Unfortunately, an emulator is beyond me atm. Never used one, so I wouldn't know where to begin.
But yeah, going after a shiny patch in a sandstorm sounds like a real adventure. Does the sandstorm advance the frame like it does in 5th Gen? I would assume so.
I'm looking into using the Super Rod for RNG abuse. However, I am having a difficult time understanding the calculations in post #5. I'm using seed d2140289 and aiming for some of the flawless spreads. In this case, I'm looking at frame 71 for method J generation.
How do I go about calculating if I will even catch something with that frame? The comments in post #5 mentioned making note of your method J frame and then locating frame 3 in a method 1 list (I think that is what it says). It then says to take the last 4 digits of the method 1 PID frame and convert them from hexadecimal to decimal. That's not the hard part for me. I'm just confused about the whole frame 3 in the method 1 list. Do I use the Method 1 frame 3 PID 7F7C4958 for that calculation?
To start, please don't double post. Just edit the first one.
I'm thinking about writing up some guides (again... xD!) on emulator abuse, and various other abuses that do not necessarily need an emulator.
Sandstorm does not affect the frame, just affects the ability to use Sweet Scent.
No, it's saying something else. I'll use frame 71 as an example as you stated is what you're aiming for.
So first, I will explain how to find if you'll find a catch with a super rod or not, then which encounter slot.
Okay, so finding the chances of an encounter:
We found our Method J desired frame, switch the method to 1. Go to where your desired Method J frame would be, which is 71. So now we do 71 -3. - means minus in this case, and the case of what they stated in post 5.
So we'd have frame 68's PID to do our mathematical formula on.
Frame 68's PID is 217A1D00. So we take the latter half, 1D00. Convert it to decimal, which would make it 7424. Divide 7424 by 656, which equals 11.
So we see if that numbers is between our Super Rod chances of encountering, which is 0 to 74. So obviously we are going to find a catch.
Now onto figuring out what Pokemon will arise from this (as RNG reporter doesn't correctly list the encounter slots).
We do the same starting process except instead of subtracting by 3, it's 2.
So we'd go to frame 69 using Method 1. That PID is 9BFF217A. Taking the latter half 217A, convert it to decimal. 8570. Divide that by 656. Comes out to being 13. Now we look to our Super Encounter Slots;
Slot 0: 0-39 40%
Slot 1: 40-79 40%
Slot 2: 80-94 15%
Slot 3: 95-98 4%
Slot 4: 99 1%
We are going to get an encounter slot of 0.
Hope this is understandable.