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Joined: 1/28/2011
Posts: 14
http://www.mediafire.com/?43d3zz0erhlrtrr Here's a vbm of getting level 0 bad clones in Crystal. I couldn't get anything useful with it, as I mentioned before, well much, I got an instant level 100, but no map distorts or etc, but someone else might be able to break it apart somehow... Once I get the crash I'm just mucking around at turbo speed until an error, so nothing really happens.
Joined: 2/20/2011
Posts: 11
Joined: 1/28/2011
Posts: 14
:O! Instant victory glitch woooooooo That is awesome, the only piece left is to be able to map distort into Red now and then all that remains is figuring out the most efficient way of putting the puzzle together...
Joined: 1/5/2012
Posts: 52
Location: Maridia
Resetting while saving always seemed cheap to me. There's got to be a way to break this game without that... that coin case bug might lead somewhere, at least.
Active player (352)
Joined: 10/31/2010
Posts: 93
Location: Honduras
hello people here I want to leave something that will interest and that it would also be interesting to see on a TAS and this is a glitched speedrun non-tas of pokemon gold using bad clone good here I leave the video of this speedrun by werster: http://www.twitch.tv/werster/c/2957473
mkTAScommunity website: http://mktascommunity.foromotion.net/ mkTAScommunity youtube channel: http://www.youtube.com/user/mkTAScommunity Working in Wario Land 2 and Wario Land 3 Speedruns NON-TAS My twitch channel: http://www.twitch.tv/vlacksr My hitbox channel: http://www.hitbox.tv/vlackSR
Patashu
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Joined: 10/2/2005
Posts: 4043
Werster did another run and got a clean 1:22 real time, so this is now the better run to watch: Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 1/5/2012
Posts: 52
Location: Maridia
I studied this glitch a bit, and I'm pretty certain what's happening is when you open your Pokémon menu, the game lists your party, drawing the name, HP (and HP bar), level/status, and gender of each one. When you have more than 6 it prints them right past the end of the screen buffer and over other things in memory, eventually reaching the map. I'd need to check in a debugger to confirm this (IIRC the screen buffer is at C3A0, the map is at C5xx), but it seems like the most plausible explanation. It explains why not all tiles get corrupted (not all tiles on the screen get drawn on; the screen is cleared to blank first, but that doesn't overflow out of the buffer), why the effects are mostly constant (using clones means you have a lot of the same pokes over and over), and why other glitches can also trigger this effect. (Corrupted mailbox = mail prints off the end of the screen buffer; glitch Pokemon have extremely long types that print off the buffer, etc.) It also explains why the colours freak out (the palette buffer is probably right after the screen buffer) and why it crashes if you don't do the glitched reset first (that tricks it into thinking it's not on Game Boy Color, because they derped the error handler, so the palettes will be handled differently). If you look close when you do it in the train station you can even see two similar tiles followed by a row of identical ones, that look just like an HP bar. If you distorted a map 20 tiles wide you should see the distortion patterns repeated perfectly, since the screen is also 20 tiles wide. (Different types of tiles, but laid out the same in memory.) Conveniently all the letter/digit/HP bar tiles are IDs 80 - FF, and the game discards the highest bit of map tile IDs when it reads them, so map tiles 80 - FF are identical to 00 - 7F, so you should even be able to manipulate the structures that get dumped onto the map. Uppercase B = character 81 = tile 1 = should be plain ground you can walk on in most tilesets, so nicknames of BBBBBBBBBB should dump a lot of tiles that you can walk on.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Bizhawk and I aren't getting along great but from my trial run I'm about 8 minutes ahead of Werster's 1:12.24 run right when exiting the forest (and I have ideas to save a little extra time from this point on). I'm not planning on submitting whatever run I complete but will post what I get if bizhawk stops giving me problems.
Spikestuff
They/Them
Editor, Publisher, Expert player (2643)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Bobmario511 wrote:
I'm not planning on submitting whatever run I complete but will post what I get if bizhawk stops giving me problems.
What about lsnes?
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Fortranm
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Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Is a Gold run supposed to be quicker than a Silver run? There is a comparison between Red and Blue in Mr.Wint's submission note for the Blue run(http://tasvideos.org/4024S.html). If not, it might be nice to see the new run in Silver since the 7-year-old glitchless run is in Gold.
Patashu
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Joined: 10/2/2005
Posts: 4043
I think that the map distort route used in the real time record is not possible on silver or on crystal. Not sure about coin case routes.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 12/29/2007
Posts: 489
What exactly makes the map distortion route impossible on Silver or Crystal? I think Werster might have briefly mentioned it in one of his videos but I'm not sure which one.
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
The bug of cloning by changing computer boxes is fixed in Crystal. That's why it doesn't work. But really can't understand why it's not supposed to work on Silver.
Experienced player (705)
Joined: 2/5/2012
Posts: 1799
Location: Brasil
Fortranm wrote:
The bug of cloning by changing computer boxes is fixed in Crystal. That's why it doesn't work. But really can't understand why it's not supposed to work on Silver.
not really,it's just different timing to clone,in GS it was really early and easy and C was really late and hard to do
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Not sure why one version is used over another, just rolling with it at this point. In lsnes the clock doesn't seem to glitch out like in vba (which is good) so this emulator is the way to go. I'll do a real time run to verify this soon. Edit: forget all that about addresses.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
I'm currently looking into Pokemon Gold (Coin Case glitch). After a bit of research, I am almost 100% certain that arbitrary execution of code from the Coin Case glitch can be triggered right away when entering Goldenrod City and obtaining the Coin Case as soon as possible. Messing around with items is not necessary. Edit: It requires a few manipulations, but I believe it would not take more than a minute of extra time to pull off.
Joined: 12/29/2007
Posts: 489
What do you mean by "messing around with items is not necessary"? I'm guessing that it is has something to do with the fact that the most recent submission uses a method identical to the non-assisted method (reroutes code execution to the PC items so that lines of code can be changed easily), but a TAS can handle manipulation of values that wouldn't be as easy for a non-assisted run to change?
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
Yes. It works more like the pijack movie than bortreb's item-turned-program movie. It requires some DV manipulation and box renaming, but no items forming program code.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
I'm really looking forward to this run Fractal, sounds most interesting. I've been continuing with my gold run that basically matches the real time runs. After finishing the Elite 4 my time is just under 47 minutes. Here's one thing I tried that turned out loosing time. Thought it was interesting: Link to video Also, should I submit this run with the arbitrary code run being worked on?
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Arbitrary code execution runs don't really compete with no-large-skips runs, if they're both entertaining there's room for both. (Some people think the existence of one category makes the other less entertaining, though, but that's a relatively minor effect.)
Patashu
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Joined: 10/2/2005
Posts: 4043
I think that if the bad clone/map distort route is faster, it will be the accepted TAS. And if it is slower, then they should be allowed to duke it out (speed vs entertainment, what is more important?) (It will also encourage further exploration of how the glitches work, to have a well optimized TAS showing it off.) Therefore, I would submit it.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
ais523 wrote:
Some people think the existence of one category makes the other less entertaining, though, but that's a relatively minor effect.
The sad thing is there is too little difference between the first half of two routes.
Editor
Joined: 11/3/2013
Posts: 506
If you are at 47 minutes and have just beaten the elite four, you'll beat TheZZAZZglitch's submission. However, when Fractalfusion has cut out most of the fifteen minutes of item glitching present in that run, then ultimately the Coin Case route will be faster, and the Bad Clone glitch will go the way of MIPS the rabbit, a really cool but sadly obsolete trick. I still think you should at least submit it. It may be that it will be rejected because it is not the fastest route, but what swings it for me is that it is a tad embarassing for tasvideos' record for a game to be over twice the length of the unassisted record, and the sooner that changes the better.
Experienced player (705)
Joined: 2/5/2012
Posts: 1799
Location: Brasil
SUBMIT
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
I'm a bit busy so I don't have time to check further, but the formula for the base power of Gen 2's Hidden Power, as given by http://www.psypokes.com/gsc/dvguide.php and http://bulbapedia.bulbagarden.net/wiki/Hidden_Power_%28move%29/Calculation is incorrect. The pages there say:
HP_Power=(5*(v+2w+4x+8y)+Z)/2 + 31
where
* v is 1 if SpcIV>=8; otherwise 0,
* w is 1 if SpeIV>=8; otherwise 0,
* x is 1 if DefIV>=8; otherwise 0,
* y is 1 if AtkIV>=8; otherwise 0,
* Z=3 if SpcIV>=3; otherwise Z=SpcIV.
However, I have verified that it is possible for SpcIV=11 to have a higher max damage than SpcIV=12, 13, or 14, assuming all other IVs are the same and all other circumstances equal. So the above formula is incorrect. If anyone can verify the actual formula, that would be welcome. (I swear I remember somewhere 6 years ago where it said that Z=SpcIV mod 4.)
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