Chatter (move): Difference between revisions

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If Chatter has no audio data (as is the case for wild and NPC-owned Chatot), the chance of confusion is 1%. Otherwise, the chance of confusing the foe is determined by the volume of the recording.
If Chatter has no audio data (as is the case for wild and NPC-owned Chatot), the chance of confusion is 1%. Otherwise, the chance of confusing the foe is determined by the volume of the recording.


Generally, the higher the volume of the recording is, the higher the chance of confusion. The recording is stored as a 1000-byte structure within the game as a 4-bit PCM (pulse code modulation) recording. When a sound is recorded, 1984 8-bit samples of microphone input are taken at roughly 2000 samples per second. 16 zero bytes are appended onto the end of this recording to create a 2000 byte 8-bit PCM recording, which is then downsized to a 4-bit PCM recording via a translation table:
Generally, the higher the volume of the recording is, the higher the chance of confusion. The recording is stored as a 1000-byte structure within the game as a 4-bit PCM ({{wp|pulse-code modulation}}) recording. When a sound is recorded, 1984 8-bit {{wp|Sampling (signal processing)|samples}} of microphone input are taken at roughly 2000 samples per second. 16 zero bytes are appended onto the end of this recording to create a 2000 byte 8-bit PCM recording, which is then downsized to a 4-bit PCM recording via a translation table:


{| class="roundy" style="background:#{{flying color}}; border:3px solid #{{flying color dark}}"
{| class="roundy" style="background:#{{flying color}}; border:3px solid #{{flying color dark}}"
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If Chatter has no audio data, the chance of confusion is now 0%.
If Chatter has no audio data, the chance of confusion is now 0%.


Generation V games record 8000 8-bit samples at 8000 samples per second for its recordings, and convert every fourth sample taken from these, starting with the first sample, to the 1000-byte 4-bit PCM recording in the same manner as that of Generation IV. However, instead of one byte determining the confusion odds, the exclusive or of three bytes, the 100th, 500th, and 700th bytes (corresponding to the 397th, 401st, 1997th, 2001st, 2797th and 2801st samples of the original recording), are taken. The odds of confusion are calculated as follows:
Generation V games record 8000 8-bit samples at 8000 samples per second for its recordings, and convert every fourth sample taken from these, starting with the first sample, to the 1000-byte 4-bit PCM recording in the same manner as that of Generation IV. However, instead of one byte determining the confusion odds, the {{wp|exclusive or}} of three bytes, the 100th, 500th, and 700th bytes (corresponding to the 397th, 401st, 1997th, 2001st, 2797th and 2801st samples of the original recording), are taken. The odds of confusion are calculated as follows:


{| class="roundy" style="background:#{{flying color}}; border:3px solid #{{flying color dark}}"
{| class="roundy" style="background:#{{flying color}}; border:3px solid #{{flying color dark}}"