CAtturare Munchlax

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Ho letto che devo usare gli alberi del miele, ma.... In parole povere cosa devo fare? Spalmare il miele e? Se ho piu' che 3x miele dove posso ritrovarlo?
Finding your Munchlax trees:

Munchlax trees are three to four trees determined by your trainer ID and secret ID that are the only trees in which you have a chance to find Munchlax. In addition, you have a better chance of finding Column 2 (rarer) Pokemon in Munchlax trees.

Convert your Secret ID and Trainer ID into hexadecimal. They should each have four digits (if not, add zero(s) to the left until you do). They should then look like:

Secret ID = [QQRR]
Trainer ID = [SSTT]

[QQ] = first two hex digits of SID
[RR] = latter two hex digits of SID
[SS] = first two hex digits of trainer ID
[TT] = latter two hex digits of trainer ID

Divide QQ, RR, SS, and TT by hex [15] (decimal 21) and return the remainders:

[WW] = [QQ] % [15] (% = modulo operator -> divide first number by second, return remainder)
[XX] = [RR] % [15]
[YY] = [SS] % [15]
[ZZ] = [TT] % [15]

The games have a system that mostly avoids duplicate numbers such that most IDs have four trees. If any of these four variables reach [15], that variable rolls over to [00].

1. If XX = WW, add 1 to XX.
2. If YY = WW, add 1 to YY.
3. If YY = XX, add 1 to YY.
4. If ZZ = WW, add 1 to ZZ.
5. If ZZ = XX, add 1 to ZZ.
6. If ZZ = YY, add 1 to ZZ.

After this series of steps, a tree is a Munchlax tree if its index number is equal to WW, XX, YY, or ZZ.

Hex = Decimal = Location

[00] = 0 = Route 205 South
[01] = 1 = Route 205 North
[02] = 2 = Route 206
[03] = 3 = Route 207
[04] = 4 = Route 208
[05] = 5 = Route 209
[06] = 6 = Route 210 South
[07] = 7 = Route 210 North
[08] = 8 = Route 211
[09] = 9 = Route 212 West
[0A] = 10 = Route 212 East
[0B] = 11 = Route 213
[0C] = 12 = Route 214
[0D] = 13 = Route 215
[0E] = 14 = Route 218
[0F] = 15 = Route 221
[10] = 16 = Route 222
[11] = 17 = Valley Windworks
[12] = 18 = Eterna Forest (cut shortcut)
[13] = 19 = Fuego Ironworks
[14] = 20 = Floaroma Meadow

There are rare cases where two of WW, XX, YY, or ZZ end up equal, and the game has only three Munchlax trees.

If you don't know your secret ID, you can use the two halves of your visible ID (and ignore the correction algorithm unless the two are equal) to find two of your Munchlax trees.

Determining the species of Pokemon in the tree:

The game has a table of Pokemon that you can face with two columns (and Munchlax) and six rows. The column determination of the Pokemon you will face depends on whether or not you are slathering a Munchlax tree, as well as whether or not the tree you slathered was the last one you interacted with. This guide will focus on different-tree Honey Tree manipulation, as I mentioned before.

So when you slather a tree, three consecutive random numbers are called. The first helps determine the column, the second helps determine the row, and the third helps determine the shake value, which governs how vigorously the tree will shake once the Pokemon is available to catch.


The first random number called determines the column of the Honey Tree table from which the species of Pokemon will be determined. Divide this random number by 656 to get a number from 0 to 99 (ignore any remainders).

Non-Munchlax Tree:

Rand#/656   Result
   0-9     Failure
  10-29    Column 2
  30-99    Column 1
Munchlax Tree:

Rand#/656   Result
    0      Munchlax
   1-9     Failure
  10-29    Column 1
  30-99    Column 2

The second random number called determines the row. Divide this random number by 656 to get another number from 0 to 99. If you get a Munchlax, this process still happens even though it doesn't change anything.

Rand#/656   Result
   0-4      Row 6
   5-9      Row 5
  10-19     Row 4
  20-39     Row 3
  40-59     Row 2
  60-99     Row 1
Shake Value:

6 realtime hours after slathering the tree, the tree will be ready, and it will shake with vigor related to the column obtained, as well as a third random number, which determines the shake value. A shake value of 0 causes the tree to be stationary, while the other values cause the tree to shake with increasing vigor.

Column 1:

Rand#/656   Shake
   0-19       2
  20-78       1
  79-98       0
    99        3
Column 2:

Rand#/656   Shake
   0-74       2
  75-94       1
    95        0
  96-99       3

Rand#/656   Shake
   0-4        2
    5         1
    6         0
   7-99       3
The Tables:


Row   Column 1   Column 2
 1    Wurmple     Combee
 2    Silcoon     Burmy
 3     Combee    Cherubi
 4     Burmy      Aipom
 5    Cherubi   Heracross
 6     Aipom     Wurmple

Row   Column 1   Column 2
 1    Wurmple     Combee
 2    Cascoon     Burmy
 3     Combee    Cherubi
 4     Burmy      Aipom
 5    Cherubi   Heracross
 6     Aipom     Wurmple

Row   Column 1   Column 2
 1     Combee     Burmy
 2    Wurmple    Cherubi
 3     Burmy      Combee
 4    Cherubi     Aipom
 5     Aipom      Aipom
 6     Aipom    Heracross
Species Manipulating Example:

Say we are slathering a non-Munchlax tree in Platinum, and we land seed [8D17025B].

The first five Method 1 PIDs for this seed are as follows:

Taking the last four digits of each PID produces the raw random number ordering.

If we were to slather honey on a tree immediately with this seed, we would first determine the column by looking at the first random number, [02E6]. This is 742 in decimal. We divide it by 656 while ignoring any remainder, and we get 1. Looking at the column determination table above for non-Munchlax trees, we see that a result of 1 would end in failure. The honey wouldn't even stick to the tree.

Now let's back up and say that we turn the Journal to a page with a caught or defeated Pokemon entry on it before slathering. This advances the RNG by 2, skipping over our failure case above. So we skip [02E6] and [12EF], so for the column, we look at [9FDF]. This is 40927 in decimal. We divide it by 656 while ignoring any remainder, and we get 62. We see from the non-Munchlax tree column determination table above that our resultant Pokemon would be from Column 1.

Now we need to determine the row. The next random number in order is [A285], which is 41605 in decimal. We divide this number by 656, ignoring remainders again, and we get 63. This number is greater than 60, so the Pokemon will come from Row 1.

We look at the Platinum table and find Row 1 in Column 1. In this case, we are set up to find a Combee in that tree in six hours!

A third random number is called to determine how vigorously the tree will shake when our Combee has arrived. [A9A2] is our next random number in the sequence. This is 43426 in decimal, and when divided by 656 becomes 66. The Column 1 shake table above indicates that 66 would result in a shake value of 1. The tree will shake rather unenthusiastically when the Combee appears. If the tree doesn't shake when there's a Pokemon in it or if it shakes too vigorously, we know we messed up the RNG advancement or seed determination when we slathered the honey.

So now we know what would happen if we get the seed [8D17025B] and flip the journal once before slathering the tree.

If you are slathering a Munchlax tree and you get a Munchlax (column number divided by 656 = 0) either by chance or by design, the row number is still called, but it doesn't change the fact you will get a Munchlax.

Manipulating the Pokemon once it is there:

The Pokemon in the tree follows Method J. The starting frame is 2. This is the simplest part of the process.

Program for checking how the game messes with Ranger Manaphy eggs' PID if they would end up shiny:

If the PID of a Ranger Manaphy egg is shiny in the game it is being obtained in, the game will invoke the ARNG to adjust the PID such that it is not shiny.

Quote:Originally Posted by Fat mingot  
The replacement PID is calculated by doing this bit of math on the PID that RNG Reporter reports, as many times as necessary, until the Pokemon is NOT shiny:

pid = pid * 0x6c078965 + 1;
Questa è tutta la robaccia tecnica xD In pratica c'è scritto che in tutto il gioco ci sono quattro - a volte tre - alberi da miele che hanno Munchlax, e tutto dipende dal tuo SID. Dal momento che non puoi manipolarlo, ti basti sapere che devi spalmare il miele e se sei stato abbastanza fortunato da indovinare l'albero che può generarlo, il gioco deve estrarre un numero da 0 a 99, e l'unico risultato accettabile affinché appaia Munchlax è lo 0, rendendo di fatto le possibilità che ne appaia uno dell'1% per quell'albero. Tanto vale fare l'uovo.

Comunque ancora non riesco a concepire come qualcuno si sforzi così tanto a giocare a Pokémon da trovare tali formule. lol
Spalmi il miele e niente, aspetti che l'albero inizi a muoversi e poi clicchi sperando che compaia munchlax.

Comunque se hai la connessione wi-fi uno snorlax te lo posso scambiare.
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