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Highest possible damage
I noticed that you removed the trivia about the highest possible damage. While I have no doubt you are correct, could you please calculate what the highest possible damage would be and add it to the relevant pages? --SnorlaxMonster 10:29, 18 June 2012 (UTC)
I figured you'd be the best person to ask about this. I assume research has been done on Rollout, but I wanted to be sure before responding to that. --It's Funktastic~!話してください 17:43, 13 April 2014 (UTC)
Items by index number
Hey, Kaphotics. I wanted to ask you about this edit to the List of items by index number (Generation VI). A few users on a different wiki were curious about the source for the information in your edit. --Sincerely, Super goku (talk) 01:15, 15 April 2014 (UTC)
- Slashmolder and Bond697 have custom firmware and hacked 3DSes to allow for RAM dumps of their systems while playing X/Y. Slash wrote in the item IDs (hacked em in) and checked his inventory afterwards. --Kaphotics (talk) 01:21, 15 April 2014 (UTC)
Hi Kaphotics, do you know if people have successfully located the image/audio resources in the rom and able to export it? It would be great to have original images instead of 3DS capture card + photoshop... -- Yours, Ping (talk) 20:33, 15 April 2014 (UTC)
- Hasn't happened yet. So far it's been only ingame video screenshot dumps; a lot more will have to be done to view the sprite files themselves. -- Kaphotics (talk) 21:30, 15 April 2014 (UTC)
Route 2 encounter data
Hi. I stumbled upon this file of yours (I assume it's legit, at least) and I was curious about a few things about it.
First off is what all the numbers mean. The first two bytes appear to indicate the Pokemon's index/dex number in hex (the bytes "93 02" translate to 0x0293 = 659, Bunnelby). But these values for Scatterbug are "98 F2", which is way off from 664. Could "F2" possibly be a typo?? Or if not, do you know if these values are special because it's Scatterbug (who evolves into Vivillon with its many forms) and/or to what purpose the game uses such a special value?
The last two bytes seem like they could be a min and a max level for the Pokemon to appear at, but I'm not sure if I'm guessing right. Was encounter data in Gen V formatted the same way as this data? And if so, is that what it meant then (min/max levels), and was there somewhere that actually had the min and max as different values instead of equal?
The last question is the rates for the slots. To my knowledge, the encounter slots have chances of 20/20/10/10/10/10/5/5/4/4/1/1% in Gen V. Do you know if those are the chances for the slots in Gen VI? ...Because I tried 100 encounters (which I know isn't necessarily a robust sample) on Route 2 and got 10/9/13/8/11/4/8/12/10/6/3/1 encounters for each slot. (I don't expect it matters, but I was actually using Y and encountering Caterpie instead of Weedle.) It could just be bad "luck", but Bunnelby definitely doesn't seem to have a 20% appearance rate at either level (and this agrees with some past experience, where I caught a couple dozen Pokemon on Route 2 and ended up with about equal amounts of Bunnelby and Fletchling). I'll try and record another 200 encounters shortly and see how that affects the ratios, but I would be surprised if Bunnelby came up to 20/20%...
- At 300 encounters, I have 26/31/31/31/28/26/29/30/30/13/8/2 encounters for slots 0-B. That looks about like 10% for 0-8 and 1% for B, with 9 and A filling up the rest somehow. ...Perhaps Route 2 just forces special encounter rates? Maybe I'll have to see how encounters look on another route. Tiddlywinks (talk) 16:04, 3 August 2014 (UTC)
- Well, for 300 encounters on Route 19 in purple flowers (on the east side), I got: 42 lv 47 Shelmet, 38 lv 47 Weepinbell, 33 lv 48 Quagsire, 33 lv 47 Karrablast, 32 lv 46 Drapion, 27 lv 48 Drapion, 25 lv 47 Drapion, 22 lv 46 Weepinbell, 21 lv 48 Sliggoo, 16 lv 47 Haunter, 9 lv 46 Carnivine, and 2 lv 48 Carnivine. That looks like 12 different encounter slots... But only one of those (Shelmet) is really even within spitting distance of a 20% encounter rate. And 4 or 5 of them (at least) appear to have a 10% encounter rate. Tiddlywinks (talk) 19:45, 3 August 2014 (UTC)
- 10/10/10/10/10/10/10/10/10/5/4/1% for the 0-11 slots. It's different from previous generations in that way; however the overall structure is the same. Species(Form)/Min/Max. — Kaphotics (talk) 23:04, 8 August 2014 (UTC)
The Preview Button
Instead of editing a page several times in a row, try using the preview button to make sure your edit looks the way you want it to. (Telling you this since no one told you before.) It's right next to the Save Page button. Please try it out, so as not to clog up the Recent Changes. Also, if you want to edit multiple sections of the page, make sure that you click "edit this page" at the top of the page rather than editing it by section. Thanks! --リックEO (オープン for discussion) 08:50, 17 August 2014 (UTC)
Locations from ORAS in Generation VI
Pokémon index numbers
I've seen this and am working on creating here. Since you seem to be quite knowledgeable about the game's internal workings, I wanted to ask you whether Egg is really 0 in-game as well as what happens if the game attempts to load Pokémon beyond 721. --Abcboy (talk) 16:25, 28 December 2014 (UTC)
- Index 0 Pokemon don't show a sprite in game; however, they use the text file index 0 to easily look up the Egg name since it is unused. As for beyond 721, they don't appear either. So, only 1-721 appear with their sprites. ––Kaphotics (talk) 06:41, 29 December 2014 (UTC)
I was wondering, have the unavailable items with abbreviated names (like most Apricorns) stayed the same, or did GF/dub team decided for some reason to fix the names, now that G6 has upped the limit? Eridanus (talk) 15:54, 16 January 2015 (UTC)