarding Irwin:
Apparently the Rocket incident at Goldenrod City changes the responses of Irwin and makes him useless. I can't tell yet if restoring Goldenrod City will make appear the other messages again. |
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#279 | |
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Iron Bahbs
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Super-advanced Pokewalker tricks:
You folks probably saw my flawless Timid HP Ice Pikachu* in the Discuss My Pokemon thread last night or today. So in this post I will go over the advanced stuff I did to make it possible. Abstract: You can advance the frame by 2 for each Pokemon sent over to the DS without turning it off (I left mine in sleep mode while catching). The IRNG call used (which indirectly governs the nature) is equal to 192C + P, where C is the number of Pokewalker-to-DS connections are used, and P is the number of Pokemon caught (including the target). This is assuming there are no connection errors, which proceed to render the nature unpredictable. [5/27 edit]: There is a better way to look at IRNG advancement. Every time you connect successfully, there is an advancement of 192. For each Pokemon sent in a connection, that advances the IRNG by one.
6/1 EDIT: I'll include the DMP post here so I won't have to when DMP mark 9 is deleted. Quote:
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#280 |
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Iron Bahbs
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Pokewalker PID Calculation:
Adapting Wichu's pseudocode to explain my findings: Code:
rnd = CallIrng() nature = rnd % 24 # There are actually 25 natures, so this prevents the Quirky nature being chosen, for some reason. pid = (((trainerId ^ secretId) >> 8) ^ 0xFF) << 24 # the most significant byte of the PID is chosen so the Pokémon can never be shiny. nature = nature - (pid % 25) # Adjusts the nature value so that when it is added to the PID, the resulting nature is the same as the original chosen nature. This can underflow to give a negative number. pid = pid + nature # Creates the PID with the correct nature. If nature is negative, underflows to give a PID in the form 0xXXFFFFYY; otherwise, the PID is in the for 0xXX0000YY. gr = GenderRate(species) # Gets the gender rate of the Pokémon (0-255; 0 is always male, 254 is always female, and 255 is genderless). if (gender == male) #the gender forcing only seems to happen when necessary pid = pid + ((((gr - (pid & 0xFF)) / 25) + 1) * 25) # Ensures gender is set to male without affecting nature. if ((rnd & 1) != (pid & 1)) # If ability does not match the chosen ability pid = pid + 25 # Switches ability without affecting nature end if else if (gender == female) pid = pid - (((((pid & 0xFF) - gr) / 25) + 1) * 25) # Ensures gender is set to female without affecting nature. if ((rnd & 1) != (pid & 1)) # If ability does not match the chosen ability pid = pid - 25 # Switches ability without affecting nature end if end if return pid Gender forcing algorithms only happen when the initial PID's gender does not match the forced gender. Single-gender and genderless Pokemon do not appear to have their PID adjusted by these steps. The force female algorithm is pid - (), not pid + () The ability swap only happens when the gender is swapped. Practical applications: Gender rates: 31: Munchlax, Combee, Eevee, Torchic 63: Magby, Machop, Elekid, Abra 127: Everything with a 50/50 gender split 191: Azurill, Clefairy, Jigglypuff, Corsola, Cleffa, Igglybuff Whenever the gender is forced, the natures with even numbers will be ability 0, and the natures with odd numbers will be ability 1. The only way to avoid this is to have an ID/SID combination that has the correct nature/ability combo and does not have a gender swap. As far as Munchlax is concerned, this makes Selfdestruct + Sassy + Thick Fat very difficult to get*, and Selfdestruct + Careful + Pickup impossible. (EDIT: It might be worth noting that Hardy + Ability 1 is similarly unobtainable for Pokemon that are forced to be female.) *Need [(((trainerId ^ secretId) >> 8) ^ 0xFF) << 24] mod 25 to be 23. Every other number either makes Sassy Munchlax go through the gender correction (and even nature -> Ability 0) or are innately even.
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#281 |
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Join Date: May 2009
Posts: 1,141
busyTIME
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I hope this isn't a violation of the rules, as my post has nothing to do with HGSS (but Emerald), but I was wondering if anyone ever looked into this. I know absolutely zero Japanese, so as much as I'd like to help and see if it works, I could only do it once someone else gives me the details of what to do. I could be making a really stupid post and just posting what abusers with emulators already use, but from what Jono posted, it looks like it could work without an emulator so I don't know.
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My Joint Thread With Jubilee --Main Wants (Updated Mar. 17, 2011) Platinum FC: 2149 5124 8962 HG FC: 0603 8522 2148 (Battles only) White FC: 3653 6175 9442 I'm quite active on #smogonwifi, so you can reach me there too! |
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#282 | |
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Join Date: May 2009
Posts: 596
Germany (GMT+1)
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Quote:
"Invalid Social Group Discussion specified. If you followed a valid link, please notify the administrator" |
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#283 | |
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Join Date: May 2009
Posts: 1,141
busyTIME
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Oh, this was posted by Jono:
Quote:
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My Joint Thread With Jubilee --Main Wants (Updated Mar. 17, 2011) Platinum FC: 2149 5124 8962 HG FC: 0603 8522 2148 (Battles only) White FC: 3653 6175 9442 I'm quite active on #smogonwifi, so you can reach me there too! |
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#284 |
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Join Date: Sep 2008
Posts: 444
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Just to let you know if you didn't already these pages can be translated via online translators such as google, here's one of them:
http://translate.google.com/translat...A4&sl=ja&tl=en I don't know how accurate the translation is but you may be able to work out something from it click 'previous five days' at the bottom of the page to get the stuff they found before |
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#285 |
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Join Date: Jan 2009
Posts: 659
The AI is catching on....
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The following spreads are stuff I've found for the pokewalker. Note that they aren't flawless like Wild Eep's surfchu, but they are all at or under frame 17, meaning at most you would have to transfer 8 pokemon + the 9th target. There are better spreads out there, but for those who don't want to shoot for high numbered frames, these should be pretty good.
Note: both of these sets are incomplete as I've only gone from years 2000 - 2046 ( there's a trick so you don't have to search every set, but you can still know if the sets you don't look through have good spreads or not) Physical Spreads: Code:
Seed, frame, HP / ATK / DEF / SPA / SPD / SPE b0c0014, 3, 31 / 29 / 30 / 15 / 30 / 30 51050019, 9, 31 / 30 / 28 / 20 / 30 / 31 1b060015, 3, 31 / 31 / 23 / 12 / 31 / 31 2f080019, 3, 30 / 30 / 31 / 15 / 29 / 1 510c001d, 5, 29 / 30 / 31 / 27 / 30 / 0 6413001b, 17, 31 / 31 / 29 / 27 / 31 / 19 7911002e, 9, 31 / 31 / 31 / 18 / 27 / 30 1b000030, 11, 30 / 30 / 30 / 26 / 31 / 30 Code:
Seed, frame, HP / ATK / DEF / SPA / SPD / SPE, HP Type, HP Power 18120021, 7, 31 / 31 / 31 / 30 / 30 / 7, Ground, 70 46040005, 5, 28 / 26 / 29 / 31 / 30 / 30, Rock, 66 3b160009, 1, 29 / 16 / 27 / 30 / 30 / 30, Flying, 68 66120013, 15, 29 / 23 / 30 / 30 / 27 / 30, Fire, 69 7c000015, 5, 29 / 19 / 27 / 30 / 23 / 31, Electric, 69 6c110028, 1, 25 / 1 / 30 / 30 / 23 / 31, Grass, 68 03080029, 5, 30 / 31 / 16 / 30 / 30 / 30, Fighting, 67 27080029, 5, 30 / 31 / 21 / 30 / 31 / 30, Water, 67 3410002c, 3, 29 / 26 / 29 / 30 / 31 / 30, Fire, 66 0b00002f, 5, 30 / 30 / 27 / 26 / 30 / 0, Fighting, 64 49150024, 3, 24 / 31 / 30 / 31 / 27 / 31, Ice, 69 The above spread is perfect for Surfchu because, if you catch a surfchu in the second slot in the pokewalker, hit your seed on the DS/DSi, you just need to transfer it over, since frame 194 is a Timid nature (I've checked this, just to make sure!) I'm going to keep hunting for more of these (through 2099), so I'll edit this post with more as I find them. Happy Pokewalker Abusing!
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We like 'em RARE! [Trade Shop]
ZariGS on FanFiction.net Soul Silver (Trades): 2709 5214 9088 White2 (trades/battles): FC Pending |
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#286 |
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Join Date: Jan 2009
Posts: 659
The AI is catching on....
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Hate to double post, but I think what follows deserves to be set apart:
For the past few days I've been sifting through spreads for flawless hidden power ones (obviously, with the amount of effort required to hit higher frames, you shouldn't be attempting for less than flawless), and I've come up with a few spreads, as follows: Code:
Seed, frame, HP / Atk / Def / SpA / SpD / Spe, Hidden Power, HP power 79140008, 397, 30 / 18 / 31 / 30 / 31 / 30, Fire, 70 7f080014, 403, 31 / 31 / 30 / 30 / 31 / 31, Grass, 70 130e001a, 351, 30 / 19 / 30 / 30 / 30 / 30, Fighting, 70 1514001e, 451, 31 / 23 / 31 / 30 / 31 / 31, Electric, 70 61160024, 449, 30 / 7 / 30 / 30 / 31 / 31, Grass, 70 73000027, 261, 30 / 19 / 31 / 31 / 31 / 31, Dragon, 70 <--30 HP for sub purposes possibly 14020028, 271, 31 / 30 / 31 / 30 / 30 / 30, Flying, 70 19110028, 79, 30 / 26 / 31 / 30 / 31 / 31, Grass, 70 39110028, 215, 30 / 11 / 30 / 30 / 30 / 30, Fighting, 70 6807002a, 383, 30 / 18 / 30 / 30 / 30 / 31, Flying, 70 6605002b, 473, 31 / 31 / 31 / 31 / 31 / 31, Dark, 70 4d0f002d, 333, 31 / 15 / 31 / 31 / 31 / 31, Dark, 70 760a002e, 499, 31 / 31 / 30 / 30 / 30 / 30, Fighting, 70 64090034, 89, 31 / 19 / 30 / 31 / 31 / 31, Dragon, 70 3305004f, 423, 30 / 11 / 30 / 31 / 30 / 30, Rock, 70 3d140052, 57, 31 / 23 / 30 / 30 / 30 / 30, Fighting 70 25050053, 369, 30 / 14 / 31 / 31 / 30 / 30, Rock, 70 61010059, 23, 31 / 10 / 31 / 30 / 30 / 30, Flying, 70 Code:
Seed, frame, HP / Atk / Def / SpA / SpD / Spe 330e000e, 479, 31 / 31 / 31 / 25 / 31 / 31 6605002b, 473, 31 / 31 / 31 / 31 / 31 / 31 (from above) 4909002c, 441, 30 / 31 / 31 / 19 / 31 / 31 <--30 HP for possible sub purposes 140f0025, 83, 31 / 31 / 31 / 1 / 31 / 31 Code:
Seed, frame, HP / Atk / Def / SpA / SpD / Spe 190a0056, 13, 31 / 30 / 30 / 5 / 31 / 0 63170050, 39, 31 / 31 / 31 / 17 / 31 / 1 3316005a, 67, 31 / 30 / 31 / 4 / 31 / 0 1b10005f, 7, 31 / 30 / 31 / 2 / 30 / 1 Happy Pokewalker Abusing!
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We like 'em RARE! [Trade Shop]
ZariGS on FanFiction.net Soul Silver (Trades): 2709 5214 9088 White2 (trades/battles): FC Pending |
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#287 |
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Join Date: May 2009
Posts: 194
Locations are a serviceable, if cheap, imitation of custom titles.
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Hello All
I have been doing some research on the Variety Channel on the radio to see if it can be used for verification/tracking as well as frame advancement. The advantage of this is that the radio works in the champion's room, whereas the phone inexplicably doesn't, so anyone trying to RNG Raikou/Entei/Latias/Latios has to use the roamer method to verify (which can't tell you if you hit the right second) and count one-by-one frame advancements on the radio, which is tedious (and frustrating if you miscount) if you are going for a frame in the thousands. Another advantage is that locating your seed/frame is faster since the radio outputs are chosen from a much larger pool than the Elm responses (a unique sequence from a pool of 22 can be much shorter than a unique sequence from a pool of 3). I present my results here (hidden so no-one has to scroll past a wall of text).
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I have also created a simple seed verifier/frame tracker program called RadioSeed to put this research to use. Here are the instructions (also hidden so no-one has to scroll past a wall of text)
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Good luck with your RNG projects.
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Friend Code: 4898 9648 9510 |
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#288 |
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Join Date: Apr 2009
Posts: 647
I cannot be banned from your house!
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I havent really seen articles about rnging wondercard pkmn on HGSS yet but I just RNG a electvire from Pokemon Battle Revolution on my Soul Silver.
If anyone want to know, its the same WC pokemon is frame 1, wondercard method but here is a twist in Dppt if the NPC move, you had to seen it moved in order to determine how much you should advance by Seed: 250b0fb3 Delay: 4009 Frame: 147 IV: 31/31/31/23/31/31 During the time I was trying to RNG my electrive, I didn't notice the npc moved and my elm response should have been K,P,P,K,K,E,P,K,P,P but I got K,K,E,P,K,P,P,P,E when I look up my Electvire IV, it IV match up 3 frames above my target frame, meaning my frame advance 3 time, which lead me to believe that as long you don't take to long to call elm, if an npc moved, and elm responses matches up with your target frame, then you will be able to tell how much the frame had advance. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Useful PokeWalker information Useful chart about what frame a pokemon will appear on and how many connect it will take frame of pkmn | # of connection needed __________________________________________________ _____________________________________ 1-3-5 ............. | 1 7-9-11............ | 2 13-15-17........ | 3 19-21-23........ | 4 25-27-29........ | 5 31-33-35........ | 6 37-39-41........ | 7 43-45-47........ | 8 49-51-53........ | 9 55-57-59........ | 10 61-63-65........ | 11 67-69-71........ | 12 73-75-77........ | 13 79-81-83........ | 14 85-87-89........ | 15 91-93-95........ | 16 97-99-101.......| 17 103-105-107.. | 18 109-111-113.. | 19 115-117-119.. | 20 121-123-125.. | 21 127-129-131.. | 22 133-135-137.. | 23 139-141-143.. | 24 145-147-149.. | 25 151-153-155.. | 26 157-159-161.. | 27 163-165-167.. | 28 169-171-173.. | 29 175-177-179.. | 30 181-183-185.. | 31 187-189-191.. | 32 193-195-197.. | 33 199-201-203.. | 34 205-207-209.. | 35 211-213-215.. | 36 217-219-221.. | 37 223-225-227.. | 38 229-231-233.. | 39 235-237-239.. | 40 241-243-245.. | 41 247-249-251.. | 42 253-255-257.. | 43 259-261-263.. | 44 265-267-269.. | 45 271-273-275.. | 46 277-279-281.. | 47 283-285-287.. | 48 289-291-293.. | 49 295-297-299.. | 50 --------------------------------------------------------- After 299, the pattern restarts Just something useful for those who are trying to walkerrng Again, Thanks Wild Eep!
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3gen rng for pros |
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#289 |
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That's Dr. Antar to you
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Super Moderator
Join Date: Feb 2010
Posts: 2,050
DC Metro Area
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Not sure if these two bit of info are known:
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Codes and Hacks I Use PBR FC: 4898-8739-8815 (See here) Black FC: 4040 5386 0128 / White 2 FC: 4771 3664 7215 My Narrated PBR & Gen V Battles My Trade Thread Convert any sim team to pkms Pokemetrics: A Blog |
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#290 |
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Join Date: Jul 2009
Posts: 55
Where the sky is green and the grass is blue
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Hey guys I'm a lurker to this site and don't post that often. I have been doing some research on the weather effects on the IRNG and Battle effects.
So far, I have found the following out about the weather: The Weather that is shown on the route screen (Sandstorm, Rain, Sun, Ash (Stark mountain effect)) consist of two parts. One is a set pattern which has no effect what so ever on the RNG and is made up of smaller particles which move about 10 pixels over as the fall every so often (~2 seconds on stark mountain. Time is not random). These particles are controlled in a similar way as the effects of water are. The second part to the weather effect is the larger particles which seem to come from the top of the screen for ash and the right side for sand. These are generated at random and fall at a random pattern probably controlled by the IRNG. I am going to do more research based on time spent in the weather effects and number of frames I am off by when hatching eggs. Also, I have been experimenting with the effects of battles on the normal RNG to get more predictable results. I have been keeping track of the amount steps I take, turns and back turns made, etc. Also thinking of fishing in order to eliminate more variables later. Hope this helps the research along. EDIT: I did a bit more research on the Sandstorm effect. It works a bit differently than the Ash effect where I did most of my research. The first part comes down at a 30 degree angle from the top right (210 degrees technically). It moves much faster but is still on a set motion and works just like the animations of the water tiles. Oh right, all my research is being conducted in Platinum version. |
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#291 |
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Join Date: Feb 2009
Posts: 1,210
Orlando, FL
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Awhile back, someone mentioned something about the Japanese having found a way to manipulate breeding shiny Pokémon in Emerald by catching a Spinda and looking up its PID. Does anyone have any further information about this? I'm very curious.
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My other Rotom is a washing machine. |
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#292 | |
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sometimes experimentation begins with "let's multi battle strip pokémon"
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Join Date: Aug 2006
Posts: 3,691
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Quote:
But if we were to conduct any more egg PID research on Emerald, I'd rather use mingot's RSEdecode program with an emulator, it's much faster and reads the PID\IVs directly. |
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#293 |
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Join Date: Jul 2009
Posts: 55
Where the sky is green and the grass is blue
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I did a bit more on the wild single battle research the RNG advances by 4 frames when you throw a pokeball and by 1 frame when a move with accuracy is used (IE: zap cannon, shadow ball (Despite 100% accuracy), dark void). Although this is probably already known, the AI will on average make one RNG call per move choice, but the total number of RNG calls made for one move can go to an unknown number. This number depends on the situation really.
On a side note, the PID and IV's of Dialga and Palkia are generated as soon as you talk to the crystals/rifts in Platinum. This means that if you decline to fight them, the RNG will have advanced four frames if you talk to it immidiately afterward (IE: You talk to the rift, realize that you have the wrong pokemon in front, want to switch, decline, switch and then battle, the RNG will have advanced four frames.) EDIT: I recently did some research on the effects of the ash weather effect on IRNG which I was talking about earlier. So far I have figured out that the IRNG advances at a rate of about 50 times per second. It starts advancing as soon as the map comes up, not while you are going from the mountain of Stark to the outside, etc. By the way, if anyone is question how the heck this info is useful, 50x per second is a pretty fast IRNG advancement, beating double taps. On a side note, I do admit that due to all this being done with human error and everything, the number of advancements per second is possibly up to 60x per second (Because that was 3rd gen frame advancement rate for emerald.) Okay, I am done making a total idiot out of myself now. |
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#294 | |
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Join Date: Feb 2009
Posts: 1,210
Orlando, FL
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Quote:
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My other Rotom is a washing machine. |
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#295 |
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Join Date: Jul 2009
Posts: 55
Where the sky is green and the grass is blue
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I did in depth research on catching Pokemon while catching a shiny Heatran.
Here is what I came up with for the data:
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Basically what I came to notice is that unlike my previous research (More of assumptions) is that there is a set pattern. The move choice of the opponent is in fact not random. If it is, it is using a separate RNG. Well, in battle the ball caused it to advance by 2 frames accuracy of the oppenent's moves did not cause any frame advancement despite the fact that there is some randomness involved. However, when an attacking move such as Crunch was used, the RNG went up by 3 instead of 2. I know what a bunch of you must be thinking right now. "Well what if the ball only advanced one frame and the move choice used one." One reason. According to my research, throwing a ball generates four random numbers between 0 and 65535, namely two numbers per frame. Okay, this means that stuff like hax are controlled by the RNG (As crunch activated the RNG but not metal sound and etc.). I hope you guys understand what I am saying because I am not very clear when it comes to communication. |
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#296 | |
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Iron Bahbs
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Quote:
This Stark thread from April has more details of what we know so far (and this post has the specifics I have drawn upon). I think this may be opening up a can of worms we don't want to touch.
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#297 |
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Join Date: Jul 2009
Posts: 55
Where the sky is green and the grass is blue
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@Wild Eep
I am not talking about trainer battles (Which tend to make tons of RNG calls) I am talking about wild battles which use different AI, therefore the ability to accurately catch a pokemon. I only did this so that I could catch Heatran (He had struggled 4 some times before this.) Although I understand the reasons why we should not go THAT far, I am saying that it would be useful to know if you could catch the Pokemon before it struggles to death w/o freeze or sleep. Just would help with catching that Arceus in the premier ball or the Mewtwo in the _______ball. That is all I am saying. Dang the moral lines of RNG abuse are getting blurred... So basically, my intention was something different than the result of the community. Also, Mingot's battle thing shows that the calls unwind like you say, but my research shows that wild battles do NOT unwind the calls. (This research is not on Smogon) PS: Should I continue finding the exact frames per second advancement for IRNG in weather and compare the rates of different weather, or has someone already done this? |
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#298 |
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Join Date: Apr 2009
Posts: 647
I cannot be banned from your house!
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Information
*Each spaced between paragraphs are new statements About Elm messages To verify your seed, you must have go to kanto by following the story (collecting badges, beating the e4, getting on the S.S Aqua, and finding the girl). Even If you use the walkthough wall code and go on the ship to kanto or just go to kanto, the elm method will not start to work. About the pokerus, I transfer a pokemon with uncured pokerus and I receive the message from Elm. About Irwin method If you use the walkthough wall code and beat Irwin, you will still be able to check your seed and advance it, like elm And after you defeat Team Rocket in Goldenrod City, you will be able to verify your seed by Irwin again. If you alternate between elm and Irwin, your frame will advance normally as if you were just verify your seed using one of them. Date Rollover When I decided to RNG Ho-oh, I like the date roll over. My frame had advance by 2. I don't know if it the advancement will be consistent or not. Disclaimer: Using walkthough code & No trainer battle to get quicker access to pokemon, get to Irwin, and rng legits jirachis before 7/16/2010
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3gen rng for pros |
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#299 |
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Join Date: Mar 2010
Posts: 4
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After intensive debugging it turned out Pokemon Platinum uses standard PRNG to decode/encode whole section containing achievements like: trainer card score, number of link battles, number of trades, number of wins in link battles, number of loses in link battles, etc.
Section responsible for holding these data can be located in save game at offsets 0x61B4 - 0x6364 (or 0x461B4 - 0x46364 depending which save is newer). Futhermore PRNG Seed required to decode this section is found at the end of it, that is at 0x6368 (or 0x46368). Decoding/Encoding algorithm uses seed as initialisation for PRNG and then XORs words (16bit) with next values of PRNG. For instance 2byte number in 0x61b4-b5 is xored with PRNG[1], 0x61b6-b7 with PRNG[2] where PRNG[i] is i-th frame of PRNG with seed taken from 0x6368. PS> I hope COM will eventually add this to Pokesav for everyone to enjoy. 61B4-6367 - Section range 6368-636B - Section PRNG seed (sum+? make encryption seed) 6368-6369 - Section 16bit sum 636A-636B - ? Address - Meaning 61B4-61B7 - Score (32bit) 61B8-61CB - ? 61CC-61CF - Number of Wild Pokemon Battled (assume 32bit) 61D0-61D3 - Number of Trainer Battles (assume 32bit) 61D4-61D7 - Number of Pokemons Caught (assume 32bit) 61D8-61DB - Number of Pokemons Met at Fishing (assume 32bit) 61DC-61DF - Number of Eggs Hatched (assume 32bit) 61E0-61E3 - Number of Pokemons Evolded (assume 32bit) 61E4-61FB - ? 61FC-61FF - Number of Link Trades (assume 32bit) 6200-6203 - (assumed Number of Link Battles Played) (assume 32bit) 6204-6207 - Number of Link Battles Won (assume 32bit) 6208-620B - Number of Link Battles Lost (assume 32bit) 620C-624F - ? 6250-6253 - Number of Pokemons Put to Daycare Center (assume 32bit) 6254-6257 - Number of Pokemons Defeated (assume 32bit) 6258-628B - ? 628C-628F - Number of Trainers Beaten (assume 32bit) 6290-62F1 - ? 62F2-62F3 - Number of Contests Played (assume 16bit) 62F4-62F5 - ? 62F6-62F7 - Number of Contests Won (assume 16bit) 62F8-62F9 - ? 62FA-62FB - Number of Contests Ribbon Received (assume 16bit) 62FC-62FD - Number of Times Player's Skill Didn't Affect Enemy Pokemon (assume 16bit) 62FE-62FF - Number of Player's Pokemon Fainted (assume 16bit) 6300-6367 - ? ? - currently unknown assume - not verified. |
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#300 |
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Join Date: Feb 2009
Posts: 1,210
Orlando, FL
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Has anyone done any further research on the ARNG (the RNG used to determine the PID of WonderCard Pokémon)? As I'm sure you all know, RNGing for a WonderCard Pokémon with a specific nature (assuming the nature is not set, of course), is a very time-consuming and aggravating process. It took me WEEKS to get my 3 Arceus, and now I'm going after Jirachi.
All I have are the cartridges, so I doubt there's any way I could help with research on this, but if there's any way I can, I'd be more than happy to. We know that the same seed can yield different natures each time, and I've heard that the ARNG advances rapidly with time like the Emerald RNG does; perhaps someone could hit a certain seed, create a save state, and see if they can get the same PID a few different times by button mashing, see if "lingering" before collecting the Pokémon does in fact affect the PID, etc. (preferably in the Cerulean Mart where there are no NPCs). Anyone? EDIT: Some potentially useful information I found from a Google search that led me to this website:
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My other Rotom is a washing machine. |
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