Alright, thanks.Yeah. If not, RNG calls will be made due to battling. Then edit is right.
This looks about right- LF's enocunter rate didn't include a couple of pokemon you can encounter. So I should try for Slot 8 or 9? EDIT This is Platinum though. Will that have any effect?@Davy - Yes, should work. I would make some random scent catches and make sure you get frame 2 (or more if you have runners out) just to make sure there are no wandering NPCs on the route that are going to give you trouble.
@LF - I really need to publish the data that I have. I think it's much better than the charts I link on the first page...
Hrm my encounter data is pretty different:
0 diamond grass Route 224 Floatzel 53 53 0
1 diamond grass Route 224 Gastrodon 53 53 0
2 diamond grass Route 224 Chatot 54 54 0
3 diamond grass Route 224 Chatot 52 52 0
4 diamond grass Route 224 Roselia 52 52 0
5 diamond grass Route 224 Roselia 54 54 0
6 diamond grass Route 224 Gloom 53 53 0
7 diamond grass Route 224 Weepinbell 53 53 0
8 diamond grass Route 224 Buizel 23 23 0
9 diamond grass Route 224 Beautifly 23 23 0
10 diamond grass Route 224 Shellos 23 23 0
11 diamond grass Route 224 Beautifly 23 23 0
8 diamond ds-emerald Route 224 Shuckle 23 23 0
9 diamond ds-emerald Route 224 Shuckle 23 23 0
0 diamond swarm Route 224 Natu 53 53 0
1 diamond swarm Route 224 Natu 53 53 0
Correct me if I'm wrong, but is the Nature for Wondercard Pokemon (or Poke you transfered from Ranger) still random?
If you're in the room he's in, then every 128 steps increases the frame equal to those in your party. Make sure you do 128 even, since the game keeps track of how many's need from the last save.
Probably a easy to answer question but how do you check for shiny spreads for your game?
the "catching perfect pokemon" area has got me really confused T_T how do I calculate the monster frame? if any information would be helpful im trying to RNG abuse a wild shuckle in route 224..
the "catching perfect pokemon" area has got me really confused T_T how do I calculate the monster frame? if any information would be helpful im trying to RNG abuse a wild shuckle in route 224..
For encounters on grass/caves
To use this requires getting the RNG call previous to the frame of the Pokemon you are attempting to capture. To do this switch to method 1 and take the last 4 digits of the PID of the frame before your method J frame. For example, if you are targeting Method J frame 99, switch to Method 1 and take the last 4 digits of the PID on frame 98. This is the previous RNG result in hexadecimal. Use a calculator to convert this to decimal and then use the steps below to figure out what the monster will be for the frame.
Divide this number by 656 and discard any remainder or the decimal portion of the result (ie round down).
This gives a result between 0 and 99.
This number is then evaluated to produce and encounter slot that is between 0 and 11 (12 possible values).
Slot 0: 0-19 20%
Slot 1: 20-39 20%
Slot 2: 40-49 10%
Slot 3: 50-59 10%
Slot 4: 60-69 10%
Slot 5: 70-79 10%
Slot 6: 80-84 5%
Slot 7: 85-89 5%
Slot 8: 90-93 4%
Slot 9: 94-97 4%
Slot 10: 98 1%
Slot 11: 99 1%
Use the charts linked below to find a slot for a particular area.
And finally the code:
If anyone wants to double check it, feel free, more eyes can't hurt.Code:;bcs Unsigned higher than or the same ;bcc Unsigned lower than ; rng call and create number from 0-99 with result bl #0x201B9EC ; call rng mov r1,#0x29 lsl r1,r1,#0x4 ; set r1 to 0x290 blx #0x20EBC80 ; divide r0/r1, results in r0 (0-99) 0223C5C6 0400 lsl r0,r0,#0x10 0223C5C8 0C04 lsr r4,r0,#0x10 ; Check to see if r4 is >= 0x64 (how can this happen?) ; what is #0x2020C2C ? 0223C5CA 2C64 cmp r4,#0x64 0223C5CC D301 bcc #0x223C5D2 0223C5CE F5E4FB2D bl #0x2020C2C ; put the original result back into r0 0223C5D2 0620 lsl r0,r4,#0x18 0223C5D4 0E00 lsr r0,r0,#0x18 :check0-19 0223C5D6 2814 cmp r0,#0x14 ; is r0 < 0x14 (20) 0223C5D8 D201 bcs #0x223C5DE 0223C5DA 2000 mov r0,#0x0 (0-19) 0223C5DC BD10 pop {r4,r15} :check20-39 0223C5DE D303 bcc #0x223C5E8 ; if >= 0x14(20) 0223C5E0 2828 cmp r0,#0x28 ; 40 0223C5E2 D201 bcs #0x223C5E8 ; if r0 < 0x28 (30) 0223C5E4 2001 mov r0,#0x1 ; (20-29) 0223C5E6 BD10 pop {r4,r15} :check40-49 0223C5E8 2828 cmp r0,#0x28 ; 40 0223C5EA D303 bcc #0x223C5F4 ; >= 40 0223C5EC 2832 cmp r0,#0x32 ; 50 0223C5EE D201 bcs #0x223C5F4 ; < 50 0223C5F0 2002 mov r0,#0x2 0223C5F2 BD10 pop {r4,r15} :check50-59 0223C5F4 2832 cmp r0,#0x32 ; 50 0223C5F6 D303 bcc #0x223C600 0223C5F8 283C cmp r0,#0x3C ; 60 0223C5FA D201 bcs #0x223C600 0223C5FC 2003 mov r0,#0x3 0223C5FE BD10 pop {r4,r15} :check60-69 0223C600 283C cmp r0,#0x3C 0223C602 D303 bcc #0x223C60C 0223C604 2846 cmp r0,#0x46 0223C606 D201 bcs #0x223C60C 0223C608 2004 mov r0,#0x4 0223C60A BD10 pop {r4,r15} :check70-79 0223C60C 2846 cmp r0,#0x46 0223C60E D303 bcc #0x223C618 0223C610 2850 cmp r0,#0x50 0223C612 D201 bcs #0x223C618 0223C614 2005 mov r0,#0x5 0223C616 BD10 pop {r4,r15} :check80-84 0223C618 2850 cmp r0,#0x50 0223C61A D303 bcc #0x223C624 0223C61C 2855 cmp r0,#0x55 0223C61E D201 bcs #0x223C624 0223C620 2006 mov r0,#0x6 0223C622 BD10 pop {r4,r15} :check85-89 0223C624 2855 cmp r0,#0x55 0223C626 D303 bcc #0x223C630 0223C628 285A cmp r0,#0x5A 0223C62A D201 bcs #0x223C630 0223C62C 2007 mov r0,#0x7 0223C62E BD10 pop {r4,r15} :check90-93 0223C630 285A cmp r0,#0x5A 0223C632 D303 bcc #0x223C63C 0223C634 285E cmp r0,#0x5E 0223C636 D201 bcs #0x223C63C 0223C638 2008 mov r0,#0x8 0223C63A BD10 pop {r4,r15} check94-97 0223C63C 285E cmp r0,#0x5E 0223C63E D303 bcc #0x223C648 0223C640 2862 cmp r0,#0x62 0223C642 D201 bcs #0x223C648 0223C644 2009 mov r0,#0x9 0223C646 BD10 pop {r4,r15} :check98 0223C648 2862 cmp r0,#0x62 0223C64A D101 bne #0x223C650 0223C64C 200A mov r0,#0xA 0223C64E BD10 pop {r4,r15} :Check 99 0223C650 200B mov r0,#0xB 0223C652 BD10 pop {r4,r15}
Looks like there is nearly enough information to go ahead and add this to RNG Reporter in the near future, but for now it should be easy enough to do by hand for those serious about it.
Use the charts linked below to find a slot for a particular area.
Charts are here:
http://www.upokecenter.com/games/dp/guides/dencount.php
http://www.upokecenter.com/games/dp/guides/pencount.php
It is a lot faster, as I just found out, but is there anyway to do "less than or equal to" when inputting IVs? I'm attempting to make a master list of Trick Room spreads, but I can't figure out how to have it look for only low speed spreads, without inputting 0+ and manually deleting the higher ones from the .csv.Use Wichu's program which goes a lot faster for finding spreads, but you have to use method 1 and then check its frame in method J.
how do i do that davy? *hates being a noob at this* :(
ok so you do a little math, what's the code for??