Most Generation PRNG Help / Information

Yeah. If not, RNG calls will be made due to battling. Then edit is right.
Alright, thanks.

@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
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?
 
I understand how the process to achieve a legendary perfect, but I still have a small question: I'm saved in front of Heatran in the cave, where he is no wild pokemons, then, every step that I give the RNG will be advanced by 1 or every 128 steps that I give the RNG will be advanced by the number of pokes in my party???​
 
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.
 
OK, this is purely theoretical, but the three legendary birds. We know they have seperate frames. But if we were to find 3 overlapping shiny sets in the same range of frames for each bird (I.E 1 for Moltres, 6 for Zapdos, and 11 for Articuno) that had the same range and delays (a bit of a stretch of course), could we then have all 3 become shiny at once, assuming you got everything right?

I would imagine the chances are billions to one of a game even having the same seed spread over that many frames (I have seen ones that span 4 or 5 frames with identical spreads) and even less chance of it being a good nature or be good IV's... But the question is, would it be possible, and if it were, using the same seed (if I understand everything properly it would have to be the same seed), would they all become shiny with identical IV's?

I understand that this is highly unlikely, but it was something I am curious about, since its the only time that 3 pokemon are created simultaneously.

Other than that, am I to assume that I can knock out the remaining 2 birds once I get my shiny, and the other 2 can be released again? (I am a little unclear on that particular phenomenon, as I haven't seen/experienced
it myself.)
 
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.

So ok, thanks.
I was confused because the tutorial I read in places that you can not capture the wild pokemons each advanced step 1, then I was even in doubt, but you I remedied this.
 
Theoretical, yes that'd be possible. But good luck finding a spread where it has 3 shinies with exactly 5 frames between the next. If you could find one, that's be cool though.
 
Probably a easy to answer question but how do you check for shiny spreads for your game?

In RNG reporter use Time Finder, then go to capture and check shiny and put in your requirements.

Or

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.
 
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..

From the OP:

Monster Frame - This number represents the frame number that a Pokémon will land on when soft resetting and then immediately capturing it without doing anything to advance the RNG. Please see the list in the "Creation Methods for Captured Pokémon" which is below.
 
Monster Frame- This number represents the frame number that a Pokémon will land on when soft resetting and then immediately capturing it without doing anything to advance the RNG. Please see the list in the "Creation Methods for Captured Pokémon" which is below.

All Sweet Scented Pokémon

Frame (Grass): 2 <------------------------------------
Frame (Cave): 2 <------------------------------------
Frame (Water): 3 <------------------------------------


Fished Pokémon
Frame: 4 <------------------------------------
 
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..

Shuckle's Slot is Slot 8 and Slot 9. Need anymore help with Shuckle? I RNG Abused one earlier today.
 
so i just sweet scent pokemon in route 224 (subtracting 2 from the frame plus the roaming legendary #) and just like that I will encounter a careful shuckle with the right Ivs?
 
No, you need to make sure it is Slot 8 or Slot 9.

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:

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}
If anyone wants to double check it, feel free, more eyes can't hurt.

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

@Mingot, Do you happen to know Gligar's Slot in Route 206? Thanks
 
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.
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.
 
ok, I think I almost got this... see if you could help me with this last bit to understand this.

Let's say I want this spread (an example) for WC RNG:
600E0297, Frame 142: 31/23/30/30/30/30 (HP Fighting 70)

I entered the seed in the RNG Reporter's Seed to Time function, find a date I want, for example:

2007, 3, 14- 14:42:12, Delay- 656

Do exactly that delay, do the Journal flips, talk to the guy and profit?

But I don't think it is that simple, why is it then some of the abused legends got really weird years like in 2066? Which I do not want since that cannot go on PBR wifi and would be considered "illegal".
 
Got the Cresselia. :D
Now for Heatran. Just to confirm: with my synchronizer it's on frame 32. So I just have a party 4 and run 1024 steps before talking to him, and there's my Heatran? I don't like doing the journal flips because I might lose count (lol).

With the running legends you can always have a reasonable time. I had to time travel back to 2000 to get a serviceable delay on my Cresselia which was still a rather low 604. So I saved the game after verifying it as shiny and time travelled back to the present. Still the same shiny Cress.
 
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