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Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
Forget about the Cycling Road guard. It doesn't work, I just tried it.
gia
Player (108)
Joined: 5/3/2006
Posts: 223
try Bill
Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
gia wrote:
try Bill
Worked http://dehacked.2y.net/microstorage.php/info/1953412070/bill_trainer_fly.vbm Very well, I think I'm starting to undestand the Trainer-Fly glitch better. Normally, when you walk into a trainer's sight, they notice you and the "!" sign pops up, in this moment, the game kills your buttons, starts an event "an NPC is going to move" and changes the values of addresses CD2D-CD2E, CD2D corresponds to the type of trainer you're about to face (youngster, lass, gambler, etc.) and CD2E tells the game which trainer of that type you'll battle. For example, you'll fight a Lass, but there a lot of Lasses in the game, so if this value is set to 09, the game knows it has to load the pokemon data for Lass #09. OK, after it does this, it makes the NPC move to you, and when it's finished, the game stores in memory "a battle will start in (area you are in)" and loads the values from CD2D-CD2E, when the battle starts, these bytes are overwritten with the opponent's stats and are no longer needed. However, some players have the bad habit of flying before the fight, what causes the trainers to notice them but never get the chance to walk to them. Thankfully, other events in the game cause NPCs to move (another trainer battles, the guy in Pewter, Bill, etc.) In its ingenuity, the game still thinks you're about to battle the trainer from a while ago, and when the NPCs finish moving, it stores "a battle will start in (that area)". When you go back there, it tries to resume the battle loading the data from its usual addresses. However, these bytes no longer have the same values, CD2D now has the Special of the last pkmn you fought and CD2E its attack modifier. If CD2D corresponds to the hex of a pokemon and not a trainer, the game will think it's a wild battle and take CD2E as the pkmn's level. About the movie, I died from poison to restore my buttons, but it's possible to do it with change box/reset too, and I faced a wild pokemon for the simple reason of changing CD2D-CD2E, so that I didn't fight the jr trainer.
Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
More Trainer-Fly stuff, guys. If you look at CD2D-CD2E a moment before you fight a legendary (Zapdos, Moltres, Snorlax, ...), you'll see that CD2D changes to the species of the pokemon you'll fight and CD2E will be its level. That leads me to the conclusion that, apart from storing the data from trainer battles, these addresses also tell the game which legendary you are to fight. That clarifies things a little. When you do trainer-fly, and CD2D has the value of a trainer, then you'll battle a trainer. But if it has the value of a pokemon, the game thinks you'll fight a legendary and starts a wild battle instead. From here on, it's just assumptions, but this is the best I could think of. ^^ When you fight a legendary, the game has to get rid of the pokemon, which is a missable object, or else you can fight it again. So, when you battle a legendary, the game makes a missable object in the area you are disappear, if you go by the rules, this will always be the legendary pokemon. However, when you do trainer-fly, you can visit other areas, which may have another missables (for example, Snorlax), which are stored in memory, and are never overwritten unless you pass through areas that have another missables. Then, when you do the glitch, the game assumes you're fighting a legendary and will make it disappear, and if it finds data related to to Snorlax, it'll kill it. There! Glitch explained.
Joined: 10/20/2006
Posts: 1248
Wow, I totally get it now. So, the game thinks you are fighting legendaries. Good job at figuring that one out! ^^ So you could basically fight some trainers too in a trainer fly glitch chain. So it would be reasonable to do research on what trainer fights are accessable that way and what special attack values their last pokemon have. Or is it not possible to get trainer values into CD2D that easily? You could select one from up to 13 trainers per possible value in CD2D, is that correct?
Joined: 6/6/2004
Posts: 223
Special values that lead to trainers don't start until 201, so that's a pretty high barrier you're faced with.
Player (20)
Joined: 10/14/2005
Posts: 317
Hey p4wn3r, that's a nice simple theory that explains why Snorlax disappears. Now I'm wondering why none of us thought of it before. About the ZZAZZ analysis from three pages back, gia's memory map is good. However, since I don't know how to get the game put stats into the "10th pokemon", I was thinking of a different approach. The ZZAZZ demo I had shown a while back does somehow get the game to think there are many (maybe 255) pokemon in the party. At that point when one pokemon is deposited (i.e. the party count decremented), a whole chunk of memory shifts up by one byte. This may turn the item counter into FF, but it also shifts the pokedex "seen" info for pokemon #245-#252 into #237-#244, #237-#244 into #229-#236, and so on. Doing 64 shifts would overwrite all of the pokedex with what had been item data, but one shift alone already changes the whole pokedex, leading to a whole new route of the remaining pokemon to be caught with trainer-fly. Because each pokemon's stat data is a 44-byte struct, dropping one pokemon out of the party causes data in the bigger addresses to shift by 44 bytes. These regions contain data that marks progress in the game, including which trainers have been fought. If several trainers have been exhausted for trainer-fly, you could refresh them by moving this data. Furthermore, once the item-count is exploded, almost any item is available and all 8 badges can be created by item swapping. You can even teleport to different rooms using item swapping (as shown in gia's published run). Overall, using ZZAZZ could cut the length of a catch-'em-all run by hours, but it would definitely complicate the planning process. The end result would be a run that gets a pokedex of 152 without actually encountering most of these pokemon. There is little point in making such a movie because something like this already exists: gia's Pokemon Yellow run, which is only two minutes long. Thus, I think it's fine and sensible to set the catch-'em-all movie goals to avoid using ZZAZZ or any massive-corruption glitches. Carry on. Good luck!
Skilled player (1085)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Interesting theory and I think that you are right for the most part. However, I monitored the Snorlax flag in the memory (D7D8) while doing the skip and it does not change. The game must still think that snorlax has not been fought and so it must be entirely sprite related. I can't really come up with anything better at the moment though :-) As to the run I was getting bored with weeks of route testing so I decided to just get started last week since the route is pretty much settled up until vermillion at least (and probably as far as the safari zone). I've just been trying to get a feel for the luck manipulation at the moment, however, this is complicated by the fact that I'm skipping Brock so the Squirtle needs some serious DVs for route 3. Between Pallet and catching Gengar I will need to fight 14 pokemon with that squirtle. To have optimal battles with these pokemon the squirtle needs DVs of at least ExCE (although depending on a certain metapod I may not need a high special at all). I still have some more testing to do and will post a WIP at cerulean.
Player (20)
Joined: 10/14/2005
Posts: 317
Mukki wrote:
However, I monitored the Snorlax flag in the memory (D7D8) while doing the skip and it does not change.
Here's an experiment. Memory-watch D7D8 and the relevant D5** address while initiating a Snorlax fight the regular way (poke flute). See how many frames apart the updates happen. If not simultaneous (e.g. one changing in battle and one changing after), then the two updates are handled by different routines anyway and this would support p4wn3r's theory. If happening at the same time, that still wouldn't completely rule it out.
Active player (277)
Joined: 5/29/2004
Posts: 5712
hanzou wrote:
The end result would be a run that gets a pokedex of 152 without actually encountering most of these pokemon. There is little point in making such a movie because something like this already exists: gia's Pokemon Yellow run, which is only two minutes long. Thus, I think it's fine and sensible to set the catch-'em-all movie goals to avoid using ZZAZZ or any massive-corruption glitches.
Well, you could change the goal from filling the Pokedex by any means possible to actually obtaining every kind of Pokemon at some point by any means, which is what you're supposed to have to do in order to fill the Pokedex. That way you could still allow the glitches. But it might not be so nice if the glitch makes the Pokedex less than what it should be.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (42)
Joined: 12/27/2008
Posts: 873
Location: Germany
hanzou wrote:
Doing 64 shifts would overwrite all of the pokedex with what had been item data
Unfortunately, it's impossible to do 64 shifts. Instead of using the FF marker, the game limits the amount of pokemon you can deposit based on D183, which determines the number of your party (01 to 06) and this address is safe from ZZAZZ corruption. I don't dare to say that it's impossible to complete the pokedex using ZZAZZ, maybe there's a way to do it, but I support your opinion of not using this glitch. I think what the audience is expecting in a "catch'em all" run is not something like: play the game normally then WTF!? pokedex complete. Gia has already done this in his yellow run, and doing the same without save corruption is pretty dumb IMO.
Mukki wrote:
I monitored the Snorlax flag in the memory (D7D8) while doing the skip and it does not change. The game must still think that snorlax has not been fought and so it must be entirely sprite related.
Strange, maybe the fight and the removal of snorlax have different flags? I don't know. Feel free to test this.
As to the run I was getting bored with weeks of route testing so I decided to just get started last week since the route is pretty much settled up until vermillion at least (and probably as far as the safari zone).
Nice to hear that ^^ Deciding what is faster or not is much easier once you have the movie done and not only ideas. Good luck with the run. Also, I have a question about Trainer-Fly, if I glitch a Gym Leader fight and defeat him, will I get the badge after that? It's probably useless, but it could help Thomaz with his unassisted run, SDA is not likely to accept the ZZAZZ glitch...
gia
Player (108)
Joined: 5/3/2006
Posts: 223
you learned quite a lot really quickly congrats :D Doing the same without save corruption is really smart actually, or needs more brains to execute, although it would have problems with publication so its dumb from that point of view I guess. iirc you dont get the badge, but you are safer testing again sda allowed me to speedrun "pokemon yellow in 1 minute" if I wanted actually (no means to record tho), so not only zzazz, save glitching is allowed.
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
I wouldn't use zzazz obviously, in 100% at least. (although I am planning on doing an unassisted Yellow run using zzazz. The route is complete, but I don't know how zzazz works, which is the stopping point for me atm. :/ Otherwise, I'd start taping). Anyway, I've decided not to skip Brock. If I skip him, I'd only have enough money for 7 Poké Balls and 3 Escape Ropes, while if I do fight him, I'll have 20, which is enough for me because by the time they are all used up, I'll have Master Balls. Skipping Brock means I don't fight the first two trainers in Viridian Forest. I, however, need that exp (and the speed the level ups give me) if I do fight him. Oh well, in my original run/route, I wasn't planning on skipping Brock because of the same money problems.
Skilled player (1085)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
I've decided to hold off on this for a couple of months until vba v21 is released. I wouldn't be losing too much anyway (just up to Viridian Forest). http://dehacked.2y.net/microstorage.php/info/1276838582/pokemonblue.vbm I have a number of reasons for doing this: 1) current emulators don't fill me with confidence; v19 is the choice, but doesn't emulate this game well and v20 sucks apparently. I used v20 for this. 2) It gives me a chance to finish the route, and 3) I'd much rather wait for Lua scripting which is now high priority. This game screams for it and the earlier parts of this run are where I can really get the benefits. I think it's definitely worth the wait
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
Agreed. Lua scripting has now become the whore of choice, especially considering what some people (Xkeeper) have done with just an NES game. Maybe there could be a script to show you what pokemon you would encounter when stepping onto a space at frame X. That would be really, really nice. It seems Lua has turned into the next requirement for creating TASes... kind of like frame advance was a few years ago.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 3/7/2006
Posts: 720
Location: UK
v20 is recommended for GB games because it actually emulates them properly (probably).
Voted NO for NO reason
Joined: 10/29/2009
Posts: 1
Mukki wrote:
Over the last few days I've tried to update the route. It's still far from done, but it irons out a lot of what was wrong with my last and throws in some interesting new strats. It is purely based on the best times to catch different pokemon. I'm going to take into account items/money/ec for the next version. The last half of the route is labelled TEST because that's what it is, I was more interested in how I would glitch all the pokemon rather than doing so in a perfect manner. Also, my DV resources stopped working at the last minute so some encounters may not be possible. Any feedback is welcome. http://files.filefront.com/Route+v2txt/;13170270;/fileinfo.html Q1: I've again chosen to start with Squirtle, although in an ideal world I'd start with Charmander and manipulate a Squirtle but I've yet to find any way to do this faster. So the name thing hasn't changed since Primo's WIP: Name: CDDEV?z L131 Mewtwo DV:7; Spc:426; => Porygon DV:9; Spc:432; => Charmander L132 Alakazam DV:0; Spc:361; => Vaporeon DV:1; Spc:364; => Ekans DV:8; Spc:382; => Machamp L230 Oddish DV:2; Spc:359; => Flareon DV:7; Spc:382; => Machamp DV:C; Spc:409; => Bulbasaur Annoyingly, a L131 Mewtwo with DV:A would give a special of 434, 1 too many to manipulate a squirtle. Also, I have some doubts about these numbers, they use the formula [Stat = level * ((Base Stat + DV)/50) + 5]. This takes into account that each DV proportionally adds + 1 to the relevant stat for every DV point on a level up, but doesn't this value increase by 2 when a pokemon levels to L100? Does the fact that these pokemon are already many levels above 100 affect this in any way? i.e are these numbers proven/good? Q2: I did some half assed testing and it seems that skipping Pewter Gym takes a little longer than just TASing it (especially with Squirtle), I may be wrong though and I'll test it properly when I get there. Q3: I'm making gengar choice pokemon for the first part of the run. Firstly, it's a pokemon I have to glitch anyway, unlike Gyarados which I can quickly evolve from a L15 magikarp later and so will be quicker over all. Secondly, night shade will kill every pokemon in one hit up until I get mew (as will lick for that matter which will probably do 70-90 dmg). Q4: I haven't decided how and when I'm going to take the poison for walking through walls yet so the rest of the route from safari zone/koga is subject to change Q5: It may be faster to pick up one of the fighters in the dojo rather than elsewhere. Worth testing. Q6: For the glitched pokemon I'm going to use the linked trainer/fly technique, it should be much faster than normal trainer/fly. For testing sake I'm splitting it between these three trainers, but I wouldn't rule out it being faster to throw in a few more as soon as I find them. Q7: In-Game trades cause missingno. effects (thanks p4wn3r). I did some testing and found that it works only if the area they take place in is [D887 = 0] I will investigate more for non-essential trades if they are faster than using the old man. Q8. The glitching process at the end looks pretty chunky, but I hope to incorporate this part with the other main parts of the quest to make it look as seamless as possible. It may turn out slower, but not by much, and this run will have a few speed/entertainment tradeoffs anyway.
Don't doubt the numbers, they are indeed correct. The doubts are understandable, but I can assure that I just ran through this route once on a console (Which ended in 10:19, but I can attest that luck is a bigger part of this run than anything else because a TAS will certainly end in under 5 hours) - 3 Hours were took for Kangaskhan and and his friends Porygon, the Charmander family, Vaporeon, the Ekans Family, Machamp, Flareon, and the Bulbasaur Family. I have a few things to add that may perhaps contribute to the run. Cubone, Gastly, and Haunter MUST be caught by the trainer glitch, as we use the poke doll to opt out of getting the silph scope. By serendipity, though, the best trainer for getting gastly was the guy with the ekans directly above the guy that gets you growlithe on route 11, and the special to yield a cubone is 17, which is easy to come across (While levelling a rattata to evolve it crossed 17 special at level 18 with a few calcium) and also is easy to raise to 18 to get rhyhorn/rhydon quickly (I thought to use exp underflow to avoid using rare candies to boost rhyhorn from level 7 to 42, which would take forever, but it didn't work because of his exp type. All in all this run will be the best run I can imagine to show the power of luck manipulation at it's finest, and it will no doubt be an exercise in tedium to create in a TAS. I may create a run for SDA on console, but it's not my highest priority right now. Another thing I have to add is simply that a TAS has one function that seems to be overlooked - the manipulation of DVs. Manipulate the DVs of the pokemon you catch and as they level you could predict what special they will land on. Do this with a whole party of pokemon and you do have a nice ditto glitch-athon. Three more things for people considering this to keep in mind are: 1. Ditto glitch requires a trainer to fight you, seeing from a distance. You can't pull up your menu to use bike while you find them. What trainers are quickest to find and to fight? Note that after you fight them you can fly to wherever you please without consequence. 2. Box organization. Without careful planning you could end up with the message "You cannot throw that master ball because your box is full", or whatever equivalent it is. This never happened to me in my run because every time I visited the PC (Except to release duds caught off Cinnabar coast) I changed boxes. 3. Those pokemon caught off cinnabar coast can have their specials manipulated by giving them calcium and leveling them with rare candies. This seems to only be practical on console, but if you were to change the route it might be something to consider doing to catch a pokemon off the coast if you could yield a different one that would be quicker to catch with your name. I hope somebody does this and if anyone has any questions about my run I will happy to answer.
Joined: 9/24/2004
Posts: 177
Would someone mind reposting Mukki's route from a couple pages back? I think this topic has laid dead long enough, and I'd like to go ahead and see if I could at the very least take a shot at modifying the route (without having to completely come up with my own route). I also have some radical strategies I'd like to try out, among those replacing one of the Missingno Glitch Pokemon with a very high level Electrode or Weezing to make leveling some Pokemon much more quickly. (You'd move the Pokemon you'd want to level to the top, get into a battle with the Electrode/Weezing. It goes first, it Explodes and misses (but still faints), your Pokemon gains 5k to 6k EXP.) Also, I can't see more than a small handful of uses of the Ditto glitch - since it's basically the Trainer/Fly glitch except making the last Pokemon fought a Transformed Ditto, it could only really be quicker if the Pokemon with the Special you need is very far away (such as the Zapdos in the Power Plant).
Skilled player (1085)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
I think that this is the route I posted: http://rapidshare.com/files/356986266/mukroute.txt This route isn't particularly good and so a few months later I made an improved route: http://rapidshare.com/files/356986910/Route_v2.txt This route is still very improvable. I started recording and there is a link on this page, but I lost some motivation when I had to change the emulator (and effectively start from scratch). I started doing more research on this a month ago and modified the route which is still half finished and I've identified the following issues: 1) It would be faster to start with charmander, and there should be a way to do it without messing up the other glitch pokemon. 2) Is it faster to take hitmonlee or hitmonchan from the dojo? 3) I need to plan the trainer/fly harvesting better; firstly so it is fast, and secondly so it is dispersed more evenly through the run. 4) I glitch a mew to L100. This is probably not necessary as I have a L100 Gengar and would be picking up other glitch pokemon. I'd like to plan a route with a lot of diversity in pokemon used in battle, but without loss in time. 5) Lua scripting is a big deal in this run. A few lua bots could be made. Firstly, a bot that would test the A button patterns for getting max crits in battle before we get gengar would be massively useful. Secondly, when we start catching pokemon the same cde could be modified to press A in accordance with the capture formula. I only got half-way through writing my third route with these thought in mind, but I'd forgotten much of my knowledge. I've chronicled much of what I've done here: http://tasvideos.org/Mukki.html#CurrentProjects I was hoping to return to this after I finish my Golden Axe run soon. Your weezing idea is cool (especially with a weezing, which we would need) there is a lot to consider and if you wanted to look into alternative routes that'd be great. If you were also interested in TASing that's cool, we could perhaps co-author.
MarbleousDave
He/Him
Player (12)
Joined: 9/12/2009
Posts: 1554
Here is what I wrote out for catching all 151 Pokemon with trading between versions: Start with Bulbasaur and Squirtle Trade Bulbasaur and Squirtle before evolving them Route 1 - Catch Pidgey and Rattata Route 22 - Catch both Nidoran Viridian Forest - Catch Caterpie, Metapod, Weedle, Kakuna, and Pikachu, evolve Metapod and Kakuna Route 3 - Catch Spearow and Jigglypuff, buy a Magikarp for Poke$500, evolve Magikarp Mt. Moon - Catch Clefairy, Zubat, Paras, and Geodude, get Moon Stone, Helix Fossil, and Dome Fossil After Bulbasaur and Squirtle evolve, trade them Route 4 - Catch Ekans and Sandshrew, trade them Route 24 - Catch Oddish, Bellsprout, Abra (2), and Mew, Trade Oddish and Bellsprout, Evolve one Abra, then trade Route 5 - Catch Mankey and Meowth, trade, evolve them, trade back Vermilion City - Trade Spearow for Farfetch'd Route 11 - Catch Drowzee, evolve it Diglett's Cave - Catch Diglett and Dugtrio, trade Abra for Mr. Mime Route 9,10 - Catch Voltorb Rock Tunnel - Catch Machop and Onix Route 7,8 - Catch Vulpix and Growlithe, trade, evolve them, trade back Celadon City - Obtain Eevee and Porygon, Clone Eevee, evolve all Eevee, evolve Pikachu Saffron City - Obtain Hitmonlee and Hitmonchan, trade, obtain Lapras Pokemon Tower - Catch Gastly, Haunter, and Cubone, trade Haunter Route 12 - Catch Snorlax, obtain Super Rod Route 13,14,15 - Catch Pidgeotto, Gloom, Weepinbell, Venonat, and Ditto, Trade Gloom and Weepinbell, evolve them, trade back, evolve Pidgeotto Fuchsia City - Catch Krabby, Goldeen, and Seaking Safari Zone - Catch Nidorina, Nidorino, Parasect, Venomoth, Psyduck, Slowpoke, Exeggcute, Rhyhorn, Chansey, Kangaskhan, Scyther, Pinsir, Tauros, and Dratini, Trade Scyther and Pinsir, evolve Psyduck, Exeggcute, Rhyhorn, and Dratini (twice) Route 16,17,18 - Catch Raticate, Fearow, and Doduo, evolve Doduo Power Plant - Catch Magnemite, Magneton, Electrode, Electabuzz, and Zapdos Route 19,20 - Catch Tentacool, Shelldder, Horsea, and Staryu, evolve Tentacool, Shellder, and Staryu Seafoam Island - Catch Golbat, Seel, Dewgong, and Articuno Cinnabar Island - Revive Omanyte, Kabuto, and Aerodactyl, Trade Omanyte and Kabuto, evolve them, trade back, duplicate Moon Stones and Rare Candies, catch Charmander and Mewtwo via Missingno. glitch, evolve Ivysaur, Charmander (twice), Wartortle, Nidorina, Nidorino, Clefairy, and Jigglypuff, trade Venusaur and Blastoise Pokemon Mansion - Catch Ponyta, Grimer, Muk, Koffing, Weezing, and Magmar, Trade Electabuzz and Magmar, evolve Ponyta Route 21 - Catch Tangela Route 22 - Catch Poliwag (2), evolve them, evolve one Poliwhirl, trade one Poliwhirl for Jynx Route 23 - Catch Arbok, Sandslash, Slowbro, Kingler, and Seadra, Trade Arbok and Sandslash, trade Slowbro for Lickitung Victory Road - Catch Machoke, Graveler, Marowak, and Moltres, Trade Machoke and Graveler Only possible with the Mew glitch used once with rerecording and link function, giving it the demand for VBALink-Rerecording.
Joined: 3/5/2010
Posts: 10
Location: Maryland
Wow, not a bad route. If only all the training wouldn't take very long. But that aside, and if VBA Link is rerecording enabled, I'd love to see this run.
Sandwich!
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
sticktendo wrote:
Wow, not a bad route. If only all the training wouldn't take very long. But that aside, and if VBA Link is rerecording enabled, I'd love to see this run.
Me too! I also wish for a Pokémon Yellow run!
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
I am confused (quick! someone give me an antidote!), how can you TAS the link between two games? I know how the link works, as many years ago I obtained a complete Pokédex with the first emulator which could emulate the link (Prototype-D), but I don't see how that would be applicable to a TAS. You would need two emulators and two movie files? If you can get this to work I am completely interested into a "151 Pokémon" movie, and I recommend you to pick up that certificate in whatever city it was. Also to note it can't be classified as "100%", since technically 100% is 150 Pokémon, this is 100.6% )
Editor, Expert player (2310)
Joined: 5/15/2007
Posts: 3854
Location: Germany
Noob Irdoh wrote:
I am confused (quick! someone give me an antidote!), how can you TAS the link between two games? I know how the link works, as many years ago I obtained a complete Pokédex with the first emulator which could emulate the link (Prototype-D), but I don't see how that would be applicable to a TAS. You would need two emulators and two movie files?
http://tasvideos.org/forum/viewtopic.php?t=7268 This topic might be of interest. Personally, I'm not sure if I'd want to watch a Pokemon TAS with two screens. It would be much like the multigame TASes that are published on the site that I rather dislike.
Joined: 9/30/2007
Posts: 12
Also, I have a question about Trainer-Fly, if I glitch a Gym Leader fight and defeat him, will I get the badge after that? It's probably useless, but it could help Thomaz with his unassisted run, SDA is not likely to accept the ZZAZZ glitch...
This is worth a test. Skipping even just Erika and Blaine's gyms would save tons of time. Re: the two-game TAS, you'd also be looking at the trading screens a lot. I like the idea and it looks like fun to route, but it wouldn't be easy to watch.
Total [exp. from Elite Four] = 56237 Total/2 for piggybacking = 28118 EXP
Watch out. I think the game rounds down each Pokémon's experience when you divide it among your party members, so the total you get from piggy-backing will be less than 28118 (significantly lower if you're using Exp. Share with a full party). Also, I think you can use the Trainer-Fly glitch to encounter Missingno. (or one of its friends) and duplicate items. That way you could get 128 rare candies pretty early, which might save time in small ways (box management, smoother routes), though maybe not enough to justify the extra Trainer-Flying. Good luck everyone, I'm looking forward to this! Edit: oh, just remembered another possible time-saver. Glitched stone evolution! A basic description can be found at the bottom of this page. The main use I see is catching an Exeggutor at Mt. Moon and using it to evolve a few Moon Stoners, letting you skip duping the stones or glitching the Pokémon.
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