Steps ------ Don't let all these function addresses throw you; Variable $00BE is the thing to watch, as that decides where we read from our Random Number Table when picking an encounter type. 1) The Enemy group has already been picked. 2) C2/23ED initializes $00BE to Variable $021E (the frame counter, ranged 1-60) * 4. Hence it's always a multiple of 4 between 4 and 240. Skip to Step #7 if you don't feel like reading much, and would rather take my word for things. 3) C2/30E8 calls random number function (C2/4B5A) to further pick the formation, and $00BE is incremented by the random # function. (NOTE: this step only applies to the Floating Continent, where you can randomly get 4 formations for each entry in a 4-pack.) 4) C2/23ED calls random number function (C2/4B5A) 10 times (once for each possible entity); each call increments $00BE by 1. This randomization serves to stagger when entities get periodic damage/healing from Seizure, Regen, Phantasm, Poison, or from being a Tentacle who's Seize draining. 5) In function C2/2C30, the Vigor for every monster (active or not) is randomly calculated using C2/4B5A; each call increments $00BE by 1. 6) C2/083F calls C2/09B4 for each target onscreen, though it apparently skips the call for dormant enemies. C2/09B4 determines an entity's starting Condemned counter (which will promptly be cleared after this if the entity wasn't actually getting the status), and it calls random number function C2/4B65, which increments $00BE. 7) Now it's time to randomly pick an encounter type. C2/5247 is responsible for that, and it calls C2/4B65, which increments $00BE before giving us our random number. 8) So, our RNG table index is: Variable $00BE = (Value of $00BE After Step 2) + 10 + num_total_enemies + num_chars + num_active_enemies + 1 If we're on the Floating Isle pre-statues, just add another 1 to that. 9) If it's a Front or a Side attack, randomly determine whether it's preemptive. This increments $00BE one more time. This step is skipped if the formation has "Hide start messages" set, or if any active monsters therein have "Attack First" set. NOTE: Once the battle starts rolling, $00BE also gets incremented on each frame, which is why later random battle decisions aren't subject to the Randomosity bug (unless the player's a robot who always does things on identical frame counts). *** Steps A through C just apply to my epic hunt for a lone Latimeria that pincers the party. Skip them if you don't care about that. And note that Step #9 has no bearing on them. *** A) If Front, Pincer, and Side (but no Back) attacks are allowed, we need a random number between 1Fh and 26h to get Pincer. In this case, 0 - 1Eh give Side, 1F - 26h give Pincer, and 27h - F6h give Front. As you'll see in the Algorithms FAQ, the chances of each formation are given as X/247 rather than X/255 when all but Back is allowed (we've effectively cut out Back's 8/255 probability). Now C2/4B65 gives us ( Input * Random Number Table Value ) DIV 256 as a result. Thus, with an input of 247, we need a Random Number Table value from 21h to 28h to get Pincered. Note the 256-byte random number table can be found at file address 0FF00h. B) Those table values are found at positions 37h, A4h, 84h, 64h, 80h, 24h, 4Ah, and AFh, respectively. But note that for a 5-target brawl (my 4 party members plus Latimeria), $00BE will always (??) be 17d (11h) greater than it was in Step #2. This rules out A4, 84h, 64h, 80h, and 24h right off the bat, as they're all multiples of 4, and 17d is obviously not. Now to examine the remaining three: 4Ah - 11h = 39h. That's not divisible by 4, so we never could've had it in step #2. 37h - 11h = 26h. That's not divisible by 4, so we never could've had it in step #2. AFh - 11h = 9Eh. That's not divisible by 4, so we never could've had it in step #2. C) From those numbers, it appears lone Latimeria (or L.90 Magic) will be able to pincer a party of 1, 2, or 3 characters just fine. I got that to happen with Lati and 2 characters in a matter of 8 minutes (not hours! garghh!!@), so my steps are still holding up. Neither Front nor Side attack are thwarted by this oddity, as they have such a wide range of numbers that will yield them (see the chances in Algorithms FAQ). However, Pincer and Back attacks can be affected, sometimes in less "convenient" situations (nobody's losing sleep over one enemy not being able to pincer your party). Obviously, none of this applies to forced encounter types (dual Tyranosaurs, the IAF, etc). Also, keep off the Back Guard if you want to reproduce these results. Holy shit; this is like Master ZED's Slot Guide, except of minimal significance to the player!! :D Thanks to SeR (aka SprintGod) for deciphering the frame counter variable, and Jyzero for bringing it to my attention. --------------- Revision History: 10/24/2004 - 1st release 10/28/2004 - 2nd release 12/28/2012 - Zapped a misstatement, revised a couple statements to not have hedging now that I'm more confident, tidied up a couple sentences. 12/30/2012 - Inserted preemptive attack step #9. Added pre-statues clarification to FC. Changed last three steps to be lettered versus numbered, as they weren't part of the sequence per se. Added note about per-frame incrementation. Explained what Function C2/09B4 does. Explained random calls in Step #4.