Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
User talk:Mantidactyle: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(→Link Battle PRNG length: new section) |
||
Line 7: | Line 7: | ||
:Replied on your Talk page. --[[User:Mantidactyle|Mantidactyle]] ([[User talk:Mantidactyle|talk]]) 18:16, 8 January 2015 (EST) | :Replied on your Talk page. --[[User:Mantidactyle|Mantidactyle]] ([[User talk:Mantidactyle|talk]]) 18:16, 8 January 2015 (EST) | ||
::Thank you so much! Argh, I can't believe I completely forgot about the branch/jump delay in assembly (after having taken it just the previous year in college and having that pounded into our heads), that clears up so much stuff. [[User:Zowayix|Zowayix]] ([[User talk:Zowayix|talk]]) 14:18, 9 January 2015 (EST) | ::Thank you so much! Argh, I can't believe I completely forgot about the branch/jump delay in assembly (after having taken it just the previous year in college and having that pounded into our heads), that clears up so much stuff. [[User:Zowayix|Zowayix]] ([[User talk:Zowayix|talk]]) 14:18, 9 January 2015 (EST) | ||
== Link Battle PRNG length == | |||
http://datacrystal.romhacking.net/wikid/index.php?title=Pok%C3%A9mon_Red/Blue:RAM_map&action=history -- "then it's up to D151, right ? I only saw 9 numbers changing but it might be because I forced a FF at d151" | |||
I saw the pokered disassembly's wram.asm: "wd148:: ds10"; but looking at engine/battle/core.asm lines 6728 to 6739, the loop runs for a total of 9 times. | |||
Interestingly, in engine/cable_club.asm lines 35-43, the loop runs ten times there, further strenghtening my initially wrong belief. I apologize for causing that confusion. |
Revision as of 16:04, 1 February 2015
Stadium critical hit calculation?
I'm not the best at assembly, but reading through this I think I found some inaccuracies? (or at least some stuff that doesn't match up with the formula?)
- What is going on/what are the differences between what happens at the three sections titled "Critical Hit", "¡Un Golpe Crítico!", and "Critical Hit calculation"? I have no idea what's going on in the first one, and the last two both seem responsible for calculating the ratio together.
- For a regular move (no Focus Energy), tracing the assembly starting at "¡Un Golpe Crítico!", what is the "If A0 ≠ 1, jump to 0x35C52C" line responsible for? Later, it looks like "BEQ R0, R0, $0035C558" is always true (since zero = zero) which means that a chunk of code below it is always skipped? This would throw off the BaseSpeed + 76 >> 2 formula.
- Which lines are ultimately responsible for manipulating the critical hit rate, for the normal case, Focus Energy case, high critical-hit ratio case, and both Focus Energy+high crit ratio together case? How much does using a high critical hit ratio increase the probability of landing a CH?
Zowayix (talk) 16:43, 8 January 2015 (EST)
- Replied on your Talk page. --Mantidactyle (talk) 18:16, 8 January 2015 (EST)
Link Battle PRNG length
http://datacrystal.romhacking.net/wikid/index.php?title=Pok%C3%A9mon_Red/Blue:RAM_map&action=history -- "then it's up to D151, right ? I only saw 9 numbers changing but it might be because I forced a FF at d151"
I saw the pokered disassembly's wram.asm: "wd148:: ds10"; but looking at engine/battle/core.asm lines 6728 to 6739, the loop runs for a total of 9 times.
Interestingly, in engine/cable_club.asm lines 35-43, the loop runs ten times there, further strenghtening my initially wrong belief. I apologize for causing that confusion.