I've been working on finding the complete RNG table. I'm actually kind of disappointed I didn't think of deducing it this way earlier.
While I was thinking about how to corrupt the ROM, I remembered in one of the GameFAQs topics Alex Jackson talks about the mutant growth system and even explicitly states the bins. I don't know if you remember, but back when I first downloaded a hex editor, I even mentioned that I noticed the bins he referred to in the code. Well, knowing where the bins are and that they work off of C30B, I hex edited them to be five consecutive numbers. For example, I could set it so that the mutant will gain Agl.
only if C30B rolls exactly 183, so whatever value of C30B causes an agility gain must correspond to 183.
I did a whole lot of clever stuff. I copied the 61 bin RNG table to a spreadsheet (yep, TheAxeMan, I now have a spreadsheet for this game!) because it gave a very good indication of where to look for the next index. I added some cheats so that I would fight a battle against a GOBLIN every step. I wrote a Lua script that forced C30B values that were likely to turn up the number I was looking for based on the 61 bin RNG table. All I had to do was fight 5-9 battles, close the ROM, hex edit the bins to the next five values, change my Lua script, then open the ROM and do it again. It still took a few hours, though.
But you're probably not too interested in my methods. Here's the good stuff, the
complete RNG table:
60,153,152,141, 20,225, 79,149,108,169,183, 29,187, 14,159,218,
156,185, 7, 82,116,254,239, 74,204,201,168,194, 91, 17,192, 69,
252,217,167,205,212,222,112,213,211,233, 8, 93, 4, 49, 32,154,
163,249,184, 18,203,190, 47, 10,115,246,151,130,100, 81,127,133,
67,230, 24,242,107,158,207,234, 19,214,200,157,196,113,224, 90,
28,198,135, 45, 11,126,144, 53, 76,182, 40, 66,219,145, 64,197,
124,166,216,178, 84, 94, 15,172,170,150,119,221,123,177, 95, 26,
220,134, 56,109,180, 62,175,117,243,118,232, 2, 27,209,255,250,
195,102,103,114,235, 30,176,106,147, 86, 72,226, 68,241, 96, 37,
99, 70,248,173,139, 1, 16,181, 51, 54, 87, 61,164,238, 63,186,
3, 38, 88, 50, 43, 33,143, 42, 44, 22,247,162,251,206,223,101,
92, 6, 71,237, 52, 65,208,245,140, 9,104,125,155,174,128,122,
188, 25,231, 13,148, 97, 48, 21,236, 41, 55, 98, 59,142, 31,165,
227, 57,120,210,244,129,111,202,179, 73,215,189, 36,110,191, 58,
131, 89, 39, 77,171,161,240, 85, 83,105,136, 34,132, 78,160,229,
35,121,199,146, 75,193, 80,138, 12,137, 23,253,228, 46, 0, 5
I think this is my proudest work thus far! Use it to your heart's content!
Edit: I updated the game's resource page with the RNG table. I also updated the RNG address table with their offsets and how the RNG output is used. I left some uses as "Unknown" if I felt they were interesting but we hadn't done any concrete testing on them. If you're looking for something to do (and I doubt you are, since you're busy SAWing), run through a couple of those "Unknown" addresses and come up with a formula for them.
Edit 2: And here's the same table in hex:
0x3C,0x99,0x98,0x8D,0x14,0xE1,0x4F,0x95,0x6C,0xA9,0xB7,0x1D,0xBB,0x0E,0x9F,0xDA,
0x9C,0xB9,0x07,0x52,0x74,0xFE,0xEF,0x4A,0xCC,0xC9,0xA8,0xC2,0x5B,0x11,0xC0,0x45,
0xFC,0xD9,0xA7,0xCD,0xD4,0xDE,0x70,0xD5,0xD3,0xE9,0x08,0x5D,0x04,0x31,0x20,0x9A,
0xA3,0xF9,0xB8,0x12,0xCB,0xBE,0x2F,0x0A,0x73,0xF6,0x97,0x82,0x64,0x51,0x7F,0x85,
0x43,0xE6,0x18,0xF2,0x6B,0x9E,0xCF,0xEA,0x13,0xD6,0xC8,0x9D,0xC4,0x71,0xE0,0x5A,
0x1C,0xC6,0x87,0x2D,0x0B,0x7E,0x90,0x35,0x4C,0xB6,0x28,0x42,0xDB,0x91,0x40,0xC5,
0x7C,0xA6,0xD8,0xB2,0x54,0x5E,0x0F,0xAC,0xAA,0x96,0x77,0xDD,0x7B,0xB1,0x5F,0x1A,
0xDC,0x86,0x38,0x6D,0xB4,0x3E,0xAF,0x75,0xF3,0x76,0xE8,0x02,0x1B,0xD1,0xFF,0xFA,
0xC3,0x66,0x67,0x72,0xEB,0x1E,0xB0,0x6A,0x93,0x56,0x48,0xE2,0x44,0xF1,0x60,0x25,
0x63,0x46,0xF8,0xAD,0x8B,0x01,0x10,0xB5,0x33,0x36,0x57,0x3D,0xA4,0xEE,0x3F,0xBA,
0x03,0x26,0x58,0x32,0x2B,0x21,0x8F,0x2A,0x2C,0x16,0xF7,0xA2,0xFB,0xCE,0xDF,0x65,
0x5C,0x06,0x47,0xED,0x34,0x41,0xD0,0xF5,0x8C,0x09,0x68,0x7D,0x9B,0xAE,0x80,0x7A,
0xBC,0x19,0xE7,0x0D,0x94,0x61,0x30,0x15,0xEC,0x29,0x37,0x62,0x3B,0x8E,0x1F,0xA5,
0xE3,0x39,0x78,0xD2,0xF4,0x81,0x6F,0xCA,0xB3,0x49,0xD7,0xBD,0x24,0x6E,0xBF,0x3A,
0x83,0x59,0x27,0x4D,0xAB,0xA1,0xF0,0x55,0x53,0x69,0x88,0x22,0x84,0x4E,0xA0,0xE5,
0x23,0x79,0xC7,0x92,0x4B,0xC1,0x50,0x8A,0x0C,0x89,0x17,0xFD,0xE4,0x2E,0x00,0x05