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Due to how the game generates the Pokémon data, the first two (or three) RNG calls are used to set the 32-bit `EncryptionConstant` and `PID`. With 2x 32-bit and 1x 64-bit values, we can algorithmically reverse the movement & manipulation of bits to recover the initial seed. Notably, certain bits of the initial state are not captured by our first two (or three) outputs, so we must brute-force guess at the initial state, and verify the RNG's output yields the expected values. **With the ability for real-time Xoroshiro128+ seed reversal, we can now validate RNG correlations for SW/SH raid encounters natively within the program.** For now, the legality fail error message is extremely vague and any validated seed won't be "remembered" for the Legality Parse like other RNG methods. These seeds are 64bit, while every other "remembered" `PID/IV` seed-info is 32-bit. Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com> |
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.. | ||
Illegal | ||
Legal | ||
BreedTests.cs | ||
LearnabilityTests.cs | ||
LegalityData.cs | ||
LegalityRules.cs | ||
LegalityTests.cs | ||
RaidTests.cs | ||
ShadowTests.cs | ||
Wild8aRNGTests.cs | ||
Wild8bRNGTests.cs |