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Posted

I am a TAS speedrunner looking to try and complete D/P/Pt games as fast as possible, but would like some info on what RAM addresses to look at regarding the battle RNGs of the games - stuff related to critical hits, accuracy of attacks, Quick Claw activation, and so on. The notable breakpoints page mentions a lot of invaluable addresses to look at, but almost nothing on the battle system at all. Any help would be appreciated in this area.

Thanks in advance

  • 9 months later...
Posted

I remember a long time ago when I was poking around in RAM I found a value that effected "hax" in battles. Freezing it at 0 caused everything to always fail baring moves with 100% accuracy from landing, and setting it to 0xFFFFFFFF caused everything that could happen to happen.

I didn't save the offset, but I can try to look for it again.

Posted (edited)

Super old bump there Kazo ;)

The Battle RNG calculations probably carried over from gen 3, which you can see at TASVideos by FractalFusion.

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Gen 3 used the main LCRNG for the battle determinations, and iirc so did gen 4.

Gen 5 uses a new seed generated when the battle scene is loaded (after the flash), so it'd be much harder to cheat with.

%100 and *100 respectively for accuracy, %16 and *16 for everything not a multiple of 5%.

Edited by Kaphotics

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