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Old May 12th, 2010, 6:23:40 AM   #276
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Quote:
Originally Posted by Fat OmegaDonut View Post
Assuming this is correct, all the spreads listed in the attached .zip file should be reasonably easy to obtain. All the spreads listed are limited to frames 1-100.
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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Old May 12th, 2010, 9:01:28 AM   #277
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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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Old May 12th, 2010, 9:36:25 AM   #278
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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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Old May 12th, 2010, 1:39:35 PM   #279
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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.

  1. Make sure your stroll is configured to produce the monster you actually want to catch. You can figure this out before starting the RNG process, so doing it now saves you aggravation later!
  2. Find a seed with good IVs. A viable seed has zero delay at some year in legal DS time (you can't be picky about the year because only one year works per seed!). With current knowledge, only odd frames can be achieved, and you can't go higher than 1079 (and you'd need a completely empty PC for that!).
  3. Find a point on the IRNG with an acceptable nature. As things stand now, this is a pain in the neck. Run an IRNG search on your target seed from (192*(1+[P/3])) to some large number, where P is the number of Pokemon you have to catch to reach your frame (P=[(F-1)/2]+1). Export this to CSV and open it in your favorite spreadsheet program. Use a find/replace function to search for spaces and replace them with nothing so that the egg PIDs can be manipulated. Make a new column with a formula to convert the hexadecimal PIDs to decimal, like =HEX2DEC(A1) [or wherever your PID is]. You will also want another column to determine the Pokewalker nature from this. The algorithm is Egg PID mod 24, so a sample formula would be =MOD(B1;24). Match the resultant numbers to this list to determine the nature. Because mod 24 returns a number from 0 to 23, Quirky (24) cannot be selected, which is probably a good thing.
  4. The next challenging part is finding an acceptable IRNG frame to use. An IRNG frame I is acceptable if (I-P)/192 is an integer greater than P/3. The resultant integer is the number of Pokewalker-to-DS connections you have to make in your journey. It has to be at least P/3 because that is the minimum number of connections you have to make to get your target frame!
  5. I would like to take the time to mention that I do not know how the ability is chosen at the moment. All my Pokewalker RNGing has been in the Yellow Forest with single-ability Pikachu.
  6. Make sure you can reach your seed before starting, in other words calibrate or make sure that you have already done so. Set the DS clock to a time near the seed (you have to use a year such that the seed's delay is zero) and attempt to start the game at the correct second. Send a few fodder Pokemon to the DS and compare to the Wondercard IVs list for the target seed and seeds with the same delay (0) but several seconds off in either direction.
  7. Once you can achieve your seed, try to land it and begin your quest. Catch all the Pokemon you need, and send them over (via Receive Gift only) in the requisite number of connections for nature purposes. In between connections, I recommend leaving your DS at the Pokewalker connect menu in sleep mode and plugged in. Also, beware of connection errors! Even one error will cause you to lose control of the nature!
  8. The clock striking midnight appears to have no effect on the RNG's advancement, and neither do items your Pokemon finds on the ground.
I hope that helps all you budding Powewalker enthusiasts out there!

6/1 EDIT: I'll include the DMP post here so I won't have to when DMP mark 9 is deleted.

Quote:
Originally Posted by Fat Wild Eep View Post
Stop the presses!

Presenting:

Pikachu (f) Lv. 14
Timid
31/18/30/31/31/31 (that's HP Ice 70 for those watching at home)
Surf/Thunderbolt/Thunder Wave/Quick Attack

Straight from the Pokewalker. The effort required for a spread like this is quite a bit different from the latest Pokewalker RNG research! Turns out each Pokemon transferred to the DS advances the RNG by 2, so by transferring a lot of Pokemon from the Pokewalker without turning off the DS, you can reach high (but only odd) frame numbers.

This one was seed 8D140056, frame 553. Yes, 553. I caught 277 Pikachu to make this happen!

I will discuss the process in depth tomorrow, since everyone on IRC is waiting for this post!

I'm still contemplating a distribution model for this monster, but it sure as hell won't be redistributable!
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Old May 13th, 2010, 9:09:37 PM   #280
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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
Key differences between Wichu's original posting and the above code:
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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Old May 14th, 2010, 2:53:35 AM   #281
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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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Old May 14th, 2010, 2:59:35 AM   #282
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Quote:
Originally Posted by Fat timetwister View Post
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.
Love to help but the link gives me

"Invalid Social Group Discussion specified. If you followed a valid link, please notify the administrator"
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Old May 14th, 2010, 3:00:55 AM   #283
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Oh, this was posted by Jono:

Quote:

I was on the emloop site and looking at some of the links and found this site, it seems to be about resetting shiny eggs in emerald and I was wondering if any one would be able to work anything else out about it, I used google translate and it seems as though it has something to do with box operations.

http://d.hatena.ne.jp/metagross-armo...A7%B0%E3%A4%A4

http://d.hatena.ne.jp/metagross-armo...A7%B0%E3%A4%A4

http://d.hatena.ne.jp/ayuzak/searchd...A1%BC%A5%D7%5D

they seem to use spindas to work out pids or something like that
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Old May 25th, 2010, 10:25:41 AM   #284
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Quote:
Originally Posted by Fat timetwister View Post
Oh, this was posted by Jono:
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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Old May 28th, 2010, 4:13:00 PM   #285
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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
Hidden Power Special / Mix Spreads:

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
I just thought I'd separate this one from the rest:

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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Old Jun 1st, 2010, 9:36:15 PM   #286
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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
Physical flawless spreads:
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
Physical (near) Flawless TR spreads:
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
Currently working on TR special / Hidden Power spreads

Happy Pokewalker Abusing!
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Old Jun 6th, 2010, 7:22:35 PM   #287
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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).

...



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)

...


Good luck with your RNG projects.
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Old Jun 9th, 2010, 12:42:29 AM   #288
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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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Old Jun 19th, 2010, 8:01:40 AM   #289
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Not sure if these two bit of info are known:
  1. When using a CycloDS, delays are no longer forced to be just odd or just even. That is, without a Slot-2 cart, I'm just as likely to hit a delay of 599 as I am to hit 600 (this, of course, makes hitting your desired delay TWICE as hard).
  2. When RNG breeding, the lowest possible frame you can hit is deterministic, based on the seed. That is, for a given seed, your lowest frame will ALWAYS be a given number, which might be different for different seeds. This is quite obnoxious, as it makes certain seed/frame combos impossible to hit for the purposes of RNG breeding.
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Old Jun 21st, 2010, 11:51:43 AM   #290
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Default Weather Effects on IRNG

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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Old Jun 22nd, 2010, 1:32:32 AM   #291
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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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Old Jun 22nd, 2010, 2:00:26 AM   #292
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Quote:
Originally Posted by Fat Misdreavus View Post
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.
The coordinates of Spinda's spots are dependent on the PID, so you can directly determine the PID of any Spinda - there's a calculator somewhere.

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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Old Jun 22nd, 2010, 2:02:15 PM   #293
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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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Old Jun 22nd, 2010, 6:58:22 PM   #294
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Originally Posted by Fat OmegaDonut View Post
The coordinates of Spinda's spots are dependent on the PID, so you can directly determine the PID of any Spinda - there's a calculator somewhere.

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.
Yeah, I had heard that the coordinates of Spinda's spots were dependent upon its PID, but am pretty stumped as to how that has any relation to breeding a totally different Pokémon. Hopefully we'll find out more about this.
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Old Jun 30th, 2010, 12:01:16 AM   #295
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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:

...


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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Old Jun 30th, 2010, 12:13:15 AM   #296
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Quote:
Originally Posted by Fat Ominous Fyre View Post
I did in depth research on catching Pokemon while catching a shiny Heatran.

Here is what I came up with for the data:

...


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.
To my knowledge, the DPPt in-battle RNG runs at 60 calls per second and then is rewound back to its original state after the battle. I have managed to get different battle scenarios out of the same seed and frame when my Regice was being excessively uncooperative and Struggled to death a few times.

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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Old Jun 30th, 2010, 2:49:58 PM   #297
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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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Old Jul 14th, 2010, 5:08:19 PM   #298
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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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Old Jul 20th, 2010, 10:01:54 AM   #299
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Talking RNG Research

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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Old Aug 4th, 2010, 4:13:54 AM   #300
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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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