N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
Hmmm... You know, with all these time-saving glitches, it might be possible to do a no-glitch run and get it accepted. Like the Legend of Zelda games for SNES and Game Boy.
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 6/6/2004
Posts: 223
Like this one?
Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Mr. Pwnage wrote:
...set up wall clipping, then do Glitch City again...
The only problem with this is that entering or exiting a building (such as the entrance to Safari Zone, or the house with the Fly HM) deactivates the ability to walk through walls.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
Mr. Pwnage wrote:
Like this one?
I'm pretty sure that can be improved though.
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 1/3/2006
Posts: 334
well you might use the new fixed vba version and cut this whole tas to 5 minutes
Player (20)
Joined: 10/14/2005
Posts: 317
The dokokashira door glitch applies only to Pocket Monsters - Red Version (J) (V1.0) and Pocket Monsters - Green Version (J) (V1.0). I think that's the main reason there hasn't been that much excitement about this glitch. Anyone who would like their 15 minutes of fame may complete the short run and submit it tonight. It shouldn't be hard since FractalFusion has already posted an AVI of the 5-minute path. I think it's safe to guess this soon-to-arrive movie would be published alongside the US version movie, rather than replace it. The most similar situation to this would be that of the Link's Awakening and Link's Awakening DX runs. Some fans view the two as a glitchy warps run alongside a no-glitch-warping (but still glitchy, and still uses the intentionally programmed warps) run. However, it's important to note that Link's Awakening DX is a different game, one that doesn't allow dramatic warping (like US Pokemon R/B/Y, as far as we know at this time).
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
I have an idea for entertainment. There's a button code in R/B/Y where the colours are inverted. In Red it's B+>. When doing the reset, it would be funny to invert the colous to make it seem that the glitch inverted colours.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
That's actually a Game Boy Color button code (there are many others like it, actually, and it works on all B&W games inserted into a GBC). Unless this is acatually in the game, I don't see it being used. Sorry.
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Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Question: What's the moves plan for Mew? Back when I attempted a single-segment run of Pokémon Red, using level 100 Mew, I got screwed in the Pokémon Tower in Lavender. Mew can club things with its tail* up until it gets CUT. Cut should be moved to the first slot because of the shorter name and it's 50% stronger (roughly). Also, it's 95% accurate, as compared to POUND with 99.5% accuracy, making misses for the sake of poison that much easier. * I always envisioned Mew as using Pound with his tail instead of his hands. There are no ghosts at all in this run thanks to Snorlax Skip, until the elite four. So what move will be taught to Mew? Certainly, one possibility is Fly against the ghosts, as it knows it already. However, Fly sucks against rock-types. But are there better options? Keep in mind that Fly is a two-turn attack, and there are 3 ghosts, which adds up. So let's look at all the TMs that you get automatically (barring item-stuffing). BIDE 4 characters. 3-turn attack. No. BUBBLEBEAM 10 characters. I have a few doubts as to whether this can 1HKO a level 60 Gengar without critical hits. However, it does still allow the possibility of item-stuffing. Also, I like its performance against rock-types. DIG 3 characters. Agatha's smart - if you use Dig, she switches to the immune Golbat. Anyway, it's 2-turn, like Fly. Bad choice. THUNDERBOLT 11 characters. Can't kill Rocks. GIGA DRAIN 10 characters. Weak, not very effective, automatic message, X(. TOXIC 5 characters. Doesn't do damage. PSYWAVE 7 characters. Does random damage from 1-150. A level 50 haunter has an average of 151 health, and Agatha's are higher-level. FIRE BLAST 10 characters. Attack designed for heavy thumpings. So strong it can take out Rock-types without crits (Though it's so low on PP it won't beat every rock type in the Elite Four). My favourite choice is BUBBLEBEAM, because despite the low power it can take out all the rock-types you'll see. Plus, it's so early in the game you can still item-stuff.
Joined: 6/6/2004
Posts: 223
If you're already going to be luck-manipulating, how about Metronome? It's an extra screen per attack, but as long as any attack can work, so could Metronome with one move slot all the time. As far as strict problem spots go, there are only 7 Rock or Ghost enemies that get fought (presuming that you don't fight Rival #7 when skipping Giovanni), so you can Metronome those away and maybe a few others that look promising. I would point out that just because you're 35-45 levels up, doesn't mean that weak moves like Cut will ride through everything...maybe it is a good idea to get Thunderbolt when you can, then overwrite Pound with Metronome when that time comes.
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Umm, that video was of Caterpie and stuff. I've done testing, and found that Mew can ride Cut through (almost) everything. If there's trouble, Bubblebeam should do the trick. Overwriting a move with Metronome is a very bad idea. Keep in mind that it takes a long while to overwrite a move. Plus, you would have to get the TM in Cinnabar. Because Mew goes from level 1 to 100, it won't learn anything new at all.
Joined: 6/6/2004
Posts: 223
Considering that the trip to Cinnabar is done for pseudo-Glitch-City mode, you're going to have to walk around anyway; getting Metronome costs whatever the difference between 43 walking steps and 43 biking steps is, plus item text. Depending on how many enemies can't be dispatched with Cut, would it be possible to skip Thunderbolt/Bubblebeam and go with Cut/Pound/Fly/Metronome and use Ethers or Elixirs for PP issues (provided the current path doesn't skip every place they might be)?
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
The cost of Metronome is the "M used Metronome" thing and then lag as the game figures out which move to use. And more delay to luck-manipulate, because the odds of a full damage critical metronome of the right attack are something like 50,000 to 1.
Editor, Skilled player (1938)
Joined: 6/15/2005
Posts: 3246
Chamale wrote:
... the odds of a full damage critical metronome of the right attack are something like 50,000 to 1.
Well, you can manipulate the right attack first, then manipulate the full-damage critical (hint: mash A during text).
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
I still think it's a bad option. Keep in mind the message is longer than "Critical hit!" The only reason it should be discussed would be if Bubblebeam or Cut couldn't take out a fairly large number of enemy pokémon.
Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Chamale wrote:
I still think it's a bad option. Keep in mind the message is longer than "Critical hit!" The only reason it should be discussed would be if Bubblebeam or Cut couldn't take out a fairly large number of enemy pokémon.
The plan I had was to keep Pound, and in addition learn Bubblebeam and Thunderbolt. Charmander will have already learned Cut, so to teach it to Mew would mean teaching it an additional time, which seems unnecessary. The only problem with this plan is that Pound has a slow animation (Cut also does). I shouldn't need to use it very often though, so this shouldn't be a big deal. I've also decided against inventory stuffing; because so much of the game is being skipped, there just aren't enough (quick) opportunities to pick up extra items. As for progess, I'm currently in Pewter Gym, attempting to roll the second of three max critical hits against Geodude. When I finish with the Gym I'll post another WIP.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Joined: 1/3/2006
Posts: 334
uhm might just be me not understanding what ypoure saying but: fight animations? arent they switched off at all??
Player (36)
Joined: 10/8/2006
Posts: 284
Some moves take longer to work even with animations off.
Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Phallosvogel wrote:
uhm might just be me not understanding what ypoure saying but: fight animations? arent they switched off at all??
kirbymuncher wrote:
Some moves take longer to work even with animations off.
This is exactly right. There seems to be two different types of "animation-off animations." In the faster of the two, the whole screen moves quickly right and then left. In the slower, the enemy flashes for something like a second and a half. The difference in time between the two is, from my measurements, 55 frames (nearly a second penalty for every use). In general, attacks with a fast animation-on animation, such as most starting attacks, also use the slower animation-off animation. Bubblebeam and Thunderbolt are both fast, and obtained early on, which makes them rather ideal.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Oh right. I forgot that the Mew would be caught during Snorlax skip, not at the normal place. Bubblebeam and Thunderbolt seem best. Out of curiosity, do you know which battles Bubblebeam would be a problem?
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
Well, theres erika, misty?, lt surge, final rival? Anyway, its not like Bubblebeam wouldnt kill them, its just the message "its not very effective". That would waste a lot of frames.
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Well, Pound can still deliver a heavy beating. Anyway, Rival isn't too big a problem. I've concluded that Primo's plan is best.
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
primorial#soup wrote:
As for progess, I'm currently in Pewter Gym, attempting to roll the second of three max critical hits against Geodude. When I finish with the Gym I'll post another WIP.
That was a few days ago... How fast is it coming? I suppose I've become used to watching Rikku posting his WIPs of Mario 64 at an insane pace. April 10: Currently working on getting the first star in Tiny Huge Island. April 11: Here's a WIP of Tiny Huge Island. Made up, but pretty close to the reality.
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
BRILLIANT IDEA! Start with Squirtle instead of Charmander. In Viridian Forest, run into a wild Pikachu in front of a trainer (I've had this happen on console). Get owned by Pikachu. You white out and return to the last pokemon centre, thus triggering a trainer-fly glitch.
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
I have an idea. When exactly is the oak event activated in the beginning? If it is activated after the step, you luck maniplate a wild pokemon attacking you in that step, the game automatically sends out ?????, you win. Possible oak event cancellation? Other option. You lose instead. You get warped back to your house and cancel oak event?
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?