Ff8 pocketstation game


















Cactrot the fire Cactuar aka. Saboteaur and Moomba sitting around the fire, enjoying each -or- other's company And our friend Boco? Mode-7 style. Maybe he and Koko are, um, enjoying each others' company? Oh my, and so so young Why does the game always have to be screaming at you? After going through levels of mind- numbing, repetative battle and the same What is this world coming to? Resutobosu Although I have yet to see it, this event involves fighting Koko's kidnapper in a battle to the death And unfortunately, he has 99 HPs According to a reader, you can achieve this event by, on Lv , setting the Move level to 1, and then hitting an event - every event that you hit will result in a fight with Resutobosu.

Occasionally Boco will get side-tracked and start doing something totally unrelated to the quest. This works the same as sleeping - Boco's HP will slowly be refilled. Boco's other interests include, but aren't limited to: -watching TV -having a picnic -fishing -listening to a personal stereo [aka. Maybe it's just me, but both times I got the 3rd powerup I had MV set to 3. I got both powerups within 20 straight battles after fighting the demon king. Each Powerup improves Boko in FF8.

When you summon Boko with the Gysahl greens available as an item in Chocobo World, or buyable from the Choco Kid , he will appear, make an attack and leave. Depending on the number of powerups the attack strength varies: 0 power-ups: ChocoFire weak fire attack, about as strong as 'Fira' 1 power-up : ChocoFlare strong fire attack, damage! It is one of only three attacks that can do that; the others are the Giant Cactuar's level attack does exactly 10, damage and Eden also can do 65, damage.

Plus, it has a short animation time and can be summoned instantly by using an item which you can buy! To see the max HP damage, summon ChocoBuckle vs a weak enemy like the geezard.

Mostly it does 10, 20, damage though. To see Eden do 65, damage, summon her vs. Although most of the game is random, there is one part that isn't - Boco's levels LV. Boco raises levels through magic stones - you need to get three magic stones in a row, either vertically, horizontally, or diagonally OK, so this is semi-random.

Either let the stone stop spinning through the available slots on it's own, or press the enter button to stop it. In each game Boco can raise to Level His HP are decided in the following manner: Each rank see ID section for more info has a bonus number that is attached to it.

This is a contant number, and helps figure what Boco's HP is. This number, added to Boco's current level divided by 4. Confused yet? ID is upped by battling other Chocobos on other Pocketstation. From what I understand, ID is upped by the person who initiates the battle winning. I can't test this as I don't have any friends within, say, miles that have the game and a Pocketstation, so this is all from translated data from the FFVIII Ultimania guide.

I have discovered that once you beat another Chocobo World game and take it's ID, you instantly become the 'Rank' associated with the ID; your HP adjusts, and every Item event you encounter has different probabilities. Rank Max. However, after leaving the game running for several months, I got 99 of items B, C and D but 0 'A' items. When I won a battle vs. When I won vs. I am not sure what IDs represent the other grades. If you have a chocobo at level , I'd appreciate it if you would send me what ID you have, how many hit points you have, what your weapon is and how many of each item you have.

Note that if you get a good weapon on a low rank, then copy a worse ID you will still keep your old weapon. Here's a short section for you - as Grade 7 your maximum weapon will be although I only found a , but once you reach Grade 1 you can acquire a There's a lot of info that will be added to this section hopefully eventually, but for now, it's pretty sparse. Your probability of getting s certain item is based on the following chart see the Rank section above for more info on Rank.

Playing through on Rank 7 netted me 12 Bs, 14 Cs, and 99 Ds. Obviously, I got 0 As that game as they are literally impossible to get. However, by even playing through Rank 6 you should get at least one A assuming that you recieve around items or more, which I easily did A quick note on A items - there are no items in the A category that can't be recieved in one of the other categories as well, so if you aren't able to battle other chocobos and increase your Rank, you're still able to get all of the items.

However, the better your Rank is, the better chance you have of getting a rare item. D items become cheap stuff like Softs, Antidotes, Rename Cards, Chocobo Tags, Pet Nametags, and some of the junk items that refine into the weakest spells.

A items become either several B items or some of better junk items like Shaman Stones. I haven't seen an A item give me anything that a B item didn't though. There might be some special items that only an A item can become, but I haven't seen any.

Let's just say that ANY item in the game can be gotten from the Pocketstation. The items that you get is dependant as far as I can tell on your Grade and ID, as well as what Chocobo's World items you've collected. There are two tables, each containing a different set of items, that you may get items from - this is how you'll recieve different items depending on your Grade and ID Of course, which table you get for which Grade and ID I don't know yet I'll try to have the table up by the next revision, but I'm not guaranteeing any sort of completeness - again, it's all in Japanese, and contains many unfamiliar Kanji Plus, those names would then have to be translated to the English version names As this person contributed the entire translated item charts, and I would love to give him credit.

If you're reading this, please email me so that I can add your name to this FAQ. To prove that it was you, simply tell me why it was so important to translate the charts I remember, so I can confirm that it was you , although more than likely I'll remember your name when I see it. I deeply apologise for this A few notes about the tables.

It is unknown why there are two charts, but it is notable that Table 1 contains the Mog's Amulet, while Table 2 does not. Also, when reading the charts, due to space limitations I had to abbreviate, as well as split the fractions up. Battle IR protocol technical specs This information was gracionsly provided by The Saint, and is directly in his words. If you don't care, feel free to skip this section. This section is mostly meant for other programmers who want to mess with their game by writing programs to send different kinds of data to it via IR.

Why did I do all this? Well, I am a US gamer who ordered the pocketstation through an importer. Since you can only get the best items by having a low rank, and you can only get a low rank by beating a chocobo with a low ID number unless you are one of the 0.

Since very few people have one here in the US, I would have had to order an average of more pocketstations to get one with an ID low enough to let me advance in rank. That didn't seem like a good choice to me. On the other hand, I have one of 3Com's handy PalmPilot devices the Palm 3x , which has an IR port on it, software that can capture and transmit IR signals and an open file format to let you modify and create IR data to send.

It was a matter of a weekend to sit down with my wonderful Palm 3x, Chocobo World, my favorite hex editor and some PERL scripts to help me analyze the data. All this data is the result of many hours of testing, checking and analyzing the IR signals the pocketstation transmits. By Jon Durward jon durward. So the decimal number 16 is 0x In order to play against another chocobo world, one pocketstation must be placed in 'receive' mode and the other in 'transmit' mode.

I refer to the one in 'transmit' mode as the 'sender', and the one in 'receive' mode as the 'receiver' even though both pocketstations transmit data to each other at some point. When placed in 'Transmit' mode, the pocketstation sends a burst of 28 bytes to the receiving pocketstation. Each '1' bit is send as a series of 10 '1' pulses followed by 4 '0' pulses.

Each '0' bit is sent as a series of 5 '1' pulses followed by 4 '0' pulses. This is a bit flexible to allow for other IR noise a series that is off by 1 or 2 '1' pulses is still OK, so a '1' bit could be sent as a series of 8,9,10,11, or even 12 '1's. The sequence of 4 '0' pulses used to separate the bits could even be 3 or 5. The entire message sequence is preceded by a series of at least 24 '1' bits sent as mentioned above followed by 24 '0' bits to annouce that the message is starting.

The actual message immediately follows the last '0' in the announce sequence. The message starts with a header block? This is 24 bits 4 bytes and is always the same for each pocketstation. On the messages I have seen, this is always the bytes: "F5 95 99 47" Following the header, the sender sends it's ID number as two bytes, with the last byte first.

The IDs , , would be sent as: 97 03, 56 04, 11 00 that's 0x97 0x03, 0x56 0x04, 0x11 0x00 and NOT 0x61 0x03, 0x38 0x04, 0x0B 0x00 After the ID number comes the weapon; also sent as two bytes, last byte first. TJF 12 years ago 5. Duke Darkwood 12 years ago 6. Many people still use it, including myself. PS1 came into use when there was a PS2 to compare it to, and is also used as a specific shorthand for the PSOne slim model.

But except by context, it can sometimes be hard to tell which use PS1 is using - general or slim. Now, all of this ignores that thing that never left Japan, which was also called a PSX, which was Some hybrid device of That out of the way, let's talk about the PocketStation. As said above, it was a J-only release, a special memory card with a tiny LCD on it that allowed you to play minigames using save data of any game with Pocketstation minigames programmed in.

Extremely few such games made it into the west, since there was a very small window between "well maybe it'll go stateside" to "nope, definitely won't".

FF8 either happened right in that window, or shortly enough after that, being the behemoth series that it is, it could get away with it and probably hope people would import the thing.

Now, as far as I am aware , the Pocketstation does not differentiate between regions. And you could get all the exclusive benefits that offers, from the Ribbon ability to the Chicobo summon to I'm not sure what else. It was integrated into the game itself, accessed from a certain spot. The game it's in, is Arc the Lad III, in the Arc the Lad Collection, localized by Working Designs years after its original release there were apparently some issues involved before they managed to get to localize the trilogy.

As WD was always known for its attention to detail and quality, they kept the minigame in, and made it playable without needing to import an obscure product from Japan. You also miss out on upgrading the chocobo summons there were 4lvls, lvl 4 is an attack.

You also miss out on the mog summons, but it only heals all your hp for all GFs it cost gold though. More topics from this board As PocketStations were never released outside of Japan, international PlayStation owners could not play this game, but its connection to the main game was still programmed into every localization of Final Fantasy VIII , so it is possible to play the game by buying a PocketStation from Japan.

The exclusive items, however, can still be obtained via Angelo Search. Chocobo World comprises of black and white pixel graphics. This accomplished, the player is permanently given a user interface for communicating between the two virtual worlds where the player may send Boko into Chocobo World to gain experience and collect items, which are transferred to Final Fantasy VIII.

The game uses directional keys to move Boko north , and south respectively. Boko perpetually wanders around a nondescript landscape in search of "events" to interact with, such as enemy battles, friendly encounters with Moomba and Cactuar, and "special" events. Depending on how the player sets the "Move" option, Boko may break from his path to navigate to the nearest event perpendicular to his direction of travel. Players can turn off the "Event Wait" option, eliminating the need for player input to advance, although choosing this option prevents Boko from encountering special events.

At any time, players can intervene and halt Boko's movement in favor of manually controlling him. Events are shown on the map as black dots, while Boko's location is represented by a flickering black dot.

When an event is cleared, it vanishes from the map, only to be replaced by another in a random location. When Boko gains a level of experience through battling enemies, the map resets and randomly redistributes events across the world.

Battles are the most common event the player encounters. Once engaged in battle, the player's only option is to fight until either the enemy or Boko is defeated. Combatant health is represented by numerical hit points HP displayed on the far sides of the playing screen; whose count of hit points reaches zero first loses the battle.

Boko and his opponent each have a time counter; the first combatant's counter to reach zero is allowed to attack, upon which both time counters reset and the process repeats itself. By alternately pressing the left and right buttons, players can speed up Boko's time counter, reducing the time required for him to attack. Upon winning a battle, Boko receives a magic stone which is randomly placed on a tic-tac-toe-style board.

If three stones line up in a vertical, horizontal, or diagonal row, Boko gains a level of experience, which increases his hit point count in Chocobo World and his strength in Final Fantasy VIII. If the player finds MiniMog within Chocobo World , he will assist Boko in battle as a last resort, i. If Mog's attack fails to defeat the enemy, he leaves his partner and Boko loses the battle.

After losing any battle, Boko must rest to restore his hit points, but the player is allowed to continue the game without penalty. In some events, Boko is approached by Moomba, who gives his friend a weapon. A weapon is a series of four numbers that determines Boko's attacking power. During battle, the computer randomly chooses one of the four digits on the weapon number to determine the damage Boko inflicts, or, the number his attack subtracts from the enemy's hit point count.

If, for example, the weapon is , then Boko's damage dealt to the enemy will be randomly chosen from the digits "8", "5", "3", and "1".

Players can have their chicobos battle each other using the PocketStation's optical communication function. Another event in Chocobo World involves Cactuar finding items for Boko.



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