Posts for FractalFusion


Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I figured out how to find a Pokemon's IVs. It wasn't as easy as you would think. It turned out that Nintendo not only [Edit: misinformation deleted, supposed to refer to checksum], but XORed at least 48 bytes of information with a magic number as well as scrambling the stats (everyone knows why they would do something like this). The IVs are in those 48 bytes. Fortunately, the magic number is easy to find. Here's how to find the IVs: 1) First Pokemon stats are at 3004360; enemy stats are at 30045C0. Stats are 100 bytes long. 2) Go to 3004380 (30045E0 for wild Pokemon). The following 48 bytes are XORed with a magic number. 3) Divide these 48 bytes into 12 4-byte blocks. 4) The 4-byte magic number should be the most common sequence in the 12 blocks. It is best if the Pokemon hasn't fought yet. 5) Now find two consecutive blocks whose last bytes are not the same as the magic number's last byte. The encoded IVs are located in the second of these two blocks. 6) Take the 4-byte encoded IV number and XOR it with the magic number (Windows users can use Windows Calculator in scientific mode). Now you have the 4-byte decoded IV number. 7) Since the number is little-endian, reverse the bytes. 8) Write the number in binary. 9) The leftmost two bits should be 0; delete them. Group the remaining 30 bits into 6 groups of 5 bits each. 10) From right to left, the IVs are: HP, Attack, Defense, Speed, Special Attack, Special Defense. IVs range from 0-31. Here's an example from the Kyogre in the published run (snapshot taken just before fighting Wallace): Steps 1-3: Step 4: The most common 4-byte sequence is 15AF98C1, the magic number. Step 5: The two consecutive "unusual bytes" (last byte not the same as last byte of magic number) are 15E735D9 72D9DCE9. The 4-byte encoded IV number is 72D9DCE9. Step 6: XOR 72D9DCE9 with the magic number 15AF98C1 (doesn't matter which first). Decoded, the IV number is 67764428. Step 7: Reverse the bytes: 67 76 44 28 -> 28 44 76 67 Step 8: Write in binary: 00101000 01000100 01110110 01100111 (if using calculator and the calculator display drops leading zeros, put them in manually) Step 9: The first two bits are 0. Remove them and group the remaining bits into 6 groups of 5 each: 10100 00100 01000 11101 10011 00111 Step 10: IVs from right to left. HP: 00111 -> 7, Attack: 10011 -> 19, Defense: 11101 -> 29, Speed: 01000 -> 8, Special Attack: 00100 -> 4, Special Defense: 10100 -> 20. I verified this by checking Kyogre's stats and using the IV approximation formulas at http://serebii.net. Two other memory addresses to note are 3004616 (enemy health) and 3004618 (enemy max health). Enemy stats (Attack, Defense, ...) come after these values. By the way, you might ask what happens if the [Edit: misinformation deleted, supposed to refer to checksum] for a Pokemon's stats doesn't match (i.e. using cheat codes)? Well, you might get this:
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Chamale wrote:
However, the only idea I have an issue with is putting text on fast. If there's "No way of speeding it up or slowing it down", you can just hold A anyway for luck-manipulation.
I based it on observation, so only testing will reveal how it can be dealt with. I don't think the RNG in this game is as volatile as in the first two generations of games.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
dezbeast wrote:
This run deserves a yes vote. I got a kick how you got the enemy in Morph Moth's level to cling on to X's head. Did doing that cause X to rapid fire on that other enemy? My little brother swears that it did.
Yes, the bug causes X to autofire the robot. I left the bug on X's head longer than necessary to try and show this, but I was wondering if someone would say "tons of missed shots, very sloppy". Judging from the spacing of X's shots when controlled by the bug, the autofire appears to be 1 shot per frame, beyond X's player-controlled ability.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
kirbymuncher wrote:
How would I get Marshtomp poisoned?
Now that I was thinking of it, it might be hard, since Team Aqua has no Grimer/Ekans/Koffing. All they have is Zubat/Golbat, which I recall don't try to poison anyone. Or, if there was a Shroomish around, you could use a contact move ... oh wait, Marshtomp has no contact move. Scratch that until I think of something else. I agree with many others that there are places for improvement. I would have liked to see Swampert's Attack being useful near the end of the game, such as teaching Earthquake and fighting Victory Road, if not Elite 4. Kyogre's ability causes "Rain continues to fall" messages after every turn. Edit: Another thing is that, if you want better manipulation, you should not put speed text on fast. If the speed text is on fast, the text rambles on and you have no way of speeding it up or slowing it down. On the other hand, if the speed text is on slow/mid, you can always speed it up to fast by pressing A, so you can make Grovyle miss with Absorb/Leaf Blade, and get the critical hit with Rock Tomb by speeding the text up at different times. It's not always possible, but it's better.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Shaded Spriter meant using the Pokecenter at the town with Norman's Gym, near the beginning of the game, so that when you use "death", you don't have to bike from Littleroot Town. Also, I think it is better to have Zigzagoon knocked out first, then get Marshtomp to be poisoned and have it faint just after getting the 4th badge.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
SXL wrote:
after the bigame emulator, tasvideo presents you the tripleuser post. reply in the topic, and voilà ! the same message is posted under 3 differents nicks.
I deleted mine. :) Edit: Original message before SXL's post:
Neo Shinryu wrote:
Does version 0.98.15 have the bigame support?
Version 0.98.15 has AVI recording but no bigame support. Version 0.98.16 has bigame support but no AVI recording. Use Version 0.98.16 to make the bigame movie, then use Version 0.98.15 to record the AVI.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
kirbymuncher wrote:
Sorry, I must have missed that Wingull. Either that or Water Gun actually did more damage.
At that point, you didn't have Rock Tomb, because you didn't use it right away.
kirbymuncher wrote:
As for a screenshot, how about one of the battles with my rival, after it says "Grovyle used Leaf Blade", but before it says it missed.
I'm not sure. It seems natural to take a screenshot of the player's Pokemon attacking, not the other way around. And to those who don't realize that Marshtomp is Water/Ground and that Leaf Blade must miss for Marshtomp to survive, it would have no effect on them.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Graveworm wrote:
... also I don't think it's worth redoing like half the movie just to incorporate a trick saving a couple of frames, some people have other things to do than making these kind of movies.
More like a couple of seconds, but what you said is true. If I want to improve the movie, I would start again. There's the Flame Stag battle I have to improve.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I couldn't do it on the emulator. The trick may have to do with lag. If it requires charged Silk Shot, I can't do it anyway if I am aiming to get the shoryuken.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I put up a different screenshot (Mudkip vs. Treecko), but if anyone thinks the double-battle one should be up, then say something.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
kirbymuncher wrote:
FractalFusion, what did you like so much about that screenshot? I noticed you took your avatar from it.
The double battle scene, and Solrock/Lunatone.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Chamale wrote:
I've heard of a teleport glitch that sends you to hall of fame in Red/Blue. Basically, make it to Cerulean without ever healing at pokemon centres.
Basically, Escape Rope from Mt. Moon. Or is there a reason to go to Cerulean? I always thought it would dump you outside your house, because that's where the game should set your return point.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Randil wrote:
Amazing. Yet another high quality MMX run. Obvious yes vote. Will you be putting the Mega Man X serie on the shelf now?
Mega Man X games are the reason I am making TASes on this site. Although they are that much closer to perfection, and I have worked on these games a lot, it's hard to put them on the shelf.
Dromiceius wrote:
PS: I hope a frame near 69000 is used for the screenshot- the "hat".
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I took the same route as the Rockman X2 run. Yes, I forgot to put 100%, but it's arguable because of the Zero parts. And I calculated 23.5s of savings from the levels.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I never knew there was a two-frame delay despite making several Megaman X series TASes. So it is transparent matter to me.
NrgSpoon wrote:
This may simplify, or it may complicate, but you can think of it this way: [current view]-->[detects input]-->[acts based on input]
That's a nice way of thinking about it, though I never think about it.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
At least one other person has the same problem. I think it's because of ROM (maybe users have one of the [fx] fix ROMs). If I can find the ROM, I'll try to post a cross-ROM patch. Years have passed. ROM confusion still exists. P.S. Did you check if you are using emulator version v19.2 rerecording?
laughing_gas wrote:
http://tasvideos.org/DesyncHelp.html
There's only so many times that such response is helpful.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Chamale wrote:
So, save ASAP and use the A+B+select+start reset while it says "saving... DON'T TURN OFF THE POWER". Anyway, say it doesn't work. Ho hum.
It doesn't work. At least not with A+B+select+start, since it is a soft reset code and the game prevents you from soft resetting during saving. You will have to get nitsuja to implement recording a hard reset.
Chamale wrote:
I've e-mailed Nintendo and Pokemon.com with this letter: (TAS stuff)
They don't care. Anyone can call me wrong, but don't expect any response from them. You have a better chance requesting to a hacker of the first-generation Pokemon games. By the way, the Marowak idea sounds good. Just make sure you can catch the Marowak in the first place (I don't know when that "Pokeball missed" comes up).
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
For those who have the intro hack (Mugs) ROM, I made a patch from intro hack to the ROM used in this run: http://files.filefront.com/removeintrohackips/;6764764;;/fileinfo.html
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
It seems to be some sort of select glitch (pressing select as if swapping two items or Pokemon) and a pointer glitch. Basically, the run appears to do this: 1) Get the Potion from the guy on Route 1/2, and get Oak's Parcel from the shop. 2) Go back to Pallet Town, then, in the item menu, attempt to switch Oak's Parcel with Cancel. 3) Get into a battle. In battle, attempt to switch Pokemon with itself (?) or some invisible glitch. Defeat other Pokemon. Pokemon levels and graphics glitch. 4) Walk around Rival's house 3 times (?). Enter door. Warp near Celadon. 5) Enter and exit the building to Saffron. Enter Celadon, enter and exit the Pokecenter. Enter and exit the building to the left, then go near the Mart. 6) After some wandering, enter the Mart. 7) Beat the game. It seems the wandering has to do with step counts in some way. From gocha's "dokokashira" hint, I found the relevant thread: http://pokemonbug.oh.land.to/rgb/711worp.html But I can't really read Japanese.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
I was a bit puzzled why you didn't use Rock Tomb against Rival's Grovyle. Yes, Surf does more, but Mud Shot doesn't, and at the expense of a "not very effective" message. Same with Zigzagoon in the double battle. Rock Smash is normal effective, unlike Cut. In any case, I like the run very much. I never thought it could go under 2 hours. Yes vote. Edit: Screenshot that I like (not hot-linked to avoid spoilers)
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
About the "white screen" issue:
FractalFusion wrote:
Here's the intro patch: <strike>http://rapidshare.de/files/27008573/trm-pmeu.ips.html</strike> Use this link instead: http://files.filefront.com/trm_pmeuips/;6431881;;/fileinfo.html
FractalFusion wrote:
About the ROM, I had the same problem until it fixed itself. For some reason, having [the above] patch in the same folder and enabling IPS patching will cure the problem, even if you don't patch it anymore. I don't know why this works.
P.S. This doesn't really hack the game. This only solves the white screen issue. The ROM data seems to be exactly the same.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
ROM Name: Pokemon - Sapphire Version (U) (V1.0) [!].gba (Hint: Download GoodGBA and use
goodgba rename
) Settings: Sync Emulation Speed Lag Reduction Speed (automatic) Save Type Automatic Flash 128K Note: Turn off Real Time Clock Anyway, if anyone has "white screen ROM" issues, I will tell them how to fix it. I just want to know why it works.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Turn off real-time clock. Hopefully that helps.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
It was always like this. Rock/Ground Pokemon are weak to Ice because of the Ground part, not the Rock part. In the next Gym, you can use Surf, since Rock is weak to Water. For anyone who is watching the run, there is no desync. At the point where it appears to desync (Mt. Pyre), kirbymuncher was playing real-time on turbo.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
kirbymuncher wrote:
... it's super effective against the next one too.
Technically not. Ice is not super effective against Rock. It is super effective against Xatu and Claydol, but you're playing Sapphire, not Emerald.