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11-01-24 04:31 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Pokémon G/S question about wild Pokémon New poll | |
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ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

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Posted on 11-12-06 09:18 PM Link | Quote
As many know, in the wild Pokémon have certain values. I'm assuming give them a catch rate, how often you would encounter them, and a value such as whether they can flee from battles or not.

My question is, has anyone found out any information about these values?

For example, if someone wanted to have a wild Bulbasaur somewhere on a map, it would be really hard to capture it, it has a high catch rate that makes it difficult to capture. Another example of how often you encounter a wild Pokémon, I have Marril set to appear on a certain map, I have yet to encounter one. My final example, Teddiursa always seems to flee when in a battle, has anyone gone through this data? I have looked up the catch rates on google and got no where, I looked through a document with "rarity value" and tried to change Marill's to FF like Caterpie, but when I looked in game, no difference.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

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Posted on 11-13-06 12:54 AM Link | Quote
I'm not entirely sure, but if I remember correctly, the "rarity" stored in the Pokemon stats determines the catch rate, while the location in the array of what's in the wild in an area determines the rarity. I'm pretty sure the ones listed earlier are more common, to be specific.
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
From: Massachusetts is my new home..

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Posted on 11-13-06 02:35 PM Link | Quote
No. Depending on where they are in the list of wild Pokemon, the rarer they will be.

Example:

Say your wild Pokemon data stores 5 Pokemon (example only).

Pidgey - Lv 4
Ratata - Lv 3
Pidgey - Lv 5
Sentret - Lv 4
Pidgeotto - Lv 10

The level 4 Pidgey would be the most common Pokemon you run in to, and the level 10 Pidgeotto would be the rarest. The value within the stat determines the catch rate, Skreename is correct.
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

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Posted on 11-13-06 03:09 PM Link | Quote
That's funny. In R/S, common Pokémon appear more often in the list. But then, they have ranged level specifications...
ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

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Posted on 11-13-06 07:18 PM Link | Quote
Originally posted by Yoronosuku
No. Depending on where they are in the list of wild Pokemon, the rarer they will be.

Example:

Say your wild Pokemon data stores 5 Pokemon (example only).

Pidgey - Lv 4
Ratata - Lv 3
Pidgey - Lv 5
Sentret - Lv 4
Pidgeotto - Lv 10

The level 4 Pidgey would be the most common Pokemon you run in to, and the level 10 Pidgeotto would be the rarest. The value within the stat determines the catch rate, Skreename is correct.


Now that I think about it something inside me was sort of thinking it was like that.
I didn't really think logically and say "hmm, prehaps the last pokemon appears least often." and now that I realize this, I am pretty sure I'll be able to figure out everything properly in my hack, I hope no one loves marril so much they want it in the first route.

I guess that if I look alittle harder in the data for the legendary dog Pokemon, I could figure out which bites enable a Pokemon to flee. I'm not sure if the data is stored where everything else is, but it's worth a look.
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
From: Massachusetts is my new home..

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Posted on 11-13-06 08:19 PM Link | Quote
Originally posted by Kyoufu Kawa
That's funny. In R/S, common Pokémon appear more often in the list. But then, they have ranged level specifications...

Well, yes...being as you'd have fewer rare Pokemon, or else they'd appear more (since they'd populate more of the list that way), so you're typically going to have more common Pokemon within the list.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 11-14-06 01:50 AM Link | Quote
I haven't looked into this in depth, and it's been a while since I messed with stats, but IIRC, the "rarity" stat is used for experience (this times level = experience you get for it). I don't recall if there's a separate stat for how difficult it is to catch or if rarity does that too, but I think it's the former. As for wild Pokémon sets, as others mentioned, the list goes from most to least common, and sometimes the common ones are duplicated to tilt the scale even more in their favour.




(edited by HyperHacker on 11-14-06 12:52 AM)
ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

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Posted on 11-14-06 04:52 PM Link | Quote
Originally posted by HyperHacker
I haven't looked into this in depth, and it's been a while since I messed with stats, but IIRC, the "rarity" stat is used for experience (this times level = experience you get for it).

I don't think that's quite right, for tests I set Bulbasaur to be most common on a route then changed the rarity value to FF like Caterpie and Weedle have, making it very easy to catch.

I had it set for level 3, just like a Weedle I fought, it had the same range of experience earned from taking them down (20-30). Rarity values are for catch rates, meaning the harder a Pokemon is to capture, the rarer it is.

Setting any "rarity" value to FF seems to make the Pokemon extremely easy to capture. It's near impossible to catch a rarer Pokemon, it would have a very low value in the "rarity" value, IIRC Bulbasaurs original value was 2B, making it very hard to capture, setting this value to FF makes Bulbasaur very easy to capture.
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
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Posted on 11-14-06 07:47 PM Link | Quote
Yeah...I'm almost 100% certain they have a value for experience that is seperate, anyways. (note the "almost")
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
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STOP TRUNCATING THIS >8^(

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Posted on 11-14-06 08:36 PM Link | Quote
Yeah, I know there's a byte multiplied by level that determines EXP, but I don't recall whether it's the rarity byte. You can get an idea of how that works though by looking at the existing data. Lugia has a mere 3 while Magikarp has some huge value (maybe 0xFF). I think zero makes them impossible to catch, at least, I had no success catching a level zero sleeping Magikarp at 1 HP with Ultra Balls when it was set to zero.
Stephan Reiken

Blipper








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Posted on 11-15-06 04:02 PM Link | Quote
It would not be hard to test...

Go fight some Pokemon at X level and record how much EXP you get.

Fight the same Pokemon at X level but with the changed rarity and see how much EXP you get.
ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

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Posted on 11-16-06 12:12 AM Link | Quote
Originally posted by HyperHacker
Yeah, I know there's a byte multiplied by level that determines EXP, but I don't recall whether it's the rarity byte.

Yeah, rarity byte deals with the catch rate.

Originally posted by HyperHacker
You can get an idea of how that works though by looking at the existing data. Lugia has a mere 3 while Magikarp has some huge value (maybe 0xFF). I think zero makes them impossible to catch, at least, I had no success catching a level zero sleeping Magikarp at 1 HP with Ultra Balls when it was set to zero.

Lugia's mere 3 is actually a pretty high catch rate, which means it's a pain in the ass to capture, now Magikarp, and Caterpie for example, both have FF for their catch rate, you could throw a pokeball at them without doing any damage to their HP and have a very high chance of catching them in 1 ball, Lugia on the other hand... it can't be captured by an ultra ball alone unless you're extremely lucky, although this has been disproven if you use savestates, but in general, you're going to use about 20 ultraballs or more catching a Lugia,

I've done a test, Level 100 Bulbasaur catch rate FF, caught after 2 pokeballs and no damage. I think this answers our question, but about the whole Experience values... I think we might need to look into it more and see what it would be... I think it multiplies with the level and gives it. I think a good way to test would be with a Metapod or a Kakuna, seeing as their only moves are Harden, and you could test them on any level without hurting your Pokemon.

Another test is that we could go through the bytes and see what happens if one is changed and keep going for the same level Pokemon, it might also have to do with a Pokemons stats, if a pokemon has higher stats, I think it would give more EXP. it might take a little bit of time, seeing as there are only 32 values between each pokemon, and most of them have been checked and documented.


(edited by ShadowTails on 11-15-06 11:13 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6466 days
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Posted on 11-16-06 02:31 AM Link | Quote
I just did a quick test with the old VB Hack-O-Matic (the last version that a Pokémon stat editor is implemented in). It's labelled Base EXP there. I poked at Pidgey's value (default 55) and beat some up on Route 29 with my level 5 Cyndaquil.

LevelValueEXP
210
210028
45028
25014
220057


Obviously, 2 x 100 != 28, so there must be some other factor here. Possibly something like level x (base EXP / some number) = EXP. Note that 28 x 2 = 56, but doubling the value gave 57, so there must be some decimals at work here. Notice 200 / 7 = ~28.6. Possible that the low 3 bits of this value do something else. Also, 200 / 28 is an interesting number.

[edit] B0rked table.

[edit 2] The others add up. EXP = (Level * BaseEXP) / 7. Obviously the game drops decimals since the Game Boy has no FPU and runs at 4mhz.


(edited by HyperHacker on 11-16-06 01:32 AM)
(edited by HyperHacker on 11-16-06 01:36 AM)
(edited by HyperHacker on 11-16-06 01:38 AM)
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