ROM Hack Pokemon HG/SS: Completely Random!

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Would legendaries have the same encounter rate as other pokemon? Or are all the pokemon encountered at an equal chance?
If every pokemon is equally as likely to be encountered, maybe you could make it that some legendaries are a bit harder than others, and that legendaries in general are harder to encounter than normal pokemon.
This would still make it somewhat more of an effort, and more of a surprise/achievement, to encounter a legendary.
 
Added JP version code.

gameguy95 said:
is there a way to combine this into one huge code? or maybe a patch?
To make it a single code, just put both codes ontop of eachother in the same code box, for a patch, use the DS Auto Trainer Maker.

QUOTE(Saken @ Mar 24 2010, 09:27 AM) Would legendaries have the same encounter rate as other pokemon? Or are all the pokemon encountered at an equal chance?
If every pokemon is equally as likely to be encountered, maybe you could make it that some legendaries are a bit harder than others, and that legendaries in general are harder to encounter than normal pokemon.
This would still make it somewhat more of an effort, and more of a surprise/achievement, to encounter a legendary.

That will require to much work, all the code does it pull a byte from the games random number generator, then stuff it in to the wild Pokemon encounter table. It will add 0x100 to that data if the whole RNG word is greater than 0x7FFFFFFF. If the total value is equal to 0x00 or is greater than 0x1ED it will not copy the data over to the wild encounter data.

Each Pokemon has a 0.0020283975659229% chance to be encountered. You are not going to be running in to Celebis, Mews, and Jirachis all the time.
 
I'm gonna have to try this, I will once I update to full 2.0 on the J to U translation patch. This is good for monotype runs as you can have all the pokemon of your type available from the start you just have to spend a LOT of time in the grass.
 
OOO said:
I'm gonna have to try this, I will once I update to full 2.0 on the J to U translation patch. This is good for monotype runs as you can have all the pokemon of your type available from the start you just have to spend a LOT of time in the grass.

or.... just use the wild pokemon modifier.
 
basher11 said:
OOO said:
I'm gonna have to try this, I will once I update to full 2.0 on the J to U translation patch. This is good for monotype runs as you can have all the pokemon of your type available from the start you just have to spend a LOT of time in the grass.

or.... just use the wild pokemon modifier.

Yeah but that ruins the surprise factor as you will know which Pokemon will appear where. This changes that and makes you go 'WoW!' whenever you see a new Pokemon. These kinds of things make games more exciting.
 
Shadow&Light said:
It's perfect to those people who wants to catch al pokemons, and can't change the pokemons of other versions

but i highly doubt your gonna see the pokemon you want.
 
Just FYI for everyone...If you set a Key combo to activate the code, it will only activate once...meaning The next pokemon you encounter will be the same every time unless you hit the key combo again (E.G: sel+up)

This could be useful for EV levelling, and just if you want multiples of a rare poke, or if you K.O'd the poke you wanted on accident.
 
Hey Im using the Sakura firmware for M3 and the game keeps freezing when using the JP random pokemon code on the translation patch of SoulSilver
 
kumaar90 said:
Hey Im using the Sakura firmware for M3 and the game keeps freezing when using the JP random pokemon code on the translation patch of SoulSilver

this isn't the place for this genius.
dry.gif
 
Damn, this is the best idea I've ever seen seen for a Pokémon game. Props to you, dude!

Just for the sake of curiosity, is it possible to do something similar for Platinum? HG/SS and theirconstant save/reload "features" are a bit too annoying, in my option.
 
SS doesn't suck me in as Silver once did so this code will will make things a bit more interesting without a doubt. Thanks
 

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