Posts for SuperMonkeypotato


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I was using 2.2.1, but I am going to be starting over though. So I'll just get the latest release. I prefer to start over again after stopping from loss of motivation. Either we need to wait a few frames before starting a new game on game select screen or waste more frames somewhere else from I have gathered so far.
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I don't know if this known already or not, but I figured that I would put this out there. The TID and stats for both Espeon and Umbreon are determined from the frame you select Yes for your name once you select Yes to start a New Game from the main menu. There are some frames that will have the same TID and natures, but they only seem to be in clusters of two that I have seen so far.
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So after doing some calculations for the beginning fights up to getting Quilava it seems that if Umbreon has a +SpA nature that it won't matter how many SpA IVs it has, if it is a neutral nature it will need 4 IVs and if it has a -SpA nature it will need 24 IVs to be able to help Espeon sweep through. Dealing with Hidden Powers, do we want to be able to OHKO Venus' Suicune? I am starting to think that HP Grass might be the better choice since most of the mons that can be OHKO'd with HP Ice can also be taken out with Psybeam/Psychic relatively easily. HP Grass almost guarantees an OHKO on Suicune, assuming 65+ power. One of the higher end calcs that I did for Suicune's stats was (20-31 SpA EV, because Espeon's SpA stat will be 135 in this fight) Espeon HP Grass (65) (30 SpA IV, Rash nature) vs Suicune (25 HP IV, 24 SpD IV with a -SpD nature) is 85-100% with a critical hit. A +SpD nature means that Espeon will never OHKO Suicune even with 0 HP and SpD IVs and neutral is still possible to OHKO it will just have to have really low HP and SpD IVs (8 HP and 4 SpD is the highest that I calc'd with). This is all assuming 65 power HP Grass however, I only did calcs with that since I thought that it would be the lowest that would be acceptable for the TAS. Edit: I will do work with other higher power HP Grass to check as well.
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Which Hidden Power do we think is the better choice for Espeon; Grass or Ice? And what nature should we look for with Quilava? I think that a +SpA nature would be nice since Special moves are used through most of the game, but it seems like a lot of the +Att natures are faster for purifying. It pretty much depends on when we would want to have access to Flame Wheel because if we don't mind going a decent way without it we wouldn't have go into Hyper Mode and call. I think that it might be better manipulate not going into Hyper Mode, at least for later parts, so that Quilava can be healed of it's recoil from Shadow Rush. Is there a way to manipulate the Pokèmon that trainers send out? It would help out tremendously for routing, assuming that it doesn't take too many frames to the RNG necessary.
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So I have come up with an improvement to the TAS, though it will require some more RNG manip. I think that, so long as it doesn't take too many frames, we can have Ron die in the Footman fight in Gringotts so that he doesn't level, being at 1 health if we get into an encounter. So once we leave the vault, we manip an encounter with 2 Green bats and a Green rat. The rat is able to preemptively attack, so it can attack Ron and kill him right away, then all we would have to do is manip a Green bat to crit Harry, which would do 40+ damage and the other bat hit at all and that will kill Harry. This strat will save some time over leaving Gringotts by walking because it will send you to a building in Diagon Alley close to the bookstore that we are going to anyway. The only thing is that Ron will still be at level 1, which isn't that big of an issue because his damage ranges for the next fight are the same from the current TAS. There is also one movement change that will save about 5 seconds over the current TAS as well. I will post if there are any more things that I can find that are of any use.
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Been quite a while since any posts have been made here, but I am coming back to the game to see if anything can be done with the 'Yes' item. Things that I have been thinking about checking for: ACE If quest flags can be changed If spells can be added early Warps of any kind Activating some scripts (Will explain) I think that Arbitrary Code Execution is a little far-fetched, but with this item anything seems possible. Since this game is rather stable with quest flags and doesn't allow sequence breaks, quest flag changes can help skip through certain parts of the game. A place that this would be of great use, within the same area, is definitely in Forbidden Forest since there are two separate quests in there, one for going through to see a cutscene with Voldemort before having to leave back through. Skipping the first and going to the second part will basically just mean going into Forbidden Forest and leaving right away, saving about 3 minutes. Adding spells early can allow some fights to be done extremely fast since you could potentially get the highest level spells, allowing much quicker boss kills. If a death warp can be set without S&Q, that would save about 15 seconds and a menu. Being able to warp across floors or even across lake (which I have been able to do more than once at this point) would also minimize time in movement. When I say activating scripts, there is a script that I know of that was a hotfix just before the game was released where in the Potions class you could originally talk to Snape 4 times after being told to go get ingredients to help out Neville and the class would just end. This saves time in not having to leave the class, fight a snake, having to grab the Boomslang Skin off the wall in Snape's Office and get the Bettles' eyes from Hagrid's Hut, compared to the current TAS this would save almost 2 minutes. Other things that could potentially be worked out is if you can get things to pop up early, such as being able to get the potion recipes from Snape without going into his office after Herbology, minor things like this. These are just some things that I have been thinking about over the last couple of days. We have no idea what can be done with this item since it is completely unstable and, as far as we know, unpredictable.
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https://www.youtube.com/watch?v=5KCbvy56jfM This is gameplay of someone getting to over 200000 points and there aren't any new enemies. I think that Wins told me there was someone that was able to do something further, I'll ask if he can send that here as well.
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Well we don't necessarily have to use an Espeon like that. I think that as long as we have a +SpA nature that isn't -Speed, I think that it will work so long as the SpA and Speed are as close to 31 as they can get. I don't really think that the defense stats matter too much, they could be used to manipulate attacks later on in the run. Attack will probably be somewhat useful for Returns KOs, and HP can be lower as well to help, once again, with manipulating attacks. Looking at the predictor, I don't really know how to figure out the target seed, but there are a couple of things that I liked, though I haven't spent a ton of time looking at values. (Also don't know if the TID being higher means that it will be harder or longer to hit, I still have them listed) These are all Mild nature, and also have some pretty decent Umbreons for the first few fights, Ice 66 TID 161- 0,26,12,31,7,31 (A500 are the last 4) Ice 69 TID 268- 0,6,22,31,3,31 (6963 are the last 4) Ice 66 TID 1758- 19,24,12,31,3,31 (37F8 are the last 4) Ice 66 TID 1912- 19,17,1,31,11,30 (34B9 are the last 4)
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So upon routing I noticed something interesting, apparently in the fight Skrub and Eugan in the Agate Village by the Purification Stone, Pikachu can miss Quick Attack. This is weird because Quick Attack is supposed to 100% accurate, so either this was some sort of glitch or it could affirm to the fact that it is said that Pikachu hasn't battled in a while so it may reduce it's accuracy. Maybe someone else can confirm this matter as well.
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No, whatever they are in the battle is what they are when they are caught. This is noted in the WR run when Exarion says that based on Croc's damage onto Espeon that it was a good one with it's attack stat and was basically able to guess it's nature as well. On a sidenote, can someone help me find out what the IV's and natures are for Pokèmon that are not Shadow Pokèmon? It would help me get through all of the calcs once I get through routing EXP (probably going to take the longest, since I would probably need to go through the game manually, get out all of the EXP for each fight, when level ups are and catch Entei), EV distribution and trying to figure out what movesets should be used throughout the game.
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I don't know if this game still has anyone's interest or not, but I have been working on some things after playing this game again and watching the latest WR run and thought that I would share some of the things that I have come across in case someone wants to tackle the game. I have been wondering for a while if there was another Pokèmon that could be useful other than Feraligatr for the end game and the only one that came to mind was Entei. Now with Entei you lose the ability to use spread moves, but it is made up by being much faster and being a stronger attacker as well. Only thing is that Entei's strongest move, Fire Blast, only has 5 PP but fortunately there is a PP UP in the Shadow Pokèmon Lab to boost the PP for that. In conclusion to all of this, I feel that Entei will probably be a better choice over Feraligatr because of its sheer power, despite the lack of spread moves, which are weaker in doubles, as opposed to having each Pokèmon using a single target move and hitting much harder with stronger moves. Something else that I thought of is that Hidden Power will probably be needed to help with coverage for the last half of the game. I think that Espeon will need HP Ice and that Entei will need HP Ground. These round out a good amount of coverage, HP Ground can be used over Fire Blast against Steel types in certain places to maintain its PP, knock out fire types in the last sets of fights and take out all of the Magnemites, Magnetons, and Electrodes in the Lab, along with Ein's Lanturn/Raikou. HP Ice cleans up a lot of end game Pokèmon as there are a slough of grass and flying types along with dragons. The other reason that these Hidden Powers are picked the way they are is because this is a Gen 3 game and hasn't had the Physical/Special split, so Ground type moves are Physical and Ice type moves are Special, which is best used for each of their best attack stat. I have made a guide for the IV's that will be needed for each Hidden Power, this is for Power 65-70, I feel like these are probably going to be the most relevant, for both Ice and Ground: https://docs.google.com/spreadsheets/d/13x587VLWuqDPpFuFuVUQ_mAK5pKmE1rk_uwatDzOxAM/edit?usp=sharing For those that don't know, I know that it is stated in the sheet but in case people don't look at it, IV's have a range between 0-31 inclusive, but for some Hidden Powers their respective cap might end at 30 in some stats for their 70 base power, which is the highest that it can go this generation (the only Hidden Power that can have all maxed IV's is Dark type.) This guide helps in the fact that it shows that you can keep the same power for the Hidden Power even if you have lower IV's which can be manipulated for certain situations. Like for Espeon, since it is a special attacker, you will want a high Special Attack IV, so you would either want 27 or 31 IV's, but maybe you would want to have a lower defense to influence what Pokèmon an opponent will send out, or maybe a slightly lower Attack IV since Espeon barely uses a physical attack, the only one that is used is Return. Now for a full game route, that I don't have yet. I'm missing IV's and natures for all of the trainer's Pokèmon that aren't Shadow Pokèmon, would need to know if they are all consistent since that would help out with rounding out working on damage calcs for the whole run. The only thing that I have truly worked on a little bit on is the Ferma fight on top of the Pyrite building that you go to after winning in the Colosseum. We would want Croc to have a +Speed nature with 31 IVs in Speed to be able to outspeed her Mantine potentially. That goes my next point is that I think that it would be wise to manipulate to not have Croc go into Hyper Mode since this locks you out of using other moves and healing after using Shadow Rush so much due to recoil. Other than that the only other thing that I can say is that Shadow Pokèmon can have their IV's and natures manipulated, so this can lead to those Pokèmon being taken out a lot faster than normal by just giving them a low HP IV and then the corresponding defense stat a low IV with a stat dropping nature. For instance, referring back to the Croc vs. Mantine fight, a Croc with 31 IV's in Speed and a +Speed nature can outspeed a Mantine if it either has a neutral Speed nature it has 0-5 IV's to be outsped or 6-8 IV's to speed tie, or if it has a -Speed nature and it has 0-23 IV's it will be outsped or with 24-26 IV's it will have a speed tie. The reason why this is important is because we can use Bite and flinch the Mantine for a few turns while Espeon takes out Ferma's other Pokèmon(It would be preferable not to have a -Speed nature and have a -SpD nature instead so that Bite does more damage.)
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Now it is desyncing again in seniors. This is starting to get a bit annoying. Here is the file, using VBA-Next: http://tasvideos.org/userfiles/info/41476975127817067 Please once again note that this is free-handed, not trying to be TASed seriously.
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Well so far that has helped get me through that hiccup. Hopefully that will continue to work. Thanks for your help.
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Okay, so I am going to resurrect this thread after 6 years. I was trying to keep this on the down low and without much help, but apparently nothing wants to work for me. I am trying to do a Technical difficulty TAS, in order to do this the game has to have been completed one time before, so I have to make a verification file. Well every time I try to make one it always desyncs after the first game of the first set of the second Juniors match. I must admit that I am doing it free-handed, but that hasn't messed anything up for me before. So someone may have to help me with a verification file, if someone would be kind enough to help me do that. I normally try not to ask too much of others, but this has been something that I have wanted to do for a while, and just started getting a chance to work on. If someone would help me with this I would greatly appreciate it, otherwise I will keep attempting to try to get it to work for me.
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jlun2 wrote:
1. If you pressed "A" at the very last frame of the pixie minigame, the sound effect for charging the wand lasts until you save the game. 2. Every 1 "A" button press causes 1 lag during the pixie minigame, but it also increments the RNG by 3. Also this means not pressing anything except moving the wand around saves time to due lag reduction. 3. The snitch for the first quidditch match appears to use these addresses
SystemID GB
03D0	d	u	0	WRAM	x
03D4	d	u	0	WRAM	y
Copy this and save as a .wch file to use. 4. It appears to snitch always appear at the top left for the first game (unless I missed something). The RNG determines bludger spawns along with the direction and destination the snitch will go to. 2 ways to manipulate it include delaying 3 frames in the overworld, or wasting 1 frame in the pixie minigame by pressing A. It seems making the snitch head downright towards the center-ish while Harry moves up left is fastest for the first match.
1. I have had this happen before in an RTA run, super annoying to deal with. The snitch always appears in the top left for every game. I did notice the RNG change by 3 in the pixie game, but I had no idea the lag. Hoping to make some decent progress this week maybe find something to make things easier with the deathwarp, don't like wasting that many frames to die slowly.
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I am going delusional counting textboxes, but from what I am counting English is fastest. I don't know exact numbers, probably should be having something count A presses, but I apparently love to make things harder on myself.
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I am pretty sure that those are all the sidequests. I'll check later, I haven't played around with the game a lot lately. And I will look at that file when I get a chance, been busy lately.
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I'll have to recount to make sure, but through getting sent to Knockturn Alley, English is the fastest, but I was testing this late at night and probably miscounted. I'll check again later, but for now English is the fastest, though there are some points where Spanish and Italian have a text box or two less, so there is potential for one of them to be faster in the end. Will update more when I get further through the game, or if the difference becomes too large.
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I don't know what those columns mean, I would ask the person that made it, but alas they have been offline for awhile. If I ever am able to talk to then I will ask. And that was weird. I honestly have no idea what that item does.
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That's fine. Just its time to start reworking the run then. I wasn't overly worried about trying to change the language for this before we got a chance to finish. I will still work on it as we work through, since I am going to work with those 4 only. That will be so much faster than all 10. And the whole skipping the cutscene down in the chamber is much, much slower. Don't worry about it.
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1. That is amazing. I need to learn that for RTA. 2. It is pointless, though used to be used in RTA. The one cutscene that I really want to be able to skip is the Snape cutscene going to the Slytherin Common Room when under the Polyjuice Potion. This is just from quick testing Text boxes: Harry's Room English US: 37 English UK: 37 French: 43 Dutch: 40 Spanish: 37 Italian: 37 Netherlands: 42 Swedish: 39 Danish: 40 Portuguese: 40 So I guess based on these numbers, not saying that they will keep the same pattern throughout the game though, we have 4 languages to work with.
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Going on a few of your points: 1. None of the enemies are fast enough to do anything. 2. I don't think that there are any creatures that are fast/strong enough to do that, but can be looked into as I don't remember all of the creatures there. 3. Potentially could be. 4. No there is not. 5. You can't skip the detention cutscene as it does not update the quest to going to detention. 7. Does this go to all of the snake cutscenes? Or just the two in the hall? I have not had any time to work on that. But someone has run on the French version so I will count and compare to English when I get the chance.
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jlun2 wrote:
1. A possible improvement would be somehow manipulate the RNG for the gnome throwing minigame. I'm not sure how feasible it would be to even test which starting RNG value gives the best tosses for Ron in a row, but I'm aware the for some reason, even if there's only a single input frame difference at the very beginning of the game, makes Ron's toss distance quite different. 2. Not exactly an improvement, but I noticed that enemies seems to stop spawning after the Weeping willow fight "cutscene", until you reach the school itself. I tried finding some flag for it, but failed. If there were some ways to "preserve" this no-spawn state, it would make manipulating npcs a bit easier. 3. Is there anything that can kill you in the overworld like the ad nauseum curse miniquest from the first game? Not sure how relevant to the run it would be, but just curious. 4. Outside cards, combinations, enemy folio and levels, what constitutes as "100%" for this game?
1. I don't know how much that can be improved, but could be looked into. 2. Yes, that is true. That is also true for some reason when you are going down right from the school entrance to go to Quidditch in the first area, where the school is. I have never understood why. 3. There is not a way to die in the overworld that I know of. 4. That's all you need cards, combos, levels, and full Folio Bruti (pretty sure that's what it is called).
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Pokota wrote:
Question. what does NG+ bring to the table that a fresh game doesn't? I know cards and levels carry over but why do NG+ since we already would need a verification movie that gets those cards and levels for it?
All it is is the game just done faster in a few ways, we can get this card combo called Conjure Mana that restores all of the spells that everyone has to the their strongest, which makes everything go by extremely fast. So that would just be getting to the boss fight in Gringotts, Ron cast or flee, doesn't matter as long as he doesn't crit, use Conjure Mana and then BAM! just crit everything basically. The only thing that would probably have to be done is have a Weak Point combo available to use against Basilisk and have Fawkes crit with us hitting for damage. Weak Point would be needed because the fight could take longer if we don't hit for damage in consecutive turns, I mean that could be manipulated but might be longer than just using Weak Point. Here is the latest run of it, literally done yesterday: https://www.youtube.com/watch?v=Z6B2Z3E378c
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https://www.youtube.com/watch?v=oT6xLMDaq1Y&t=2476s (changed put wrong video somehow...) I know that this isn't a proper encode, but this is the recording that I made for the TAS. After going through it a few times in the last week or so, I did find some noticeable improvements. This is the input file for it. http://tasvideos.org/userfiles/info/37878563935691611 Firstly, Herbology could be done in a different way, probably meaning different movement to the class to change RNG. What can be changed is a faster deathwarp at the end, but despite my best efforts and multiple different types of movement out of the last Mandrake fight, the result that I got was what I had to work with. Basically all of the Quidditch can be done faster by getting slightly better RNG for so that you don't have to sit in a spot and wait for the Snitch to come to us, or at least that is how I feel, maybe all of them are fine and I am thinking that something is wrong. I do find Quidditch 3 my favorite, in the submitted file it starts at around frame 147250 and in the video it starts at 41:05. Garden fight can be done faster, didn't feel like spending 100's of frames trying to get crits at the time so I ended up neglecting to attempt Hermione getting them after Harry casting after each attempt, so that can be done faster in two different ways. I don't know if it can be done, but Nick Skip could potentially be done faster though in my best efforts I always missed the mark just barely every time I tried something different then I just did RTA method, so I don't quite know if that can be done faster or not. At the Deathday Party there a wonderful game of Bowling that we play. Here there are a few things that should be considered: When Harry gets a strike or a gutter ball, he has an extra animation. There is a lot of lag in this game, so we need to minimize this as much as possible while still doing things as fast as possible (obviously). Despite strikes having an extra animation, they let us not have to throw another ball (head in this case) so it is slightly faster than going for two non strike throws. So essentially this game is all about getting strikes while having the least possible amount of lag. For my result of this game, I do get strikes for the first 9 sets and the last set have 1 throw hit as many pins as I can get with the least amount of lag and the last throw hit nothing. There is some room for improvement with the lag and trying not to have to move around so much, both Harry and the ball. The only other thing that is worth noting, but should be obvious, is just some better RNG manipulation for having to wait less frames between criticals or having certain things happen faster in fights or things not happen at all. Happening faster being the break free of Aragog's stun, which was rather fast but could be faster if both are freed. Certain things not happening are Garden boss not stunning, which didn't happen in the submission, and Lockhart not curing his poison, which isn't done either and shouldn't have to be worried about as that is the whole point of the fight to begin with.