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  1. Crystal_

    There Were 190 Pokémon!

    There are two other reasons why I think no more than 151 Pokemon were ever inserted: 1) As far as the data of the games shows, the only kind of unique data assigned to a few (9/39) of those empty slots is a cry. And if they didn't bother removing this unused cry data before release, it seems...
  2. Crystal_

    All Gens Past Gens Research Thread

    Neat find. Indeed:
  3. Crystal_

    with real time ACE yes, but it's very tedious to set up and what you can do with it is set the...

    with real time ACE yes, but it's very tedious to set up and what you can do with it is set the active pokemon in battle (whichever Pokemon it is) to a type, until you disable the effect (but you can't manipulate it during battle)
  4. Crystal_

    Hi, neither of the two things you are asking are possible since they are inherent to the Pokemon...

    Hi, neither of the two things you are asking are possible since they are inherent to the Pokemon or move (actually, in RBY the type pair is part of the pokemon struct, but not anymore in gsc since it was redundant). I think it might be possible to use real time ACE to hijack the player used move...
  5. Crystal_

    15/15/15/15 DVs are impossible (in most cases)

    Yes, in this case the hRandomSub read is irrelevant to the DVs generated later through hRandomAdd for the reasons you're stating. It's the map's encounter rate what limits the spread. The thing about GSC is that, as you say, the option to resort to Sweet Scent gets rid of the dependency with...
  6. Crystal_

    There Were 190 Pokémon!

    Some relevant things and/or personal conclusions (read OP first): - Those 39 Pokemon were probably never part of the game at all. They probably created numbered designs at a faster pace and inserted the Pokemon into the game as they felt like, respecting the numeration of the designs, hence the...
  7. Crystal_

    Yup!

    Yup!
  8. Crystal_

    Gen 2 PS Development - Post bugs here

    I think doipy hooves argument here is that link battle Crystal mechs should be favored over regular battle Crystal mechs, which I do agree with. Granted it's not a relevant enough mechanic for the most part to be labelled as a priority.
  9. Crystal_

    All Gens Gorgie. [Old Gens Team Dump]

    So 10 years later we still haven't managed to save Smogon on a floppy disk, but at least we've now saved Floppy on a Smogon thread.
  10. Crystal_

    Gen 2 Improving Gen 2 Random Battles on PS!

    As you are suggesting, the main reason keeping NFEs from being added to GSC randbats is lack of people interested on working on it. I spent a lot of time polishing the movesets of FEs, and I just don't have the time or motivation to go through it for NFEs too. I do agree that the inclusion of...
  11. Crystal_

    Hi. Yes, if you hatch a Pokemon that is not registered in the Pokedex already it will become...

    Hi. Yes, if you hatch a Pokemon that is not registered in the Pokedex already it will become registered.
  12. Crystal_

    Gen 2 Improving Gen 2 Random Battles on PS!

    Levels are tier based. All OU's are at level 68 while all NU's are at level 78. Typical NU Pokemon don't peak at level 100 in order to fit the weaker Unown and possibly NFEs in the future, just like in RBY. Do you really think the gap between top and bottom tiers should be bigger? I don't think...
  13. Crystal_

    Freeze Clause Removed from Gen1 Random Battle

    To be honest it's just irrelevant. It doesn't remotely make the tier uncompetitive let alone change it for the most part. I don't think that we should make a big deal out of this, consistency across tiers of the same generation is just as valid as an argument to keep Freeze Clause on, but the...
  14. Crystal_

    I almost forgot, it's covered in detail here...

    I almost forgot, it's covered in detail here: https://www.dragonflycave.com/mechanics/gen-i-capturing Actually, some of the things I said above may be wrong but the point is that each wobble is not an individual capture check.
  15. Crystal_

    I don't know the details but the waggles are computed separately from the capture check assuming...

    I don't know the details but the waggles are computed separately from the capture check assuming the later is not passed. There's a single random number generated for the capture check, which is compared to the wild mon's "catch rate" value factoring on its HP, status, ball modifier, etc. Then...
  16. Crystal_

    They check the species (pokedex) number of the attacking pokemon (or defending for ditto)...

    They check the species (pokedex) number of the attacking pokemon (or defending for ditto): https://github.com/pret/pokecrystal/blob/master/battle/effect_commands.asm#L1232-L1252 https://github.com/pret/pokecrystal/blob/master/battle/effect_commands.asm#L2997-L3028...
  17. Crystal_

    Gen 3 Random Battle (LIVE!)

    Dark♥Dreamerr♥Luna: ok Dark♥Dreamerr♥Luna: who the hell Dark♥Dreamerr♥Luna: decided to make noctowl Dark♥Dreamerr♥Luna: have rest talk insomnia Dark♥Dreamerr♥Luna: for randbats
  18. Crystal_

    Gen 2 Improving Gen 2 Random Battles on PS!

    I disagree with the fact that Jumpluff should always have damaing moves, since most of the times you'd barely do 10% through leftovers. That said, I could see how at least either Toxic or Leech Seed should be ensured, which would be a better source of damage than Giga/hpfly for Jumpluff most of...
  19. Crystal_

    Gen 3 Random Battle (LIVE!)

    I could expand on the many suboptimal movesets that I've found but I think the problem is mostly to do with the implementation itself. If you don't contemplate the option to define mandatory, exclusive, and/or combo moveslots, you really have to cut all the "barely useful" moveslots, because...
  20. Crystal_

    Gen 3 Random Battle (LIVE!)

    Before I forget, here are some suboptimal sets found in my first 3 battles in this format: drillpeck-less murkrow hpgrass + razor leaf meganium recoverless porygon2 spikesless cloyster fireblast + heatwave ninetales solarbeam w/o sunny day exeggutor
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