Siam Posted April 14, 2011 Posted April 14, 2011 How do I find headers in a hex editor? Thanks for all the data ^^
Kaphotics Posted April 14, 2011 Posted April 14, 2011 The headers are the first 8 hexes in each extracted file. I conveniently pasted them in my post when I was analyzing them
Siam Posted April 14, 2011 Posted April 14, 2011 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?
Andibad Posted April 14, 2011 Posted April 14, 2011 (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 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 ... (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 April 21, 2011 by Andibad
Kaphotics Posted July 5, 2011 Posted July 5, 2011 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
Andibad Posted July 11, 2011 Posted July 11, 2011 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), ?
Kaphotics Posted July 11, 2011 Posted July 11, 2011 For the normal grass, you can't get the 1% item. Bridge is a 1/6 and 1, 50% chance to get either. The game decides if it should give a pokemon (20%) Read Bond697's post on the routine here.
Andibad Posted July 13, 2011 Posted July 13, 2011 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, anyway, kaphotic, i can ask something, in smogon, you using a something tools is called researcher? is from desmume too? or is your tools?
Kaphotics Posted July 13, 2011 Posted July 13, 2011 It's a tool built into RNG Reporter that displays the random numbers. Some routines are more complex than others... It just helps you analyze the random aspects of the game
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