Skeetendo

’Cause all games were better on the GBC

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#1 2011-01-03 19:58:13

EvilOttoJr
Member
Registered: 2010-12-05
Post 49/86

Fleeing Pokémon

ABOUT ARTICUNO:

I figured out what's going on. All three of the Legendary Birds flee when fought, just like the Dog/Cat thingies, except that you can't catch them afterwards like you can the Beasts. I'm running into this problem in my hack as well (I finished the standing scripts for all the Birds and Mewtwo, Mew and Celebi (the latter 3 do not flee)). The birds flee even if they're set as Shiny (which I did). This, I'm guessing, is a script built somewhere into the ROM which needs to be found and eliminated. If you find out how, let me know, since it's kinda sucky to have important Pokemon flee into oblivion forever...

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#2 2011-01-03 20:13:50

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 406/3,501

Re: Fleeing Pokémon

Yeah, that is indeed a problem. Until I can find this to fix it properly, you don't have to feel like cheating if you use a gameshark code to catch Articuno if he runs away from you. I'm giving you a permission slip.

img00012201101031411.jpg

Obviously, I'm not used to signing my name as "Mateo" so it came out a bit odd. Haha!

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#3 2011-01-03 20:16:34

EvilOttoJr
Member
Registered: 2010-12-05
Post 51/86

Re: Fleeing Pokémon

Anything I can do to help, since this is an issue in my hack too? Not sure what I can do since outside of what there's tools for, basic hex editing, basic understanding of how most stuff works, and now EXTREMELY basic scripting, I really don't know how to do anything...

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#4 2011-01-03 20:19:21

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 408/3,501

Re: Fleeing Pokémon

The only thing I can think of at first is to try looking for the bytes of the dogs, and see if there is a list with them and the birds as well. In all honesty this will probably take some ASM knowledge to "backtrace" it, and ASM isn't my strong suit.

On that same note, there appears to be a similar thing controlling which Pokemon will be asleep if encountered at night. These are Pokemon like Pidgey who can only normally be encountered at night through headbutt, so it made sense to have them be asleep if knocked out of a tree at night. I ran into issue with this one working on SaR when I disabled the clock. I fixed it by making the time get stuck during the day. But hopefully someone can figure it out.

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#5 2011-01-03 20:39:38

EvilOttoJr
Member
Registered: 2010-12-05
Post 53/86

Re: Fleeing Pokémon

I was wondering how Koolboyman did that for Prism; a lot of the wild Pokemon you run into at night are asleep.

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#6 2011-01-03 20:50:11

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 410/3,501

Re: Fleeing Pokémon

I'm guessing he either: 1) found the table and edited who was in it, or 2) happened to use people who were in it, liked the effect, and kept it that way. haha

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#7 2011-01-03 20:57:39

114/701

Re: Fleeing Pokémon

Certain Pokémon flee sometimes but not all the time. (Tangela comes to mind.) Based on this, I suspect that each Pokémon has a “flee value,” and the beasts simply have it set to the maximum.

#8 2011-01-03 21:15:19

EvilOttoJr
Member
Registered: 2010-12-05
Post 54/86

Re: Fleeing Pokémon

I have an idea, actually. In Hack-O-Matic, the Pokemon editor has the option to edit 7 values listed as unknown. Possibly might it be those?

After searching, I found that while most Pokemon have values of 100 20 5 0 0 0 0 the Birds and Dogs both have 100 80 5 0 0 0 0. I think I'm going to change it and see what happens.

EDIT: Changed all the 80's to 20's, no effect unfortunately. It was worth a shot, though.

Last edited by EvilOttoJr (2011-01-03 21:19:13)

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#9 2011-01-04 04:01:54

sky_queen3
Member
From: Australia
Registered: 2010-10-16
Post 54/135

Re: Fleeing Pokémon

Hmm... maybe look at Ho-oh or Lugia and see what they have different (besides level, item, name and that stuff) that makes them stay and Articuno flee.


Redux is 'on hold'. I have however found the files, but it's still (pretty much) dead at the moment.
I wonder if that's actually a good thing...

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#10 2011-01-04 04:15:52

117/701

Re: Fleeing Pokémon

Or look at Suicune in Crystal and how it differs from the other two beasts.

#11 2011-01-04 04:32:17

sky_queen3
Member
From: Australia
Registered: 2010-10-16
Post 55/135

Re: Fleeing Pokémon

:facepalm: I am a dumbass, I forgot all about Crystal Suicune. :(

I also found the perfect place to stick a Leafeon, the Goldenrod Flower shop. XD


Redux is 'on hold'. I have however found the files, but it's still (pretty much) dead at the moment.
I wonder if that's actually a good thing...

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#12 2011-01-04 05:02:26

EvilOttoJr
Member
Registered: 2010-12-05
Post 56/86

Re: Fleeing Pokémon

New information that can be helpful:

I found a page detailing different types of Balls.
FAST BALLS (made from WHT APRICORN) have a 4x better chance to catch a Pokemon if it is apt to flee.
The page lists the Pokemon which normally do so: Abra, Magnemite, Grimer, Tangela, Mr. Mime, Eevee, Porygon, Dratini, Dragonair, Entei, Suicune and Raikou.

We need to find out what these Pokemon have in common (NOTE: I would not use Abra to check since it's only move is Teleport and thus it has no choice but to flee).

It is also noted that the FAST BALL apparently (at a guess from this webpage) has these Pokemon listed in its data as opposed to working off a certain value. I do not know if this is true, I'm just assuming. I will attempt to use one on the Birds and report my findings.

EDIT: The FAST BALL does not help in the case of the Birds. Ultra Balls are more effective, as opposed to the 4x bonus of Fast Ball for the aforementioned Pokemon.
Also, the Birds do not flee as much as the Dogs. Entei will flee before I can get Mean Look off (Sharked him in) but the Birds will usually stay around for a turn or two, maybe more if I'm lucky. So the flee value for the Dogs and the Birds will likely not be identical.

Last edited by EvilOttoJr (2011-01-04 05:26:04)

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#13 2011-01-04 05:33:25

sky_queen3
Member
From: Australia
Registered: 2010-10-16
Post 56/135

Re: Fleeing Pokémon

Yeah, the first two time 'cuno buggered off after one turn but the third time I tried (when I caught it in a Great Ball :brags:) if stayed for 3 turns.


Redux is 'on hold'. I have however found the files, but it's still (pretty much) dead at the moment.
I wonder if that's actually a good thing...

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#14 2011-05-25 05:42:06

skishore
New member
Registered: 2011-05-25
Post 1/3

Re: Fleeing Pokémon

I've been working on a Silver hack with all 251 Pokemon, so I ran into this problem. Anyway, after a few hours of searching I think I've found where the fleeing Pokemon list is located.

At offset 0x03C560 there's a list which includes 0x90, 0x91, and 0x92. Changing these to 0x00 stops the birds from fleeing. I've tested with Articuno, trying the others now to be sure.

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#15 2011-05-25 05:47:04

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 643/3,501

Re: Fleeing Pokémon

Awesome, mate! Thanks for posting this. I'll include this fix in the "Christmas in July" Special Edition of the Christmas Hack as well.

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#16 2011-05-26 02:53:34

205/701

Re: Fleeing Pokémon

Thanks, skishore.

So there are three lists. Probably they are in order of increasing likelihood to flee, with anything in the third list fleeing instantly.

0x3C551 (Gold), 0x3C59A (Crystal):

  • Magnemite

  • Grimer

  • Tangela

  • Mr. Mime

  • Eevee

  • Porygon

  • Dratini

  • Dragonair

  • Togetic

  • Umbreon

  • Unown

  • Snubbull

  • Heracross

0x3C55F (Gold), 0x3C5A8 (Crystal):

  • Cubone

  • Articuno

  • Zapdos

  • Moltres

  • Quagsire

  • Delibird

  • Phanpy

  • Teddiursa

0x3C568 (Gold), 0x3C5B1 (Crystal):

  • Raikou

  • Entei

  • Suicune (not in Crystal)

#17 2011-05-28 10:56:34

Miksy91
Member
Registered: 2010-10-16
Post 376/2,311

Re: Fleeing Pokémon

Great job !!
:)

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#18 2011-05-28 11:52:42

dooshboi
Member
From: Brooklyn, New York
Registered: 2010-11-02
Post 68/132

Re: Fleeing Pokémon

So changing those to 00 would make the Pokemon unable to flee?


I don't calculate stat values, I don't breed my way to perfection, and I don't care about natures. I catch my Pokemon the way they are, and treat them like individuals instead of brainless drones.

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#19 2011-05-28 15:06:38

208/701

Re: Fleeing Pokémon

dooshboi wrote:

So changing those to 00 would make the Pokemon unable to flee?

If a Pokémon is not in the list, it will not flee. The cleaner solution is to remove the mon from the list, but you could instead replace it with 0x00, 0xFE, 0xFD, 0xFC, or any monster number already in the list for the same effect (and without having to shift everything after it).

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