Active player (441)
Joined: 2/29/2012
Posts: 192
We're past Erica's gym now and I thought I'd share a bit of the TASing process that turned out to be really intense and eventually successful... So as you know we went with Tauros as our fast offensive brute to take out offensive electric teams such as Lt. Surge's. We went with Tauros over Aerodactyl or Persian due to the fact that they both receive recoil damage from their main moves Take Down and Double-Edge, which would waste a little time each use. I used a damage calculator to see if Tauros could crit OHKO Surge's Raichu (using the rental Raichu's stats as the defender) with Strength and the results stated that we could, pretty easily. Well when we got to Raichu in the TAS we criticaled him at least 20 unique times, even restarting the fight and re-manipulating his other teammates to be Voltorb and Magnemite which have low enough defense to die in one hit as well. No luck, the Raichu is defensive. We got Raichu down to ~10hp, 5hp, 1hp... but no kill. The lowest his health got from a non-crit hit was 70hp, exactly half of his total hp, so we weren't sure if it was even possible. We settled with eating Raichu's Surf and moved on. The next day we were compelled to try again and finally got a OHKO. So the cool thing about this is that, while Aerodactyl/Persian were safe and guaranteed OHKO's but lost time from recoil, we went with the lesser attacker and in the end, due to an absolutely perfect crit range, were able to take out the toughest electric type in the castle, optimally save time in both of the pure electric team fights, and confirm our choice of Tauros as being the best and most optimal physical attacker in a Gym Leader Castle TAS.
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Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
It's funny how Tauros, the king of the Gen. 1 metagame, turns out to be just as good for TAS.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 6/6/2004
Posts: 223
Here's a sheet that should list all enemy stats: https://www.sendspace.com/file/nn4t89 For example, it shows Surge's R1 Raichu with 148 HP/88 Defense instead of the rental's 143 and 84. Some of the constituent IV and EV components are known to be erroneously pulled from the wrong data, but as long as the final stats are accurate, there are no elements in G1 that care about the difference on that level.
Active player (441)
Joined: 2/29/2012
Posts: 192
Mr. Pwnage wrote:
Here's a sheet that should list all enemy stats: https://www.sendspace.com/file/nn4t89 For example, it shows Surge's R1 Raichu with 148 HP/88 Defense instead of the rental's 143 and 84. Some of the constituent IV and EV components are known to be erroneously pulled from the wrong data, but as long as the final stats are accurate, there are no elements in G1 that care about the difference on that level.
Very helpful, thank you!
BigBoct
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Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Looking foward to the finished product, alec kermit.
grassini wrote:
persian is one of the fastest pokes in the game in terms of speed,and i asked about persian for PIKA CUP not for gym leader castle,persian can critical hit very often so he doesn't need necessarily to use super effective attacks
The posts about the Pika Cup TAS are from 2011. PikachuMan's still active here; maybe PM him?
Previous Name: boct1584
Joined: 4/2/2014
Posts: 32
Good job!
alec kermit wrote:
it took a while to figure out how all of the RNG works but we have it completely understood now
It might be too late, but have you checked this ? This is a work in progress, but things like the PRNG are documented in it.
alec kermit wrote:
Psychic (192)
Under very few circumstances, Psychic animation is shortened by a few frames. I'm not sure what causes this, though.
alec kermit wrote:
We went with Tauros over Aerodactyl or Persian due to the fact that they both receive recoil damage from their main moves Take Down and Double-Edge, which would waste a little time each use.
In Pokémon Stadium, recoil is skipped when you KO a Pokémon with a recoil move. So no time is lost as long as you get the OHKO. Also, if for any reason you can't OHKO something / cannot use an OHKO move, could Metronome could come in handy to grab Fissure / Guillotine / Horn Drill ?
alt: Froggy25
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
25600 stat EXP for each stat is the same as using 10 of each vitamin. Foes have stat EXP no higher than... - 10000 on Pika Cup (30000 in Semifinal) - 15000 on Petite Cup (0 in first 2 battles, then increments of 2500) - 6000/8000/11200/12800 on Poke Cup (16000 in Poke Ball final, 14400 in Ultra Ball battle 3) - 12800 on Prime Cup (25600 on Master Ball) - 25600 on Gym Leader Castle (65535 in first battle, 30000 in final battle if using Red, Green, Blue, or Yellow) - 38400 for Mewtwo - 25600 on Pika Cup Round 2 (6400 and increments of 3200) - 25600 on Petite Cup Round 2 (50000 in quarterfinal, 30000 in semifinal, 50000 in final) - 32000/38400/44800/55000 on Poke Cup Round 2 (44800 speed in Poke Ball semifinal, 38400 in Poke Ball final, 65535 in Ultra Ball final) - 65535 on Prime Cup Round 2 - 65535 on Gym Leader Castle Round 2 - 65535 for Mewtwo in Round 2 Rentals have stat EXP no higher than... - 12800 on Pika Cup - 25600 on Petite Cup - 27200 on Poke Cup and Anything Goes (17600 for fully evolved, 9600 for legendary) - 25600 on Prime Cup (12800 for legendary, 6400 for Mew) - 25600 on Gym Leader Castle - 25600 for Battle Now - 0 for Battle Now Round 2
Patashu
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Joined: 10/2/2005
Posts: 4045
Link to video Pokemon Stadium is the first N64 game to get an ACE exploit, thanks to MrCheeze.
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
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Anything that touches the Gen I Pokémon games breaks.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
The hell?!
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Alyosha
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Editor, Emulator Coder, Expert player (3827)
Joined: 11/30/2014
Posts: 2834
Location: US
that's crazy 8D Can't wait to see what people will do with this.
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
I wonder if we can integrate the nrage plugin into BizHawk... I made a Pika Cup TAS using only a Level 20 Starmie. I'll do a TAS where I battle Mewtwo using only Venusaur. I'm trying to make a TAS that replicates a battle on Game Grumps. I use PKX Delta, Project 64, and Translhextion to make most of these matches.
z1mb0bw4y
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Joined: 11/26/2012
Posts: 70
This is a potentially stupid question, but I'm genuinely curious... For an actual run of this, would the ACE save file setup be included in the run time, or would the save file itself just be provided as a "verification movie" or whatever like for NG+ runs?
MrCheeze
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Joined: 1/22/2017
Posts: 8
Having a payload already setup before the timing of a TAS even starts is, in my opinion, entirely unreasonable. Instead, there's two possible ways to go with this: 1) Require the save file to be set up within the GB Tower. (This doesn't yet have emulator support.) 2) Allow for the submission of a single run that involves playing two different games in sequence. This hasn't been done before, but is not in my opinion much different from playing red+blue simultaneously.
Patashu
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Joined: 10/2/2005
Posts: 4045
1) Require the save file to be set up within the GB Tower. (This doesn't yet have emulator support.)
As usual, gotta wait for CEN64...
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: 4/2/2014
Posts: 32
I think 1) is the best option, once the Stadium GB emu is supported. And set up the save file for a warp to credits obviously rather than unlocking Mewtwo
alt: Froggy25
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
Translhextion will be used to combine two 32KB saves to make a 64KB save. 0000-7FFF for Left Gameboy and 8000-FFFF for Right Gameboy. The 64KB save can be split to two 32KB saves by using Translhextion as well. 128KB N64 saves don't work with BizHawk. They must be copy-pasted to a 290KB save by using Translhextion at offset x20800. Using 128KB saves in BizHawk shows corrupted Controller Pak data. 128KB reserved for Controller Paks, 128KB reserved for internal save, then the extra 34KB is used for what?
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
I made these awesome TASes. Link to video Link to video
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
I think the Game Boy Saves within the Transfer Paks share the same offset as the Controller Paks. Anyway, I'm making a hack of this game. I already done the Battle Now, Gym Leader Castle, and Vs. Mewtwo. It would follow the story of TRAINER, who is going to the top. Defeating every Gym Leader, every Elite Four member, and become the Champion. A new challenger awaits, but to get to the rest of the story, you have to beat the Stadium mode in which bends the rules, twists the challenge, raises the difficulty. and the finalists have level 100 Pokemon in stadiums where it's not allowed. There's also Rental Pokemon that don't follow the rules including Level 2 Pokemon that's necessary for level 46, 76, and 100 "Ultimate" Pokemon on Pika Cup, Petit Cup, and Poke Cup respectively. One question, Why can't I set a Pokemon that's not in the medium-slow experience category to level 1 when I can use a level 1 Pokemon from a Game Boy Game? Uploading a level 1 Pokemon that's in the medium-slow experience category to Pokemon Stadium jumps to level 100, and uploading any level 1 Pokemon to Pokemon Stadium 2 to level 2. Other aesthetic changes include modifications to Pokemon stats. If the Special Attack is greater than the Special Defense, then the Special Attack becomes the Special, making it stronger defensively. Likewise if the Special Defense is greater than the Special Attack, then the Special Defense becomes the Special, making it stronger offensively. Also updated the attacks (Power, Accuracy, PP). Only thing not edited are the effects. See I don't own Pokemon Sun or Moon. I'm gonna have to do a lot of research.
Joined: 6/6/2004
Posts: 223
Level is not the primitive value, experience is. If the level disagrees with the value it derives from experience, the experience-derived value reigns supreme, and if necessary the stats are recalculated accordingly. For fading-group level 1s, the formula at that point dictates that experience should be -54, but since the game never imagines a reason to treat that value as signed, it takes the unsigned 3-byte value and interprets it as 16,777,162. Recalculating the level from that, it should be enough for level 245, but of course Stadium also sanitizes anything above 100 down to that level immediately (without even waiting for an experience-gaining event like it does in the GB carts), so that's what you end up with.
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
When I was play testing the hack in Battle Now it worked fine, but Gym Leader Castle, it gave me trouble because the CPU picked a blank Pokemon which crashed the game. It reminds me of when I used a GameShark, after the final battle, the game soft-locked because of a cheat.
Joined: 4/2/2014
Posts: 32
What did you do exactly ? I might be able to help. Btw, you can change the experience formula to circumvent the Lv 1 issue: http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Stadium:ROM_map#Experience Alternatively, you can change the Growth rate group of each Pokémon in its base stats: http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Stadium:ROM_map#Pok.C3.A9mon_Base_data
alt: Froggy25
MarbleousDave
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Player (13)
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Posts: 1560
We can a 4-player minigame TAS. There are 9 minigames in total. There are fixed length ones where everybody wins. A few ones that can end in a draw. Be strategic in scoring games.
MarbleousDave
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Posts: 1560
Rock Harden has to be the longest minigame by far. How far? Magikarp Splash lasts for 20 seconds. Clefairy says takes about 1.5 minutes. Run Rattata Run can last anywhere between 20 to 30 seconds. Snore War can last about 40 seconds. Thundering Dynamo can take about 10 seconds. Sushi Go Round lasts about a minute. Ekans' Hoop Hurl lasts 60 seconds. Dig Dig Dig lasts up to 20 seconds. Rock Harden can last from one minute to several minutes.
ajfirecracker
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Joined: 10/11/2017
Posts: 32
Metronome seems like great playaround material, could show off a huge variety of moves while going through battles with crits and/or super effective to maintain a good pace (In particular I'm suggesting this to avoid OHKO spam)