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Posted

Err sorry I am still confused...Sorry for asking a stupid question. I am using the hex editor to find those data but it has led me to places I dun recognize from my earlier editing spots.

Maybe I should stick with hex offsets or is there something I got wrong?

Posted (edited)
Err sorry I am still confused...Sorry for asking a stupid question. I am using the hex editor to find those data but it has led me to places I dun recognize from my earlier editing spots.

Maybe I should stick with hex offsets or is there something I got wrong?

Just using search HEX value:

i just thinking for structure of header byte

Header data for the encounter slots...

# -- Meaning (Hexes)
[b][u]0x0 -- Regular Encounter Tile Type[/u][/b]
   00 = 00000000 -- Disabled
   03 = 00000011 -- Sand/Cave/Building
   06 = 00000110 -- Cave == Force all shaking spots to be on land only.
   08 = 00001000 -- Short Grass
   0F = 00001111 -- Tall Grass    
[b][u]0x1 -- Double Battle Tile Type[/u][/b]
   00 = 00000000 -- Disabled
   08 = 00001000 -- Short Grass
   0F = 00001111 -- Tall Grass    
[b][u]0x2 -- Shaking Spot Enabler[/u][/b]
   00 = 00000000 -- Disabled
   01 = 00000001 -- Enabled (If 0x0 is 06, force all to be land)    
[b][u]0x3 -- Surfing Tile Type[/u][/b]
   00 = 00000000 -- Disabled
   03 = 00000011 -- Regular Surfing Waters
   05 = 00000101 -- Regular + Deep/Current Surfing Water    
[u][b]0x4 -- Water Slots Present[/b][/u]
   00 = 00000000 -- Disabled
   01 = 00000001 -- Enabled    
[b][u]0x5 -- Fishing Tile Type(s)[/u][/b]
   00 = 00000000 -- Disabled
   32 = 00110010 -- Regular Fishing Waters
   50 = 01010000 -- Regular + Deep/Current Fishing Water    
[b][u]0x6 -- Fishing Slots Present[/u][/b]
   00 = 00000000 -- Disabled
   01 = 00000001 -- Enabled    
[u][b]0x7 -- Toggle Flag (Items and Pokemon)[/b][/u]
   00 = 00000000 -- Disabled
   01 = 00000001 -- Cave Items and Pokemon (Spots, in Cave Only)
   02 = 00000010 -- Bridge Items and Pokemon (Spots, on Bridge Only)

BB CC DD EE FF GG HH II

BB --> slot 1 - 12 (enabling or disabling encounter for standart walking) 0x00

CC --> slot 13 - 24 (enabling or disabling encounter for double wild, in route 7 in tall grass) 0x01

DD --> slot 25 - 36 (enabling or disabling encounter for shaking walking) 0x02

EE --> SLOT 37 - 41 (enabling or disabling encounter for fishing) 0x03

FF --> slot 42 - 46 --> 0x04

GG --> slot 47 - 51 --> 0x05

HH --> slot 52 -56 --> 0x06

II --> is same as shaking/spesial spot. if 00, item will disabled --> 0x07

So

search : 08 08 01 03 01 32 01 00 AC 00 03 05 09 01 02 04

snag0018.jpg

This header mean: 08 08 01 03 01 32 01 00 (route 1)

08 --> slot 1 - 12 (standart walking wild pokemon slot set will appear in short grass)

08 --> slot 13 - 24 (double battle walking , wild pokemon slot set will appeart in short grass)

01 --> slot 25 - 36 (shaking grass in route 1, wild pokemon slot set will appear)

03 --> slot 37 - 41

01 --> slot 42 - 46 is enabled for surf spot (00 will not appear wild pokemon)

32 --> slot 47 - 51

01 --> slot 52 - 56 is enabled for fishing spot (00 will not appear wild pokemon)

00 --> in this slot disable so in route 1 no have item encounter in wild pokemon slot (shaking/special)

is just command ?, i think header byte is for command for slot-slot wild pokemon to appearing or disabled, added item set (just bridge/cave) ?

hm so header byte is just arena set for slot set will appear ... xD (so wild pokemon editor will support this header too? o.oa)

After my tested, deoxies, rotom is have own value for alternate form, for another work with YY+8 ... Hm ......... archeus and genosect is request item for color form......

Edited by Andibad
  • 2 months later...
Posted

Somewhat related information after re-reading:

Held Items are 50%/5%/1%, the 1% occurring in dark grass for all Pokemon that have it.

With Compoundeyes as your lead, it's 60%/20%/5%.

rand(0,99) = upper32*100>>32

0-49 // 50-54 // 55

0-59 // 60-79 // 80-84

Although it's not present in this narc, for items it is relevant to this subject :)

Posted

anyway someone know about item on bridge or cave percent calculation? is always 40 % in shacking / shadow/ a shaking ground (in cave :v), i think is possible to change another item but is have own slot like wild pokemon :/ so shaking pokemon it just 60%, example like emolga 20 %, if is on bridge or on cave 20 % x 3/5 % = 60/5 %= 12 % only.... if is include item...

yeah 1 % is on slot 3rd. hm not that mean normal grass / shaking grass / dark grass = 50 % item (slot 1) / 5 % item (slot 2) / 1 % item (slot 3), ?

Posted

oh thank you.. hm i interesting to reseach like this, but sometimes if i using desmume on my computer is too slow but sometime is faster than normal :/ well i interesting to learn RNG, xD

anyway, kaphotic, i can ask something, in smogon, you using a something tools is called researcher? is from desmume too? or is your tools?

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