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Posts posted by Kaphotics
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shininess is dependent on TID, SID, and PID. Changing any of them will usually make it unshiny.
Current Level is dependent on experience and the species' growth rate; change the species and PokeGen recalculates the current level.
You're likely did something wrong saving (ie, saving a save file) rather than saving from tabs.
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pokecheck.org
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024F - MoveNPC
[color=blue]024F[/color] [color=red]MoveNPC[/color][color=green] - u16: Overworld ID - u16: X coordinate - u16: Y coordinate - u16: Z coordinate - u16: Rapidity (how fast) - u16: Face Direction (not used?)[/color] [color=blue]4F 02 [/color] [color=green]03 00 19 00 0F 00 02 00 0C 00 02 00[/color] relocate NPC=0x03 to (X,Y,Z)=(0x19,0x15,0x02), at speed 0x0C
Just read the thread, I explained how to alter some premade command strings.
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it's just a movement instruction for the given NPC's ID.
select the NPC, specify length of movement instruction
move instruction 1 & iterations
move instruction 2 & iterations ...
command IDs differ between games but it's really easy.
Moving an NPC:You have three methods to move NPCs.
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0064 - Applymovement - You can tell them what movements to perform.
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006D - RelocateNPC - You can instantly relocate them to new coordinates.
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024F - MoveNPC - You can tell them to move coordinates (over a time period) from their current coordinates.
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0064 - Applymovement
Applymovement has many movement types. Give the NPC a movement and how many times it does that movement.
...time to move an NPC. [color=blue]64 00[/color] [color=green]FF 00[/color] [color=purple]08 00 00 00[/color] ApplyMovement 0xFF~hero (jump 0x00000008, start those movements, continue script) [color=blue]65 00[/color] WaitMovement [color=blue]1E 00[/color] [color=purple]16 00 00 00[/color] Jump (0x00000016) past the movement instructions [color=gold]01 00 00 00[/color] Face Down for 0 iterations. [color=gold]4B 00 00 00[/color] Exclamation for 0 iterations (0 or 1 is ok) [color=gold]17 00 01 00[/color] Shuffle right 1 step (one can always have StoreHeroPosition -> different moves) [color=gold]14 00 01 00[/color] Shuffle up 1 step [color=gold]01 00 00 00[/color] Face Down for 0 iterations [u]FE 00 00 00[/u] End Movement Instructions ... continue script
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0064 - Applymovement - You can tell them what movements to perform.
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b2w2 eggs are the same as BW except the first egg uses a LCRNG seed from the save file.
there's always 6 calls to the twister first, and then inherited IVs overwrite them. not two.
so in that effect, the link you provided is wrong.
Also, no the encryption constant has no IV relation. Whatever that link noticed was just coincidence (with the plethora of provided bred PKX's, there's no way there's a relation between IVs and ec)
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The whole breeding routine is covered in this post. It always generates 6 individual IVs from the Mersenne Twister, and everything else is from the 64bit LCRNG.
Gen5 spots were based on the PID; this gen they aren't. There was no correlation shown in the article. There will be no "new spinda painter" because the spots in gen 6 are now based on the encryption constant, which has no use besides encryption and spots.
If you're saying that the Mersenne Twister sets the encryption constant with two calls and the IVs have some sort of derived relation; it's hard to see that given the article is Japanese but we'll see when dumps come.
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So like in gen5, all attributes of the egg are determined by a single separate sequence (probably derived from 2 consecutive MTs), but here also including both the actual pid and another "spinda pattern determiner" which is independent from the actual pid but follows the same format as a 4th gen iv-pid?
6 MT sequences (one per IV) then overwritten by inherited IVs. There are no more PID-IVs.
1 Call for PID
1 Call For Nature
1 Call for DW ability
one call per try of inheritance
it's a lot of rand calls. They assumed stuff and were wrong.
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There are a bunch of inaccuracies regarding the article; they assumed the spot pattern was determined by the PID. They never proved where anything came from - It is hard to believe that they wouldn't carry over their Gen V RNG calculations so that the mersenne no longer set IVs.
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Same narc, different subfile.
Can always search with google:
"rawdb" and "quote" and you should get it.
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The PID is used for more things than just shininess (gender for sure and probably initial ability / wurmple evolution too, unless I'm totally wrong). Spinda spots are now believed to be based on the encryption constant (no need to decrypt PKX to make spots).
Good luck getting poses and generating an egg to get the 32 bit value. We don't even know if it is modified in any way, or if any RNG advancements were to occur.
It's best to find something with a multitude of repeatable random responses; the more the better.
In the meantime there's a few better things to do than get your initial RNG state; we have no way to know how it is modified or used when generating Pokemon if we cannot see the raw data in-game. Hence why battle video uploads (to check breeding inheritance/pid/ec) or total dumps are a higher priority.
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all gen 4/5 save files even from rom hacks are compatible with PokeGen; base stats are recalculated ingame anyways.
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Way too vague.
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PIDIVs are not checked for FC battles or transfers. They don't matter, you can use anything.
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Asking how to circumvent PokeBank checks is still against our policy; however Nintendo/gamefreak/bank will not block what you have recently posted.
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It's 100% fine to battle with friends; it's just illegal. Not telling you why - it's against this forum's (and Pokecheck's) policy.
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PID is illegal. Something is wrong with Pokecheck's check (which I won't say); plus it's highly unlikely that a given spread matches the nature/gender locks.
Remember, Pokécheck is not for creating hacked pokemon.
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can someone confirm the legitimacy of this pokemon?
It's not legitimate.
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The game uses another function to set trainer flags.
sc_1239 has all of the logic for disabling trainers and doing battles.
You can probably get away with battling a given trainer, and finding what flag is set after you beat them.
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IDs and trash bytes aren't required for routine playthrough or vs friends.
a legal pokemon must have legal IDs and legal trash bytes, or else it is illegal (not generatable by the game)
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add NPC with kazo's NPCE (or with
), assign it a new scriptnobody will hold his hand to guide him through the process though. there's a ton of information available, just not a lot of people actively involved in scripting.
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I found the pokegra already but I'm looking for a list of what the sprite files are. Do I have to do trial and error with every file to find the correct sprites?
Duh. They're generally in order according to species number. Two palettes per sprite (non&shiny).
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Read the sticky in the parent forum.
http://projectpokemon.org/forums/showthread.php?24589-B2W2-General-ROM-Info
/a/0/0/4 ********* sprites (pokegra)
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Legal.exe is only for gen 4 pkms.
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Trash bytes do not matter for battling against friends or for use in game.
Pokegen giving me random pokemon
in PokeGen
Posted
PokeGen is not a fake GTS.