Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: The byte refers not to an enemy, but to an enemy group.Your IP address has been temporarily blocked due to a large number of HTTP requests. If it is 0, another byte is picked until a nonzero one is found in this way there may be fewer than 16 possible battles. Whenever a random encounter starts, a random byte out of the appropriate group of 16 is picked. The random encounter group table determines all the possible random battles. Random encounter groups Random encounter groups The frequency is in bits 0-2 (lower values mean more battles), and the group in bits 3-7. This table, located at 295A3 to 295E2, determines both the set of random encounters and the frequency thereof with one byte for each map area. Map area random encounter table Map area random encounter table Map sectors with palettes differing from the current palette are not displayed. Each sector has 4 bytes here they are the palette, area, first tileset, and second tileset in that order. Properties associated with map sectors (squares, 4 tiles wide) are at 3800-3FFF, again in the low 6 bits only. Each byte determines the sub-palette for one of the 16x16 tiles that a 64ๅ4 tile is made of.ฤก6x16 tiles are at 3000-37FF, in the low 6 bits only. These are in the upper 2 bits of 3000-3FFF. If the 64ๅ4 tile was from the first tileset, then setting bit 7 will put in a 16x16 tile from the second tileset, and vice versa. Bits 0-6 select a 16x16 tile, and bit 7 determines whether to use the first or second tileset again. The composition of 64ๅ4 tiles is at 2000-2FFF. Bit 7 is set on tiles which change based on events, of which there are only two in the whole game: one north of Merrysville for the rocks blocking the way to Union Station, and one at the very top of Mt. Bit 6, if set, will use a tile from the second tileset instead of the first. The map itself is in the first half of each bank, from 0000-1FFF. Ranges stated hereafter in this section shall refer to offsets within each bank, rather than the whole file. Bank 0 is special in that it only contains tilesets there is unrelated data in the first half of it where the map would be. You may have noticed that bank 0 is partially outside the range given. The main part of the map data, located at 2010-2000F, is "organized" into eight 16kB banks, each containing data for 32 rows of the map and 4 tilesets.
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