hmmm, I was browsing through spreads on the time finder, and I didn't find any flawless naive hp electric spreads :/ I thought anyone could catch any type of legendary, what gives?
I did some catches and tried to make a correlation between the wild pokemon caught and the PID, and I couldn't find any noticeable connections. Maybe there is a different formula I can look at or maybe I just didn't notice something. What did you derive this formula from.
hmmm, I was browsing through spreads on the time finder, and I didn't find any flawless naive hp electric spreads :/ I thought anyone could catch any type of legendary, what gives?
Okay, so I had this awesome idea that would prevent myself from becoming overly angry. Since I have found that this spread that I want is available on 5 frames each 2 from each other (the others are 4 away) is it possible to stop in the third one so that if I messed up and hit it once or twice too few or too many times, I'll still get my spread? Or is there some sort of magic force that changes the RNG. If not, then this is an excellent technique and lowers the need to have awesome counting skills.
Oh, and I was wondering, does your delay and seconds vary depending on your game or depending on your save file? Because now that I've caught all these legendaries that I wish I could RNG abuse, I want to restart my game and SR them. This would be awesome if I didn't have to calibrate, because calibration is time-consuming.
Is LF's ditto International? I don't think it is - that's why people prefer Syberia's.
Amazingness
Wild Eep is probably and ex-employee from Nintendo!
Nice finding.
Wild Eep is probably and ex-employee from Nintendo!
Nice finding.
Wild Eep, from reading your past posts, it appears you're quit experienced with RNG manipulation. That's great - we could sure use somebody that can help further the research on it! Great Ditto find!
PS: Can somebody help explain how Eep's discovery has made Wild Abusing easier?
EDIT: The in game formula is actually RNG / 0x290 (no remainder, of course). Thanks to SCV for clueing me in that what I was looking at was the built in division routine for the game :P It would have taken me hours to figure out that the code I was looking at was just doing a simple division.
It's very clean and I suspected it may be. Glad it is :) Really I still think the next thing to do is to 100% map the results into the encounter charts. I am not sure if that's something I should try to do by looking at the debugger or just through testing, though. I think we'll find that what we think is what is going on, but it would be good to know. Also, complete docs on oddball cases like the trophy garden would be nice.
As for chaining -- The only think we're really doing is letting people put chain only pokemon that don't require egg moves into a cool ball, and to maybe get a few better ditto's. But, I really don't have a problem with figuring things out just to know, even if there is not a huge amount of practical application. So you certainly have my blessing :>
Hrm, that's a good question. Short answer is not really.
Right now, I really can't think of anything more pressing that is going to yield positive results. Knowing exactly how the wondercard PID generation worked would be nice, but we already know there is zero correlation with IVs so it won't be possible (in my opinion) to exploit them at the same time as IVs.
ID/SID generation could be an interesting thing to figure out, especially if there is a correlation between the two that we could take advantage of.
Personally I need to work out a formula for doing an IV/PID on a chained Pokemon, but it doesn't net us anything usable.
All in all, it might be time to move to Fr/Lg or even Col/XD soon.
BTW, you do any programming at all?