Foreword
Written by Ginoshie
When I was little, 11 or 12 years old, my friend and I discovered Digimon World. It got us hooked right away as we were already into Digimon which was broadcasted on tv. The dubbed version, mind you.
Just like everyone we had a very hard time getting different Digimon, or at least that was one of our goals back then. No matter our best efforts we most often ended up with this big red ‘n black meatgrinding organism. Tyrannomon. The name still gives me nightmares. His enormous appetite and high frequency of “feeding time” made it so that our stack of giant meat swiftly disappeared leaving us to forage the woods for digishrooms. It was only up until very late into the game that we found out about Vegimon. But even he could not save us from “he who eats all”. When it came to Ultimates we had our regular Metal Greymon and Vademon, and maybe a once or twice Mamemon and metal Mamemon. (Evolution items excluded)
We probably would never have found out about him if it wasn’t for that old gaming magazine I picked up at the store. God, I would do anything to get that old magazine back. I fondly remember my memories of that “gamer GOD!” who wrote the article. He had a Monzaemon (from Toy Town -_-) and it had maxed out stats whereas our Digimon would have a hard time digivolving into an Ultimate. To make matters worse, his (being a male I presumed he too was male) Digimon lived way longer than ours too! The only hint they gave us was something along the lines of, digiseabass increases the lifespan of your Digimon. Hell! How does one acquire digiseabass, we had no clue!
Then, a decade later, emulation happened, a chance to arise anew, to stand up to the challenge. The Digimon gods to be defied one last time! Or not a last time….
Suddenly I found a neoseeker page which contained the results of a Digimon world project where they picked apart the game coding to find the evolution criteria. They also presented a rather clear and trustworthy looking theory for an evolution system. To my amazement it actually worked! I can tell you, I was overjoyed. Finally I got to do what I had wanted for over a decade. All the Digimon were suddenly available to me, or so I thought. Still I had struggles from time to time but it usually worked.
At some point I started streaming because I wanted to share my love for the game and the awesomeness that is Digimon World. That’s when things got started.
I met SydMontague, and many others of course, on my channel. What else could I do but like him, he’s German! But then I also found out about his intelligence, perfectionism and love for the game. This was to be the start of a partnership, if you will, that would lead to this massive project. Together we unraveled the first mysteries of the evolution system, many hypotheses were formed and busted until we had a seemingly solid theory that we were able to prove with tests.
At some point one of my viewers (was it you Javvp? :P) jokingly said I should create an evolution tool. He then did not yet know one should not ask me for (near) impossible things because it makes/forces me to go to any length to make it happen. That’s how the excel evolution file became my first huge project. After a while I noticed the tool wasn’t the hit it should have been. I blamed availability and talked to Syd about it. His know-how of programming enabled him to create an online evolution tool. At first I gave it a try as I wanted to learn about javascript but that didn't turn out well so I let Syd handle it and I’d help him where possible.
As we kept working and playing the game we expanded our project to a whole guide and eventually to a crusade of sorts. The goal? Provide correct information, purge the bad information where possible and get people to have another go at Digimon World!
It's silly huh, how this one game always keeps coming back. I’m glad it does and I’m very thankful for being able to provide entertainment and knowledge to the community. All of that in the company SydMontague for whom I have the utmost respect and who has become a friend of mine. All that without ever meeting, all because of one game.
...amen? Meh more like..
Here’s to my viewers and the rest of the community and those yet to (re)discover this game and our information, Cheers and enjoy the game! To SydMontague I’d like to say thank you for making this all possible, without you the puzzle would not be complete or maybe not even a puzzle at all!
Thanks,
Ginoshie
Written by Syd Montague
Anime was quite big in Germany when I was a child. Pokémon, Digimon, Dragonball, One Piece, Yu-Gi-Oh, Detective Conan and many others all had quite a big influence on me and my generation in general but eventually they started to disappear from the popular TV channels and so did my interest in them (besides me having less time for them anyways).
All that remained was me playing some Pokémon games occasionally as well as my Gabumon plush. And the lyrics of some intro songs, of course.
However, a few years back I started to revisit some of the Anime of my childhood, mostly under the premise of learning how these things used to manipulate us into buying stuff (or better: let our parents buy it) or how bad of a quality they actually were.
Finding manipulation in Pokémon and Yu-Gi-Oh was quite easy as well as seeing how bad Dragonball Z actually is, so I expected the same when I started rewatching Digimon Adventure, but to my surprise my expectations were shattered. Not only did I have a hard time finding these bad elements in it (there are a few, still) but I genuinely enjoyed watching it like barely any other show before.
The more I dug into the franchise, the more I found I liked it. Many of the concepts and ideas it makes to its topic are something that occupy my mind for years now, so it’s quite amazing to learn that a “kids show” introduced me to them at an age of ~10.
I personally see Digimon as one of the major factors I got into computers - beyond just playing with them - in the first place, and I’m a software developer now. ;)
Now, how does that relate to Digimon World? As part of my rediscovery of the Digimon franchise I stumbled upon a Speedrun of this game that reminded me of this game and the experience I had with it. A game that, even though it was hard and broken, introduced me to some interesting concepts of gaming, like persistent progress (-> city building) and open world sandboxes.
So I decided I should try again and, because I “just want to finish it once without spending too much time”, I started using Cheat Engine and guides to bring this game down to a beatable level.
But being a nerd and a smartass caused me to visit Digimon World streams on Twitch and throw around pointers (like 0x00B8C858), where I eventually met Ginoshie who infected me with his desire to learn as much as possible about the inner workings of this game.
This document is one of the achievements of this history and would’ve never been possible without the support from all the different sides of the Community, be it Ginoshie, the speedrunning community or the viewers, because quite often a great discovery was the result of a “stupid” question. ;)
Yeah, I think I should come to an end now, otherwise we’ll never get done with this guide. :P
Digimon World Guide
1.7.2 Fatigue through tiredness
2.1 Natural Evolution mechanics
2.1.6.1 Happiness / Discipline
On the Internet there is a high quantity of information about Digimon World which unfortunately proves itself to be of low quality or just plain wrong quite often.
This became the motivation for the project. See the Links section for related resources.
Our goal is to document the mechanics and inner workings of the game as well as to create a reliable source of information for people to use.
The main technique used to acquire knowledge was to create controlled experiments with the help of save-states and Cheat Engine. This made it possible to not only control all variables but to also observe them, even those hidden from the player.
This went as far as reverse engineering parts of the game to extract raw (asset) data from it.
Our theories are supported by various tests in the form of simulations, gameplay and coaching or observing unsuspecting Twitch streamers.
This does not mean that all conclusions are flawless. Therefore, if you find any mistakes or inaccuracies, feel free to contact us.
On an additional note, this document is a work in progress. Converting knowledge into a comprehensible format requires time. However links are available in the Todo-list. This may be used if the needed information has not been processed yet.
This section explains the formula used for the damage calculation.
Values within the formula are occasionally floored and the order of operations might be different in the actual implementation. As a result minor differences may occur in comparison to ingame results.
Note: Max damage, RNG fluctuation excluded, is reached once you have at least
500 more offense than your enemies defense.
but never smaller than 1
The finisher bar is, although displayed with 10 bars, a value between 0 and 80, whereas 80 is always 10 bars. Each press of L1 or R1 adds a value of 2 to the bar.
The specialty factor applies to both, normal attacks and finisher, in the same way.
It is formed by looking up the relation between the attack’s speciality and the defender Digimon’s 3 specialities and creating a sum of it.
Based on that sum the final factor is calculated by dividing it by 30.
Note: The nature of the finishers can be viewed in this spreadsheet.
The following is a specialty factor comparison where horizontal(⇒) attacks vertical(⇓).
Fire | Combat | Air | Earth | Water | Mech | Filth | None | |
Fire | 10 | 15 | 5 | 20 | 20 | 15 | 20 | 10 |
Combat | 10 | 10 | 2 | 15 | 10 | 10 | 5 | 10 |
Air | 15 | 15 | 15 | 5 | 15 | 15 | 5 | 10 |
Earth | 5 | 15 | 20 | 10 | 10 | 5 | 15 | 10 |
Water | 20 | 15 | 5 | 15 | 10 | 15 | 20 | 10 |
Mech | 10 | 10 | 5 | 10 | 10 | 10 | 5 | 10 |
Filth | 5 | 15 | 5 | 2 | 10 | 20 | 2 | 10 |
By using the "praise" command in the menu you "praise" your Digimon and he will gain happiness according to the formula below and reduces discipline by 5 regardless of the situation.
Happiness gain = floor(Discipline · 0.1) + 2
By using the "scold" command in the menu you "punish" your Digimon for the action he just took. If this scolding was reasonable he gains happiness and discipline.
In case he did not do anything that required you to scold him then his happiness will go down while his discipline goes up.
The following are legit reasons to scold your Digimon:
Note: The act of moving, be it you or your Digimon, disables the opportunity of a
reasonable scold.
After a reasonable scold your Digimon will take any item you offer him, as long as you haven't moved up until the moment you feed him the item.
Scolding after any other event as mentioned above is considered unreasonable and will not prevent a refusal.
The following are the results of scolding on the US release. JP and PAL releases do not give a happiness gain.
Reasonable | Unreasonable | |
Happiness | +3 | -10 |
Discipline | +8 | +2 |
Food gives your Digimon a set amount of energy and weight (reduction) and can also reduce Tiredness, increase Happiness and/or Discipline as well as certain stats.
Each Digimon has a feeding schedule that defines when it gets hungry, as well as an energy value and a time and action based energy drain that effectively defines how much you have to feed. The capacity and reduction rate of energy varies between Digimon. The reduction frequency is once per ingame hour. This does not apply for time passed through battle, due to a bug.
When your Digimon gets hungry you can feed it until the energy storage hits a certain threshold which will stop his hunger. It is optional to feed a Digimon that is hungry while the energy value is over threshold. Feeding your Digimon will satisfy its hunger immediately.
If not fed over time the starvation timer runs out and hunger ends. When the timeout happens while the energy value is above the threshold it will not result in a care mistake.
Feeding while not being hungry also adds to this storage, meaning that you will have to feed less at the next schedule.
Other important things to note are:
The weight of your digimon is a very dynamic parameter as it is influenced by many events.
The following events influence the weight of your digimon:
1 weight.
Note1: Default weight can be found here.
Note2: Time passed through training will not induce the weight reduction from 0 energy.
Numemon and Sukamon have the ability to eat poop that has been “placed” by your Digimon throughout the game. The effects vary based on the size of the pile.
Size < 11 | Size < 14 | Size >= 14 | |
HP healing | 5% | 10% | 50% |
MP healing | 2% | 5% | 10% |
Weight | +1 | +3 | +10 |
Sickness/Injury heal | 2% | 7% | 20% |
How often your Digimon has to poop varies between Digimon. As a rule of thumb it is every 3h for Baby Digimon, 4h for Rookie Digimon and 6h for Champion and Ultimate Digimon.
In the US version of the game this time is doubled after your Digimon has taken a poop in the toilet or the world.
Once the need to poop arises you have a short period of time left to find a toilet or to feed a portable potty to your Digimon.
If you fail to do so in time your Digimon will poop on the ground leaving a turd on the ground. Your Digimon will lose 10 happiness, 5 discipline gain a care mistake and increase the virus bar by 1.
The amount of time you have to find a toilet or feed a portable potty before your Digimon will poop on the ground is determined by discipline.
The formula used is as follows:
Note 1: The minimum time is when discipline is at its lowest (0) and results in 12 sec.
Note 2: The maximum time is when discipline is at its highest (100) and results in 72 sec.
Every Digimon has a base lifetime of 360 hours which gets affected by multiple different events.
The following events increase lifespan:
The following events decrease lifespan:
Note: Ultimate evolutions through items do not increase the lifetime.
Normally your lifetime is reduced by 1h per hour. However, every 4th hour passed an additional reduction occurs based on your Digimon’s happiness.
The following is a summary of total lifespan reduction applied by lifespan penalty:
The following image shows the corresponding happiness bar thresholds for the lifespan penalty. Happiness values shown are ranges.
⇐ Happiness = 97 to 100
⇐ Happiness = 80 to 83
⇐ Happiness = 28 to 31
⇐ Happiness = -20 to -17
⇐ Happiness = -72 to -69
⇐ Happiness = -100 to -97
Note: The happiness bar changes per 4 happiness threshold. This means that the bar
overlaps past limits!
Tiredness is a value between 0 and 100. Once it reaches 80 or higher, the tired condition (“sweat bubble”) will appear.
Every Digimon has to sleep regularly. Each Digimon, except Fresh and In Training ones, have a fixed sleeping schedule with a defined sleep and wake up time.
Besides passing time it also regenerates your Digimon’s HP and MP, reduces it’s tiredness and weight and prevents it from getting sick.
Not sleeping an entire night (i.e. staying awake past the wakeup time) also constitutes a care mistake.
Regardless of how long you actually sleep, your Digimon will gain the same amount of hours for the next evolution, effectively rewarding you for staying up late. This does not have any negative effects on your lifetime.
Name | Sleepy Time | Wakeup Time |
sunup | 16:00 | 1:00 |
day | 19:00 | 4:00 |
groggy | 22:00 | 7:00 |
sleepy | 2:00 | 11:00 |
sunset | 7:00 | 16:00 |
night | 10:00 | 19:00 |
N/A (Fresh) | 3h awake, 1h asleep | |
N/A (In-Training) | 7h awake, 3h asleep |
A tired Digimon will get sleepy earlier depending on its tiredness level. For that the game will increase a counter by 0.3 * Tiredness per minute passed.
The counter is checked every 10 minutes for whether it is over 180 and if it is, it will cause your Digimon to get sleepy 10 minutes earlier.
As such the maximum fatigue rate is reached at a tiredness level of 60.
RestFactor = (SleptHours / NormalSleepHours) * PillowFactor * AreaFactor
PillowFactor = if hasRestPillow then 1.2 else 1
AreaFactor = if likesArea then 1.2 else if dislikesArea then 0.8 else 1
HP/MP Regen = (0.7 + random(0 to 0.1)) * RestFactor * maxHP
Tiredness Reduction = (80 + random(0 to 20)) * RestFactor
Whether a Digimon likes or dislikes an area or not can be seen in the animation of the happiness icon. Most digimon-area combinations have no extra effects as the digimon neither likes or dislikes the area. In this case the happiness bar has no animation. Being in a liked or disliked zone has an effect on your digimon.
The following are the effects of being in a liked zone:
The following are the effects of being in a disliked zone:
The images below show the different possible happiness bars
⇐ Disliked - Happiness = 0 to 100
⇐ Disliked - Happiness = -1 to -100
⇐ Liked - Happiness = 0 to 100
⇐ Liked - Happiness = -1 to -100
As time passes your digimon will become hungry and the “meat” bubble will appear. The condition is cleared when your digimon is fed and the energy level has reached is over a certain threshold or when the starvation timer runs out. When the starvation timer runs out and energy is not over threshold then the hungry condition will disappear and the care mistake count is increased by 1.
Hungry condition screen Hungry condition bubble
For more information on the effects of hunger and feeding see chapter 1.3 Food.
During regular intervals your digimon will have to poop. Only during the poopy condition will your digimon use a toilet or be able to accept a single “Port.potty”. The condition will end when your digimon has pooped, be it on the floor or in the toilet or by eating a port. potty. Pooping on the floor has a different, often considered negative effect. Whereas using a port. potty or the real potty will have a positive effect. Higher discipline results in a longer time window.
Poop condition screen Poopy condition bubble
For more information on pooping see chapter 1.4 Pooping.
When the tiredness of a Digimon reaches 80 or more the “sweat” bubble will appear. Tiredness is increased by various actions like training, fighting and other activities. It is reduced by sleeping, resting, eating and other activities. Among the effects are reduced happiness, discipline and reduced stat gain from training.
Tired condition screen Tired condition bubble.
For a complete description of the effects of tiredness see chapter 1.6 Tiredness.
At certain intervals a digimon becomes sleepy and the “sleep” bubble will appear. When this status is in effect your digimon can sleep. Staying awake until after the wake up time will increase the care mistake count by 1. Sleeping will regenerate HP and MP, increase time to evolution and more.
Sleepy condition screen Sleepy condition bubble
For a complete description of the effects of sleep see chapter 1.7 Sleeping.
The game performs a set of checks every 10 min. When all the following checks are true the butterfly condition will occur:
E.g.: happiness -100; discipline 0; 100 - 0 = 100; Happiness inverted - discipline.
While the butterfly condition is active it causes the following effects:
Flower condition screen Butterfly condition
For more information see chapters 2.1.6.1 happiness / discipline bonus and 1.5.1 lifespan penalty.
Injury can occur as a result of battle. If left untreated your digimon will fall ill.
Injured condition screen Injured condition bubble
For more information on injury after battle see chapter 4. Combat. For more info on illness see chapter 1.9.7 Illness.
Your digimon can fall ill from being injured for too long, eating moldy meat or being in the same screen in a dislike zone for too long. When sick for too long your digimon will lose a life. Sickness can be cured by using medicine or getting cured at the Centarumon Clinic or Punimon’s chair or even by eating poop (Sukamon/Numemon only).
Sick condition screen Sick condition bubble
For more information on illness see the following chapters:
All conditions screens
Note: This image is purely illustrative, the Butterfly/Flower condition is never active in conjunction with another condition as this is an exclusive condition. It will disappear as soon as any other condition takes effect.
Note 2: The condition bubbles will alternate between all affected conditions.
The paths shown in the Digimon chart are referred to as “natural evolutions”. They will get triggered once your Digimon has reached a certain age and requirements dependent on stage and evolution.
Based on the information provided below the following evolution tool has been created by us to help you achieve the evolution of your choice with relative ease.
Your Digimon can evolve after a certain amount of time, depending on the current form of your Digimon. Sleeping adds 1, 3 or 9 hours to the timer for fresh, In Training and Rookie to Champion respectively, regardless of how long you have actually slept.
The following are the minimum amount of hours on its current level for evolving:
Baby ⇒ In Training = 6h
In Training ⇒ Rookie = 24h
Rookie ⇒ Champion = 72h
Champion ⇒ Ultimate = 144h
Note 1: Any Rookie will be forced to evolve into Numemon after 96 hours or more.
Note 2: Any Champion will evolve into Vademon at exactly 360 hours.
Note3: There are bugs related to the evolution timer. Please check to the Known bugs
section for further information.
Every Digimon has certain requirements that need to be fulfilled in order to evolve into them.
They're grouped into 4 groups:
In order to enable a certain evolution you have to fulfill 3 out of these 4 requirements while your Digimon is old enough to digivolve.
After evolution the care mistakes and battles will be reset to 0.
The requirements for every standard evolution can be found here.
During the evolution the game will check each possible Digimon whether it is enabled and in the progress store the "best" Digimon it found so far. If the "best" is at any point one you didn't have before (-> see Digimon Chart) it can only be replaced by another Digimon you did not have before.
Digimon disabled by this mechanic will be treated as if they did not fulfill any requirements.
In order to fulfill the stats requirement you have to match or exceed all of the required stats for that Digimon. Stats that are not given are not relevant for this evolution and get ignored altogether.
For the evolution to Rookie Digimon this requirement will only count as fulfilled if any of the Digimon's required stats is currently the highest.
You get this point when your Digimon is within a +/-5 range of the target weight.
A Digimon either has a minimal or a maximal number of allowed care mistakes.
Care mistakes get reset upon evolution.
The following events are counted care mistakes:
Note 1: If the starvation timer drops to 0 during a training session or while resting at
Punimon, Centarumon or Kuwagamon, you will get an additional care mistake.
Note 2: Gaining 2 care mistakes instead of one during a training session helps a lot with high
care mistake requirements, especially if a high weight is required as well.
Note 3: If you sleep while your Digimon has to poop or is hungry you will get no care
mistakes. However, in case of pooping, your virus bar will still go up.
There are several possible bonus requirements, which ones are possible differs from Digimon to Digimon.
You only have to fulfill one of these requirements to get the point. Fulfilling more does nothing.
These are always minimal values, lower limits included.
The image below shows the happiness and discipline bars at different values ranging from -100 to 100 for happiness and 0 to 100 for discipline.
⇐ Happiness = -100
Absolute minimum values
⇐ Discipline = 0
⇐ Happiness = 100
Absolute maximum values
⇐ Discipline = 100
⇐ Happiness = 0
Halfway values
⇐ Discipline = 50
This is the minimum amount of learned techniques, lower limited included.
The moves “Dynamite Kick” and “Horizontal Kick” count as twice for this requirement, due to them having two variations each.
This can either a minimal or a maximal amount of battles won, lower limit included.
Arena Battles do not count towards this, this value gets reset to 0 on every evolution.
Certain Digimon have a natural advantage of evolving into another Digimon, by always fulfilling the bonus requirement for it.
When the time comes for your Digimon to evolve and you're fulfilling the requirements for two or more possible evolutions the game has to decide which Digimon you'll get. Once the game decides which evolutions are enabled it proceeds to calculate the priority score for each enabled Digimon in the order they appear in the evolution chart, picking the Digimon with the highest resulting priority score.
To Rookie
For evolutions to Rookie Digimon the game will take the number of fulfilled requirements as the score, with the caveat that the stats requirement only counts if the currently highest stat is one the Digimon in question requires.
Practically this means you'll get the Digimon that requires your current highest stat, unless it is second in the list and you didn't have the first one yet.
Note: Tanemon can’t evolve as long as Offense is the highest stat with weight not between 10 and 20 since no evolution would be enabled, commonly known as the Tanemon bug.
To Champion and Ultimate Digimon
For the score it sums up all stats (HP and MP get divided by 10) that are required and counts how many stats that are.
Additionally, if the previously calculated score is smaller or equal to the current highest score it will add this score (carried over stat) and its counted stats (carried over count) to the current calculation.
Score =
Example
An Agumon with 1600 HP, 900 MP, 160 Offense and 100 Defense/Speed/Brains with enough other requirements to enable the listed Digimon.
⇒ Agumon would evolve to Greymon.
Natural Ordering of evolutions for Agumon
There are more evolution paths available than shown on the evolution chart which is why Digimon like Devimon and Vademon appear on it without showing a precursor. These special evolutions are available at different levels and circumstances, for example through dying with a specific Digimon or sleeping while fulfilling some conditions.
A full list of known and confirmed special evolutions can be found here.
Note: We regard the gathered knowledge on this subject as extremely likely to be
incomplete. If you at any point come across a possible unlisted evolution contact us.
There are certain evolution on the internet that we couldn’t reproduce. Reproduction was done to the best of our knowledge and effort. Due to being unable to reproduce the evolution we regard them as flawed or highly improbable. If you disagree with any of the special evolutions below then please contact us.
(Starter) Agumon ⇒ Meramon (“Guaranteed”)
Mechanism: Let your (starter) Agumon sleep/poop in front of the toilet.
Reproduction: Follow directions of a(n) (ex) believer of this myth, which included sleep and
pooping in front of the toilet. Off down to Brn was around 125 while Brn was
the highest stat.
Result: Centarumon due to highest priority score through a slightly higher Brn.
Expected origin
- Most likely this myth got created because lots of people use Agumon as a starter as
it's the better option.
- Agumon is one of the natural precursors of Meramon.
- All stats get trained equally, good choice when inexperienced with the game.
- Everyone likes to deal damage, so offense gets trained a little bit more than the rest.
100+ offense is the requirement for Meramon and its sole priority stat.
- No bits, no recruits. People go and fight Agumon and some Modokibetamon which
fulfills a bonus requirement for Meramon.
- Poop in front of the toilet is a care mistake. As expected from a beginner or from an
experienced player who still can’t get to the toilet in time. Multiple care mistakes is a
realistic outcome. The care mistake requirement for Meramon is 5+.
- The general lack of food at the start makes it near impossible to get a high weight on
your digimon, also prone to care mistakes due to a lack of food. Weight limits for Meramon requirements are 15-25.
- All of the above results in the enabling of the Meramon evolution and due to the
general preference, and value, of the offense stat the priority score for Meramon is almost always the highest.
- The toilet is a logical spot for your to poop in front because you’ll be moving
towards it when it has to poop. Also you pass by that spot a lot because you have to pick up meat so there's a high likelihood that you’ll pass by it when Agumon has to sleep.
- There is a serious lack of variables compared to a scenario with a half way
through the game and that's why this specific evolution has happened so often that people started believing it to be a guarantee for Meramon. It’s a very opportunistic myth where people started believing things that we’re not irrelevant, funny really, humans.
Any Rookie ⇒ Numemon (normal evolution enabled)
Mechanism: 1 Weight supposedly triggers Numemon evolution.
Reproduction: 1 Weight Rookie Digimon but still meet 3 criteria for any normal evolution
Expected origin
Low weight means you need to fulfill a bonus criteria to meet enough requirements for a normal evolution. This can be tricky with little understanding of the game.
Birdramon ⇒ Phoenixmon
Mechanism: Death evolution
Reproduction: Fight a battle while having HP set to 0 with RNG seed fixed on 0. Repeat with
RNG seeds 1-8. Seed 0, 2, 4 and 6 have positive death evolution results.
Expected origin
Firebird dies, New Firebird arises? I guess, it would make sense and all but Birdramon already has a special evolution and it's unlikely that any has more than 1 special evolution.
Etemon ⇒ MetalEtemon
Mechanism: Buy 100 Gold bananas at Etemon and the last one will be a Metal Banana.
Reproduction: Bought 125 bananas at Etemon, all Gold bananas not a single Metal banana.
MetalGreymon ⇒ Megadramon
Mechanism: Death evolution
Reproduction: Fight a battle while having HP set to 0 with RNG seed fixed on 0. Repeat with
RNG seeds 1-4, 6, 8 and 10. Seed 0, 2, 4 and 6 have positive death evolution
results.
Training will result in stats gains of one or two stats. The result can be calculated using two formulas and a factor table. The formula’s are the following:
Statsgains = (BaseValue * UpgradeFactor) * ItemFactor
The UpgradeFactor is the product of multiple possible factors that depend on your Digimon and the progression in the game. Not all factors apply to every training station, though.
Before applying the ItemFactor the previous result gets rounded down to a whole number.
Preference
Digimon have a preference which stats they gain faster or slower.
The values for each Digimon have been documented in this table.
Level
The higher the level of your Digimon, the higher the stats gains from training.
Upgrades
The training can also be improved by progressing the game.
Green Gym
Active Factors: Preference, Level, Baby Upgrade, Bug Upgrade, Manual
Offense: 8 Offense, 2 Speed, 0 HP
Speed: 8 Speed, 10 HP
HP: 80 HP, 2 Offense
Defense: 8 Defense, 2 Brains
MP: 80 MP, 2 Defense
Brains: 8 Brains, 10 MP
Beetle Island
Active Factors: Preference, Level, Manual
HP: 120 HP, 0 Defense
Offense: 12 Offense
Defense: 12 Defense, 0 Speed
Speed: 12 Speed
Ice Sanctuary
Active Factors: Preference, Level, Manual
Defense: 12 Defense, 2 Speed
HP: 120 HP, 2 Defense
Leomon’s Gym
Active Factors: Preference, Level, Manual
Offense: 8 Offense, 10 HP, 0 Speed
Speed: 8 Speed, 10 HP
Trash Mountain
Active Factors: Preference, Level, Manual
MP: 150 MP
Cherrymon
Active Factors: Preference, Level, Baby Upgrade, Bug Upgrade, Manual
Brains: 8 Brains, 10 MP
There are 3 consumables which increase the effect of training. Their effect ends when 6 hours have passed with the clock visible on the screen – time passed through sleeping, fighting, resting, training, etc. does not count – or when another food item gets fed.
The following consumables increase training effects:
SuperCarrot ⇒ 20% boost for Offense, Brains, MP
Hawk Raddish ⇒ 20% boost for Defense, Speed and HP
Digipine ⇒ 50% boost for everything
The goal of the Bonus Try is to get 3 times the same image in a slot-machine mini game.
At the beginning the game will randomly decide to what degree things will be rigged either against you or in your favor.
Once the training is finished the normal result gets multiplied by a factor depending on the result of the mini game.
The following are the different possible factors as a result of a Bonus Try:
Lose ⇒ 0.5
Different to training logo ⇒ 2
Same as training logo ⇒ 4
Golden Poop ⇒ 10
Note: Results are always rounded down. Stats gain is capped at 999.
E.g.: A normal training with a 15 offense and 3 speed gain would result in 7 offense and 1 speed gain with a “lose” Bonus Try.
Every baby Digimon starts with its own set of base stats. Additionally stats are carried over from the previous Digimon.
The following are the base stats of baby Digimon:
Botamon | Punimon | Poyomon | Yuramon | |
Hit Points | 90 | 120 | 100 | 100 |
Mana Point | 110 | 100 | 140 | 120 |
Offense | 10 | 16 | 12 | 8 |
Defense | 11 | 8 | 6 | 8 |
Speed | 9 | 8 | 6 | 8 |
Brains | 10 | 6 | 8 | 8 |
Tamer level influences the percentage of stats that are carried over from the Digimon that passed away to the newborn Digimon. The current tamer level is the percentage of stats being carried over.
It also determines how many moves won’t be carried over when your Digimon loses all 3 lives. The number of moves unlearned is calculated, with normal rounding and after losing a tamer level:
unlearnedCount = ((10 - tamerLevel) * 2 * numMoves) / 100
The following actions or events have a chance to increase your tamer level:
Note: “Raising” means natural evolution. Some special evolutions and evolutions to a filth
type Digimon do NOT result in a Tamer Level up.
The following actions or events have a chance to decrease your tamer level:
There are items that boost your Digimon’s stats upon consumption.
One of the Drimogemon in the Drill Tunnel lets you carry dirt for bits and stats gain. Every time you finish carrying dirt you gain 50 HP and 5 Offense + Defense as well as 500 Bits.
Most evolutions have "reference stats", that are used for the evolution stats gain calculation when you evolve into them. These stats are not directly linked to requirements.
When the current stat is lower than the target stat:
Stats gain = (Reference - Current) / 2
When the current stat is equal or greater than the reference stat:
Stats gain = (Reference / 10)
This does not apply to evolutions through items or to Numemon and Sukamon. The latter result in 20% and 50% stats loss respectively. Evolving from Sukamon will restore the stats at the time of the Sukamon evolution plus 50% of everything gained as Sukamon.
Note 1: Evolving with an item disables evolution stats gains completely until the game has
been reloaded.
Note 2: Reference stats, in the formula referred to as “Reference”, can be found in
the “Statsgains” column in this table.
After winning a battle your Digimon will gain some stats. The amount depends on the stats of both your and the opposing Digimon('s) stats. In case of multiple enemies the stats of the Digimon with the highest stat will be used for calculation of the stats gain.
If your Digimon’s stat is lower than the enemy's the following formula applies:
Statsgain = 1 + (EnemyStat * EnemyNumberFactor - 1) / YourStat
Otherwise you have a random chance of getting 1 stat point, with the chance being calculated by:
Chance = EnemyStat * EnemyNumberFactor * 100 / YourStat
The EnemyNumberFactor depends on the number of enemies you faces in the battle
If the statsgains for a certain stat is still 0 there is another chance of gaining one statpoint, depending on certain conditions during battle.
HP: chance = 100 * (startHP - currentHP) / maxHP
MP + Off: chance = numAttacks * 10
Defense: chance = heavyHits * 10
Speed: chance = 50 * (startHP - currentHP) / maxHP + numBlocked * 10
Brains: chance = numAttacks * 5 + heavyHits * 5
A “heavy hit” is an attack that deals 20% or more damage to your Digimon.
Chance for injury = Tiredness - (CurrentHP / MaxHP)
Chance to hit = moveAccuracy - (moveAccuracy * (victimSpeed - (attackerSpeed / 10)) / 1998)
Every Digimon can have a finisher by having a fitting move equipped in slot #4. It takes time to charge it up, with progress being visible through the “FINISH!!!” text below the HP/MP display. The value it has to get charged up to depends on the Digimon’s speed
target = 3000 - speed
There are 4 ways to charge it up:
An attack counts as successful once its casting reaches a certain point. It doesn’t have to hit or be uninterrupted.
Option 2. and 4. apply both at once, so for a blocked attack the attacking Digimon gets 12% progress, while the defending one gets 6%.
Due to the size of this guide we’ve made the decision to create a separate file. The recruitment guide is located here.
TODO:
The small shop gets unlocked once you recruit either Betamon or Coelamon. The inventory of the shop depends on whether you have one or both of them in town.
It will be replaced by the large shop, giving Coelamon and Betamon new tasks in town.
Base Inventory:
Added Inventory (Both Shopkeepers):
Recruiting either one of the shopkeepers opens up the large shop. Each shopkeeper has its own working hours and a unique item only they sell. With more shopkeepers you unlock more items. Once you have 3 or more shopkeepers recruited you gain access to a card vending machine.
Within the large shop you can also find the Secret Shop and Piximon once they are recruited.
Base Inventory (1 Shopkeeper):
With 2 or 3 Shopkeeper:
With 4 Shopkeeper:
Monochromon (18:00 - 00:00):
Unimon (00:00 - 06:00):
Biyomon (06:00 - 12:00):
Patamon (12:00 - 18:00):
With 5 shopkeep all items regardless of the active Digimon are available.
There is no 5th shopkeep, though.
The secret shop is located in the basement of the Large Shop. The shopkeepers sell special items which often can’t be acquired anywhere else. They also have times they are active at.
Numemon (00:00 - 06:00)
Mojyamon (06:00 - 12:00)
Devimon (18:00 - 00:00)
Mamemon (12:00 - 18:00)
Once Piximon has been recruited, it has a 10% spawn chance to appear in the large shop. You can buy a Training Manual for 50.000 bits from it.
Talking to Piximon can trigger a bug. When you cancel the “Buy/Don’t Buy” dialogue with Triangle instead of picking the second option the game will write the current date into a certain part of the memory.
Notably it overwrites your current Prosperity Points with the current Day-1 as well as the currently registered Tournament with the current minute.
Once recruited Etemon is waiting on the Digimon Bridge screen for you and sells you a Golden Banana for 50.000 Bits, that allows you to evolve to Etemon directly.
Although there are rumors there is absolutely no way of getting the Metal Banana, the evolution item for MetalEtemon, from Etemon.
Note: The Metal Banana was an exclusive item that could be won in a contest in Japan.
See here.
There are 2 Digimon who provide you with transport services, Birdramon and Whamon.
After recruiting Whamon they ferry you between Industrial Town and the Secret Beach Cave.
After recruiting Birdramon the Birdra Transport gets unlocked. Here Birdramon will fly you to area’s, of which you have visited a specific screen, for a fee. You will not be able to use Birdramon to get back to File City, though.
Below are the areas you can reach using Birdra Transport:
Internal Name | Target Area | Price | Unlocked by |
GCAN03 | Great Canyon | 1000 | Birdramon recruited |
GIAS01 | Gear Savanna | 1000 | Discovery Recycle Shop |
KODA00 | Ancient Dino Region | 1500 | Enter Speed Time Zone |
FRZL06 | Freezeland | 2000 | Enter crosssection map (north of toilet) |
MIST05 | Misty Trees | 2500 | Talked to Cherrymon |
BETL01 | Beetle Land | 2500 | Recruit Seadramon |
Note: The Internal Name can be referenced here.
The meat farm is the only town feature unlocked at the start of the game. Each day you can pick up 3 pieces of food from it, with a 10% chance of getting 5 instead.
Maintainer | Provides | Sells |
Tanemon | Meat | - |
Palmon | Giant Meat | Giant Meat (500 Bits) |
Vegimon | Sirloin | Super Carrot, Hawk Raddish (500 Bits each) |
Recruiting Agumon unlocks the Bank. It allows you to store up to 99 items of each item type.
Talking to Punimon’s chair in Jijimon’s house allows you to rest for one hour reducing Triedness by 10.
Recruiting Centarumon unlocks the Clinic, allowing you to:
Recruiting Penguinmon unlocks the Digimon Curling, where you can play games of Curling for the cost of one fish. Once you recruit MetalMamemon they have a 12.5% chance of appearing instead of Penguinmon.
When you win you’ll get a random reward depending on the opponent you played against.
Penguinmon’s rewards:
MetalMamemon’s rewards:
Recruiting Drimogemon unlocks the Treasure Hunt, where you can hire them to search for a “treasure”. The regular 3 days plan costs 1000 bits, the special 10 days plan costs 5000 bits.
After the time has passed you can talk to Drimogemon to obtain the item they count, however make sure you have enough space in your inventory, otherwise it will be discarded.
The item you get is determined the moment you pay Drimogemon, making it possible to reload the game and get a different item.
Recruiting Gabumon increases the chances for good items significantly.
3 days, without Gabumon
3 days, with Gabumon
10 days, without Gabumon
10 days, with Gabumon
Once Greymon has been recruited the arena becomes available. The arena’s that are hosted within the arena are open to specific Digimon on specific days of the month. In the excel file, that can be found here, are two tabs.
The first tab is the tournament eligibility, here you can check which tournaments your Digimon can join. To make this easier a marking tool has been programmed, follow the instructions in the top right corner.
The second tab is a day by day summary of the tournaments that are hosted.
Once any of the cooks have been recruited the Restaurant is unlocked. At the Restaurant you can buy meals for your Digimon. The available meals depend on the current cook. Below are the cooks and their dishes along with their corresponding stats gains and prices.
Garurumon - Appears between 0 - 6 o’clock | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
T-Bone Steak | 10 | 1 | 1000 | 30 | 3 | -5 | 0 | 1 | ||||
Dx-Steak | 30 | 2 | 2500 | 40 | 4 | -5 | 1 | 2 | ||||
Phantom Steak | 50 | 3 | 5000 | 50 | 5 | -5 | 2 | 3 |
Tyrannomon - Appears between 6 - 12 o’clock | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Dragon Noodle | 10 | 1 | 1 | 400 | 18 | 2 | -5 | 2 | 0 | |||
Zaurus Pizza | 30 | 3 | 2 | 1000 | 28 | 3 | -5 | 4 | 0 | |||
J. Burger | 50 | 5 | 3 | 2500 | 35 | 4 | -5 | 8 | 1 |
Meramon - Appears between 12 - 18 o’clock | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Red Ramen | 1 | 1 | 400 | 20 | 2 | -5 | 2 | 0 | ||||
Hot Curry | 3 | 2 | 1200 | 26 | 3 | -5 | 4 | 0 | ||||
Hot Pot | 5 | 3 | 3500 | 20 | 4 | -5 | 6 | 1 |
Frigimon - Appears between 18 - 0 o’clock | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Snow Shake | 10 | 1 | 300 | 12 | 2 | -2 | 3 | 0 | ||||
Ice Cream | 30 | 2 | 700 | 16 | 3 | -2 | 5 | 0 | ||||
Snow Cone | 50 | 2 | 1600 | 20 | 4 | -2 | 7 | 1 |
Vademon - 20% chance of appearance | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Space Salad | 10 | 10 | 1 | 1 | 1 | 1 | 1500 | 20 | 0 | -5 | 1 | 1 |
UFO Soup | 20 | 20 | 2 | 2 | 2 | 2 | 4000 | 30 | 1 | -5 | 2 | 2 |
Galaxy Course | 30 | 30 | 3 | 3 | 3 | 3 | 9000 | 45 | 5 | -5 | 3 | 3 |
Digitamamon - 10% chance of appearance | ||||||||||||
The stat gains from these foods have three possible outcomes that are equally likely to happen. If hungry, the game generates a random number to determine the outcome. If not hungry, the game fails to recalculate this number and instead uses the last randomized number, potentially enabling infinite meals and stat gains. If the last number was outside the intended range of numbers and the Digimon is not hungry, eating food is refused and no money is charged. | ||||||||||||
33% chance (decided when buying) | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Boiled Egg | 10 | 1 | 1 | 1000 | 18 | 1 | -5 | 1 | 0 | |||
Omelet | 20 | 2 | 2 | 2500 | 24 | 2 | -5 | 2 | 0 | |||
Egg Bowl | 30 | 3 | 3 | 6000 | 36 | 3 | -5 | 3 | 1 | |||
33% chance (decided when buying) | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Boiled Egg | 10 | 1 | 1 | 1000 | 18 | 1 | -5 | 1 | 0 | |||
Omelet | 20 | 2 | 2 | 2500 | 24 | 2 | -5 | 2 | 0 | |||
Egg Bowl | 30 | 3 | 3 | 6000 | 36 | 3 | -5 | 3 | 1 | |||
33% chance (decided when buying) | ||||||||||||
HP | MP | Off | Def | Spd | Brn | Price | Energy | Weight | Tiredness | Happ. | Disc. | |
Boiled Egg | 20 | 20 | 2 | 2 | 2 | 2 | 1000 | 18 | 1 | -5 | 2 | 1 |
Omelet | 30 | 30 | 3 | 3 | 3 | 3 | 2500 | 24 | 2 | -5 | 3 | 1 |
Egg Bowl | 40 | 40 | 4 | 4 | 4 | 4 | 6000 | 36 | 3 | -5 | 4 | 3 |
Many, sorry will add some eventually. :P
Age
Definition: Every day after the day your digimon hatched from an egg.
Example: Botamon hatches from an egg on day 14 at 23.48 o’clock. Up until day 14
23.59 o’clock Botamon’s age will be 0. As soon as it’s day 15 00.00 o’clock
the age of Botamon will be 1.
Frame
Definition: A single image displayed to the screen. The rate at which new frames get
generated is fixed to 60/s (NTSC) and 50/s (PAL).
Tick
Definition: The smallest, quantifiable, amount of time for the game logic. There is one tick
for every 3 frames, resulting in a tick-rate of 20/s (NTSC) bzw. 16.67/s (PAL).
Example: One Minute is 20 ticks.
Bug
Definition: An error in a game. A small heavily undervalued organism. Without it most
life on earth would not be able to survive.
Example: Being stuck in a dialogue look with a Toy Agumon.
Alternative: §”!ç&é%[/; *Sigh*; *Crack* + broken PS1.
Booster disk
Definition: A disk that can be used in combat to boost stat(s) of your Digimon for the
duration of the fight.
Example: High speed disk
Day
Definition: If not specified otherwise, ingame time. 24 minutes real life time = 1 day
ingame.
Evolution
Definition: The process of a morphing into another;
Example: Agumon evolving into Greymon; Greymon evolving into Sukamon.
Alternative: Digivolution
Finisher
Definition: Ultimate attack of a .
Location: “DIGIMON” ⇒ “Tech” ⇒ “Final”.
Example: Hand of Fate is Angemon’s finisher.
Floor
Definition: The act of “removing” all decimals from a number.
Example: floor(5/2) ⇒ 5/2 = 2.5 ⇒ floor ⇒ 2
Alternative: Stand up from your chair, yes you can...Now look down at your feet. That stuff
below your feet. Yes that stuff, that's floor. Achievement unlocked.
Hour
Definition: If not specified otherwise, ingame time. 1 minute real life time = 1 hour
ingame.
HP
Definition: Hit Points; A stat
Alternative: Hp; Health Points; Health; Life.
Lives
Definition: A buffer that is expended upon dying, through battle or illness. Base count 3,
when reaching 0 Digimon's fades away and returns to an egg.
Location: “DIGIMON” ⇒ “CONDITION” ⇒ “Life”
Example: Three pink hearts means three lives. One pink heart means your current life is
the last life left on this , losing it results in the passing of the .
.
Minute
Definition: If not specified otherwise, ingame time. 1 second real life time = 1 minute
ingame.
Normal attack
Definition: Attacks that can be used by , if compatible.
Location: DIGIMON” ⇒ “Tech” ⇒ Press X.
Example: Counter; Ult Poop Hell; Bug.
Alternative: Tech; Technique, Move
NTSC-J
Definition: Japanese release of the game.
Example: This cover is of a Japanese copy but it doesn't have the mark.
NTSC
Definition: American release of the game.
Example: Can be seen on the top left corner of the cover as seen on this cover image.
PAL
Definition: European release of the game.
Example: Can be seen on the top left corner of the cover as seen on this cover image.
PP
Definition: Prosperity Point, obtained by recruiting digimon. A measure of progress and a
criteria for certain recruitments. Jijimon will tell the player how many prosperity points are acquired when talking to him unless he has a dialogue related to a recruited digimon.
Example: 15 pp
Random encounter
Definition: Appearance is dependent on RNG.
Example: Piximon, both in the Tropical Jungle and the shop.
RNG
Definition: Abbreviation of Random Number Generator, is used to create “random”
events.
Example: Piximon rarely showing up at his spawn before recruitment.
Alternative: Random number generator, PRNG.
RNG seed
Definition: A number used to initialize the RNG. In this game the RNG gets a new “Seed”
after every random call.
Example: 1405279029 (seed for Giromon through Guardramon’s program)
Alternative: RNG value, Random number generator seed.
Softlock
Definition: An error in the game that prevents you from continuing your gameplay without
loading your latest save.
Example: Devimon’s dialogue in the Back Dimension can softlock the game. Restart
and load your latest file and hope it doesn’t happen again.
Alternative: R.I.P. WR! -_-
Specialty
Definition: Determines increased or reduced damage taken by attacks and the school
within which moves can be learned.
Location: DIGIMON” ⇒ “Status” ⇒ “PROFILE” ⇒ “SPECIAL”.
Example: Agumon has fire and combat as its specialty. Spit Fire is a fire technique as it is
found in the FIRE line of the Techs table.
Alternative: Nature
Technique
Definition: Attacks that can be used by , if compatible.
Example: Agumon can use Spit Fire, however he is not compatible with meltdown.
Location: “DIGIMON” ⇒ “Tech” ⇒ Press X.
Alternative: Attack; Normal attack; Tech.
Threshold
Definition: The limit of a value after which a process will change. Unless stated otherwise
limit is included.
Example: Bonus criteria max 10 battles fought is met when 0-10 battles have been
fought. Bonus criteria min 10 battles fought is met when 10 or more battles
have been fought.
Alternative: Limit; boundary; critical value.
Turd
Definition: Trash data; Data that is considered redundant. When heaped it strangely
enough changes shape depending on the amount.
Example: Brown and curled up matter, up to twice a human in size. Turns upside down
if size passes a certain threshold. Yellow curled up matter with eyes and
teeth, human size. Sometimes it comes with a pink entity on top of it.
Location: Anywhere in the digital world; Trash Mountain; Any related
program/game.
W.I.P.
Definition: Abbreviation of Work in Progress.
Location: Here.
Example: This guide.
Internal projects
Digimon Evolution (2), Digimon Raise (3), Digimon Enemies (4),
Item Spawns (NTSC-U) (5), Chests (NTSC-U) (6), Map ID and Names (7), Techniques (8), Items (9), Food Values (10), Story Enemies (11), Misc Notes (12-14)
External projects
W.I.P. To Table of Contents IMPORTANT! Results may differ due to version differences W.I.P.