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Fortranm
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Editor, Experienced player (773)
Joined: 10/19/2013
Posts: 1108
http://tasvideos.org/userfiles/info/45193133605920554 I changed the default ("None") mode to battle mode. This mode displays the battle RNG graph from FractalFusion's script. I also made the "Next Encounter" mode display the stats for the stationary Pokemon generated by current RNG. It should work for all scripted encounters and maybe fishing as well. However, it does not work for gift Pokemon, including starters. Edit: Descriptions are added to the natures. I updated the Pokemon data lua again: http://tasvideos.org/userfiles/info/45193606014900979 It's now possible to switch between modes by clicking on the arrows. The colors that show buffs and debuffs due to nature are changed to match the colors used in Gen 5+ games. Edit 2: http://tasvideos.org/userfiles/info/45209523159510745 Now the Pokemon data lua can read Gen 4 glitch Pokemon data when you turn the safe mode off.
Fortranm wrote:
Where could "L=A" save time? I haven't thought of it yet.
For instance, every time you use an item from the menu, you would need to wait for one non-lag frame before you can press A another time. This wouldn't happen if "L=A" is chosen.
Editor, Skilled player (1936)
Joined: 6/15/2005
Posts: 3239
Here is my WIP of Pokemon Diamond (J) up to Jubilife City. http://tasvideos.org/userfiles/info/45437177458522052 I have to redo some things because I forgot that you can press directional buttons on the last dialog of some dialogs, saving time instead of turning. I'm working off of seed 0x160e0f55; my tests already show that this seed is very advantageous for avoiding encounters in Oreburgh Gate and Oreburgh Mine. Chimchar has IVs h0 a31 b7 c30 d0 s26 (Atk+ SpDef-) and the wild Starly has Def- nature as a bonus.
Fortranm wrote:
For instance, every time you use an item from the menu, you would need to wait for one non-lag frame before you can press A another time. This wouldn't happen if "L=A" is chosen.
You don't need L=A in that case; in menus, you can click on the center of the Pokeball on the touch screen. It's the same as pressing A. You can also use the Pokeball touch screen to scroll down a list very quickly, if you have 4 or more items to scroll through.
Fortranm
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Editor, Experienced player (773)
Joined: 10/19/2013
Posts: 1108
Good to know, but switching to L=A shouldn't really waste any time since you need to choose "confirm" to actually save the options anyway.
Editor, Skilled player (1936)
Joined: 6/15/2005
Posts: 3239
I uploaded an updated version of Fortranm and mkdasher's script that includes some additional things like autofire AABB, battle analysis for crits/misses, and a "minimal mode". Autofire AABB should only be used at low emulation speed (0.5x) and not when going through level-up stat messages. Battle analysis makes it easier to check for optimal (minimum total) delays for crits/misses. I also have a WIP up to Floaroma Town. Some little optimizations like pressing direction keys to cancel the last dialog are used here (faster than bumping).
Fortranm wrote:
Good to know, but switching to L=A shouldn't really waste any time since you need to choose "confirm" to actually save the options anyway.
You can just wrap over the top to get to "confirm".
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
This has nothing to do with speedrunning, but does anyone know any spot in the void where you can move in 1 direction for several hours, then still able to leave? That would make levelling up in daycare "easier".
Joined: 12/29/2007
Posts: 489
https://www.youtube.com/watch?v=3zSukvRdRYo This is the closest attempt I know of, but the player's game freezes when they try to open the Pokemon menu to fly out of the void.
Post subject: Updating Any% TAS
Joined: 8/18/2011
Posts: 14
Location: Vancouver, BC
The current Any% TAS http://tasvideos.org/2892M.html uses a tweaking method that's outdated (new methods would be nearly 4 minutes faster in the ENG version). But even more time can be saved by using the JPN version (not just because of text differences, the tweaking route is faster too). If I were to make a new TAS with the JPN version of the game, would it obsolete the current version or would it be added as a new category? If so, would it be better to just stick to the ENG version?
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Post subject: All Major Bosses TAS - Pokémon Diamond and Pearl
RETIRE
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Joined: 8/14/2020
Posts: 1
As someone who has researched the glitches of DP for a couple of years now, I decided to put together a TAS exploiting them to beat all bosses. Under Major bosses I count all Gym leaders, Galactic Bosses, Rival battles, the E4 and the Champion Cynthia. The TAS would be played on Japanese, since the Japanese games have two notable exploits that make this route a lot shorter over the international releases. For those of you that are unfamiliar with DP's exploits, there is a way to get out of bounds known as the voidglitch which allows you to read RAM as Map Id's, and get to anywhere in the game. In this out of bounds section, it is possible to manipulate tiles as well, which the TAS will use to acquire a Tentacruel at level 54 right after the second gym. Right after, it will start exploiting TAS-exclusive Walk Through Walls glitches, Wrong Warps and sequence breaks. Some of this tech can be previewed below: Walk through walls battle skip showcase Volkner's Gym Puzzle skip I have never tackled a 'big' TAS before, but I have made some smaller ones exploiting this tech, such as this short showcase of a TAS catching Arceus: Arceus voidroute TAS The routing process for this is still ongoing, and finding the optimal strats will be interesting to say the least. The main reason for this being that once we exploit one Wrong Warp, every Pokémon center in the game becomes a hub to get out of bounds from and Wrong Warp even more. Next to that, it's hard to decide when to simply unlock a city's fly location and fly to it later, or to abuse the Walk Through Walls skips, since voiding and save resetting could in some cases cost more time than it gains. I think this could be very interesting, as the entire game becomes a playing field to abuse glitches, warping from place to place and show exploits that have never been shown before. What are your thoughts, does this sound interesting to you? Small note; all exploits relying on ASLR are bound to one specific Mac Address which is part of the generation process, so it would specifically work on 1 Ds.
Signing off, Voidmansan
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Joined: 2/5/2012
Posts: 1677
Location: Brasil
it looks really cool! i dont know if it's accepted here, but it looks cool enough that you should do it anyway, i'll subscribe to your channel to keep up with your progress
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
1. This should probably merged with the other DP thread. 2. Would getting legends also count as "bosses"? Not sure how would one unlock Regigas however. If that does happen though I would be very interested; this would more of the game than a "glitchless" run could, while still hopefully not as long as such.
Joined: 8/7/2011
Posts: 166
Glitching to all the legendary Pokemon that can be found on the field would be interesting post-game add-on, but unless the caught Pokemon are used, I'd keep it in post-game.
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