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gc-pokemon-rng-manipulation-assistant's Issues

Failure to find the seed in XD

First generation: Rayquaza, Latias. Second Generation: Deoxys 251, Blissey 636, Articuno 340, Swampert 341. Still getting no results on some attempts and I tried this one specifically multiple times and still no results.

Wrong shiny checking for Gales Seed Searching

The TSV value you use for Gales is wrong. Despite the fact that the game generates a TID/SID as you have documented here, the game uses the saves TID/SID. This is the case for both the enemy and your own party.

My starting seed is 0x317f9f7b. The generated values for TID/SID would be 0xc034 and 0xA574. But looking at the registers in dolphin we can see that is not the value being used. For reference register r27 holds the value of TID/SID. For completion r24 is gender, r25 is nature, and r26 is shiny. This gets used in the function at address 80141540. This TID/SID is actually the TID/SID of my save file.

image

The generation here appears to use a random TID/SID (where you advance the 1139 frames). And the generation here appears to use the TID/SID of the save file (the dummy team before the battle menu).

XD: Mismatch of reroll's seed between hardware and program

This issue is a frustrating and sneaky one. Essentially, after performing the correct number of rerolls in game and setting up the timer corrently, the Eevee frame you end up hitting... will not be found anywhere near the target frame in the program. This would lead the player to conclude they must have miscounted how many rolls they did, and while that is sometimes true, I was able to watch back the footage from my last stream and confirmed that on the FOUR occasions this issue happened, exactly ZERO of them were my fault. I did the exact number of rolls the program told me to do, and yet, the "hit Eevee" was nowhere near the "target Eevee."

By searching nearby rolls, however, I finally was able to locate the frames I hit on those four failed attempts. Here's what I found:

  1. Seed: 6516269F
    Target frame: 102 rolls
    Hit frame: 94 rolls (would've been frame perfect)

  2. Seed: 8973A8F3
    Target frame: 98 rolls
    Hit frame: 100 rolls (would've been frame perfect! Did not miscount...)

  3. Seed: 814F839F
    Target frame: 54 rolls
    Hit frame: 50 rolls (would've been 1 frame early)

  4. Seed: 6D8522C1
    Target frame: 97 rolls
    Hit frame: 93 rolls (would've been 1 frame late)

As I said, I checked the footage to be sure I did not miscount on any of these, and if need be, I can provide more info on the actual frames I was aiming for, so you can try these yourself.

Tutelarfiber has also confirmed he had this same issue happen to him. His "hit frame" was 4 rolls off of the one his "target frame" was on, but was exactly the right FRAME number (he was sad to discover this).

Tute's info:
Seed: 8766FC45
Target frame: 121 rolls
Hit frame: 117 rolls

Based on this data, it seems there is a definite problem with the way the Reroll Count is shown (or calculated?). The timing info seems correct, given that the "hit frames" were always equal or close to the "target frames", just on the wrong rolls.

Issue generating precalc file on a mac

After choosing to generate the precalc file from File -> Generate the precalculation file for the chosen game it loads for about 45 minutes and then says that it's successfully generated the file but when I click 'Find your seed' it asks me to generate it again

having a problem with PAL version RNG

i've been trying to figure out how to RNG eevee on PAL version of pokemon XD but it always show one frame and it's not the right result either so....i tried searching online for guides or anything but there's nothing on how to do it :( i did do the US version and got it correctly but couldn't figure out on doing it for PAL version.

not sure where else to contact you so i figured to post it here if you have any idea on giving me steps? also if i were to try doing it on JPN version of XD which one do i use on the RNG? US or PAL version?

Seed Finder Wizard shows wrong number of threads

https://github.com/aldelaro5/GC-pokemon-RNG-manipulation-assistant/blob/master/Source/GUI/SeedFinder/SeedFinderPassPage.cpp#L38

Looks like it always displays the max number of threads instead of the user specified number of threads given by SConfig::getInstance().getThreadLimit(). Although it does have the possibility of returning 0 when the setting doesn't exist at first. Perhaps it should default to std::thread::hardware_currency() instead of 0.

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