PenOG jogress DigiROM format

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Revision as of 22:08, 5 June 2026 by Nacabaro (talk | contribs) (Created page with "The PenOG jogress DigiROM format corresponds to the DigiROMs generated by the Digimon Pendulum Original version in order to perform connection jogress. == Practical example == Let's take the following DigiROM as an example: '''(placeholder)''' {| class="wikitable" ! Packet number !colspan="7"| Data |- | Packet 1 |style="background: #f4cccc;"| 0 |style="background: #d9ead3;"| 001 |style="background: #fce5cd;"| 0 |style="background: #c9daf8;"| 1 |style="background: #d9d...")
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The PenOG jogress DigiROM format corresponds to the DigiROMs generated by the Digimon Pendulum Original version in order to perform connection jogress.

Practical example

Let's take the following DigiROM as an example: (placeholder)

Packet number Data
Packet 1 0 001 0 1 0 00110 1111
Packet 2 0000 00000000 1111
Packet number Data
Packet 1 COU Version Sick Operation COU Slot EOL
Packet 2 Check Result EOL

Meaning of each field

The first packet is shared with the battle DigiROM. Second packet changes, since a lot of the data from the battle DigiROM is not needed.

  • COU: Stands for Constant Or Unknown. This is a value that is the same across all signals we’ve analyzed, and may just be something that doesn’t get used. The possibility may exist though that it’s just a value we haven’t discovered the purpose of yet.
  • Version: This value will identify which specific version of a device series is being used. Each Battle System has its own range of version numbers, generally in sequence starting with the first released device.
  • Operation: Whether this connection is a Battle (0), or Jogress (1). Jogressing between a Digimon Pendulum and a Digimon Pendulum Ver.20th is not possible. Example Value: Battle
  • Slot: Just like on the Digital Monster, each Digimon belongs to a specific slot. Unfortunately, the ratios for these slots do not appear to have been officially published, and would require a LOT of tedious testing to determine reasonably on our own. Higher Stage Digimon being stronger than lower stage ones, and the attribute tree applies but in reverse. This means Vaccine is stronger than Data, Data is stronger than Virus, and Virus is stronger than Vaccine, despite the official guides stating the opposite. (See Common Values for Attribute). Example Value: 6 (Vaccine Adult 1)
  • Sick: Whether or not the Digimon is Sick. If it is, the enemy Digimon will become sick after the battle.
  • EOL: In most Battle Systems, the final 4 bits of each packet will be a constant value that doesn’t really mean anything on its own. In other words, you can ignore these bits when interpreting signals.
  • Check: The Check is a value that will frequently change to help ensure a certain remainder is achieved on a finished code. As such, the Check will always be in the final packet. This value is used to tell the device that the incoming code is in fact legitimate. The way it works is like this:
    • The signal is divided into 4 bit groups
    • Each group of 4 bits is added together
    • The sum is divided by 16
    • The remainder is checked

The Check itself does not equal the intended remainder, but rather ensures the intended remainder is reached. So if the intended remainder is 11, and the current sum without the Check is 71, then the Check will be 4 (because 16 goes into 75 4 times with a remainder of 11). Remainder should always equal 11. Example value: 8.

  • Result: The resulting character of the jogress.