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Author Topic: Leftover Mimic behaviour (Generation II)  (Read 2591 times)

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Evie the Mother Hen ☽ ❤

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Leftover Mimic behaviour (Generation II)
« on: December 15, 2014, 01:54:47 pm »
In at least the Japanese version of Crystal, the old behaviour of Mimic from Generation I is present in the game, unused. The original behaviour was that you could copy any one of the opponent's moves.

The game brings up your moves with another box that says "どのわざを ものまねする?" (which move should be Mimicked?).

In Generation II, Mimic was changed to copy the target's last move.

Hibiki Ganaha showed this in a video. After he/she selected a move to Mimic the game glitched up, but I don't know if that's because the interface was forced unexpectedly (after opening 'fight'). Maybe there is more code to this. On the other hand, the behaviour may be completely glitched.

Does anyone know what GameShark code(s) you can use to force the leftover Mimic behaviour?
« Last Edit: December 15, 2014, 02:21:51 pm by Torchickens »

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Re: Leftover Mimic behaviour (Generation II)
« Reply #1 on: December 16, 2014, 07:23:26 am »
Seems the OP replied to your youtube comment and gave a gameshark code, but D266 seems to at first glance do something different in English Crystal; namely, it's set to 1 if a Run attempt fails with the "Can't escape!" text, then back to 0 after the game calls a function that I assume uses it.
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Re: Leftover Mimic behaviour (Generation II)
« Reply #2 on: December 16, 2014, 09:16:53 am »
Thanks. The memory structure is different between English and Japanese Crystal.

What I try to do to port codes like this is look at the surrounding bytes and do a 32 bit data search in VBA (note you have to enter the bytes in reverse order). This doesn't always work if VBA doesn't think your values are a 32 bit byte, but from the beginning of the game I searched 27 9B -00- 00, and the 00 was at D235. 010135D2 brings up your fight screen box but doesn't let you back out, and choosing a move makes you use Struggle. I don't know if it's the same thing.

Edit: That code in English Gold is 01011FD1.
Edit 2: Japanese Gold - 010111D1.
Edit 3: English Crystal (listed again so it's easier to see) - 010135D2.
« Last Edit: December 16, 2014, 05:56:37 pm by Torchickens »

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Re: Leftover Mimic behaviour (Generation II)
« Reply #3 on: December 16, 2014, 02:57:10 pm »
It might be the same thing.

It clearly displays a string (at 3e61c) beside the move box, but that string is dummied out (just a single 50).
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Re: Leftover Mimic behaviour (Generation II)
« Reply #4 on: December 16, 2014, 04:36:46 pm »
It might be the same thing.

It clearly displays a string (at 3e61c) beside the move box, but that string is dummied out (just a single 50).

Ah, interesting. The string would start at the same coordinates as the Japanese version (BGB: x=0B, y=0E) so that makes it more likely.
« Last Edit: December 16, 2014, 06:05:58 pm by Torchickens »

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✿ Hi, I'm Evie. Transgender woman but spiritually doesn't believe 'male'/'female' needs to be defined; lives more stereotypically like a woman/I'm a 'girly' nerd who discovered herself. Call me whichever pronouns you like. :)

Feel free to contact me here about anything regarding the site.

Forgiveness. I feel that the more people pray to our greatest source/God/mathematical equality for world peace, the more and more it manifests into reality (until our next spiritual death).

Thank you Nyapon for this lovely artwork. :3

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Re: Leftover Mimic behaviour (Generation II)
« Reply #5 on: December 16, 2014, 07:28:55 pm »
Interesting stuff guys. keep up the good work. Though, I thought Mimic in generation 1 just copied a random move rather than letting you choose it. (sort of like how disable disables a random move in generation 1)
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