Shield has the same address, so code should work in both versions:
Code:
.text:000000000076FB6C E9 83 40 B2 MOV X9, #0x1FFFFFFFF
.text:000000000076FB70 1F 01 09 EB CMP X8, X9
.text:000000000076FB74 A0 0B 00 54 B.EQ loc_76FCE8 ; if Pokemon ID == 0x1FFFFFFFF -> force non shiny
.text:000000000076FB78
.text:000000000076FB78 loc_76FB78 ; CODE XREF: sub_76FAD0+214↓j
.text:000000000076FB78 A9 FF DF 92+ MOV X9, #0x2FFFFFFFF
.text:000000000076FB80 1F 01 09 EB CMP X8, X9
.text:000000000076FB84 C0 06 00 54 B.EQ loc_76FC5C ; if Pokemon ID == 0x2FFFFFFFF -> force shiny
.text:000000000076FB88 E9 87 40 B2 MOV X9, #0x3FFFFFFFF
.text:000000000076FB8C 1F 01 09 EB CMP X8, X9
.text:000000000076FB90 81 0D 00 54 B.NE loc_76FD40 ; if Pokemon ID == 0x3FFFFFFFF -> do normal shiny roll
You can't disable assembly patch codes, they are permanent until you use an "off" code.
If i find that in code sure, but i don't have much time right now to go through thousands of assembly code lines.
strange, the code SciresM posted (
https://twitter.com/SciresM/status/1194868810357981184) leads to "0x12FA460"
and this functions calculates the maximum capture level:
Code:
badge_count = Player::GetBadgeCount(v0);
if ( (unsigned __int8)badge_count <= 7u )
result = (unsigned int)(5 * badge_count + 20);
else
result = 100LL;
return result;
but changing this code does nothing ingame, still can't catch higher level mons.