Pokemon Island Download

0 views
Skip to first unread message

Rhett Espinoza

unread,
Aug 5, 2024, 8:50:53 AM8/5/24
to psitdecdustcrib
Bulbapediasays: "Every day, a random number between 0 and 65535 is generated by the game. If this number matches the last two bytes of the personality value of any of the Pokmon in the party (that is, the remainder when their personality value is divided by 65536), Mirage Island will appear for that day. "

My Ruby/Sapphire/Emerald's batteries have run dry, so I think the random number generated will always be the same. How can I find out what is that number and check if any of my Pokmon's last two bytes of the personality value match that number or at least create a Pokmon whose last two bytes of the personality value match the Mirage Island number?


id need some further information on how this can be done. loading my save file in a hex editor will not do the job for me since the offsets mentioned are either not found or all zero. what kind of tool should be used there?


btw, do you know when a mirage island value is created for the very first time? apparently when you start a new game it set to 0 and if your battery is dry it obviously never changes. i would be interested in what event triggers the number in the first place.


If this is correct, and all "100% male" pokemon have a value of 00000000 for their Binary Gender PID, does this mean that a pokemon, like Nidoran-Male, would ALWAYS activate Mirage Island? (I'm really pissed, because I just reset Sapphire).


Like Mirage Island Value 0x0000, it will appears in 0, 1 and 7410 days after you set your clock in game. If you have a pokemon with PID xxxx0000, you can use it in whole time on dry battery RSE or the first and second days on powered battery RSE to launch Mirage Island. I've checked wheather there is a pokemon from in game trade or gift pokemon who has this PID in GEN3, however it didn't exist.


So I created a totally new method last year which different from the past method cheating or rng abusing etc. and can be used on cartidge. It's a little complicated, so I just describe it in simple and you can see whole theory in links or just follow steps in video. I also made a web calculator to help use this method( theory and video links are also posted in web calculator). (GEN3 Mirage island calculator v1.3)


Second, MIrage Island value. Through the list I have already made (the link above and it's also added to my web calculator), you can check when will Spindas' PID launch Mirage Island. Then using RTCread( a tool normally used to fix berry glitch and new battery glitch, it wont do change to sav) jump to this time. (you need to know when you start your game in RTC and the elapsed days , it can also calculator without dump or cheat).


There's something magical about a game that lets you travel from one island to another by balloon. No, I'm not talking about a hot air balloon, but rather a single red balloon like a poor man's Up house. As you watch the blue skies below with its pixel-art white clouds, it just serves to accentuate the wholesome nature of Moonstone Island's choice of traversal methods.


It's a little bit magical, just like the game's overall vibe. Technically, you play as an Alchemist in training, with an opening sequence that reminded me of Kiki's Delivery Service as you speed away from your parents' home on a broom. But, your broom gets smashed pretty quickly, and suddenly you're trading witchy travel for ballooning, at least initially. Interestingly, the whole alchemy part hasn't been a big part of my experience with Moonstone Island. Or at least, not in the way that you'd expect.


Instead, I've been spending my time discovering that Moonstone Island is much more than another Stardew Valley alike. The game looks very much inspired visually by ConcernedApe's creation, but while there are elements of the farming sim with actual agribusiness and home cultivating, there are also Pokemon, Zelda, and Hearthstone comparisons to be made too.


The homebuilding part has got me particularly pumped, purely because I've seen on the Steam page that you can eventually build a house with chicken legs that you can move around with you. Honestly, the more Ghibli movie references you can find in a game, the better in my opinion, and if this is my way of getting a Howl's Moving Castle home, then I'm in.


The Pokemon elements are really where the game's take on alchemy comes in. Before you've even left home your dad will give you a choice of three starter spirits to take with you on your journey. There's an Earth-type dinosaur, a Fire-type sheep, and an Electric-Type bee, which isn't the usual fire, water, grass divide but close enough.


From there, you'll discover other spirits as you explore - both on the sky islands that you'll traverse by balloon or broom - or in the depths of mines and other locales you'll get to be familiar with. There are 100 to collect in total, and definitely lean towards the cute rather than chaotic in terms of creature design. But, where Moonstone Island puts its own spin on the Pokemon formula is by making the traditional fighting tactics all card-based.


It's part Hearthstone, part Slay the Spire, but also very Ooblets - without as much dancing. You level up your spirits to unlock new cards, and you'll have a mix of cards to pick from. Some will attack an enemy's armor, allowing you to render them startled, and helpless, and thus cause more damage for a turn or two. I wasn't expecting to love this take on turn-based battles, but it works well, with plenty of nuance to lean into the kinds of combat you find yourself gravitating toward too.


Taming spirits can be done purely by feeding them treats, which is a nice touch. You might have to take a bit of damage, but there's an almost non-combative take here if you're willing to put some work into it. Plus, if you're a fellow Pokemon Yellow lover, being able to see your party follow you around while you explore is also a personal highlight for me.


The world itself is a joy to explore too - not just because of the balloons. When you leave your parents behind, the game takes a few minutes to build the world for you. While this might seem like just a loading screen, it's actually the game building out the 100 islands that surround the game's village. They're all completely procedurally generated so you get your own unique layout, which no doubt will help replayability later. The further you explore, the rarer the spirits and other items you'll encounter.


The islands themselves have themes of sorts, such as a lightning island where you'll need to get elemental resistance to be able to avoid stamina hits. It's fairly simple, but it's a nice touch to make exploration have some challenge to it. Plus, there are temples with boss battles to tackle, and dungeons will regularly have unique blueprints for crafting that are well worth discovering.


It also helps that the game channels Stardew in the way it handles its villagers. Not only will they give you side quests and other missions to give the game some focus, but there's companionship and romance to be had. There's a cute element to encourage you to talk to them each day, with the option to flirt, joke, or just chat each having a success chance percentage attached to it. It's a roll of the dice as to whether it'll go down well and adds a level of human-ness to proceedings without having to sit through reams of chat. It's simple, but very sweet.


And I think that's all part of Moonstone Island's charm. It's not a full-priced game and is coming to us from a small development team, but it's utterly brilliant. If you're looking for something that has elements of so many well-known games but without leaning too much into any of them, and with its own unique takes on so much, it's well worth investing in.


Sam Loveridge is the Global Editor-in-Chief of GamesRadar, and joined the team in August 2017. Sam came to GamesRadar after working at TrustedReviews, Digital Spy, and Fandom, following the completion of an MA in Journalism. In her time, she's also had appearances on The Guardian, BBC, and more. Her experience has seen her cover console and PC games, along with gaming hardware, for a decade, and for GamesRadar, she's in charge of the site's overall direction, managing the team, and making sure it's the best it can be. Her gaming passions lie with weird simulation games, big open-world RPGs, and beautifully crafted indies. She plays across all platforms, and specializes in titles like Pokemon, Assassin's Creed, The Sims, and more. Basically, she loves all games that aren't sports or fighting titles! In her spare time, Sam likes to live like Stardew Valley by cooking and baking, growing vegetables, and enjoying life in the countryside."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Sam LoveridgeSocial Links NavigationGlobal Editor-in-Chief, GamesRadar+Sam Loveridge is the Global Editor-in-Chief of GamesRadar, and joined the team in August 2017. Sam came to GamesRadar after working at TrustedReviews, Digital Spy, and Fandom, following the completion of an MA in Journalism. In her time, she's also had appearances on The Guardian, BBC, and more. Her experience has seen her cover console and PC games, along with gaming hardware, for a decade, and for GamesRadar, she's in charge of the site's overall direction, managing the team, and making sure it's the best it can be. Her gaming passions lie with weird simulation games, big open-world RPGs, and beautifully crafted indies. She plays across all platforms, and specializes in titles like Pokemon, Assassin's Creed, The Sims, and more. Basically, she loves all games that aren't sports or fighting titles! In her spare time, Sam likes to live like Stardew Valley by cooking and baking, growing vegetables, and enjoying life in the countryside.

3a8082e126
Reply all
Reply to author
Forward
0 new messages