Well well well, how the turntables...
Sequential RNG calls
Why does this multiplier look so...familiar?
Reason for Method 4: VBlank takes priority when it occurs; Box probably doesn't emulate the CPU timing well enough for uninterrupted Method 1
XD LCG: increment 269EC3, multiplier 343FD
ID in FRLG is 0x04000104 (Timer1 -- https://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm#Memory-Mapped%20Hardware%20Registers ); SID is upper 16 of RNG state
FRLG initial seed is Timer1 as well
The timer starts counting when the screen changes to the "Press Start"-Screen.
This is initiated by the first button press or waiting till intro is finished.
Once it started counting, it will do so until the initial seed has been determinated.
A soft reset will have the same effect as if you switch off the GBA.
Method H determines nature first (to account for Synchronize and the routine described here), then conducts a "hunt" for a PID that matches it in the possible ones for the numbered method, then generates the two IV halfwords based on above
How the hunt (also in Gen 4's Method J/K) works: The game takes a seed and does (seed >> 16) % 0x19. Then it starts making PIDs and doing PID % 0x19 and it keeps making PIDs until it gets a match to that original (seed >> 16) % 0x19.
Method H is rarely H-1 as it's slow enough to fill up VCount
In some maps, the LCG advances exactly twice per frame
blocks of three 31s (0b11111 11111 11111) are bold
seed: C69FB838, LCRNG (Gen 3)
||Method 1 PID
||Method 1 IVs
||Method 1 IVs (IV1, IV2)
||Method 2 IVs
||Method H-2 PID
||Method H-2 IVs
(*) E1695F0A is Timid and is the PID of "otherwise frame" 48
Time is in (decimal)
HH from 00-11 (12-11AM), 52-63 (12-11 PM).
X=weekday, starting at 0
Kazowar: OFFSETS BLACK (add 0x20 to offset for white)
02216084 = SEED
0221608C = 0x5D588B656C078965
02216094 = 0x0000000000269EC3
SEED = (0x5D588B656C078965 * SEED) + 0x0000000000269EC3;