Originally posted by stag019 [...] if I don't end up helping you by using the Pokemon Crystal disassembly [...]
If you're comfortable looking through the code, there is something you could help with. I've got a Crystal save file over here and when I try to calculate stats based on stat exp. for certain things, I wind up being off by one, and I can't figure out why.
For example, here's a level 44 Ariados's stat data figures:
Base IV Exp.
HP 70 15 7511
Attack 90 13 9118
Defense 70 11 8276
Sp. Atk 60 (15) (7984)
Sp. Def 60 (15) (7984)
Speed 40 15 9396 The in-game stats are as follows:
138 max HP

However, putting those numbers through the usual formula results in numbers like these instead:
A B C
HP 137 138 138
Attack 105 106 106
Defense 85 86 86
Sp. Atk 80 81 80
Sp. Def 80 81 80
Speed 63 64 64 A, B and C here are slightly different algorithms that try different combinations of rounding and truncation. For some reason, a few stats keep being off by one. I think it's probably a rounding issue due to how the game calculates the square root, but I haven't looked into it yet. If you think you could nail down the precise algorithm to get the same numbers as the game, I'll make sure it's worth your while.
Originally posted by stag019 Are there any moves that can be learned (e.g. via TM) in Generation I that can be transferred to Generation II (where these moves can't be learned) which also is not learnable in future generations? If so, I'd have to use the Generation I disassembly as well.
I'm putting together a program to find out. It's gonna take me a bit, though, 'cause I have to get all the data formatted in some useful way, then implement an algorithm to properly account for chain breeding. When it's all said and done, I should be able to identify unreachable egg moves, moves that became inaccessible since generation 3, and combinations of egg moves that can't be owned by the same offspring.
Come back on Wednesday. I should have something to show by then. |