Pokemon Black Randomizer Code

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Cyrille Mixtapes

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Aug 3, 2024, 11:15:28 AM8/3/24
to tanoseakick

Note: these Pokemon Black Cheats are for the North American version, as the Japan version uses different codes. Anyway, here are the cheats that you can use when you are playing Pokemon Black.

Input the code and press L and A at the same time to activate the code. You can walk through walls and buildings but be careful because you may get stuck in some areas causing the game to bug out or crash. Simply press L and B at the same time to deactivate the code.

Hey Aden, thanks for coming here. After deleting the cheat from the cheat list, save your game progress, exit to your game and reopen. This trick should clear up all cheats in your game. Hope this helps.

Hi Mystic, thank you for coming here. You mentioned that you used Wild Pokemon modifier and shiny pokemon encounter cheat. I assume that you applied them both at the same time which I do not suggest doing. That could cause glitches and may ruin your game. Use one cheat at a time and try not to pair a cheat with another. Hope my answer helps.

I've started to notice, though, that this code isn't as random as one might expect. Some pokemon seem to spawn in certain patches at much higher frequencies than others, while some I haven't seen at all.

Also, this code causes wild double battles to always consist of the same two pokemon (levels, gender, etc. are not always the same). Another note is that in patches which only initiate single battles the same wild pokemon can be encountered in quick succession two or three times i.g., moving a single square into another patch after a battle with one pokemon will trigger another battle with the same pokemon.

EDIT: I've found that the code seems to 'reset' upon entering and exiting a route. That is to say that pokemon with lower or nearly non-existant frequencies are encountered the longer I stay and search in the route. While the dozen or two I usually see don't always appear in the same order they still spawn first.

i only spent about 5 minutes on this, but as best i can see it, it "randomizes" the encounter slots by adding 41 to them every 16 frames? also, it makes sure that you're walking around. 2257010 is a step counter. if the step counter is 0, it never checks for (vframe & ffff) & f.

The one I made for Black 2/White 2 seems like it randomizes a little better than this version. I never felt the need to add 0x29 each time... Adding 0x1 is good enough since once the counter is > 0x289 or == 0x28A, it'll reset to 0x1 and continue to add 0x1 each time; thus, continuing the randomization cycle. The code will continue to do this at a very fast pace since I never set a conditional on the execution timer address (something along the lines of 74000100 FF00000C at the top of the code) so you'll never get the same Pokemon back-to-back.

if i was doing it, i would probably hook the encounter code off to my own code that uses actual rand calls to build the random poke encounter table. seems like that would probably be the best way. rand(649(0x289) + 1 for each of the 10 pokes to encounter.

So I did all the below steps with the exception of "Use external BIOS images" because I could not edit it and deleting the .dct file because I could not find it on my mac. I only use one cheat and it is the EXP code for pokemon black. Two of the crashes have been when a random encounter started, one I was just standing there. It's crashed a few times after my character stood there for too long without me doing anything. I even switched from SoftRasterizer Renderer to the OpenGL and started pausing the emulation every now and then. The reason I did this was that my computer would become very active right desmume crashed so I thought maybe pausing it every so often could help. Both of these steps may have delayed the crash, but ultimately it crashed again right after one of these cool down periods. I started playing on desmume v0.9.6 then switched to v0.9.11 when I realized I needed an exp cheat to gain levels. Below are my crash logs, thank you to anyone who can help.

"The emulator crashes / freezes
DeSmuME is not perfect yet. Sometimes nothing will work and you're just out of luck. Here are some things you can try:
-Reboot your host machine.
-Go to our official Downloads page and make sure you are using the latest version, which is currently v0.9.11. Any older versions are unsupported.
-Using cheat codes modifies the game and can make it crash/freeze if it comes to an unexpected situation, delete the game's .dct if necessary.
-Enable "Advanced Bus-Level Timing". Doing this will slow down emulation, but fix some games.
-Disable "Dynamic Recompiler". Doing this will greatly slow down emulation, but will fix many games.
-Use external BIOS images. Try it with and without "Emulate SWIs with BIOS images"
-Delete your DeSmuME configuration file. It may have options that are breaking your DeSmuME.
-Turn off your virus scanner."

I've seen this problem before with the Intel HD Graphics 3000 OpenGL driver on OS X v10.10.5. It's a bug in the driver itself, and is a problem that is specific to Mac DeSmuME. Beyond that, I wasn't able to gather any more information.

Specifically, this is what I need to know:
- Is Vertical Sync checked?
- Is Run Filters on GPU checked?
- Is Deposterize checked?
- Which Output Filter is selected?
- Which Pixel Scaler is selected?
- Upon starting the game, how long does it take for the crash to occur?

Unfortunately, this leads to a conclusion I didn't want to make, but here it is:
There are some rumors that the Intel HD Graphics 3000 OpenGL driver has a memory leak when certain OpenGL functions are used. Mac DeSmuME does use these OpenGL functions to display the video output, which means that the driver might be crashing from the memory leak. At the very least, this issue affects the Intel HD Graphics 3000 OpenGL driver on OS X v10.10.5.

This is an unfixable issue. It may be possible that Apple fixed the bug in the El Capitan drivers, but this is just a guess. You could always try upgrading to El Capitan to see if the crashing stops, but otherwise, you're out of luck.

On DeSmuME's side, I can always try to use some of the rumored workarounds for the memory leak issue by avoiding those specific OpenGL functions that might be causing the problem, but none of this stuff is guaranteed (it is just a rumor after all), so there is a chance that this problem may never be fixed.

I live in Madagascar and I've tried to download the update, unfortunately, it's failed every time. I use my phone for internet access which interferes with how I download, files over 200mb haven't succeeded. Often they won't even start downloading. What are some of the rumored workarounds I can try?

Look for a guide on how to run an offline updater and a guide for how to resume downloads. You'll need a pretty plain http or ftp download to resume. Anything automagic on apple's website or OS won't work.

The only thing you can try is to run DeSmuME on El Capitan and hope that Apple fixed the Intel driver in that version of OS X. This is probably the best solution, since I've never heard of the Intel HD Graphics 3000 OpenGL driver crashing in this manner on El Capitan.

But if you have the time, you can try this: I did attempt to workaround the issue in r5510. What you can do is go to , and try downloading the Mac Cocoa nightly builds for r5509 and r5510. Run each build, and note the crashing behavior in each build. There should be three possible outcomes.

1. Both r5509 and r5510 crash. If this happens, then I don't know what to do at this point, and the problem may never be fixed.
2. Neither r5509 and r5510 crash. This is also a bad scenario, since the problem got magically fixed in a way I'm not aware of, and may end up accidentally getting broken again in a future update.
3. The crash occurs in r5509, but does not crash in r5510. This is the best case scenario, because this will indicate that the rumored workaround actually works.

Good and bad news, I tested both r5509 and r5510 each for about 8 hours without incident. I had to switch 3D rendering from OpenGL (because it gave a blue screen) to Softrasterizer. I really appreciate your help, and showing me the workarounds.

I'm confused with the need for you to switch to SoftRasterizer due to the OpenGL 3D renderer causing a "blue screen". You are using a Mac, right? I don't know what you mean by this. It SHOULD work on an Intel HD3000 iGPU, and this is the first time I've heard about this.

Among trading card games, the Pokemon TCG is unique in that it's the only one that allows you to redeem your physical booster packs in its digital version. It's been doing this since 2011, when you could enter a code found on a card to get another booster pack in Pokemon TCG Online.

I need to preface all the whining I'm about to do with this being a fantastic thing Pokemon does: no other game does it, even though they absolutely should. Ever since it debuted, this deal has been incredibly popular. It allows you to build up your digital collection at the same pace as your physical one, and entire formats on TCG Online were built around the codes you got from the preconstructed decks. The fact it's one of the few things being transitioned to the upcoming TCG Live is a sign of how loved this feature is.

Pokemon TCG booster packs are ordered a bit weirdly. Despite the front of the pack saying it contains 10 cards, it actually has 12. The first six are always the commons, then the one rare card, the energy card, and then three uncommons. The last card is always the code card.

Because of the way the packs are ordered, if you just opened and rummaged around you'd see the big splashy rare and follow it up with three less impressive commons, which just isn't fun. To counter that, many people will ditch the code card and immediately put the last four cards at the front of the pack. It means you're seeing the uncommons before the commons, but it also means the rare is saved for last.

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