We're working on eggs right now. It seems ==Jonny== has been making some progress with it.
I, on the other hand, have had no luck figuring out the RNG calls for the Legends...
Timid: 16/10/15/25/18/8 (No steps) Offset 6 28 seconds 613 delay
Hardy: 24/7/29/15/25/10 (No Steps) Offset 173 58 seconds 601 delay
Timid: 15/4/1/4/28/29 (No steps) Offset 2 28 seconds 609 delay
Timid: 15/13/19/13/15/10 (No steps) Offset 26 27 seconds 595 delay
Careful: 4/19/12/29/6/20 (No steps) Offset 21 27 Seconds 593 delay
Timid: 20/5/10/19/17/13 (No steps) Offset 10 27 seconds 591 delay
Timid: 26/14/15/10/0/13 (No steps) Offset 82 27 seconds 599 delay
Quirky: 28/2/21/2/7/10 (No steps) Offset 33 27 seconds 597 delay
Hardy: 23/0/5/3/1/19 (40steprn) Offset 64 27 seconds 591 delay
----Timid: 20/5/10/19/17/13 (No steps) Offset 10 27 seconds 591 delay
Mild: 6/8/23/15/15/4 (40steprn) Offset 47 27 seconds 597 delay
----Quirky: 28/2/21/2/7/10 (No steps) Offset 33 27 seconds 597 delay
Timid: 6/29/4/13/30/15 (40 Steps) Offset 145 27 Seconds 599 deay
---Timid: 26/14/15/10/0/13 (No steps) Offset 82 27 seconds 599 delay
Seconds|Offset|Delay|
27 | 118 | 597
27 | 118 | 597 (same IVs and nature as previous one)
27 | 32 | 607
27 | 14 | 605
27 | 90 | 603
27 | 12 | 609
27 | 12 | 609 (same IVs and nature as previous one)
27 | 84 | 591
27 | 22 | 595
27 | 90 | 603
This one I waited to hit A to talk to Dialga, no walking.
27 | 66 | 611
I believe it still got frame 68.
@Torso -- That would be absolutely awesome if you could do that, with some narration (in english) and subtitles pointing out some of the things.
Well, you "can" do it without AR provided you've caught a shiny. Perhaps an IV/Nature + ID > SID function for calculating SID from shiny pokemon would be a useful addition to your program?Other than getting your SID (which you can do by trading a monster to someone with an R4, dont fucking pm me for it, I am not a sid checking service, thanks) you really don't need an AR.
Lorak has been doing it cheat device free for days. Additionally, he has written some instructions more suited to ARless exploitation. These are linked at the bottom of the OP.
Good luck!
"Normal" Random Number Generator Advancing Scheme
Seed Consumption.
-- GRASS / WATER / CAVES
- straight walking will consume 1 seed per step
- each time you turn around 1 seed is consumed
- turning and walking (1 step) at the same time will consume 2 seeds
- Sweet scent in the grass will consume 1 seed
- Sweet scent in the water / caves will consume 2 seed
- random encounter consumes 1 seed
- Battles definitely do not affect the seed
-- EVERYWHERE ELSE
- 128 steps consumes a number of seeds equal to the number of pokemon in your party
- NPCs (Non-Player Characters) consume seeds each time they start moving. (Not sure about the amount of consumed seeds)
-Opening the Pokedex consumes 1 seed (not sure of this)
Pokemon Generation.
Starting from s[n], which can be thought as your current seed, when entering a battle with a pokemon (wild or synchronizable legend) the first seed used to generate the pokemon is s[n+1].
By means of this the nature of the pokemon is determined as follows:
floor (s[n+1]/0xA3E)
This operation will produce a number between 0 and 24 which is the nature.
Next step is the Pid generation.
PID is [s[m]][s[m+1]]
where m starts as m = n+2 and is incremented by 2 until the PID has the right nature.
In the end the IVs are formed with [s[m+2]][s[m+3]]
This might be similar to Method 1 but it is not!
Effect of Synchronize.
The first upper bit of r[n+1] acts as a trigger. If it's 0 the the nature will be that of the first pokemon in your party, if 1 synchronize will fail.
Wandering Pokemon.
Standard Method 1 is used.