Gen I catch Mechanics
Special thanks to a_magical_me, who started examining the algorithm, permit me usage his notes and also then provided me v an assembly dump to pick up wherein he left off. The hacking genius is mainly his.
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If you to be an avid player that Red, Blue and also Yellow, girlfriend may have read the other record mechanics sections and fleetingly wondered, "But what around the times in R/B/Y when it would say, "The sphere missed the POKéMON!"? What was going on then? exactly how much of this stuff was the same earlier then, anyway?"
How much, indeed? together it turns out, proper any. The R/B/Y catch algorithm is drastically various from the of the later games; in particular, it yes, really is an algorithm quite than mainly a straightforward formula. And also it is also, together it happens, quite amazing - particularly if you, choose me, have constantly sort the wondered precisely how the worked. So sit back, relax, and let"s take it a look in ~ the insides the the game. Or, well, if friend don"t care around the insides of the game, you can always skip down to the an easy summary of how catching is different in R/B/Y.
Meanwhile, if all you desire to perform is find out how likely you space to capture a Pokémon in R/B/Y, you"ll desire the record rate calculator.Table of ContentsWhat It way
The catch algorithm proper, as listed below, uses to regular wild Pokémon battles. A couple of sanity checks room handled prior to we gain to the part:If you"re not in battle, you can"t use a ball. "OAK: This isn"t the time to use that!" If this is a trainer battle, the capture immediately fails. "The trainer clogged the BALL! Don"t be a thief!" If this is not the Old Man"s tutorial fight at the beginning of the game, climate if both her party and also your present box are full, you can"t litter a ball. "The POKéMON box is full! Can"t use that item!" If this is a battle versus an unidentified ghost, or if the Pokémon is a Marowak and the player"s existing location is the 6th floor the Pokémon Tower (in an unmodified game, the latter will only occur for the unique ghost Marowak), the capture automatically fails. "It dodged the thrown BALL! This POKéMON can"t it is in caught!"
Otherwise, to determine the result of a thrown ball, the game executes the complying with procedure (cleaned up and also tweaked for person presentation, the course). Note that any kind of time it speaks of division, it way integer division: the result is an integer and the remainder is just discarded. Thus, for example, if it says "Divide 5 by 2", the an outcome is just 2, not 2.5.
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What the Means
(Psst, if you don"t speak math, you can skip under to the plain English summary, i m sorry has nearly no mathematics at all. It"s simple, i promise!)
So what walk this algorithm actually mean for capturing in R/B/Y? how is it various from the later games? (In the rest of this discussion, I will certainly assume you are not making use of a grasp Ball; that instance is trivial and it would be a bother to keep stating it.)
Well, first, let"s look at what the framework of the algorithm actually theoretically means for our chances of catching the Pokémon. (This gets a bit mathematical, yet bear through me.) Let"s call the Pokémon"s base catch rate C and create a sphere modifier variable B to stand for the range of the first random number R1: 256 if the sphere is a Poké Ball, 201 if the round is a great Ball and also 151 if the ball is one Ultra Ball. (Note that this is one greater than the maximum numbers disputed in the algorithm above; this is due to the fact that a arbitrarily integer in between 0 and X inclusive have the right to take ~ above X+1 possible values, the means that 0–2 inclusive means three values, 0, 1 and 2.) depending on where R1 drops in this range, three different things can happen:If R1 is less than the condition variable S, the Pokémon is automatically caught.If R1 is higher than or same to S, but less than or equal to S + C, the video game calculates a 2nd random number R2 in between 0 and 255 inclusive and an HP factor F. These numbers are then compared: If R2 is much less than or equal to F, the Pokémon is caught. If R2 is higher than F, the Pokémon division free. If R1 is better than S + C, the Pokémon division free.
Of the full of B feasible R1 values, S the them result in the an initial path (auto-capture), C + 1 of castle (up come a preferably of B - S, due to the fact that there are just B - S values left) result in the 2nd path whereby R2 and the HP element F room calculated, and also the rest (if any) result in the third path (auto-failure). We can visualize it prefer this: